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Wise

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Wise last won the day on February 27 2015

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About Wise

  • Birthday 03/19/1996

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    Hugel
  • Discord: Jefff#9999
  • Interests
    playing mmorpg games, basketball, baseball, and sleeping :p

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  1. My ip address is 63.141.XXX.XXX and when i check if on portchecker if its online, it says 6121, 5121, 6900, 80, 3306 are OPEN using that IP Address. But i still cannot connect to the server. The server is running, and webserver is active too. When I type in http://127.0.0.1/ I could open the webserver (FluxCP). But when i type in http://63.141.XXX.XXX/ it wont load at all. Something about my IP being blocked from viewed or entered. Any help about this matter?
  2. Hello everyone. I would like to request for a Thor Patcher that allows an SSO Login to it.
  3. This guy has been amazing!
  4. Requesting> Decimal returns using pow, sqrt, * and /
  5. Greetings all! I would like to suggest a src modification for this request. I'd like to add more bodystyle types for each job sprites. Example: Rune Knight. bodystyle 1 = Latest costume bodystyle 2 = Old Rune Knight bodystyle 3 = Lord Knight bodystyle 4 = Knight
  6. What is the math formula for raising the power? Variable = 10x/400 The symbol ^ determines font color in scripting, and cant replicate a raise to the power command. Any way to do this?
  7. Also, where can I find the Job Name Strings that shows when typing "+jobname(jobid)+" Like lets say typing "+jobname(4065)+" translates to Guillotine Cross T I wanted to remove the "T"
  8. What! Where can i find these lol Sorry im very outdated lol i only recently came back to RO so my knowledge was back in 2010 xD
  9. So there is no way to use the Server whisper? Like when the map turns nightmode, the server whispers the player.
  10. Is there a way to "Whisper" a specific Character ID using either of the following: Server Whisper, Announce, or Dispbottom (this is the desperate one cus almost nobody notices this!)
  11. actually i think i got it. i found out that you can find the "unique" mapname by using this code: .@mname$ = instance_mapname("arena", instance_id()); mes "My map name "+.@mname$; in my test, it resulted to 001arena, and i tried to @warp 001arena and it works lol so my solution for warping was for PartyA to make a new variable called $mname$ = instance_mapname("arena", instance_id()); then for warp, I just did warp $mname$,x,y,$PartyA1;
  12. Do you have a guide to make a BG script? I cant even find the BG UI in game lol back then it was possible with the old src for instance which was warp(instance_mapname("arena",$InstanceIDA),0,0);
  13. edit: i got it working thanks. heres my solution and sample working BG for a 2v2 prontera,162,190,4 script Sample Instance BG 469,{ // Important Variables .@instance$ = "Instance BG"; // Battleground Name .@npcname$ = "[^FF0000Queue^000000]"; // NPC Name .@requiredmembers = 2; // Required Members mes .@npcname$; // Checks if character's current party ID is in an instance if (instance_id()) { mes "You are already participating on an instance, please make sure to leave the party before queueing."; close; } // Checks if character is in a party if (getcharid(1) == 0) { mes "You are currently not in a party."; close; } // Checks if you are the party leader if( !getcharid(1) || getcharid(3) != getpartyleader(getcharid(1),1)){ .@targetID = getpartyleader(getcharid(1),1); mes "Please inform ^FF0000"+rid2name(.