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GmOcean

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Everything posted by GmOcean

  1. - script xmas_event -1,{ OnNPCKillEvent: if(killedrid != 1248 || killedrid != 1249){end;} set .@id,xmas_ring; //Xmas Ring Id num here if(killedrid == 1248 && isequipped(.@id)){set .@a,rand(1,10000); if(.@a<=50){getitem 40003,1;} set .@a,rand(1,10000); if(.@a<=5){getitem 40005;}end;} if(killedrid == 1249 && isequipped(.@id)){set .@a,rand(1,10000); if(.@a<=250){getitem 40003,1; getitem 40004,1; getitem 40005,1;} if(.@a<=300 && .@a>250){getitem 40003,1; getitem 40004,1;} if(.@a<=550 && .@a>300){getitem 40003,1;} end;} if(killedrid == 1249 && !isequipped(.@id)){set .@a,rand(1,10000); if(.@a<=1){getitem 40003,1; getitem 40004,1;} if(.@a<=10 && .@a>1){getitem 40004,1;}end;} end; }
  2. .... it's written in a very non-user friendly way LOL, but i can understand it. Though you did take alot of use with Epoque's scripting addition for variables and what not.
  3. I hope what you posted isn't actually the script you created.... Because there isn't a single command in there....
  4. Well... my guess would be the issue is here: OnredDead: callsub L_dead, 1; OnblueDead: callsub L_dead, 2; L_dead: set .score[ getarg(0) ], .score[ getarg(0) ] -1; bg_updatescore "guild_vs3", .score[1], .score[2]; if ( .score[ getarg(0) ] == 0 ) //awake strnpcinfo(0); areapercentheal "guild_vs3",13,50,86,50,100,100; end; It looks like, it'll only use the heal command when the team that is called, has reached 0 points. But, i don't have much experience with BG scripts, so I can't be certain.
  5. It's a shame about the PMs, i was really looking forward to seeing some new scripting techniques... Now I'll just have to sit in the support/request section some more.. just doing what i can to ' lighten ' the load. (I am now slightly happy i didn't apply for a position back when rA was first being made xD).

    1. AnnieRuru

      AnnieRuru

      omg ? o.o

      why didn't you apply ?

      Emistry is a support leader now xD

    2. GmOcean

      GmOcean

      Well, at the time, I was busy with work related stuff, and was about to take an 8 month long break from everything for military training, then when I came back... I was just so caught up in writing scripts for various RO servers, I wasn't really hoppin' on rA xD. But, meh, I'm not needed mwahahaha... I can sit in the shadow's and not feel obligated to help :D

    3. AnnieRuru

      AnnieRuru

      ahahaha ... same feeling here XD

      now I feel like I only need to sit back and watch, no longer need to show off that much to get recognition already

