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llchrisll

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Everything posted by llchrisll

  1. That's an global event, every player which has that item gets the INT + 5 bonus.
  2. akame,103,162,5 script Survival 804,{ mes "[Survival]"; mes "Welcome-To Hell"; close2; warp "akame",102,101; OnPCLoginEvent: // This will be triggered on login automatically: addtimer 30000, strnpcinfo(3) + "::OnSurvival"; end; OnSurvival: deltimer strnpcinfo(3) + "::OnSurvival"; // Deleting the old timer if (countitem(502) > 0){ delitem 502,1; addtimer 30000, strnpcinfo(3) + "::OnSurvival"; // Re-Adding the timer to "loop" it } else warp "sec_pri",50,76; end; } Try this one. I can't help you with that on the display tho, since it would require a client modification and source modification as far as I know.
  3. Few tips first: .@ variables are deleted when the script terminates like with "end;" If you want to to delete a variable, set it to 0 not -1. Setting a variable to +1 might work, but its better to use only numbers like: ".@on = 0;" and ".@on = 1;" To complete your whole code: akame,103,162,5 script Survival 804,{ if(Survival == 0) { // Character Permanent variable Survival = 1; mes "Survival Mode active"; } else { Survival = 0; mes "Survival Mode offline"; } end; OnPCLoginEvent: // This will be triggered on login automatically: if(Survival) addtimer 30000, strnpcinfo(3) + "::OnSurvival"; end; OnSurvival: deltimer 30000, strnpcinfo(3) + "::OnSurvival"; // Deleting the old timer delitem 502,1; addtimer 30000, strnpcinfo(3) + "::OnSurvival"; // Re-Adding the timer to "loop" it end; } I still don't get your variable usage there. Explain to me what the ".@on" variable should have done. Is like a game mode, which activates the Survival Mode when you click on the NPC/Waiting Room you mentioned? So only which are participating in that survival mode, will get their item deleted? Then you need to use character permanent variables. I used as a example "Survival" in the code above. So if you talk to the NPC now, you either deactivate the Survival mode or activate it. I hope I could help. Regards, Chris
  4. Well if you have certain id for your food, you can store those in an array, if it's multiple items of course, loop it with for() and check each item with countitem that way.
  5. The best way would be using the OnPCLoginEvent and then. You can attach the timer to it. But use addtimer for that, since it's saved in the character itself. You don't need to use a function for that. Now the question is if you want to use a random item or a fixed one: Random item can be done via getinventorylist and a specific item like you had, but use countitem before to check if the item actually exists. Check the script_commands. txt file for further details on these commands. Regards, Chris
  6. What small typos can cause issues xD. Sorry about that. Was tired also when I quickly wrote it. Thanks guys for fixing it. Regards, Chris
  7. 5 Minutes scripting.... Untested tho: prontera,150,180,4 script GC Exchanger 100,{ mes .n$; mes "I can exchange your "+getitemname(.exc_id)+"s for other items."; mes "Please select from the list what you want."; mes "( ) = Price per Exchange"; next; for ( set .@m,0; .@m < getarraysize(.item); set .@m,.@m + 1) set .@g_menu$,.@g_menu$ + "- "+getitemname(.item[.@m])+" ("+.cost[.@m]+")" + ( (.item[.@m+1] != 0)?":":""); set .@g,select(.@g_menu$) - 1; mes .n$; mes "You have chosen "+getitemname(.item[.@g])+" for the price of "+.cost[.@m]+" "+getitemname(.exc_id)+"s"."; mes "Is that correct?"; if(select("- Yes:- No") - 1) close; next; mes .n$; if(countitem(.exc_id) < .cost[.@g]) { mes "I'm sorry, but you don't have enough "+getitemname(.exc_id)+", please come back when you have enough."; close; } getitem .item[.@g],1; delitem .exc_id,.cost[.@g]; mes "Exchange complete."; close; OnInit: set .n$,"["+strnpcinfo(0)+"]"; //= Items: Old Blue Box, Oridecon Box (10pcs), Elunium Box (10pcs), Old Purple Box, Old Card Album setarray .item[0],603,13890,13889,618,616; setarray .cost[0],250,500,500,750,2500; set .exc_id,7517; // Gold Coin end; }
  8. If you provide the headgear ID's and Costume ID's, as well which amount of Zeny you want, I can do that. But will take some time since I'm busy with my other two projects. Maybe I will do it first not sure :I. Regards, Chris Edit: Nvm, done via PM.