@targetID)+"^000000 to queue for the battleground."; close; } // Checks if NPCMatch is full AND participating the match if ($NPCMatch == 2 && ($PartyA == getcharid(1) || $PartyB == getcharid(1))) { mes "Your match is in progress..."; close; } // Checks if you have less than or more than the amount of members required getpartymember getcharid(1),0; getpartymember getcharid(1),1; getpartymember getcharid(1), 2; .@count = $@partymembercount; if (.@count > .@requiredmembers) { mes "You have exceeded the limit of "+.@requiredmembers+" to queue."; close; } else if (.@count < .@requiredmembers) { mes "You do not have enough members to queue."; close; } // If every checks are good, do this .@count = $@partymembercount; copyarray .@name$[0], $@partymembername$[0], $@partymembercount; copyarray .@cid[0], $@partymembercid[0], $@partymembercount; // list the party member names mes "Here is the list of participating members:"; mes "^efefff_^000000"; for (.@i = 0; .@i < .@count; .@i++) mes (.@i +1) + ". ^0000FF" + .@name$[.@i] + "^000000 "+.@cid[.@i]; next; switch(select("Queue for Battleground:Information:Reset Variables:Teleport")) { case 1: mes .@npcname$; // Party B Instance Creation if ($PartyA == 1) { .@instance_id = instance_create(.@instance$,1,.@cid[0]); // Check to see if instance creation failed. if (.@instance_id < 0) { switch (.@create) { case -1: mes "ERROR: Invalid type."; break; case -2: mes "ERROR: Party not found."; break; case -3: mes "ERROR: Instance already exists."; break; case -4: mes "ERROR: No free instances."; break; } mes " "; mes "Instance creation ^FF0000failed^000000."; emotion e_omg; close; } // Proceed to instance_create mes "In queue for battleground..."; $PartyB = 1; // Occupy the Party B spot globally $NPCMatch = 2; // Makes $NPCMatch = 1, needs one more to queue. $PartyB1 = .@cid[0]; // Makes $PartyB1 the Party Member 1's charID $PartyB2 = .@cid[1]; // Makes $PartyB2 the Party Member 2's charID $InstanceIDB = instance_id(); close2; announce "[Queue]: You found a match!",bc_self,"0x00ff99"; // Need to find out how to send announce to people in certain character IDs addtimer 5000, strnpcinfo(3)+"::On5secs"; end; On5secs: // Teleport the people in queue to the designated map warp $MapName$,7,50,$PartyA1; warp $MapName$,7,50,$PartyA2; warp $MapName$,92,50,$PartyB1; warp $MapName$,92,50,$PartyB2; //donpcevent instance_npcname("BattlegroundEvent")+"::OnInstanceInit"; end; } // Party A Instance Creation .@instance_id = instance_create(.@instance$,1,.@cid[0]); // Check to see if instance creation failed. if (.@instance_id < 0) { switch (.@create) { case -1: mes "ERROR: Invalid type."; break; case -2: mes "ERROR: Party not found."; break; case -3: mes "ERROR: Instance already exists."; break; case -4: mes "ERROR: No free instances."; break; } mes " "; mes "Instance creation ^FF0000failed^000000."; emotion e_omg; close; } // Proceed to instance_create mes "In queue for battleground..."; $PartyA = 1; // Occupy the Party A spot globally $NPCMatch = 1; // Makes $NPCMatch = 1, needs one more to queue. $PartyA1 = .@cid[0]; // Makes $PartyA1 the Party Member 1's charID $PartyA2 = .@cid[1]; // Makes $PartyA2 the Party Member 2's charID $InstanceIDA = instance_id(); $MapName$ = instance_mapname("arena", instance_id()); close; case 2: // Shows the scripter if variables are working as intended mes .@npcname$; mes "$NPCMatch = "+$NPCMatch; mes "$PartyA = "+$PartyA; mes "$PartyB = "+$PartyB; mes "$PartyA1 = "+$PartyA1; mes "$PartyA2 = "+$PartyA2; mes "$PartyB1 = "+$PartyB1; mes "$PartyB2 = "+$PartyB2; mes "$InstanceIDA = "+$InstanceIDA; mes "$InstanceIDB = "+$InstanceIDB; mes "My instance_id() = "+instance_id(); mes "$MapName$ = "+$MapName$; close; case 3: // Resets the global variables mes .