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Posts posted by Mr BrycE
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may i ask if there's a limit for the coordinates? i can't complete is route, ive adjusted it to smaller squares but it still doesnt complete its route...
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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. )
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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...>.<
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ive added the "item bound" recently, and i don't know but i think the latest revision has it? ive edited the item bound diff so that's why it has conflicts
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i have the "not that old" svn(forgot what rev. # it is), there are many conflicts, fortunately i just need to copy from http://svn.code.sf.net/p/rathena/svn/ ,and paste it one by one with each error conflicts, it is now all fiixed.
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i updated my svn...to latest rev.
and here's the error.. how to fix?
ohhh..it seems that when i compile it has the wrong settings >.< i'll just try ot fix it one by one
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Wow, so cool..
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3843
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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
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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
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It will be back soon.
yehey! my links from sprite repo are still in my signature haha...
But The Link Aint Working ^^ llol
it's because it's stil down lol?
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It will be back soon.
yehey! my links from sprite repo are still in my signature haha...
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thanks for this...
this is good for replacing or go with! enchanting system haha
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9/10 i like the mushrooms ))
the missing point is for the character images, they are very common, but all in all it's still good ^^
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there is an incorrect use of close; command somewhere in cooldown. line. 695
replace the close; with end;
thanks to this lol
http://rathena.org/board/tracker/issue-7592-warning-incorrect-use-of-close-command/
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but you can't del characters when set to 0 >.<, any solution?
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League of Legends PH
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\m/!!
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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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i would like to ask how to check if there's a player in map?
for example..
"Dungeon Quest NPC"
"Sorry it appears someone is still fighting the boss inside"
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ayos lng msaya nmn
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3832
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sorry im not familiar with that, but i follow your rule ..
when it's 8bit, only think of letters that will fit on 8bit. nothing more nothing less
and i did use your tool..
Moving NPC
in Script Requests
Posted · Edited by Mr BrycE
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!