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Everything posted by Zell
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[Showcase] Auch City - Main Town // Granado Espada
Zell replied to Olrox's topic in Maps & 3D Modeling Showcase
I like this one a lot -
Open a issue in github
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[Suggestion] NPC Variable Tracker for Debug purpose
Zell replied to Zell's topic in Source Discussion
Exactly -
Would be nice to have a feature that track and show in console a variable for when we are making complex scripts. Sample: [email protected] = 0; trackvar("[email protected]"); mes "Now I will show this value " + [email protected]; next; [email protected]++; mes "Now I changed the var"; next; mes "Hmm, what value " + [email protected] + " had when passed here?"; close; Console Output: [DEBUG NPC_NAME / PLAYER ATTACHED_GID]: Tracking [email protected] > Value: 0 [DEBUG NPC_NAME / PLAYER_ATTACHED_GID]: [email protected] was required > Value: 0 [DEBUG NPC_NAME / PLAYER_ATTACHED_GID]: [email protected] was changed> Old Value: 0 / New Value: 1 [DEBUG NPC_NAME / PLAYER_ATTACHED_GID]: [email protected] was required > Value: 1 I think this would make it easier to develop or debug scripts, rather than every time you call it, creating visual texts (dispbottom/announce) to keep track of the variable
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Some effects the client use sprite and act, and other just str. If you find a effect that use a sprite and act, you can change this. But not add a new one without client edit
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It is client fault. The server fool the client sending player view data instead of npc. To talk with npc you have to hold shift and click
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You can get some idea by looking in SDE, too by Tokei. https://github.com/Tokeiburu/RagnarokSDE/tree/master/SDE
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He marked with a black square. And you op should search inside a npc file with OnPcLoginEvent
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Thanks a lot
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Skill effects are hard coded in client and a lot of them aren't in .spr format.
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Ok, got it. Like Technoken sayed, just change [email protected] to @items. This will work, but still is a ugly approach. If you need a player to handle a setarray with a @ ou permanent variable you are making something wrong in your logic. If exists some situation which you need to make something like this, to create a new table is the go.
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To help you first, I need to understand. I can not understand your logic (since you're not passing the whole script). Does the player choose to use an item and then take the meteor stomer? choose "set super power", will do what?
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You can use this
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costume_11 resource error and crash the client
Zell replied to rakuzas's question in Client-side Support
costume_x its about bodystyle. -
View File Simple DailyZell Hello everyone. I came this time to bring an old daily reward system that I did. Most of the daily reward systems are so complicated for no reason. The system draws every day (or each reload) an item from the list of rewards, which can be vip, cash or an item. Items that have already been drawn will only be drawn once the entire list has been drawn. //SQL and insert sample CREATE TABLE IF NOT EXISTS `daily_account` ( `aid` int(11) NOT NULL ) ENGINE=InnoDB DEFAULT CHARSET=utf8; CREATE TABLE IF NOT EXISTS `daily` ( `id` int(2) NOT NULL, `type` int(3) NOT NULL, `value` int(10) NOT NULL, `take` int(2) NOT NULL, PRIMARY KEY (`id`) ) ENGINE=InnoDB DEFAULT CHARSET=utf8; INSERT INTO `daily` (`id`, `tipo`, `valor`, `take`) VALUES (1, 2, 1, 0), (2, 673, 1, 0), (3, 673, 3, 0), //ID: Daily ID //TYPE: 1 = Cash // 2 = Vip // 500+ = Item ID //VALUE: type 1 = Cash value // type 2 = Vip Day // type 3 = Item Quantity Submitter Zell Submitted 05/31/2018 Category Utilities Video Content Author Zell
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Version 1.0.0
256 downloads
Hello everyone. I came this time to bring an old daily reward system that I did. Most of the daily reward systems are so complicated for no reason. The system draws every day (or each reload) an item from the list of rewards, which can be vip, cash or an item. Items that have already been drawn will only be drawn once the entire list has been drawn. //SQL and insert sample CREATE TABLE IF NOT EXISTS `daily_account` ( `aid` int(11) NOT NULL ) ENGINE=InnoDB DEFAULT CHARSET=utf8; CREATE TABLE IF NOT EXISTS `daily` ( `id` int(2) NOT NULL, `type` int(3) NOT NULL, `value` int(10) NOT NULL, `take` int(2) NOT NULL, PRIMARY KEY (`id`) ) ENGINE=InnoDB DEFAULT CHARSET=utf8; INSERT INTO `daily` (`id`, `tipo`, `valor`, `take`) VALUES (1, 2, 1, 0), (2, 673, 1, 0), (3, 673, 3, 0), //ID: Daily ID //TYPE: 1 = Cash // 2 = Vip // 500+ = Item ID //VALUE: type 1 = Cash value // type 2 = Vip Day // type 3 = Item QuantityFree -
The fault came from browedit. For the walkable gat you need to use this gat And for water you should use the green one with walkable text
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DuplicateCreate and DuplicateRemove command compile error
Zell replied to Zell's question in Source Support
My Mistake. Add in npc.h after void npc_event_do_oninit(void); //Zell Duplicate int npc_event_export_2(struct npc_data *nd, int i); void npc_duplicate_2(struct npc_data *nd); int npc_timerevent_export(struct npc_data *nd, int i); -
When use a skill transform into a custom mob
Zell replied to ChokituBR's question in Script Requests
This should be in source requests -
Hey, thanks for the return. So, I would love something similar (if possible) It may be even simples, but being in the sama concept
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Could someone make a logo for me? Name: MOBRA Thank you very much in advance
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Quem cuida disso é o cliente. O emulador só informa qual o view id tem que mostrar. Não é possível fazer o que você quer sem editar o cliente.
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View File DuplicateCreate and DuplicateRemove command Apply the patch manually These commands allow you to create duplicates at run time. duplicatecreate("sourcename", "targetnameshown", "targetnamehidden", "targetmap", targetx, targety, targetdir{, targetspriteid{, targetxs, targetys}}); duplicateremove("npcname"); Submitter Zell Submitted 05/13/2018 Category Source Modifications Video Content Author Zell
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