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caos51

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About caos51

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    Poring
  • Birthday November 11

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  1. It´s strange to ask about it but... the schema name is "ragnarok"? (if not should have more db errors, that´s the strange thing). Please, post it if you can.
  2. Please, add the script code (It will make it easier). Anyway, it seems you are trying to math operate a string...? The second one... try to @spawn 3161 (it seems a monster id not used).
  3. map-server console say something? look if there are any errors.
  4. caos51

    TalesRO

    [INFORMACIÓN] TalesRO es una comunidad de Ragnarok Online de RP (Role Play) con un grado alto de dificultad y personalización. Ésto no es un servidor "normal" de Ragnarok Online. Tus personajes necesitarán comer y envejecerán hasta morir, lo cual te hará perder todo el progreso (y si tienes suerte de llegar a viejo...). Si esto no te ha asustado lo suficiente... https://talesro.es puede ser tu lugar. SERVIDOR Abierto desde: 24 de Junio 2018Nivel Max: 175/60Max Stats: 130Max ASPD: 193Zona Horaria: GMT +1Idioma: CastellanoCiudad Principal: Prontera RATES Floating Rate: DeshabilitadoBasey y Job: 1x/1xComunes: 1xArmas/armaduras: 1xCartas: 1x PERSONALIZACIONES Es complicado hablar de todas las personalizaciones pero entre tantas existen...: Sistema de Casas y Locales Cultivo / Minería / Pesca Gremios especiales Web Integrada con el juego Barco propio Tren Multi-Clase Personalización del personaje Coliseo Religiones Dioses Eventos automáticos Una historia profunda y compleja... y muchos secretos
  5. Nice script Emistry. Havin one example and translating it: Novice >> First >> Second >> Second >> Second >> Third Novice >> Swordman >> Knight >> Priest >> Crusader >> Royal Guard Thinking as if you are already a RG, you will be able to get back at knight or priest with the same skills it had? (also at anytime using an item?)
  6. It´s possible, but requieres some... complicate changes. First you will need to create some new tables on DB imitating the skill table and char table and then make a few scripting functions to read from query_sql to finally so some jobchanges and skill commands. I´m not going to lie, it´s complicated and I doubt someone will share it for free. Also there are some things to consider, like... you will have separated stats for each player class? In that case, you will need to think in 3rd jobs and the base lvl cap... Possible, but complicated.
  7. Oooookkkk... (man this is gonna hurt my mind a lot, better you appreciate it) Let´s not call it a disaster, could be a great idea but... you will need to improve your scripting skills a lot if you want to develop something that complicate. Let´s go little by little... prontera,153,173,5 script sobrevivencia 85,{ [email protected]$ = "[Fome]"; [email protected]$ = "[Sede]"; [email protected]$ = "[Sono]"; [email protected]$ = "[DubArma]"; [email protected]$ = "[DubArmadura]"; getcharid(0); You declare 5 scope variables with some names. Ok: "[email protected]" - A scope variable. They are unique to the instance and scope. Each instance has its own scope that ends when the script ends. Calling a function with callsub/callfunc starts a new scope, returning from the function ends it. When a scope ends, its variables are converted to values ('return [email protected];' returns a value, not a reference). "scope that ends when the script ends" that means this kind of variables will stop existing as soon the script reach an end; or close; statement. (Maybe not what you want since this variables seems to be like constants). Then you call getcharid for no reason... I mean, you are not saving the result to any variable or using it for nothing. You can take that out trust me. SECOND PART. if(getcharid(0)){ OnPCLoginEvent: addtimer 1000, strnpcinfo(3) + "::OnSurvival"; end; OnSurvival: setd "[email protected]$", "80"; setd "[email protected]$", "80"; setd "[email protected]$", "80"; deltimer strnpcinfo(3) + "::OnSurvival"; addtimer 1000, strnpcinfo(3) + "::OnPenality1"; addtimer 1000, strnpcinfo(3) + "::OnPenality2"; end; OnPenality1: deltimer strnpcinfo(3) + "::OnPenality1"; if ([email protected] > 0 && [email protected] > 0){ [email protected] = -1; [email protected] = -1; addtimer 30000, strnpcinfo(3) + "::OnPenality1"; } else warp "sec_pri",50,76; end; OnPenality2: deltimer strnpcinfo(3) + "::OnPenality2"; if ([email protected] > 0){ [email protected] = -1; addtimer 30000, strnpcinfo(3) + "::OnPenality2"; } else warp "sec_pri",50,76; end; if ([email protected] > 100 && [email protected] > 100 && [email protected] > 100 && [email protected] > 100 && [email protected] > 100){ setd "[email protected]$", "100"; setd "[email protected]$", "100"; setd "[email protected]$", "100"; setd "[email protected]$", "100"; setd "[email protected]$", "100"; end; } } Ok... ok ok.. ok. Why that if?? It´s like if youy put something like... if(1) GO AHEAD. So that if.. you can take it out and do it without that. I´m not gonna talk about timers, I hate them. Then my favorite part. You declare text variables to store numbers... as text. Oh man, I hope you don´t wanna do some number comparisons later... wait.. you don´t because... oh... Yo you put some texts as "80" and then... put some timers to substract other variables not previously declared... Ok... ok, I tried to fix it a little, have it a look and try to understand why I did the changes. If I do all the work you won´t improve: prontera,153,173,5 script sobrevivencia 85,{ OnPCLoginEvent: addtimer 1000, strnpcinfo(3) + "::OnSurvival"; end; OnSurvival: set fome, 80; set sede, 80; set sono, 80; deltimer strnpcinfo(3) + "::OnSurvival"; addtimer 1000, strnpcinfo(3) + "::OnPenality1"; addtimer 1000, strnpcinfo(3) + "::OnPenality2"; end; OnPenality1: deltimer strnpcinfo(3) + "::OnPenality1"; if (fome > 0 && sede > 0){ fome = -1; sede = -1; addtimer 30000, strnpcinfo(3) + "::OnPenality1"; if (fome > 100){set fome, 100;} if (sede > 100){set sede, 100;} if (dubarma > 100){set dubarma, 100;} if (dubarmadura > 100){set dubarmadura, 100;} end; }else{ warp "sec_pri",50,76; end; } OnPenality2: deltimer strnpcinfo(3) + "::OnPenality2"; if (sono > 0){ sono = -1; addtimer 30000, strnpcinfo(3) + "::OnPenality2"; if (sono > 100){set sono, 100;} if (dubarma > 100){set dubarma, 100;} if (dubarmadura > 100){set dubarmadura, 100;} end; }else{ warp "sec_pri",50,76; end; } OnInit: $fome$ = "[Fome]"; $sede$ = "[Sede]"; $sono$ = "[Sono]"; $dubarma$ = "[DubArma]"; $dubarmadura$ = "[DubArmadura]"; } BUT, i didn´t test it so I´m not sure about this. I didn´t look all the script, just cleaned the biggest parts. Keep the work!
  8. Just as explanation... When running a script that have text with mes command, as soon as you use "close;" the script not only send the close button to the screen, it will also stop the script from executing. The error in first post I think it happens when you use "close" to end a script that haves no message box poped up in game. I didn´t read all the script (is too long) but I detected a case at the first lines where this can happen so let me explain: switch(select("There is hope, I'll take the challenge","No thanks")) { case 1: //RATHENA if ((checkquest(13184) == 0) || (checkquest(13184) == 1) || (checkquest(13184) == 2)) { //HERCULES //if ((questprogress(13184) == 1) || (questprogress(13184) == 2)) { mes "[Charleston]"; mes "I will do my best to finish, even if the possibility is a million to one, it is unlikely, even without him."; cutin "", 255; } else { mes "[Charleston]"; mes "Hi ... human robot. I do not care that you are rational and efficient, but today is a certain day."; next; mes "[Charleston]"; mes "Ironically, I never expected anyone 'rational' to come to challenge this being, your efforts will be necessary to see a real change on the planet."; next; mes "[Charleston]"; mes "I would love to help you, even without any responsibility. However, I will place my trust in you, even if the possibility is minimal."; next; mes "[Charleston]"; mes "Even when my heart stops, I know that my trust is deposited with you."; setquest 13184; cutin "", 255; } close; case 2: //RATHENA if ((checkquest(13184) == 1) || (checkquest(13184) == 0) || (checkquest(13184) == 2)) { //HERCULES //if ((questprogress(13184) == 1) || (questprogress(13184) == 2)) { close2; erasequest 13184; } cutin "", 255; close; } So what happens if you select "No thanks" and you come inside the if: if ((checkquest(13184) == 1) || (checkquest(13184) == 0) || (checkquest(13184) == 2)) { It will use a "close2" to close the window but keep executing further commands. Then erase a quest, ok it´s fine, and THEN!! it will remove a cutin and "CLOSE" again the window that doesn´t exist anymore. And there you will have the error. If there is no text box use end; instead of close; but in my opinion, you can get rid of that close2; as the close will do the job later. Maybe later in the script there are more situations as this one, but is too long to read!
