Jump to content

danielps

Members
  • Posts

    174
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by danielps

  1. Guys, in script_command doc we have the follow description of command instance_create: Instance Mode options: IM_NONE: Attached to no one. IM_CHAR: Attached to a single character. IM_PARTY: Attached to a party (default instance mode). IM_GUILD: Attached to a guild. IM_CLAN: Attached to a clan. I have a question, fi dont set a mode it will be by default party, and when player talk to npc he will send him to the instance that the party leader created, right? Ok, now what if i use IM_NONE. How the npc will know what instance he need to send the plaery? o.O
  2. Hi, In the latest vers of rathena getmapxy doesn't work for mobs? I looked script.c in src, maybe i can use UNITTYPE_MER for mobs? I assume that since in src it's like this: case UNITTYPE_MER: //Get Mercenary Position if( script_nick2sd(6, sd) && sd->md ) bl = &sd->md->bl; MER is the only type with bl = &sd->md->bl; In my small knowledge of src md is a struct that saves mob infos, right? So using getmapxy with type = UNITTYPE_MER will work for mobs as well? May i ask another question too? About bg commands, are there a limit for members? May i have 2 bg teams with 500 members each? xD No, i wont create only 2 teams of 500 players and put them in the same map xD I will create a bg, max 5 per team, but my script will be using instance_create command, so it will create another map and duplicate all scripts inside it as well, liek endless tower, right? But the problem i'm thinking in is: the bg warper will set only 2 teams always, so even that each map (instance) will be duplicated and filled with only 10 players (5 each team), the bg group of them will be the same.... dont knnow if i was clear xD Thanks ^_^
  3. Well, you dont know me, we have never talked, but i know you from your lots of posts here in rathena, in hercules etc... but you were kind of lot of time out of foruns, your rofile in all frouns were like "last visited 2 years ago" haha And a few time ago I saw a profile called "AnieRuru", but it was not the original AnieRuru, it was a fan he said, that is why i'm asking if you are the real anieruru that answered and posted lots of scripts, src mods etc... I hope someday i'll become good programer like you (if you the original anieRuru that i'm talking about of course) xD I'm good with script, but not so good with src, C and C++ are kind of hard, i get confused with pointers and structures haha Anyway being the real Anie ot not, thanks a lott man (or girl, dont know if its shemale or really a girl haha) I will create my bg system with instance_create so i think i won't have any problem xD PS: I'm creating a mobaRO (like league of legends =D) Thanks i think this solved my problem! Like !!
  4. Wow are u te real annie? I'll have a look in this script thanks ! So let's see if i understand, i will construct my bg creating a instance? So in original servers how does it work ? Like, there are lot of players in original server, do all of them play in the same map? It's impossible, so much player for same bg... but ok i will create this bg usind isntance_create so that i program it only once and every group of players that start it will be warped to a different map and don't disturb other groups. That is it? Do i undestanr it correctly annie? Thanks a lot!
  5. Hi guys, I want a create a custom bg, but i have a question. The command instance_enter duplicates the map and all npcs inside the instance map right? This way, i don't need to care about duplicating the map, scripts and npcs, and i also don't need to use setd and getd to create a dinamic npc. My question is, the commando bg_warp works like the instance_enter? I can create my bg and every group of players that start it will play in a duplicated map and npcs? I don't know if i was clear sorry for my bad english xD
  6. Zel quanto tempo haha Sou eu o cara do mobaRO, consegui fazer tudo funcionar haha Só q eu queria ser bem fiel ao moba lol e exibir o hp e sp do inimigo, acho q da pra fazer da mesma forma que o jogador ve seu proprio sp, bastaria pegar na src onde ele envia os pacotes ao cliente para exibir o SP, mas já desisti pensei numa forma mais fácil.. meio gambiarra mas vou criar vários custons visuais da barra de sp e ir trocando eles conforme o sp atual do jogador, meio gambiarra mas vai funcionar haha Dai seriam vários custons da barra de sp desde 0 até 100% preenchida.... Bom é isso ai, vlw haha vou reputar de qualquer forma obrigado
  7. Hi guys, Is it possible to GM see both hp/sp bar of players? Cause they just see hp bar, is there a way to send sp bar view as well?
  8. I love runescape! I remember my first 99 *it was strenght), this game is awesomeeee !!
  9. No need to edit src?? greaattt !! Thanks a lot mann !!! But this time is in miliseconds? like, in the skill description saya lvl 1 = 20 seconds, lvl 2 = 25 seconds, this numbers "40000:50000" don't manke sense for me... And duration in mobs and players are different, so what are these numbers? I want this skill to slow player like 1 second only, this mod is in this place? May i aske you a last question? I want to duplicate this skill but the new skill i want only to slow the target, this skill is slowing and decreasing agi obviously... the agi decrement is on src side to edit, right? I found this in skill.c case AL_DECAGI: case MER_DECAGI: clif_skill_nodamage (src, bl, skill_id, skill_lv, sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv))); break; To this skill only slow the target and not descrese his agi, i will have to change something here? I didnt find another place where this skill is called in src so i think that is here...
