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PandaLovesHamster

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Everything posted by PandaLovesHamster

  1. You can trigger it using OnPCLoadMapEvent, take note you should set the mapflag also so it can trigger the event label.
  2. I like this script thank you and congrats for the promotion. So in this case, i'll need to disable the DEFAULT mvp script in rAthena? So i just tested ingame it needs to disable those default MvP. since each MvP places has been duplicated for 2. so it needs to disabled. Yes, you will have to remove the MVP spawns. Glad you liked it.
  3. New Release in appreciation for my Helper badge. Auto PVP ON and PVP OFF on MVP Maps while MVPs are alive. Please follow the instructions properly. PLEASE USE BOTH FILES AT THE SAME TIME, ELSE YOU WILL GET ERRORS OnMVPDead: http://pastebin.com/vLV0UPir Boss Spawns: http://pastebin.com/FzZdAE68
  4. Check your guild folder and the agit_controller.txt Do not disable it lol, just remove the time there and you should be set.
  5. You can try to trim down all your scripts when it's almost WoE time and see if it still gets flooded. IF it still gets flooded, then somebody's having fun DDoS'ing you.
  6. Pirate lol, anyways go pick VS 2010, its free now no need to keep pirating stuff xD
  7. I think you'll have to add it as a custom job or replace either santa suit or summer suit?
  8. OnNPCKillEvent: if ( getmonsterinfo( killedrid, 22 ) ) { if( getmonsterinfo( killedrid, 1) <= 74 ) getitembound 7539,1,1; if( getmonsterinfo( killedrid, 1) > 74 && getmonsterinfo( killedrid, 1) <= 89) getitembound 7589,2,1; if( getmonsterinfo( killedrid, 1) > 89 ) getitembound 7539,5,1; } end; Not tested.
  9. set @nmp, query_sql "SELECT * FROM `no_multi_map` WHERE `u_id` = "+ @lud +" AND `hasClient` = 1 AND `mapname` = "+ @map$+""; Try
  10. First Part set .@killed_player$,rid2name(killedrid); for(set .@i,0;.@i < getarraysize(@killed_player$);.@i++){ set @killed_player$[.@i], .@killed_player$; set @kill_count[.@i], @kill_count[.@i] + 1; } Second Part Don't forget to use OnPCKillEvent label for(set .@i,0; .@i < getarraysize(@killed_player$);.@i++){ if(@killed_player[.@i] == .@killed_player && @kill_count[.@i] >= .feed_limit){ dispbottom "You have killed "+.@killed_player$+" too many times. Kill not counted."; end; } }
  11. Though, I think the point of that was the quest sharing of the hunting missions? I'm not too sure.
  12. *cutin "<filename>",<position>; This command will display a picture, usually an NPC illustration, also called cutin, for the currently attached client. The position parameter determines the placement of the illustration and takes following values: 0 - bottom left corner 1 - bottom middle 2 - bottom right corner 3 - middle of screen in a movable window with an empty title bar 4 - middle of screen without the window header, but still movable
  13. Could be achieved or at least replicated by using npcmove or something and the ontouch label. Sadly, I'm too busy to make it, so I'll have to pass.
  14. You can do a switch statement for your script though and it will fix it. Base it from what I've provided.
  15. if(@ks > 2){ if(#Announcer == 0){ announce strcharinfo(0)+" "+.KSDotA$[@ks - 3]+" "+((.Streak)?"("+@ks+")":"")+"", ((.Broadcast)?bc_all:bc_map), .KSColor$; } if(#Announcer > 1){ announce strcharinfo(0)+" "+.KSHoN$[@ks - 3]+" "+((.Streak)?"("+@ks+")":"")+"", ((.Broadcast)?bc_all:bc_map), .KSColor$; } soundeffectall ""+#Announcer+"_KS"+@ks+".wav", 0, strcharinfo(3); } That part is what's giving you trouble. The problem is, the streak is limited to what's in the array, so if that @ks goes beyond, there's not much you can do opposed to having //start of kill streaks switch(@streak_count){ case 1: announce strcharinfo(0)+" has drawn "+ (Sex?"his":"her") +" First Blood!",.announce; if(.soundeffects == 1) soundeffectall "0_KS1.wav",0; break; case 2: break; case 3: announce strcharinfo(0)+" is on a Killing Spree!",.announce; if(.soundeffects == 1) soundeffectall "0_KS3.wav",0; break; case 4: announce strcharinfo(0)+" is Dominating!",.announce; if(.soundeffects == 1) soundeffectall "0_KS4.wav",0; break; case 5: announce strcharinfo(0)+" is on a Mega Kill!",.announce; if(.soundeffects == 1) soundeffectall "0_KS5.wav",0; break; case 6: announce strcharinfo(0)+" is Unstoppable!",.announce; if(.soundeffects == 1) soundeffectall "0_KS6.wav",0; break; case 7: announce strcharinfo(0)+" is Wicked Sick!",.announce; if(.soundeffects == 1) soundeffectall "0_KS7.wav",0; break; case 8: announce strcharinfo(0)+" is on a Monster Kill!",.announce; if(.soundeffects == 1) soundeffectall "0_KS8.wav",0; break; case 9: announce strcharinfo(0)+" is God-Like!",.announce; if(.soundeffects == 1) soundeffectall "0_KS9.wav",0; break; default: announce strcharinfo(0)+" is Beyond God-Like!",.announce; if(.soundeffects == 1) soundeffectall "0_KS10.wav",0; set @streak_count,10; break; } Which gives you more control. (That's from my pvp script btw)
  16. You can post your script, I'll try to see if it is possible.
  17. You can probably attach it when a player logs in. May I add this to my pvp script though? I'd put your name on my update as well, since you were the one who gave this idea.
  18. It's a problem when using IF statements, I think you are limited to that only. Unless you tweak the script a bit, probably set that if the kill streak is above the limit, it will just keep announcing the previous announcement instead. Though I'm not sure. I have a working PVP Script, announcer + ranking + reward + title system, but its not available.
  19. We kind of fixed it through the SRC, we just used the minimum check to apply the "Character creation is denied" message.
  20. I want to limit my client from accepting more than 10 characters for the name. If player inputs more than ten, it should throw them an error stating that it is over the maximum allowed. Is this possible?
  21. Replace set #CASHPOINTS, #CASHPOINTS+(.@j*1); with set #CASHPOINTS, #CASHPOINTS + (.@j / 2 ); Because the value of .@j -> is 2 and you want to only give half of the number of TCG to be cash points right?
  22. Oh crap lol please put this: set .skull_required,1; //number of skulls put set infront of every declaration, sorry about that
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