-
Posts
1691 -
Joined
-
Last visited
-
Days Won
78
Content Type
Profiles
Forums
Downloads
Jobs Available
Server Database
Third-Party Services
Top Guides
Store
Posts posted by sader1992
-
-
getcharid works only on online characters
-
also you can just redirect to the npc instead of using a duplicate
for example:
prontera,263,209,6 duplicate(Deathmatch PvP Warper) DM PvP Warper#prt02 823
to
prontera,263,209,6 script DM PvP Warper#prt02 823,{ doevent("Deathmatch PvP Warper:OnTalk"); }
and add OnTalk: at the start of the original npc
-
1
-
1
-
-
not sure what the script does , but to fix the error you can replace all the "@prace_winner$" with something like ".prace_winner_2$"
-
1
-
-
On 4/12/2022 at 3:02 PM, Hitman Monkey said:
wow! what a information, this is some high level information right there... thank you for your suggestion, we dont know that we can use search engine what a surprise, thanks capt. obvious!!! wish you goodluck.
well, you posted your topic in the forum issues section , so i think his assumption that you don't know how to use the search engine is reasonable
-
2
-
-
- script GM_AUTO_SPEED -1,{ OnPCLoginEvent: if(getgroupid() == 99){ atcommand "@speed 0"; } end; }
-
1
-
-
4 hours ago, GM Winter said:
hello thanks i already check it theres no 5.7 there ty for the effort
"MySQL Workbench" != "MySQL Server"
I don't think "MySQL Workbench 5.7" exist.
-
1
-
-
add
if(playerattached())
before
announce "It seems that "+strcharinfo(0)+" has ended the Invasion!",bc_all;
like this
if(playerattached()) announce "It seems that "+strcharinfo(0)+" has ended the Invasion!",bc_all;
or just remove
announce "It seems that "+strcharinfo(0)+" has ended the Invasion!",bc_all;
because as I see there is no place calling the OnStop event while a character is attached.
-
you can , just put it out of the script (same as the other functions in the Global_Functions file)
change
function <name> {
to be
function script <name> {
now you can reuse it without adding it to every script you make
-
1
-
-
7 hours ago, AinsLord said:
im using this sir @sader1992 at 1st it was working fine then several days after when i tried to put options after selecting
proceed this happens it hangs cant move cant even TP nor chat i need to reboot the whole VPS to bring it back
i dunno what happen i didnt change any codes or add anything
i just created another NPC of it for addition ID option i forgot that ID 1 has the same item on the
other NPC that has ID 2 like this
NPC 1
//Creating Group id 1 , with Hat items inside. AddGroup(1,2220,2221,2222,2223);
NPC 2
//Creating Group id 1 , with Hat items inside. AddGroup(2,2223);
will that affect this
DO NOT REUSE THE SAME ITEM ID IN DIFFERENT GROUP!
The groups/ids are per npc , you can use the same item in a different npc copy however you cannot use the same item in the same npc in a different group.
also i need more information about when this happen to you , at any step of the npc ?
the image you provided the next line is just select , so I don't think this where you are getting the issue
-
-
+(gettimetick(1)/60)-RandomQuestTime+
to
+((gettimetick(1)/60)-RandomQuestTime)+
-
1
-
-
-
6 hours ago, BlazingSpear said:
when i apply this code i got error
right you have an old emulator
ok follow this "in order"
https://github.com/rathena/rathena/commit/151c8476afb3adf7901bf2efc66086edc25a0d79
https://github.com/rathena/rathena/commit/500cfdc41fd64a9e5d84c6479c072cc56003854e
https://github.com/rathena/rathena/commit/9cba66c22eed86a95c24a3066404ac9fa037520c
you can just apply the inarray without the countinarray
-
1 hour ago, Charelle said:
Reporting back, the sprite is the same as what I did in my earlier attempt, it's static and only shows from the front angle. If I rotate my camera, or change position (side facing for example), the sprite disappears.
Below a screenshot of the only angle I can see the non-animated sprite:
Any other suggestions?
if this not the result that you have seen in the official server , then the files have a problem/not correct
or the sprite is intended to be empty (so you don't see it when you wear it) however it give a effect something like how Costume Dancing Fallen Sakura (Item ID# 20285) works
-
-
try this
-
1
-
-
9 hours ago, Charelle said:
Hello! I used the sprites directly extracted from TaiwanRO's GRF, also in exactly the same directory. Something seems off about it though if I compare it to the other cons_of_(element) sprites, an animation seems missing, and it has the headgear of Scaraba in one of them. Maybe I'm trying to implement something that's simply not working as intended officially?
If anyone wants to test, here are the sprites:
the equip sprite is not correct for male and female.