@npcname$; $NPCMatch = 0; $PartyA = 0; $PartyB = 0; $PartyA1 = 0; $PartyA2 = 0; $PartyB1 = 0; $PartyB2 = 0; instance_destroy instance_id(); $InstanceIDA = 0; $InstanceIDB = 0; $MapName$ = 0; //party_destroy(getcharid(1)); // Disbands the party. mes "$NPCMatch = "+$NPCMatch; mes "$PartyA = "+$PartyA; mes "$PartyB = "+$PartyB; mes "$PartyA1 = "+$PartyA1; mes "$PartyA2 = "+$PartyA2; mes "$PartyB1 = "+$PartyB1; mes "$PartyB2 = "+$PartyB2; mes "$InstanceIDA = "+$InstanceIDA; mes "$InstanceIDB = "+$InstanceIDB; mes "My instance_id() = "+instance_id(); mes "$MapName$ = "+$MapName$; close; case 4: // Force teleport the players in queue. warp $MapName$,7,50,$PartyA1; warp $MapName$,7,50,$PartyA2; warp $MapName$,92,50,$PartyB1; warp $MapName$,92,50,$PartyB2; close; } } So I have this idea of making an instanced PVP, or what you call a battleground lol! The problem that I am facing is this new rewritten function of instance_enter(.@pvpname$,7,50,$Party1_Char1,$InstanceID_A); Sample Variable: .@pvpname$ = "Arena"; $Party1_Char1 = 150001; $InstanceID_A = 1; What it does is it teleports 150001 to the instance in coordinate of 7,50. So that one works, but if I switch the second formula into this: instance_enter(.@pvpname$,92,50,$Party2_Char1,$InstanceID_A); // Given that Party2_Char1 is 150002, and when it made an instance, it's instance_id() becomes 2 *since 1 is already taken by Party1. What it should do is to teleport 150002 to Instance ID 1, but it's not letting it teleport to that certain instance. How can I make this happen? Edit: Attempt #2: So maybe I thought I could read more about instance_create, and found out that this is the function: instance_create("<instance name>"{,<instance mode>{,<owner id>}}); so I wrote this down and it still doesnt work .@instance_id = instance_create(.@instance$,2,$PartyA); [Error]: instance_create: party 1 not found for instance 'Babylon Arena'. so my main question is, how do I attach $PartyB to $PartyA's instanceID so that I can teleport PartyB to PartyA's dungeon map prontera,156,192,4 script ArenaPVP 469,{ // Important Variables .@instance$ = "Babylon Arena"; // Battleground Name .@npcname$ = "[^FF0000Queue for Babylon Arena^000000]"; // NPC Name .@requiredmembers = 2; // Required Members mes .@npcname$; // Checks if character's current party ID is in an instance //if (instance_id()) { // mes "You are already participating on an instance, please make sure to leave the party before queueing."; // close; //} // Checks if character is in a party if (getcharid(1) == 0) { mes "You are currently not in a party."; close; } // Checks if you are the party leader if( !getcharid(1) || getcharid(3) != getpartyleader(getcharid(1),1)){ .@targetID = getpartyleader(getcharid(1),1); mes "Please inform ^FF0000"+rid2name(.@targetID)+"^000000 to queue for the battleground."; close; } // Checks if NPCMatch is full AND participating the match if ($NPCMatch == 2 && ($PartyA == getcharid(1) || $PartyB == getcharid(1))) { mes "Your match is in progress..."; close; } // Checks if you have less than or more than the amount of members required getpartymember getcharid(1),0; getpartymember getcharid(1),1; getpartymember getcharid(1), 2; .@count = $@partymembercount; if (.@count > .@requiredmembers) { mes "You have exceeded the limit of "+.@requiredmembers+" to queue."; close; } else if (.@count < .@requiredmembers) { mes "You do not have enough members to queue."; close; } // If every checks are good, do this .