  9. As all the others said, you are creating an array with this items: setarray [email protected]_flags[0],0,1,2,3,4,5,11,12,13,31,33,34,37,43,47,mf_nostorage,mf_noguildstorage; // Lista de Mapflags. Under an OnInit label. So... This will be executed as soon the server starts or the scripts are reloaded without any player attached. The values mf_nostorage and mf_noguildstorage have the sintax of a character persistant variable but as no player is attached it cannot get those values. Those mapflags apparently are not default ones... So... as Emistry said, you make them a constant or if you can, replace them by their number.
  10. I just tried this code: explode([email protected]$, "Hola y adios", " "); mes [email protected]$[0]; mes [email protected]$[1]; mes [email protected]$[2]; And it gives: So it works fine, you can delimitate using space. ¿Can you show your code?
  11. It´s possible doing some magic... Let me explain: You have this: *getinventorylist {<char_id>}; This command sets a bunch of arrays with a complete list of whatever the invoking character has in their inventory, including all the data needed to recreate these items perfectly if they are destroyed. Here's what you get: @inventorylist_id[] - array of item ids. @inventorylist_amount[] - their corresponding item amounts. @inventorylist_equip[] - on which position the item is equipped (see EQP_* constants) It will contain 0 if the item is not equipped. @inventorylist_refine[] - for how much it is refined. @inventorylist_identify[] - whether it is identified. @inventorylist_attribute[] - whether it is broken. @inventorylist_card1[] - These four arrays contain card data for the items. @inventorylist_card2[] These data slots are also used to store names @inventorylist_card3[] inscribed on the items, so you can explicitly check @inventorylist_card4[] if the character owns an item made by a specific craftsman. @inventorylist_expire[] - expire time (Unix time stamp). 0 means never expires. @inventorylist_bound[] - the bound type of the items (see BOUND_* constants) @inventorylist_count - the number of items in these lists. @inventorylist_option_id1[] - first array of random option IDs @inventorylist_option_value1[] - first array of random option values @inventorylist_option_parameter1[] - first array of random option parameters @inventorylist_option_id2[] - second array of random option IDs @inventorylist_option_value2[] - second array of random option values @inventorylist_option_parameter2[] - second array of random option parameters @inventorylist_option_id3[] - third array of random option IDs @inventorylist_option_value3[] - third array of random option values @inventorylist_option_parameter3[] - third array of random option parameters @inventorylist_option_id4[] - fourth array of random option IDs @inventorylist_option_value4[] - fourth array of random option values @inventorylist_option_parameter4[] - fourth array of random option parameters @inventorylist_option_id5[] - fifth array of random option IDs @inventorylist_option_value5[] - fifth array of random option values @inventorylist_option_parameter5[] - fifth array of random option parameters Using this information: @inventorylist_card1[] - These four arrays contain card data for the items. @inventorylist_card2[] These data slots are also used to store names @inventorylist_card3[] inscribed on the items, so you can explicitly check @inventorylist_card4[] if the character owns an item made by a specific Plus knowing the formula behind the name on an item: @charid = getcharid(0); @card3 = @charid & 65535; @card4 = @charid >> 16; You can do something like... @card3 = getcharid(0) & 65535; @card4 = getcharid(0) >> 16; getinventorylist getcharid(0); for( [email protected] = 0; [email protected] < @inventorylist_count; [email protected]++ ){ if(@inventorylist_id[[email protected]] == <ITEMIDAXE> && @inventorylist_card3[[email protected]] == @card3 && @inventorylist_card4[[email protected]] == @card4){set [email protected],1;} } if([email protected] == 1){mes "Yeah, you have your apple";}else{mes "Bring ur apple mtfkr!";} close; end; You will need to change the <ITEMIDAXE> to the item id you are searching tho... Hope it helps!
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