-
I feel like you messed up the lue files in the grf , make sure you have only one file where everything is correctly read
-
23 hours ago, Eross said:
Thankyou for your time guys ! Ilove you all .. I will try this later when I got home
Hi sader! I tried the script but no monster has spawned .Also, how to spawn a monster that has spawn timer ? Like example in gld_dun01 there is an Eddga that respawn on certain time .. How to make it not respawn automatically after killing instead it will respawn afteer certain minutes
create a timer , something like this
OnInstanceInit://Runs once the instance is created. 'map_gld_dun01$ = instance_mapname("gld_dun01");//save this map name inside the instance 'npc_instance_main_body$ = instance_npcname(strnpcinfo(3));//save this npc name inside the instance monster('map_gld_dun01$,32,36,"--en--",1002,1,'npc_instance_main_body$ + "::OnPoringKilled"); initnpctimer('npc_instance_main_body$); stopnpctimer('npc_instance_main_body$); end; OnPoringKilled: startnpctimer('npc_instance_main_body$); end; OnTimer600000://after 10 minute monster('map_gld_dun01$,32,36,"--en--",1002,1,'npc_instance_main_body$ + "::OnPoringKilled"); setnpctimer(0,'npc_instance_main_body$); stopnpctimer('npc_instance_main_body$); end;
or maybe put a sleep delay
OnInstanceInit://Runs once the instance is created. 'map_gld_dun01$ = instance_mapname("gld_dun01");//save this map name inside the instance 'npc_instance_main_body$ = instance_npcname(strnpcinfo(3));//save this npc name inside the instance monster('map_gld_dun01$,32,36,"--en--",1002,1,'npc_instance_main_body$ + "::OnPoringKilled"); end; OnPoringKilled: detachrid;//de attach the player from the event. sleep(600000);//sleep for 10 minutes monster('map_gld_dun01$,32,36,"--en--",1002,1,'npc_instance_main_body$ + "::OnPoringKilled"); end;
-
1
-
-
OnInit: bindatcmd "reset_count",strnpcinfo(3) + "::OnAtcommand"; end; OnAtcommand: mes "Reset Count: " + RESET_COUNT; end;
-
close2 doesn't detach the player , use close or end
for the reset times , you are already saving that in RESET_COUNT
so you can do something like
mes "Reset Count: " + RESET_COUNT;
-
1
-
-
6 hours ago, Eross said:
Good day sir @Emistry . I tried this one for my guild dungeon .. Im planning to make it instance like dungeon .. I've managed to create and enter the dungeon but the weird part is theres no monster inside ..
Also Destroy Instance is not working
- Id: 22 Name: Guild Dungeon TimeLimit: 7200 Enter: Map: gld_dun01 X: 32 Y: 36 AdditionalMaps: gld_dun02: true gld_dun03: true gld_dun04: true
//prontera,155,181,5 script Sample 757,{ brasilis,169,245,3 script Test 860,{ .@instance_name$ = "Guild Dungeon"; if (!is_party_leader()) end; switch(select( "Create", "Enter", "Destroy" )) { case 1: instance_create(.@instance_name$, IM_PARTY); break; case 2: switch(instance_enter(.@instance_name$)) { case IE_NOMEMBER: mes "ERROR: Party not found."; break; case IE_NOINSTANCE: mes "ERROR: Party does not have an instance."; break; case IE_OTHER: mes "ERROR: Unknown error."; break; default: break; } break; case 3: instance_destroy; break; } close; }
You need to create the instance body in a new npc with the instance map
you can check the instances commands in
and instances events in
so for example you want to spawn 1 poring when the instance starts and respawn it again everytime id die would be like
gld_dun01,0,0,0 script #instance_main_body 444,{ end; OnInstanceInit://Runs once the instance is created. 'instance_id = instance_id();//save the instance id 'map_gld_dun01$ = instance_mapname("gld_dun01");//save this map name inside the instance 'npc_instance_main_body$ = instance_npcname(strnpcinfo(3));//save this npc name inside the instance //^ 'var is instance variable , you can call it from any script in that instance. //spawn the monster with a death event monster('map_gld_dun01$,32,36,"--en--",1002,1,'npc_instance_main_body$ + "::OnPoringKilled"); end; OnPoringKilled: //announce that the poring is killed inside all the instance's maps instance_announce('instance_id,"The poring is killed!",0); //spawn the monster again after it's dead. monster('map_gld_dun01$,32,36,"--en--",1002,1,'npc_instance_main_body$ + "::OnPoringKilled"); end; }
and to destroy the instance from outside you need to provide the instance id
this should work
change
instance_destroy;
to
instance_destroy(instance_id(IM_PARTY));
^this will destroy the party instance that hooked to the player (it's not a good idea to do that without a lot of other checks like party leader , or the instance is the instance you want to destroy not another instance etc)
-
1
-
-
-
11 hours ago, Tdi123 said:
Did not work
did you run the web service?
how to collect all iteminfo on divine-pride to iteminfo.lub/lua?
in Client-side Support
Posted
I wanted to write a tool for that before , but I think I found one that does that , I am not sure but maybe @Cydh or @Secrets who wrote it.
I don't remember if it was for the info in the server side (item_db) or the client side (iteminfo.lub)