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Mr BrycE

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Posts posted by Mr BrycE

  1. Thanks, Skorm!, anyways for my coords, its for map pay_fild02, i retype all the coords again...now working fine...

    as for triggering some events...ill try to work it out from your script..thanks! /thx

  2. the monster is spawned right after i. @reloadscript, i didn't touch the npc , but when i do nothing is happening 

     

    EDIT: doesn't walk either...

     

    EDIT 2: i have here..

     

    pay_fild02,46,209,5	script	Teemo#1	518,1,7,{
    end;
    
    
    OnInit:
    disablenpc "Teemo#1";
    initnpctimer;
    setarray .x[0],50,59,70,82,99,99,100,102,115,127,142,161,175,191,211,216,212,212;
    setarray .y[0],203,201,200,193,185,172,155,139,138,149,163,166,156,151,158,171,186,196;
    set .a,0;
    set .m$,"pay_fild02";
    end;
    
    L_OkayLakad:
    getmapxy(.m$,.nowx,.nowy,1);
    if (.nowx != .x[.a] && .nowy != .y[.a] && .stop != 1) {
    npcwalkto .x[.a],.y[.a];
    } else {set .a,.a+1; if (.a >= getarraysize(.x)) set .a,0; }
    initnpctimer;
    end;
    
    
    OnTouch:
    goto L_OkayLakad;
    set .stop,1;
    set .stop,0;
    goto L_OkayLakad;
    end;
    }
    

    but...i do not know where to put space for triggering an event....just like in my request...( i search about moving npc, its from nanakwitz. )

  3. hi, i would like to request a moving npc that, after passing through set of x,and y arrays the last set of x and y will hideoff the npc...

    like..

     

    setarray .x[0],50,59,70,82,99,99,100,102,115,127,142,161,175,191,211,216,212,212;
    setarray .y[0],203,201,200,193,185,172,155,139,138,149,163,166,156,151,158,171,186,196;
     
    in the 212,196, the npc will hide...

     

    and also, if possible...in each passing array of x,y will put space for triggering some event... 

    like..

     

    in 50,203, monsterwill spawn, or enablenpc,hideoffnpc something like that...>.<

     

     
     
     
  4. i updated my svn...to latest rev.

    and here's the error.. how to fix?

     

    error.png

     

    ohhh..it seems that when i compile it has the wrong settings >.< i'll just try ot fix it one by one :(

  5. try

    OnPCLogoutevent:

     

    same idea from here http://rathena.org/board/topic/74607-dedicated-npc/

    ill try it..

     

     

    I suggest

    set .@mmap7, getmapusers("2@pump");
    if ( .@map7 == 0 ) {
    	hideonnpc "Ryze#1";
    	set getvariableofnpc( .ToweKilled, "Ryze#1" ), 0;
    	... = 0;
    }
    if(gettimetick(2) - noctdead < (60 * 60 * 12)) {
    

     

     

    Miscs :

    set map7,getmapusers("2@pump");
    

    no need to use permanent variable for this, use .@map variable

     

     

    	sleep2 5000;
    	awake "Ryze#1";
    

    no need awake after a sleep, the script continue after the count

     

     

     

    You can use .ToweKilled variable instead of $ToweKilled

    thank you /thx

  6. Hi, how to check when, player suddenly logs out? 

    its "set+1" is back to 0? 

    also, how to add when the player also suddenly disconnects the dungeon will reset?

     

    here:

    prontera,131,171,5	script	Ryze	823,{
    set map7,getmapusers("2@pump");
    if(gettimetick(2) - noctdead < (60 * 60 * 12)) {
    mes "^0000FF[ Ryze ]^000000";
    mes "I'm sorry but you have to wait";
    mes "12 Hours until you can do the this Quest again!";
    soundeffect "Ryzezap.wav",0;
    close;
    
    }
    if(map7 >= 1) goto L_cant;
    if(countitem(6024) >= 20 && countitem(7300) >= 5 && countitem(7723) >= 5) goto L_OkayUsap;
    	mes "^0000FF[ Ryze ]^000000";
    	mes "***Can you handle this?***";
    	soundeffect "Ryzehandle.wav",0;
    	showevent 1,0;
    	emotion e_gg;
    	next;
    	mes "^0000FF[ Ryze ]^000000";
    	mes "I need ^FF0000 20pcs of 17Carat of Diamonds^000000!";
    	mes "^FF0000 5 Gemstones^000000!";
    	mes "and ^FF0000 5 Diamonds of Ruin^000000";
    	mes "Bring that back to me so that we can kill Nocturne .";
    	close;
    
    L_cant:
    mes "^0000FF[ Ryze ]^000000";
    mes "The Quest for Nocturne has already occupied";
    mes "Please wait for your turn";
    soundeffect "Ryzezap.wav",0;
    close;
    
