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Posts posted by Alayne
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Okay gonna debug it myself as soon as possible.
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Sorry I'm currently moving, so i don't have any time for scripting ^^'
Gonna look at it as soon as possible, don't worry.
If you want me to point how to fix it, you'll have to:
-modify the class1$, class2$... variable to include a ',' char as really first and really last char of the string (so for instance:
set .class1$, ",20054,19584,19634,19882,19605,31087,20341,20355,20354,20351,20352,20353,20356,20350,32109,32110,32111,32112,32113,32114,32115,32116,32117,32118,32119,32100,32101,32102,32103,32104,32105,32106,32107,32108,20241,20234,19506,20120,19521,19507,";)-modify the compare to include this char. For instance:
set .@class1, compare(.class1$,","+@sold_nameid[.@i] + ",");This way, you're gonna look for ",19537,", and not for "19537" anymore. Same thing, you're gonna look for ",537,", so it won't raise for element id that are contained into another (longer) one.
That's not the proper way to handle it, but without modifying the whole script, that's the easiest one ^^.
If you have issues to understand what i meant, tell me.
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that's a logic issue with the compare. send me your script and i'll edit it to fix that.
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^^ map issue are your worst enemy, isn't it ^^
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add them in scripts_custom file so they'll be loaded at server start.
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This is just warning as the script was written in an older version of the emulator.
It'll still be handled for a while, but you can replace it right now using the matching emote.
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hi @Slyx. No, you don't need to remove it. The "//" chars on lines start means that this code won't be evaluated when the script will be running. Therefor, you can leave it untouched.
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Yep, you're totally right.
But that's simply cause I don't use all of the maps from arsinoe release. Thought you're right, I didn't cleaned the texture files, which contains 123 files for a whole 43Mo, but I did remove the maps (17Mo each) I didn't use. If you're freaking the hell out of the unused bmp, I can make the cleaning too.
Allthought it wont change anything for you to have or not (except adding, let's say roughly 10Mo).
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Okay peoples, here's the small guide you've been asking for:
Yggdrasil Project Installation Guide
-Get last version from my github (YProject Files)
Server Side Npcs Files
-Once pulled, copied all files and directory, exception made of the ClientMaps directory, into your npc folder on the server
-Fill the scripts_custom.conf file to load those files (you can, if you want, not include the YggdrasilMapflag.txt. If you need specific mapflag there, such as different exp rates on this area, edit the file content and load it. But it's not mandatory)Client Side Maps Files
-Copy all files from the ClientMaps/data directory in your own local data directory (from your client), or add them in a grf and load it through DATA.INI
-In the directory, you'll find a resnametable file. Add its content to your own fileServer Side Maps Files
-Add the maps in the mapcache. You need to add both kind of files: firstly the gat ones, secondly those contained in the resnametable (use grfeditor for this if needed)
-Add the maps list in the maps_athena.conf file.Restart the server.
Everything should now be loaded, the starting npc is the Scientist, located on prontera,140,181If nothings load or something is missing
Allthought it shouldn't, a file might contain an error blocking the loading of the others files.
Try to load each file one by one (yeah I know, pretty boring and long to do) and report here the error you'll find if you can't fix it.
If you still encounter issues, ask for solutions here so other peoples might use it too.
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@jolteon31 I'll try to do it during the week end but I'm a bit overbooked this time so sorry if I can't ^^'
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Well let's be honest...I'm not good at it either x)
So I'll leave someone else answer this time, sorry ^^'
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Well that's waht @Capuche answered you on your other topics. Right now, I can't see another option than the one he gave you, but it's not implemented yet...For the unitwalk shouldn't remove the vincinity (don't think so, but never validated it)
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Well the one you gave in your first post. It contains in comment (/* [...] */ section) the sql command to execute on server's database, and the global script to include on your server.
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Get the mob unique game id (if invoked through scripting), move the npc with npcwalkto or sthg like that, and move the mob with unitwalk to the specified coordinates.
I suppose something like that should work, if you do it little by little. Never tried it thought.
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@blazerza thanks ^^ you're welcome
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@lyleham just to be aware of what's the real issue, what do you mean by not proper? I can recognize the errors, as other people reported them, thought I might not understand what you mean by that.
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@Feilor which files? Everything's uploaded (or should be if I forgot some, report them! lol) on my github
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Look on first page, each add is listed there with a link to this specific release url.
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.char_id[getarraysize(.char_id)] = getcharid(0);
You can't use .@char_id, as @ means temporary bound to the npc variable. It'll be cleaned when the script will hit it's end, and won't be shared through two instances running the script.
On the other hand, with this method, you'll have to handle the cleaning manually.
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Yeah, actually, you'll need to have specifics maps where pvp is turned on or whole pk server.
For me, I mixed it with another script which added pvp maps each day / couple of day has long as there isn't death triggered.
But yep, you're right, it's specific to certain type of server.
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No you can extract the function and copy it in the Prime Board script.
Gonna remove the debug line.
Edit: edited!
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@Radian my bad. I initially planned it to be bound to crafting (as i counted it as a job).So you can find the function in System/Crafting/JobRegister.txt
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Yep you are
Just released a bunch of new scripts. Allthought, those scripts were initially developped for hercules, and may contains issue. Feel free to report / fix them directly on github!
Release contains:
- System/Crafting - Allow players to register to a guild, which can craft some specific items (pastry, magic scrolls, tailoring...)
- System/DungeonHall - Advanced Guild Housing. Allow guilds to buy a town and use them as base. They'll then have to manage food stocks (which will change the food available in restaurant, bar...), dungeon (one per town) and it's content (by catching mobs and poping it on the dungeon), access to fields...
- System/Fisherman - Fishing system
- System/Miner - Mining system
- System/Mercenary - Allow players to register as mercenaries, and then be hired by other players (through a contract) to fullfill a specific task
- System/Prime Hunter - Allow players to put a reward on someone's head, and Prime hunters (registered players) to hunt those target for the reward
- System/Steel Soul - Allow players to bind their soul to a given weapon, evolving through mob killing, and possibly able to gain bonuses (through random option)
Feel free to report any issues, and i'll try to fix it as soon as possible
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My bad, brought that error this morning as I can't test what I'm writting right now. You can get it, it'll be fixed (for this point at least)
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Alayne's Scripts Collection
in Script Collections
Posted
@Quesooo gonna look at it. It's the only one which does that? Others are working properly? (cause they're all bound to the same system so...)
All of them? all scripts you means? Some are easy to add, other a bit harder ^^ it depends on what you want