  10. Hi guys, I want to reduce the duration of skill decrese agi, its 65 seconds on levle 10 i thinks that is tooo much !! How do i edit that? Thanks!
  11. I tought in use the OnTouchNPC, but in src there is only 3 places that i can see ontouchnpc_event_name: script.h const char* ontouchnpc_event_name; script.c "OnTouchNPC", //ontouchnpc_event_name (run whenever a monster walks into the OnTouch area) npc.c safesnprintf(eventname, ARRAYLENGTH(eventname), "%s::%s", map[m].npc->exname, script_config.ontouchnpc_event_name); Only these 3 lines make the OnTouchNPC work? What if i dont crate a custom label and instead i just call the script from the src? Like, when bot get IDLE mode, i call the script and set as arg(1) the GID of the mob. Is that possible? Its easier i think, right?
  12. Why? In this session-less events i don't need a SD-> ? I will have a look at that and study more... i'm not so good with src but i'm very interested and studious. Thanks for you tips guys !!
  13. Ah ok, i will try it! Only one question, what if there is no players in visible range of the monster? I mean, my custom label is OnIDLEMob, so mob can get idle mode with no players in visible range, in this case i won't have sd, right? And probably get crash, right? Thanks a lot for your help, i will give like in yours answers and latter i tell you if it worked =D Thanks since now!
  14. Dude, my code -> "sd = (TBL_PC*)md->mob_id" compile successfully, but i get crash ingame when a mob see me. If i'm in @hide there is no problem, mob normaly walk, when i appear using @hide again, map-server crash in the same time! How do i get sd in this function? i need the block_list src, right? but in this function i just have "the mob_data *md", any idea how do i get the sd to call the label?
  15. Hi @Playtester, I did this and compiled with sucess. My only question is about this part of my code sd = (TBL_PC*)md->mob_id;. Is this mob_id right? I think that the correct is set in sb, the value of the unique mob id and not the id related with the database (like 1002 = poring) TOnight i will test, but do you guys see any error in my code? that mod_id is right? Is really this value i need to put in sd ?
  16. What happens if i declare sd as null? I really need this sd tô attach a custom label in mobs that get in idle mode? Or if i declare sd as null í will get crash? I dont understand the need of sd, actually idk what is this sd.... Thanks for the help bro!
  17. Thanks a lot bro but what í need is exactly the oposite. I want tô create a label when mob stop attacking and get idle mode. So í think that i put my code in the right place, or not? My problem is: to create á new custom label i need to put sd variable in npc_script_event(SD Right? But in that block of code that turn the mob in idle mode there is no sd. Did you get it? And i want this custom label tô attach to the mob that get idle mode and not his target.
  18. Ok bro no problem, thanks for helping!
  19. I don't watn anybody to do it and give me ir ready. I'm smart and excited to do that, if somebody just lead me to the right path, i think i can do this and post here in the community. Almost all my src mod, i did with @Playtester help, he told me where to start and i did everything work as i wanted xD If there is somebody who have any idea, how to do that, on at least where to start studiyng, i'd be very gald ^^ Thank you guys!
  20. Ok, But i'm not so good with src, i need some direction, where to start, what files to study etc.. I really wanna do this, but dont know how to start =/
  21. I invoked the mob through script, but i don't want to give the impression that the mob is following the npc, i really want the mbo to follow the npc. Look, what i want to do is, I need the mob to walk through all the map in straight line (i can do it), if he see another mob or player enemie he fight (i can do it), and after fight the mob mus go ahead and continue walking to the specified position (this i cant and dont know how to do), that is whwy i tought in make the mbo follow a (hidden) npc in the other side of the map. Do you guys have a easier idea how to do that? Look this video, that is what i want to do:
  22. Don't i need a src modification? How do i attach a mob to a NPC? Is there any command or i need to create it? Last question, can i attach this mob to a far npc and this mob walk until arrivethe npc? Thanks a lot man!
  23. Hey guys, Is that possible? Attach a mob to a npc and this mob will follow this npc? o.O
  24. Any ideia how to do that? It doesn't need to be a IDLE label, it can be another (easy / simple) way if you see any easier way... I just need that mobs continue in his patch after fighting... i know the command unitwalk, i use it, the problem is, when he is walking and see an enimie he will fight, and after fight it get in idle mode, like it was a normal mob in a normal map. Did you got my point? What i want to di is exactly this in this video: I can perfectly do mobs walk in his paths, the problem is afeter fighting... look here, they finish fighting and continue going ahead: Like you reply cause ur trying to help when anybody tried or cant i dont know... thanks !
×
×
  • Create New...