    
    L_OkayUsap:
    	mes "^0000FF[ Ryze ]^000000";
    	mes "Zap!";
    	showevent 1,0;
    	soundeffect "Ryzezap.wav",0;
    	next;
    	mes "^0000FF[ Ryze ]^000000";
    	mes "Go with me and let's slay Nocturne";
    if (select("Follow Ryze:Ignore him") == 2) {
    	mes "^0000FF[ Ryze ]^000000";
    	mes "Do whatever you want";
    	close;
    }
    	mes "^0000FF[ Ryze ]^000000";
    	mes "Can you handle this?.";
    	mes "i'll use my teleport to warp us both in his dungeon";
    	soundeffect "Ryzeletsgo.wav",0;
    	sleep2 2000;
    	awake "Ryze";
    	warp "2@pump",81,80;
    	close;
    
    }
    
    2@pump,82,86,5	script	Ryze#1	823,{
    	mes "^0000FF[ Ryze ]^000000";
    	mes "What's that unpleasnt smell!?";
    	mes "ewww...";
    	soundeffect "Ryzeunpleasant.wav",0;
    	next;
    	mes "^0000FF[ Ryze ]^000000";
    	mes "That filthy Nocturne";
    	mes "i'll chant my spell to wake that bastard";
    	dispbottom "Ryze is chanting some magic words";
    	sleep2 5000;
    	awake "Ryze#1";
    	mapannounce "2@pump","Nocturne: Embrace the darkness....",0;
    	soundeffect "Nocturne.wav",0;
    	sc_start SC_BLIND,1800000,0;
    	sleep2 2000;
    	awake "Ryze#1";
    	next;
    	mes "^0000FF[ Ryze ]^000000";
    	mes "Come on Already!.";
    	soundeffect "Ryzecome.wav",0;
    	next;
    	mes "^0000FF[ Ryze ]^000000";
    	mes "Let's force him to get out on his chamber";
    	next;
    	menu "Ok.",L_Yes,"No,Dont!",-;
    	mes "^0000FF[ Ryze ]^000000";
    	mes "EHHH??";
    	close;
    
    OnPCDieEvent:
    getmapxy(.@map$,.@x,.@y,0);
    if(.@map$=="2@pump") {
    dispbottom "You will revive back in Nocturne's Chamber in 3 Second(s)";
    recovery 3,"2@pump";
    sleep2 3000;
    warp "2@pump",83,98;
    sc_start SC_BLIND,1800000,0;
    end;
    
    
    L_Yes:
    	monster "2@pump",124,41,"Chamber's Tower",3504,1,"Ryze#1::OnThisMobDeath2";
    	monster "2@pump",36,40,"Chamber's Tower",3504,1,"Ryze#1::OnThisMobDeath2";
    	monster "2@pump",40,126,"Chamber's Tower",3504,1,"Ryze#1::OnThisMobDeath2";
    	monster "2@pump",120,127,"Chamber's Tower",3504,1,"Ryze#1::OnThisMobDeath2";
    	mapannounce "2@pump","The Chamber's Four Tower has risen from the ground!",0;
    	mes "^0000FF[ Ryze ]^000000";
    	mes "Don't hold me up";
    	hideonnpc "Ryze#1";
    	soundeffect "Ryzedonthold.wav",0;
    	close;
    
    OnThisMobDeath2:
    	set $ToweKilled,$ToweKilled+1;
    	if ($ToweKilled==4) goto OnThisMobDeath03;
    	end;
    
    OnThisMobDeath03:
    	mapannounce "2@pump","A Wave of Monsters are Coming!",0;
    	sleep2 3000;
    	awake "Ryze#1";
    	mapannounce "2@pump","Nocturne: Cut them from this world!",0;
    	soundeffect "Nocturne2.wav",0;
    	sleep2 5000;
    	awake "Ryze#1";
    	monster "2@pump",0,0,"Nocturne's Soldier",1302,20,"Ryze#1::OnThisMobDeath04";
    	monster "2@pump",0,0,"Nocturne's Soldier",1260,20,"Ryze#1::OnThisMobDeath04";
    	monster "2@pump",0,0,"Nocturne's Soldier",1202,30,"Ryze#1::OnThisMobDeath04";
    	monster "2@pump",0,0,"Nocturne's Soldier",2015,20,"Ryze#1::OnThisMobDeath04";
    	end;
    
    OnThisMobDeath04:
    	set $Mobs2Killed,$Mobs2Killed+1;
    	if ($Mobs2Killed==90) goto OnThisMobDeath3;
    	end;
    
