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Posts posted by Hyroshima
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26 minutes ago, cadz said:
hi how to fix this for example my hat added description if you wear +9 weapon aspd +1?
.@r = getrefine();
if (.@r>=9) {
bonus bAspd,1;
}is it correct but not having an effect? Have you tried to increase the quantity?
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@Royr Thank you, I will update.
it really fun and brings a lot of memories, glad you liked it, when I have more time I will customize it better, give it a polishing general.
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Caça Toupeiras / Whack-A-Mole
[PT-BR]:
O script funciona como instância, é um jogo onde o player pode iniciar uma partida sempre que quiser, quanto mais toupeiras ele acertar mais pontos ele acumula, a partida termina quando ele somar o máximo de erros que pode cometer (configurável), o player precisa acertar um mínimo de toupeiras por ciclo, conforme os ciclos aumentam os acertos mínimos também (limitando-se ao máximo de 3), acertar o cachorro contará como erro, os pontos não são acumulativos ou seja, o player entrará par ao rank com o primeiro char que ele fez a partida e será contado por conta, quando ele atingir um valor máximo de pontos na partida que supera o do seu rank anterior ele atualiza, o rank reseta todo o domingo as 12h e converte os pontos para usar na loja da toupeira.
Cred: Tio Akima (criador do mapa)
Cred: Frost (guia add custom npc)[ENG]:
The script works as an instance, it is a game where the player can start a game whenever he wants, the more moles he hits the more points he accumulates, the game ends when he adds up the maximum mistakes he can make (configurable), the player needs hitting a minimum of moles per cycle, as the cycles increase the minimum hits as well (limited to a maximum of 3), hitting the dog will count as an error, the points are not cumulative ie the player will enter the rank with the first char he made the match and will be counted on account, when he reaches a maximum point value in the match that exceeds that of his previous rank he updates, the rank resets every Sunday at 12pm and converts the points to use in the mole shop .
NOTE: Perhaps the translation was not the best, so you can send a suggestion that I will be correcting.
Cred: Tio Akima (map creator)
Cred: Frost (guide add custom npc)
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Submitter
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Submitted03/01/2021
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Category
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Videohttps://youtu.be/A_Y_9LxSWt4
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Content AuthorHyroshima
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5
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3
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Hello again rs, I would like to know if it is possible click the npc to from a distance when using sprite_id from of a mob?
NPC: Npc Sprite ID:NPC: Mob Sprite ID:
I would like to leave it as non-default when using mob sprite_id.
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9 minutes ago, caos51 said:
You can check all the modes here:
https://github.com/rathena/rathena/blob/master/doc/mob_db_mode_list.txt
I put... can move, can attack, and assist
It was nothing thank you!
I choosed from this even list kk I just don't know what went wrong, but thank you for helping me
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51 minutes ago, caos51 said:
Then... try this?
getmapxy(.@mapname$,.@mapx,.@mapy); clone .@mapname$,.@mapx,.@mapy,"OnMyCloneDies",getcharid(0),getcharid(0),137,1,0;
wow, solved my situation, thank you very much, i had trying some combinations but it wasn’t working I found it a bit confusing or there must have been some conflict of combinations in the mode.
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1 hour ago, caos51 said:
Maybe just using *atcommand to let the user use @slaveclone through a script?
the problem with @slaveclone is that the generated clone attacks anyone players and doesn’t have time to finish unless the player dies ;/
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hello guys, I was trying to use the clone script command to be similar to the @slaveclone command, however it is very confusing and does not work.
*clone "<map name>",<x>,<y>,"<event>",<char id>{,<master_id>{,<mode>{,<flag>,<duration>}}}
@slaveclone <player name/ID> Spawns a clone of the specified player. @slaveclone will spawn a supportive clone that follows the creator around.
it would be possible?
the clone follow who summoned it and attack who i attack?
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about the problem I don't know how to help you, try to create a topic in category client or source area asking for help
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would it be this?