  9. Currently it's like you described it, you need to clarify every possibility for the random option group. But me and someone else (can't remember) requested a better layout of these files so it's easier to add random options. It was about the Vicious Mind Weapons and their enchants. I wrote down every possible combination and decided afterwards to make a custom enchanter for these weapons until that system is overhauled. I still have these files, but don't wanna look inside of them anymore xD. Regards, Chris
  10. Hmm, is your server compiled for your Client? To use the correct packets: src/custom/defines_pre.hpp: #define PACKETVER 20151104 Also try in your clientinfo.xml: <servicetype>korea</servicetype> Otherwise I don't have a idea right now.
  11. How did you try enchanting them? Don't tell my by generating the item and using it like a card xX. Cuz I used these enchantments in one of my scripts already and they worked fine. Regards, Chris
  12. You are aware that this section is "Forum Issues"? Like the name says: Only issues regarding the Forum itself. Next time please post in the correct section :I. Regards, Chris
  13. =============== Update: 05/28-2019: Added 2 Scripts, removed 3 Scripts, modified 3 Scripts a bit & formated the Topic a bit more ============ Added Battle Royale and Hunting Grounds Script Removed Broadcaster duo unnecessarity > Channel System Removed Unofficial Nightmare Bio Lab official implementation Removed Unofficial modified Morse Cave Instances by Alayne Updated Mob Invasion to v1.1 Modified Costume Enchanter v1.2 Modified Gold Room Battle v1.1 Removed every Update Log from the Scripts, leaving only the Features present Next Projects: Dynamic Battleground Arena: Finish Testing Equipment Enchanter: Merge of my Costume Enchanter and Equipment Enchanter with additional features and settings.
  14. I looked through my Script Collection and wasn't able to find any post from your side about this issue? Anyway, if you could tell me what you did or how you attacked the mobs, I could try to replicate it. But normally that error occurs only when the mobs were killed by an command or anything which doesn't attach an player. Regards, Chris
  15. I guess, cuz I can't think of anything else.
  16. Would be nice if you had pmed me instead of opening another topic :I, but well. As for the error, I can't replicate that. I can kill what I want and I don't get any error. But gonna make a small update soon. Just 2 commands for GM's. Btw I tested it with this: //= rAthena 04/26/2019 Revision //= GIT Hash: 67e1583f9fec7ac95a954634f6b7600ebe428df0 Regards, Chris
  17. Sorry for the late reply, as the command itself got changed just remove the coordinates at "cleanmap": cleanmap .gold$; As for the every 2 hours part, I will see if I can make it more dynamic about it, currently it's only days. But as I'm quite busy with my other project, I might take a bit longer to fullfill your request. Edit: I updated my GIT :). Regards, Chris
  18. If you have some error logs of your crashes, we might be able to help.
  19. Also move you're check for equipped gear above the variables. Doesn't make sense to check for equipped item after saving the values into variables. See my armor enchanter for reference as example: https://github.com/llchrisll/rAthena-Scripts/blob/master/released/Utility/armor_enchant.txt
  20. Wouldn't that as example give 69 skill points for job level 70, while he only should get one skill point per decrease? Note: I'm not using this scripting method yet. Correct me if I'm wrong xX
  21. OnPCDieEvent: sleep2 1000; //not sure if the config happend immediatly if(!BaseExp) set BaseLevel,BaseLevel- 1; if(!JobExp) set JobLevel,JobLevel - 1; end; I think that this config only reduces the exp, but not the level. For this I think you need to create a script for that. Look above for example. Not sure if that will work tho xD. Regards, Chris
  22. That's as far as I know in the source coded.
  23. I think before saving everything into variables it's better to use SQL, imo.
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