@count = $@partymembercount; copyarray .@name$[0], $@partymembername$[0], $@partymembercount; copyarray .@cid[0], $@partymembercid[0], $@partymembercount; // list the party member names mes "Here is the list of participating members:"; mes "^efefff_^000000"; for (.@i = 0; .@i < .@count; .@i++) mes (.@i +1) + ". ^0000FF" + .@name$[.@i] + "^000000 "+.@cid[.@i]; next; switch(select("Queue for Babylon Arena:Information:Reset Variables:Teleport")) { case 1: mes .@npcname$; // Party B Instance Creation if ($PartyA == 1) { .@instance_id = instance_create(.@instance$); // Check to see if instance creation failed. if (.@instance_id < 0) { switch (.@create) { case -1: mes "ERROR: Invalid type."; break; case -2: mes "ERROR: Party not found."; break; case -3: mes "ERROR: Instance already exists."; break; case -4: mes "ERROR: No free instances."; break; } mes " "; mes "Instance creation ^FF0000failed^000000."; emotion e_omg; close; } // Proceed to instance_create mes "In queue for battleground..."; $PartyB = 1; // Occupy the Party B spot globally $NPCMatch = 2; // Makes $NPCMatch = 1, needs one more to queue. $PartyB1 = .@cid[0]; // Makes $PartyB1 the Party Member 1's charID $PartyB2 = .@cid[1]; // Makes $PartyB2 the Party Member 2's charID $InstanceIDB = instance_id(); close2; //instance_enter(.@instance$,7,50,$PartyA1,$InstanceIDA); //instance_enter(.@instance$,7,50,$PartyA2,$InstanceIDA); //instance_enter(.@instance$,92,50,$PartyB1,$InstanceIDA); //instance_enter(.@instance$,92,50,$PartyB2,$InstanceIDA); end; } // Party A Instance Creation .@instance_id = instance_create(.@instance$); // Check to see if instance creation failed. if (.@instance_id < 0) { switch (.@create) { case -1: mes "ERROR: Invalid type."; break; case -2: mes "ERROR: Party not found."; break; case -3: mes "ERROR: Instance already exists."; break; case -4: mes "ERROR: No free instances."; break; } mes " "; mes "Instance creation ^FF0000failed^000000."; emotion e_omg; close; } // Proceed to instance_create mes "In queue for battleground..."; $PartyA = 1; // Occupy the Party A spot globally $NPCMatch = 1; // Makes $NPCMatch = 1, needs one more to queue. $PartyA1 = .@cid[0]; // Makes $PartyA1 the Party Member 1's charID $PartyA2 = .@cid[1]; // Makes $PartyA2 the Party Member 2's charID $InstanceIDA = instance_id(); close; case 2: mes .@npcname$; mes "$NPCMatch = "+$NPCMatch; mes "$PartyA = "+$PartyA; mes "$PartyB = "+$PartyB; mes "$PartyA1 = "+$PartyA1; mes "$PartyA2 = "+$PartyA2; mes "$PartyB1 = "+$PartyB1; mes "$PartyB2 = "+$PartyB2; mes "$InstanceIDA = "+$InstanceIDA; mes "$InstanceIDB = "+$InstanceIDB; mes "My instance_id() = "+instance_id(); close; case 3: mes .@npcname$; $NPCMatch = 0; $PartyA = 0; $PartyB = 0; $PartyA1 = 0; $PartyA2 = 0; $PartyB1 = 0; $PartyB2 = 0; instance_destroy instance_id(); $InstanceIDA = 0; $InstanceIDB = 0; //party_destroy(getcharid(1)); // Disbands the party. mes "$NPCMatch = "+$NPCMatch; mes "$PartyA = "+$PartyA; mes "$PartyB = "+$PartyB; mes "$PartyA1 = "+$PartyA1; mes "$PartyA2 = "+$PartyA2; mes "$PartyB1 = "+$PartyB1; mes "$PartyB2 = "+$PartyB2; mes "$InstanceIDA = "+$InstanceIDA; mes "$InstanceIDB = "+$InstanceIDB; mes "My instance_id() = "+instance_id(); close; case 4: instance_enter(.@instance$,7,50,$PartyA1,$InstanceIDA); instance_enter(.@instance$,7,50,$PartyA2,$InstanceIDA); instance_enter(.@instance$,92,50,$PartyB1,$InstanceIDA); instance_enter(.@instance$,92,50,$PartyB2,$InstanceIDA); close; } } here is what my NPC Script sample technically is and it's very easy to read. Need help understanding instance_create and instance_enter
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