input .@zeny_to_gamble; if(!.@zeny_to_gamble){ mes "You can only put ^FF00005,000^000000 up to ^FF00005,000,000^000000 Zeny to proceed."; close; } if(.@zeny_to_gamble != 5000 && .@zeny_to_gamble != 5000000){ mes "You can only put ^FF00005,000^000000 up to ^FF00005,000,000^000000 Zeny to proceed."; close; } if(Zeny < .@zeny_to_gamble){ mes "^FF0000* Insufficient Zeny^000000"; close; } Zeny -= .@zeny_to_gamble; .@r = rand(1,10000); //dispbottom ""+.@r+""; //debug if(.@r <= (.@zeny_to_gamble == 5000 ? 500:1000)) { mes "Won with "+((.@zeny_to_gamble == 5000 ? 5:10))+"%!"; getitem 607,1; } else mes "You were not lucky."; close;
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1
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Try like this:
35815,Auto_Attack_Floater,Auto Attack Floater,5,20,,150,,6,,1,0xFFFFFFFF,63,2,2048,,1,1,4249,{},{ set @CloseW,0; callfunc "autojump"; },{ set @CloseW,1; }
function script autojump { freeloop(1); while(!@CloseW) { warp strcharinfo(3),0,0; sleep2 10000; } freeloop(0); end; }
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Sim existe, o máximo que consigo te passar agora são os arquivos que precisa add as coisas, dai você pesquisa com base nisso, pelo menos já é uma luz pra ti kk
mob_random_db item_randomopt_db item_randomopt_group
da uma procurada, não é tão complicado quanto parece
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Um adendo amigo, Você deve usar o label OnInit: no final do código ou quando o script fizer o que você quer ali ele finalize com um end; caso contrário o script vai passar para a label OnNPCKillEvent: que no caso só seria ativado quando o player mata mob, então se o script do OnInit não for finalizado ali antes de começar a outra label vai acontecer esse erro justamente por quê não tem um player anexado ou seja não foi ativado por um player simplesmente o script seguiu em frente, só precisa adicionar um end; após definir os ids.
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1
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5 minutos atrás, sacrox disse:
arquivo de dados de localização? nome sprite Poring Coid id? ? ? ?
- < TAB > itemshop < TAB > NPC Name < TAB > sprite id , costitemid {: < discount >}, < itemid >: < price > {, < itemid >: < price > ...}
< map name >, < x >, < y >, < cara > < TAB >itemshop <TAB > Nome NPC < TAB > id do sprite , < costitemid > {: < desconto >}, < itemid >: < pre ç o > {, < itemid >: < pre ç o > ...}
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change `ʻITEM_ID`` to the item id you want to charge, the rest works as a store, then you put the item id and the price
prontera,155,185,5 itemshop NPC_NAME 4_M_CHAMPSOUL,ITEM_ID,1187:100,1281:30
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9 hours ago, Seravy said:
Thanatos does use that skill so yes, it's possible.
damn, really, I didn't remember anymore
thank you.
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how are you guys?
I have this doubt, would it be possible for the mob to cast a skill that would change its element among some specified ones?
Already thankful, Hyro~
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On 9/26/2020 at 7:52 PM, IsabelaFernandez said:
I'm using a custom web cp, does everyone have this unequip char option?
I don't know if they all have them, but the most well-known ones have flux-cp and ceres-cp
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could use a web-CP to unequip the char and then ask the person to use an npc that deletes items from the inventory
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6 hours ago, sader1992 said:
int64 value = pc_readregistry(sd, reference_uid(add_str("VARIABLE"), 0)); 0 = THE Index if you are using array , if not leave it 0
Thank you very much, it worked just fine
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hello everyone, would anyone know how to tell me the simplest way to access a permanent char variable that i created in a player but by src?
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I did this example
prontera,161,185,5 script NPCTIMED 112,{ if(#TalkTimer > gettimetick(2)) { mes "You have to wait!"; close; } else { for(set .@i,0; .@i<getarraysize($Talkip$); set .@i,.@i+1) { if($Talkip$[.@i] == getcharip()){ deletearray $Talkip$[.@i],1; set .@i,getarraysize($Talkip$); } } } mes "Hi..."; mes "save teste?"; if(select("Yes:Not")==2){ close; } mes "Ok, ready"; set #TalkTimer,gettimetick(2)+(60*60*5); setarray $Talkip$[(getarraysize($Talkip$) ? getarraysize($Talkip$):0)],getcharip(); close; }
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14 hours ago, Emistry said:
#1
OnSecXX:
doesn't exist, but this is redundant and unnecessary because OnMinuteXX already can fulfill what you looking for.
#2
while(1) { // process what you want sleep 1000; }
this attempt aren't actually recommended, people has been abusing how to use this trick for their convenience, without knowing the consequences.
Whenever the script has done what its instructed to do, it should free up the resource, but this attempts doesn't free up the resource.
#3
OnMinuteXX:
due to user required to duplicate from 00 ~ 59th minutes, its become redundant work, but its exactly what you need. Fyi, it free up the resource once it done its part.
#4
OnTimer60000: // process whatever you want here. OnInit: initnpctimer; end;
more elegant, and less redundant work, doesn't required user to duplicate all the OnMinuteXX like attempt #3 did, and yes it also free up the resources once it done its part.
Conclusion: you should pick between attempt #3 and #4. Personally, I would prefer #4.
Thanks for attention, but my idea is not to leave a time attachment, and work only when called similar to other labels that have a trigger that in this case it would always have been an increase in the minute real time.
I will analyze and check how it would behave and try to create this function ^^.
#Conclusion: you should pick between attempt #3 and #4. Personally, I would prefer #4.
*this would also be the one I would use ^^
weapon script db
in Scripting Support
Posted
instead of using getrefine() you should use getequiprefinerycnt(EQI_HAND_R)