    OnThisMobDeath3:
    	mapannounce "2@pump","Second Wave of Monsters are Coming!",0;
    	sleep2 3000;
    	awake "Ryze#1";
    	mapannounce "2@pump","Nocturne: Are you getting tired? yet?!",0;
    	soundeffect "Nocturne3.wav",0;
    	sleep2 5000;
    	awake "Ryze#1";	
    	monster "2@pump",0,0,"Nocturne High Soldier",1272,3,"Ryze#1::OnThisMobDeath05";
    	monster "2@pump",0,0,"Nocturne's Soldier",1870,20,"Ryze#1::OnThisMobDeath05";
    	monster "2@pump",0,0,"Nocturne's Soldier",1869,30,"Ryze#1::OnThisMobDeath05";
    	monster "2@pump",0,0,"Nocturne's Soldier",1867,10,"Ryze#1::OnThisMobDeath05";
    	end;
    
    OnThisMobDeath05:
            set $Mobs3Killed,$Mobs3Killed+1;
            if ($Mobs3Killed==63) goto OnThisMobDeath5;
            end;
    
    OnThisMobDeath5:
    	mapannounce "2@pump","The Chamber's Four Tower has risen again from the ground!",0;
    	sleep2 3000;
    	awake "Ryze#1";
    	soundeffect "Nocturne4.wav",0;
    	sleep2 5000;
    	awake "Ryze#1";
    	monster "2@pump",124,41,"Chamber's Tower",3504,1,"Ryze#1::OnThisMobDeath06";
    	monster "2@pump",36,40,"Chamber's Tower",3504,1,"Ryze#1::OnThisMobDeath06";
    	monster "2@pump",40,126,"Chamber's Tower",3504,1,"Ryze#1::OnThisMobDeath06";
    	monster "2@pump",120,127,"Chamber's Tower",3504,1,"Ryze#1::OnThisMobDeath06";
    	dispbottom "Destroy the risen towers again";
    	end;
    
    OnThisMobDeath06:
    	set $Towe2Killed,$Towe2Killed+1;
    	if ($Towe2Killed==4) goto OnThisMobDeath6;
    	end;
    
    OnThisMobDeath6:
    	mapannounce "2@pump","Nocturne: DARKNESS ....",0;
    	soundeffect "Nocturne5.wav",0;
    	sleep2 5000;
    	awake "Ryze#1";
    	monster "2@pump",0,0,"Nocturne",2255,1,"Ryze#1::OnThisMobDeath7";
    	end;
    
    OnThisMobDeath7:
    	set $NoctKilled,$NoctKilled+1;
    	if ($NoctKilled==1) goto L_AllDead;
    	end;
    
    
    L_AllDead:
    	while (1) {
    		set .@rand, rand(.totalchance);
    		set .@i, 0;
    		while (1) {
    			set .@rand, .@rand - .itemchance[.@i];
    			if ( .@rand < 0 ) break;
    			set .@i, .@i +1 ;
    		}
    		getitem .itemid[.@i], 1;
    		sc_end SC_BLIND;
    		mapannounce "2@pump","Ryze: Good work champ!",0;
    		sleep2 2000;
    		awake "Ryze#1";
    set $ToweKilled,0;
    set $Towe2Killed,0;
    set $Mobs2Killed,0;
    set $Mobs3Killed,0;
    set $NoctKilled,0;
    set noctdead,gettimetick(2);
    		delitem 6024,20;
    		delitem 7723,5;
    		delitem 7300,5;
    		specialeffect2 EF_ANGEL;
    		specialeffect2 EF_TRUESIGHT;
    		dispbottom "In 10 seconds you will warp back in Prontera";
    sleep 10000;
    		mapwarp "2@pump","prontera",153,166,0;
    		hideoffnpc "Ryze#1";
    		end;
    	sleep2 1;
    }
    
    OnInit:
    	setarray .itemid, 2480,2891,2475,2574,607,607,607,607,607,607,607,607,15008;
    	setarray .itemchance, 5,5,5,5,20,20,20,20,20,20,20,20,5;
    	set .itemsize, getarraysize(.itemid);
    	while ( .@i < .itemsize ) {
    		set .totalchance, .totalchance + .itemchance[.@i];
    		set .@i, .@i +1 ;
    	
    		}
    	}
    }
    
    
    
    //Mapflags
    
    2@pump	mapflag	nowarp
    2@pump	mapflag	nowarpto
    2@pump	mapflag	nomemo
    2@pump	mapflag	noreturn
    2@pump	mapflag	noteleport
    2@pump	mapflag	nobranch
    2@pump	mapflag	nosave
    
    
  7. I built everything myself. :| i have 2 staff one is a friend in real life so i doubt it's him and the other is actually the one who reported the problem (both of them have no @item/#item or any other commands that can give to players) i checked all my npc scripts including the default ones and there seems to be no malicious scripts. my only conclusion might be they somehow have access to my db which i don't know how would be possible or they used some sort of 3rd party programs which i also don't know if possible

    friend in real life eh?

     

    1st time 

    i caught my own cousin (GM),he also tells me that they got godly items but i never knew that he's the one giving them until i make a fake account .giving items on players...

     

    2nd time

    i caught my BESTFRIEND giving items to my other friends.

     

    from that moment on, i don't trust anyone when it comes to the server.

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