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Posts posted by Gidz Cross
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On 8/29/2023 at 11:06 AM, someoneloveyou said:
Hi all i need you suggestion what is the stable ragexe for lastest version of rathena, i try to use version 20200601 isnt stable. and always crash.
i use translation by IIcrishII so many file missing... did you have suggestion ?What were the errors? I use 20200601 and its fine. (not my main client tho)
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Good map indeed! Thank you!
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The solution for this was to diff your client with extend.
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You can try to @mi or @monsterinfo first to know the monster id. That poring you summoned was a MVP.
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16 hours ago, K i n G said:
Looking for MVP Script.
If the MVP is alive PVP is on.
If the MVP is die it will announce the killer of the Boss. Plus PVP is disabled.
Also, may I request an MVP Board?
Thanks a lot!I use this mod when mvp is alive
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On 8/22/2023 at 5:19 PM, Harvin said:
that was my account but I can no longer access it because some complication.
you can try check if the *.@mob_id[N]* is exist to debug it why it doesn't work. or change code on part.
or change the src code mod intosrc\custom\script.inc
BUILDIN_FUNC(specialeffect3) { int id = script_getnum(st, 2); int type = script_getnum(st, 3); enum send_target target = script_hasdata(st, 4) ? (send_target)script_getnum(st, 4) : AREA; struct block_list *bl = map_id2bl(id); if (bl == nullptr) { ShowError("buildin_specialeffect: unknown game object with id %d.\n", type); return SCRIPT_CMD_FAILURE; } if (type <= EF_NONE || type >= EF_MAX) { ShowError("buildin_specialeffect: unsupported effect id %d.\n", type); return SCRIPT_CMD_FAILURE; } if (target == SELF) { map_session_data* sd; if (!script_rid2sd(sd)) return SCRIPT_CMD_FAILURE; clif_specialeffect_single(bl, type, sd->fd); } else clif_specialeffect(bl, type, target); return SCRIPT_CMD_SUCCESS; }
src\custom\script_def.inc
BUILDIN_DEF(specialeffect3,"ii?"),
and in your script
OnKill1: specialeffect3 .@mob_id[1], 68, AREA; callsub OnSetWinner, .mob_id_2, "WALA"; OnKill2: specialeffect3 .@mob_id[1], 68, AREA; callsub OnSetWinner, .mob_id_1, "MERON";
Thank you so much for replying. When made changes based on this patch i finally have map error.
*EDIT
When i rediff the initial patch. It somehow works! So Its working now! Thanks! -
On 1/27/2020 at 2:41 PM, Litro Endemic said:
you can try this...
src\custom\script.inc
BUILDIN_FUNC(specialeffect3) { struct block_list *bl = NULL; int id = 0; int type = script_getnum(st,2); enum send_target target = script_hasdata(st,3) ? (send_target)script_getnum(st,3) : AREA; if (script_hasdata(st,4)) { id = script_getnum(st,4); bl = map_id2bl(id); } else { bl = st->rid ? map_id2bl(st->rid) : map_id2bl(st->oid); } if(bl == NULL) return SCRIPT_CMD_SUCCESS; if( type <= EF_NONE || type >= EF_MAX ){ ShowError( "buildin_specialeffect: unsupported effect id %d\n", type ); return SCRIPT_CMD_FAILURE; } if (target == SELF) { TBL_PC *sd; if (script_rid2sd(sd)) clif_specialeffect_single(bl,type,sd->fd); } else { clif_specialeffect(bl, type, target); } return SCRIPT_CMD_SUCCESS; }
src\custom\script_def.inc
BUILDIN_DEF(specialeffect3,"i??"),
usage example
// GID examples... .@gid = getcharid(3); //.@gid = $@mobid[0]; //.@gid = killerrid; //.@gid = killergid; specialeffect3 EF_HIT1,AREA,.@gid;
Can you help me? It doesn't work to the script I am using. What seems to be missing here.
