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Wise last won the day on February 27 2015
Wise had the most liked content!
About Wise
- Birthday 03/19/1996
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Male
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Hugel
- Discord: Jefff#9999
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playing mmorpg games, basketball, baseball, and sleeping :p
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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?
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Hello everyone. I would like to request for a Thor Patcher that allows an SSO Login to it.
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This guy has been amazing!
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Requesting> Decimal returns using pow, sqrt, * and /
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Looking for Guide how to add additional job costume (bodystyle)
Wise posted a question in Source Support
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 -
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?
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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"
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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 Where can i find these lol Sorry im very outdated lol i only recently came back to RO so my knowledge was back in 2010 xD
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So there is no way to use the Server whisper? Like when the map turns nightmode, the server whispers the player.
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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!)
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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,$PartyA1;
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Do you have a guide to make a BG script? I cant even find the BG UI in game lol back then it was possible with the old src for instance which was warp(instance_mapname("arena",$InstanceIDA),0,0);
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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