  6. Hmm, maybe I'll give it a try lol... Though i feel like i was at the top of my game back when I wrote the Disguise Event npc, but that can't be possible lol !! That would suggest i've de-level'd xD
  7. Oh i know Z3R0 is good, he's really good, he taught me a few things when i started as a scripter, really gave me a super boost so to speak lolz... But, i'm sorta at a 'scripting' wall lol atleast mentally that is.
  8. He was.. Though it was somewhat similar to Annie's topic back in old eA
  9. Well, I'm assuming all quests in game that give exp, use the getexp or set 'blah blah blah' + w/e right? If so then using getbattleflag("quest_exp_rate") * variable = exp to give. I never said anything about using 1 script to calculate all the exp gained by each script. I merely stated that it was possible, just not practical... I mean, another way would be to edit, the get/set exp commands, for an optional parameter which could call a label if one is given. But i mean at that rate, i might as well just add a callfunc there... So my suggestion still stands, either find yourself a src edit, or manually go into each quest, and do your configs there.
  10. Edit: Some how this got posted twice with a really long gap in between lol. Edit2: Nvm lol, i did testing and yea, it seems any new messages that are added, do just extend the box... I had assumed it'd move down with the new messages... sadly, i guess this just isn't possible, and you'll just have to make do with the next; button or close2; for laughs lol, since it can act as a next; button.
  11. Lol, that's what I said. It'll only appear to be a new windows at first glance. But it would indeed just be the same chat window.
  12. Well, currently the 'next' command calls a clif packet, that Makes the next button appear -> wait for player to press -> display new blank window (assuming nothing else is displayed). I would think it'd be possible to bypass the need to press the button and just make a new window appear. But i don't know src all to well. Edit: @AnnieRuru - I see.. then, there really isn't anything we can do. @Vach - You'll just have to deal with using sleep2, or next; Edit2: You could always spam send black mes commands, just enough so that any previous text is moved up the window.... However, you'll still have the scroll bar, so it'll be a bit unappealing if someone were to look back on past text. BUT it would appear at first glance, that a new window is displayed lol.
  13. What Vach want's is currently not possible. Vach wants: mes "blah blah blah"; mes "blah blah"; mes "blah"; menu "asdf",-; //Everything below this line needs to appear as if having used the 'next' command, but without actually using the command. mes "1234"; mes "5678"; close; Edit: I guess the only way to do this, would be to create a new command, that sends the new mes packet to the client. IMO i suggest it be the next; command just with a different syntax. next{("New Line Text")}; OR next2 "New Line Text"; eg: mes "blah"; next; mes "1234"; //would be the same as... mes "blah"; next("1234");
  14. Pretty sure you can use ' getbattleflag( "quest_exp_rate" ); ' to figure out the quest_exp_rate he has set, then calculate from there. Thus, making it possible with script.
  15. Well, its all 100% possible with script, however, not practical... Your best bet is to go the src edit route.
  16. That could work, also it does save the hassle of using a variable.
  17. @stydianx - No, that won't work either. That's basically the same thing as setting the night mapflag on a map... it only allows the server to turn it into night time. @OP - The only way to get what you want, is by: 1. Simulating the effect using BrowEdit to change the lighting to "appear" always night time. (As AnnieRuru already suggested). OR 2. SRC edit, to create a custom command, to force your map into either Day/Night mode, without effecting other maps. (Also already Suggested by AnnieRuru). If you were able to successfully apply the patch to your server for, the src edit, then you'll issue should be solved, as it has the ability to turn your "single" map, into night time. And it won't turn back into day time, unless it's apart of your servers night.txt file (Which by default it is not apart of since it's a custom map).
  18. @Euphy - Yea, I noticed that, but, timer's are just so.... ugly, i'd like to not use em if i could lolz..., i could however, use gettimetick and still use sleep2.... function script warpinout { set warpinout,gettimetick(2) + 600000; warp "mapname",0,0; sleep2 600000; if(strcharinfo(3) != "mapname" || gettimetick(2) < warpinout){end;} set warpinout,0; warp "SavePoint",0,0; end; } This way, everytime they re-enter, it'll change the variable to 10mins from the current time, that way, when the older sleep2 checks, it'll be eariler then the new time... so nothing should happen.
  19. However, you should know the script is flawed... for example... if they leave and reenter, i can't stop it from warping out.
  20. callfunc warpinout; //<-- put in item function script warpinout { warp "mapname",0,0; sleep2 600000; if(strcharinfo(3) != "mapname"){end;} warp "savepoint",0,0; end; } Edit: Made the changes to check for the map, but i didn't add the getmapxy, since the request was for savepoint.
  21. Lol, indeed I do. It was something i was interested in doing in the past, allowing my players to create weapons with custom names for fun..... Maybe I'll go look at eA's scripts and revamp them for rA D:
  22. Probably someone else to write it for him. Sadly, yea, this script will take some time to write. Time i just don't have atm. But i can be of assistance if support is needed, but i doubt you need my help Annie lol.
  23. I agree, the default monster command should be structured like this. As it is all mobs listed in Mob_db have the same number of columns. So i could effectively summon a Fabre as an MVP so to speak.
  24. simple, you don't give players the ability to use the command. Instead you make an NPC use it for them. This way they will have to go back to town to enable/disable PK mode.
  25. Correct, just copy and paste the Mob, then edit the paramters of choice. Also, for the Bonuses, just install the src edit, i linked in my previous post. If you read it, you'll notice it allows players to have different bonuses based on what a certain variable is. This way, you don't need to do any infinite loops, or creative thinking when trying to give your players buffs / make them weaker temporarily. And then you can just set the variable to 0, when you want to remove the bonuses, making them like normal again.
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