OnKill1: specialeffect3 68, AREA, .@mob_id[1]; callsub OnSetWinner, .mob_id_2, "WALA"; OnKill2: specialeffect3 68, AREA, .@mob_id[0]; callsub OnSetWinner, .mob_id_1, "MERON";
I am using bg_monster
.@mob_id[0] = bg_monster(1, .map$, .meron_x, .meron_y, "MERON", .mob_id_1, strnpcinfo(0)+"::OnKill1"); .@mob_id[1] = bg_monster(2, .map$, .wala_x, .wala_y, "WALA", .mob_id_2, strnpcinfo(0)+"::OnKill2");
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36 minutes ago, Rynbef said:
Why u use specialeffect2?
Rynbef~
I mean that's the idea.
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Heya. How do I make the winner get specialeffect 48 when it goes into OnKill1 or OnKill2? My scrip is like thisOnKill1: callsub OnSetWinner, .mob_id_2, "MOB1"; OnKill2: callsub OnSetWinner, .mob_id_1, "MOB2";
I tried to do specialeffect 64; and
OnKill1: specialeffect2 64; callsub OnSetWinner, .mob_id_2, "MOB1";
it didn't work and it throws me player not attached error.
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My request has been fulfilled. I no longer require this system.
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11 hours ago, GM Winter said:
hello everyone did you experience this error too?
Lines:
Ask support to the author.
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On 8/1/2023 at 5:22 AM, Winterfox said:
Can you explain how the payout is calculated in this script?
The thing is I don't know.
But I already have someone working this system for me. -
13 minutes ago, rongrong said:
how to get the code now?
Same as before. To buy it.
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Requesting Monster Betting Game Like what shown in the video. Willing to pay.
Replication must be the same shown in the video. Or better.
There should be a command to manually start the event like @chickenstart and to force end @chickenend
Sauce: https://www.facebook.com/visionragnarok/videos/100691036391756/
Pm me in my Discord. -
On 7/23/2023 at 10:16 AM, joyy95 said:
Hello my server not working when soul linker spriti skill at Stalker... Skill has failed
Huh? Can you tell us a little bit more?
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Can you do another that blocks announce script (like what on megaphone) and GM broadcast using @broacast?
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Isn't this resource hog? BTW, good job!
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Nice feature to be implemented indeed.
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It depends. First of. How many int your bragi requires for it to use its full potential? To save time and replies. Here's what i did on my Poem of Bragi.
case BA_POEMBRAGI: val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction //For some reason at level 10 the base delay reduction is 50%. val2 = (skill_lv < 10 ? 3 * skill_lv : 100) + status->int_; // After-cast delay reduction need 100 INT [Gidz]
I made it like that so my Bard/Clown only needs to put 100 int to use POB's full potential.
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On 6/6/2023 at 7:26 AM, YHWH said:
one more thing bro. do you know how to add protection cell on every player? like it won't overlap player like when you step up on a player it will push you beside
By default it was set that way. Why? Does your player can stack together?
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53 minutes ago, YHWH said:
which one?
Your kafra cutin (and all other kafra you got there).
*Edit
NVM. I have found it. Anyway please revert back any changes you made for kafra.
functions_kafras.txt -- This is the default kafra function
If you are in payon you should see Prontera, Alberta and Morocc} else if (.@map$ == "payon") { setarray @wrpD$[0], "Prontera", "Alberta", "Morocc"; setarray @wrpP[0], 1200, 1200, 1200;
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Nice cutin. Mind sharing?
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Ugh. The pain when manually updating the trunk. Why not git clone the latest then re do your modifications?
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On 5/31/2023 at 10:22 PM, BabaVoss said:
Hello good day, can i ask for help.
can you pls add town mapflag to this script pls thaank you
if (sd->sc.option & (OPTION_HIDE | OPTION_CLOAK | OPTION_CHASEWALK) || sd->special_state.perfect_hiding || map_flag_gvg(sd->bl.m)) {
if (sd->sc.option & (OPTION_HIDE | OPTION_CLOAK | OPTION_CHASEWALK) || sd->special_state.perfect_hiding || map_flag_gvg(sd->bl.m) || !map_getmapflag(sd->bl.m, MF_TOWN) {
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PVP Script warning and debug.
in Tulong para sa Script at Database
Posted
I think the OP uses a replicated NPC to have unique function while the original pvp ladder from annie is active.