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Zell

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Everything posted by Zell

  1. zzzz https://pastebin.com/raw/bWADQwh0
  2. You can add new icons in your Lua files for show player VIP time... Show woe duration, for Quests timers and what ever you want.
  3. View File Fake Icon Stats This commands allow you to add fake icon stats. Right now the command does not clean the effect automatically after the time, cause who order this command want to be like this, so you can add sleep and remove the icon. Sample Script: prontera,150,150,5 Script FakeIcon 90,{ mes "[Fake Icon Stats]"; mes "Hey."; switch(select("Receive Fake Icon 1 with 5 seconds (display only)","Receive Icon 2 for 10 seconds (display only)","Disable Icon 1 and 2")) { case 1: fakeIcon(getcharid(0),1,5000,1); break; case 2: fakeIcon(getcharid(0),2,10000,1); break; case 3: fakeIcon(getcharid(0),1,0,0); fakeIcon(getcharid(0),2,0,0); break; } close; } Submitter Zell Submitted 09/17/2019 Category Source Modifications Video Content Author Zell  
  4. Version 1.0.0

    4489 downloads

    This commands allow you to add fake icon stats. Right now the command does not clean the effect automatically after the time, cause who order this command want to be like this, so you can add sleep and remove the icon. Sample Script: prontera,150,150,5 Script FakeIcon 90,{ mes "[Fake Icon Stats]"; mes "Hey."; switch(select("Receive Fake Icon 1 with 5 seconds (display only)","Receive Icon 2 for 10 seconds (display only)","Disable Icon 1 and 2")) { case 1: fakeIcon(getcharid(0),1,5000,1); break; case 2: fakeIcon(getcharid(0),2,10000,1); break; case 3: fakeIcon(getcharid(0),1,0,0); fakeIcon(getcharid(0),2,0,0); break; } close; }
    Free
  5. Actually you already can do it with setnpcdisplay and mobavail but to talk with npc you have to hold shift (dont know if kro handle this different) Yes. The command returns the fake character GID, so just store it in a array and use unitkill. .@monster_gid = fakeplayer( .@map$, .@1st, .@2nd, .@Input$, .@job, .@sex, .@hairstyle, @haircolor, .@weapon, .@shield, .@tophead, .@midhead, .lowhead, .@dye, 0 ); unitkill .@monster_gid; I'm using Poring data in script, you can change the poring id in code and put whatever you want with yout agressive behavior
  6. Updates: Launcher: New Launcher Autochess Had made 50 mob skills for my autochess project, but not yet translated them to english, when I finish the new interface I show you guys.
  7. After the first INNER JOIN (I'm using mine code as reference) add INNER JOIN `char_bg` cb ON cb.char_id = c.char_id, so you will have something like this " INNER JOIN `char` c ON c.char_id = bg.char_id " + " INNER JOIN `char_bg` cb ON cb.char_id = c.char_id " + And now to retrieve some information of char_bg is juts use cb.COLUMN
  8. *coff* the scripts I posted first in pastebin it's the same query *coff* Don't understand what you want. The division is only in char and not in the bg? Or in both?
  9. Yes. Just user another inner join INNER JOIN your_division_table div ON div.division = bg.div
  10. Yes, the update query from your chmapif_parse_updfamelist is wrong. As I sayed, more easy to make a custom bindatcmd and make a right query by yourself
  11. Well. Don't know if you are using some source modify or a source custom, but mine chmapif_parse_updfamelist just receive 3 types of rank. RANK_BLACKSMITH, RANK_ALCHEMIST and RANK_TAEKWON, prob yours is different. Why not create a bindatcmd to make your query?
  12. post the code of addfame. I don't use bg's. No idea how about the query.
  13. Doest not matter the range. Ranged monster when attacking sometimes stand in a water cell too. @Cydh maybe you can give me some direction?
  14. Hello. I want to make a cell where it is walkable but not standable when attacking. I can obtain this behavior when mob is only walking. I use water cells to make my mobs do not stop in this cell while random walk (it works), but when they search a monster and goes to attack, they ignore this condition and stop in water cells. with no enemies, walk and stop only in not water cells but when fighting (they have 3 of attack range) Already changed the map_getcell with a new chkcell to something like return (!cell.wakable && cell.water) but it does not work.
  15. Cause players have headgers... so they would need to make a animation when create them too. Gravity is lazy, just accept it. For sample, they use the archer soldier arrow animation (literally they same file sprite) for archer attack.
  16. Something you made wrong. If you ara receiving "Unknow command" its cause you don't add this line right "BUILDIN_DEF(fakeplayer,"siisiiiiiiiiiii")". @monsterGID = fakeplayer( "prontera", 150, 150, "blabla", 0, 0, 1, 2, 0, 0, 1, 2, 3, 0, ! ); Try to put the modify in script.cpp so. There is no "right" place to put it, but ok: You can put it before this line: static int buildin_addrid_sub(struct block_list *bl,va_list ap) and the build_def: Before BUILDIN_DEF(mes, "s*") Like the title say, this is a script commands.... not a atcommand prontera,150,150,5 Script FakePlayer 90,{ .@monster_gid = fakeplayer( "prontera", 152, 152, "blabla", 0, 0, 1, 2, 0, 0, 1, 2, 3, 0, 1 ); mes "Congrats, I summoned the monster with id " + .@monster_gid; close; }
  17. View File [SCRIPT COMMAND] Fake Player This modification allows you to create fake players without further using mob_avail for such behavior. Usage: .@monsterGID = fakeplayer( map, x, y, name, job_id, sex, hair_style, hair_color, weapon, shield, head_top, head_mid, head_bottom, option, cloth_color ); Submitter Zell Submitted 08/26/2019 Category Source Modifications Video Content Author Zell  
  18. Version 1.0.0

    1548 downloads

    This modification allows you to create fake players without further using mob_avail for such behavior. Usage: .@monsterGID = fakeplayer( map, x, y, name, job_id, sex, hair_style, hair_color, weapon, shield, head_top, head_mid, head_bottom, option, cloth_color );
    Free
  19. This effect came from a script? You could use addrid and make the conditions check to display the effect
  20. There is a comment exactly telling what you needed lul AREA_WOS. The const names are very self explanatory. What you maybe can have doubts: WOS = without self WOC = Without chatroom
  21. As anacondaq pointed, for the game data logic a launcher is your go.
  22. Updates: Launcher New Launcher Client Edit WASD Walking New Interface of Tree of Savior
  23. I can't see too http://prntscr.com/nkvubr
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