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Posts posted by Bisuke
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On 8/20/2022 at 11:19 PM, Emistry said:
// Enable Logs? (Note 3) ... ... // 0x00000010 - (S) Log NPC transactions (buy/sell) ... ... enable_logs: 0x00000010
load the NPC
prontera,155,181,5 script Sample 757,{ .@sql$ = "SELECT `nameid`, SUM(`amount`) AS `total` FROM `picklog` WHERE `type` = 'S' AND `amount` > 0 GROUP BY `nameid` ORDER BY `total` DESC LIMIT 10"; .@count = query_sql(.@sql$, .@nameid, .@total); mes "Items:"; for (.@i = 0; .@i < .@count; .@i++) mes getitemname(.@nameid[.@i])+" - "+F_InsertComma(.@total[.@i]); close; }
however there is no way telling how much NPC have earned or lost from the transaction since it's not log.
How do you make this script only show the top items from the current month only?
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Episodes are fully organized within the rAthena files and can be deactivated on demand.
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6 hours ago, mR L said:
The script only shows the data of existing summoned pet, not the egg. Is there away to extract the data of an egg (unsummoned pet)?
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Is there a way to detect the pet data to an NPC when presented an egg?
Example (Sample implementation)
- Player gives the "Pet Egg" to the NPC and the NPC will show the current Pet Status and Stats of the pet inside, then it will bring back (getitem) the egg to the player with the same status?
- Player gives the "Pet Egg" to the NPC and it will clone the "Pet Egg" with same stats of the current pet inside the egg.
I'm looking for ways to access the pet data but I don't know where to access it or to find it.
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Well, apparently, there are workaround. But I guess you are in a wrong forum?
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The sprite might be missing in your grf. Try extracting their files from kRO client and put it in your GRF.
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The Anti-cheat system of GGH detects any modification in your grf. Modifying the grf will violate the TOS of GGH.
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You might have to add this command in your groups.conf, maybe it's somehow disabled. It is already in rAthena.
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Are you referring to the Death Knight class with Knight as a placeholder sprite?
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Add another trigger (using your preferred time) that resets all value to 100.
you can do it by just modifying the premade script given by @Emistry
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4 hours ago, GM Winter said:
just like this?
OnUpdate:
if (checkvending() & 2) end;
#daily_minute_count++;
deltimer .npc_name$+"::OnUpdate";
switch ( #daily_minute_count ) {Yes, it should stop the code in that line if it satisfies the condition.
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Hi! I would like to ask for the help of the scripters here about the title. Basically, I'm looking for a code where it will auto kick players inside the castles that are in a guild that currently holding at least 1 agit. Is this possible?
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Still no fix for this issue until now. I have raised it in github but was closed because it cannot be fixed they said. Not sure why, but it would be good if we fix this issue.
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Hi! By default, when we change job to Baby jobs, our sizes become small (I'm not referring to the sprite size), upon search here in rAthena, there is no guide or topic that says how to change it to medium size (just like any normal jobs), there is also no setting in the conf folder. I would just like to request for a possible source code modification to achieve this kind of feature in-game?
Regards, Thank you!
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2 hours ago, Mael said:
Just add callfunc "F_GetPlatinumSkills"; after each ResetStatus.
Oh, this is a great fix! Thanks!
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Hi!
I would like to ask for help on how can I retain the existing random option stats of an item even after a success enchantment in the official Hidden Enchant script?
Currently with the native script, when I enchant my items with an existing stats from random option, the stats disappears after a successful enchantment.
Thanks for the help...
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Hi! I'd like to ask some help on how can we properly add a cooldown(fixed, not reducable by any) to Bowling Bash specifically if a player is inside a gvg map. This is to for us to rebalance things out without greatly affecting the PVM aspect of the skills.
Thank you for the help!
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Thank you!
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I'm looking for the renewal prontera that was released years ago. It was replaced by kRO to the default Prontera now, is there someone who has the files of the renewal prontera before? Thanks in advance!
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So I have this sprite that is supposed to be in the back of the character, however when I rotate my camera, It switches its position into the front of the character... Where can I edit this? Tried editing using tb layer priority file, by adding a small number to make it in the back, but it's not working
Back view (correct one)
Other views
Where, can I possibly fix this issue?
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I was able to know the proper way of adding #commands to a GM level. You just have to modify the group.conf just like this to enable the # version of that command.
questskill: [true, true]
@Brynner Thank you for your help!
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Here's my charhelp.txt, I changed the number from 60 to 10 and restarted the server.
So here's an actual screenshot of our test server. I was able to use @quest, but when I use the #questskill to other people, it turns into chat.
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5 minutes ago, Brynner said:
i think that commands depends on their group id.if the gm level 10 have a @warp command.it will allowed to use #warp the player.
That's what I have thought also, but apparently it's not. If you have the @warp command, it does not mean you can use the #warp command for the players. As tested in our current server.
The question still remains, how to enable #commands to a certain GM level?
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13 minutes ago, Brynner said:
have you tried conf\charhelp.txt?
Yes.
If a GM with level 10 uses a #commands, it's just act just like a normal chat and not as a command. The GM can use @warp to itself but not #warp for other player, and other #command counterparts. The GM Level 100 can use the #commands with no problem, but lower GM Levels cannot.
I'm wondering where/how in the server config can I enable this?
How to get in-game variable to source
in Source Support
Posted
I'm planning to connect an NPC where you can set a value on a specific variable, and it will affect the formula inside the source code. How can I reference the npc variable to the formula in the src code?
This is the scenario
NPC will define the value of a variable, let say $WeatherBonus, the value of this will affect let say the final skill damage formula by adding $WeatherBonus value.