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GmOcean

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Everything posted by GmOcean

  1. I don't know what your reading, but to me that says, the ' indivisual ' who uses the command will enable/disable PK mode for themselves. Thus, effectively, making themselves invulnerable/unable to attack others(when off) and vulnerable/able to attack others(when on). But, i mean don't take my word for it, all i did was read the entire topic, and the other topic linked inside...
  2. PK mode [ON/OFF] this should solve #3.
  3. Very possible, however it will require src edits, to make things easier, thankfully those src edits are already released to the public. However, for your Conditions & Levels section, you need to create custom Mobs for those bonuses yourself. Because, as of right now, rAthena (as for as i know) can not increase/decrease a monster's ailities on the fly, without doing a @reloadmobdb, and even if it could, this would mean that ALL of those monsters changed would affect the rest of the server. But other than that... the only src edit you need is umm Extra Bonuses system.
  4. GmOcean

    Tax Script

    I could but i'm not going to, that would require going throught shops.txt file in NPCs folder, and turning each Lighthalzen shop into a floating shop, then making an NPC for each one, that calls a specified shop. That's work for a server owner to do. I just told you how to do it, now you can learn.
  5. As of right now it's not possible. Your best option, is to go into your sql database, and create those characters, just for your scripting purposes, on a dummy account. That way, they will indeed exist. What's more it won't matter if someone else has the same name, since your sql db editor will say, duplicate entry, that way, you know you can use that name.
  6. GmOcean

    Tax Script

    This is just an example NPC, as such, it doesn't calculate MC_DISCOUNT, so all prices are at face value, even if the merchant has discount level 10. How it works: If no one owns the shop, no one can use the NPC. At the start of each WoE (First Edition), it will give the owner all the tax it has collected. At the end of each WoE (First Edition) it will change it's owner to the guild leader of Kriemhild castle. Other than that, it acts as a normal shop, for buy and sell. Note - This npc, does not add a tax value to items, it just gives the shop owner 10% of all sales. Note2 - Overcharge does not work with this npc as well, when selling items, as i didn't add in a MC_OVERCHARGE calc. taxshop.txt Edit: This script was not tested as I'm at work and should not be scripting lmao @.@;
  7. Well, for one, you have too many ' } ' , well 1 too many. Secondly, your event_label for your monster command, doesn't have the right npc specified for your script, your just using npcname. And i'm pretty sure you don't have an npc called npcname. Lastly, you have it set to spawn, on Sundays at 7:30PM. I don't know where you live in the world but, it's not 7:30PM sunday anywhere yet. I live in hawaii, and its 8:52AM (At the time i'm typing this) and knowing the timezone gaps can only range from 0->26 hours difference, it's physically impossible for it to be 7:30PM on Sunday for anybody in the world right now.
  8. GmOcean

    Tax Script

    Lol, it'd be easier with a src request that's for sure, but it's possible without one.... Just gotta create NPC's at each shop's location and have them call the shop, and use your specified dynamic shop script, for tax purposes. I've done it before to lock people out of shops as a form of account security. I made it so, if they didn't have the right variable, no shops would let them buy or sell. Though now this is easily done without scripts.
  9. GmOcean

    Tax Script

    I think i know what he means: Example: Player A Owns 'Jellopy' shop. Player B purchases 1 jellopy for 10,000z from Player A's Jellopy shop. Player A collects TAX from NPC, resulting in earning 1,000z. *Note - That in this example, Player A does not supply the shop with items, he just basically is the Govenor and get's paid the tax money.* I've seen this in a few games, one of which came out recently, TERA online.
  10. If that is what you were trying to do, then you no longer need to do that, since rAthena made a conf file for that. rAthena/conf/atcommand_athena.conf /* Command aliases You can define aliases for any command. Aliases work just like original command. Format is <commandname>: ["<alias>", ...] */ aliases: { mobinfo: ["monsterinfo", "mi"] iteminfo: ["ii"]
  11. to figure out the possible X&Y cooridinates of your map, go to the bottom left corner, and write down what your coordinates are, then go to the top right corner, and record those coordinates. Now you can just rand(bottom_left X, top_right X), and rand(bottom_left Y, top_right Y). That should give you a range for your entire map.
  12. @AnnieRuru Lol, sorry, after re-reading my post i realized that some of what i said, may not be making sense @.@, but what i meant about the commands being implemented was indeed, the mob_controller system lol. Since, it still seems it hasn't been added to the SVN yet... Despite people asking for scripts that need these commands repeatedly.
  13. It, might be because, 'unitwalk' acts the same as 'npcwalkto' (hasn't been confirmed). In which case, if there is an obstacle, since they will usually try to walk in a straight line to your location, then you need to add additional, unitwalk commands, to make sure they walk around said obstacle. Try that and see where it gets you. Also, try using a normaly @variable, instead of a termproray scope variable, as it may affect it as well. Lasly, you need to double check your src files, to see if your svn even supports these commands, because i know there was a debate in the past about implementing these offiicially or keeping them as a user download.
  14. By default, gm lvl 99, will be able to use ALL commands. If you don't want a specific group to have a command, just enter: command_name: false (assuming it is inherting another group).
  15. My guess is that the 'addtimer' command, is ending the moment the player warps to a new map, since it technically is ending that script instance. But that's just my guess, since, addtimer is supposed to continue.... But meh, never know what might happen. mapname,119,159,4 script Premium Account::premiummap 422,{ if( !isPremium() ){goto NotPremium;} mes "[Gatekeeper]"; mes "Where do you want to go?"; menu "Private Drop Event",-; if( #Daily == gettime(5) ){mes "You can only enter once a day"; close;} close2; set #Daily,gettime(5); doevent strnpcinfo(3)+"::OnTimeLimit"; warp "new_zone04",60,179; end; OnTimeLimit: sleep2 300000; dispbottom "Your Time is up"; warp "savepoint",0,0; end; NotPremium: mes "You are not a Premium account holder!"; close; }
  16. I believe, there was a way around this... i think someone said to remove those level's from exp db, or set them to 0. I believe it's the first. Theoretically, this will prevent them from leveling up to those levels, but commands such as, @blvl will still work.
  17. You need to set the /100 to a larger number, not smaller. if your rates are 200x, then this is what you will see: getbattleflag (2000) / 100 = 200. So making it smaller will increase the exp, and larger will decrease.
  18. Well, it looks like it is supposed to give points every hour, and it must be giving points every hour, since it reached the 12 hour point. But for trouble shooting sake //Find stopnpctimer; initnpctimer; //Replace with setnpctimer 0;
  19. Barricade's already have a mob id: 1905 & 1906 i believe. Just make an NPC that will spawn the barricade 1 cell in front of them after they click it, and only let it work once per character, until it's dead. mapname,x,y,z script Barricade Test 123,{ if(b_test){end;} getmapxy(.@m$,.@x,.@y,0) set b_test,1; monster .@m$,.@x,(.@y+1),"Barricade Dummy",1906,1,"Barricade Test::OnDummyKill"; attachnpctimer; initnpctimer; end; OnTimer60000: set @min,@min+1; if(@min==60){set @hour,@hour+1; set @min,0;} setnpctimer 0; end; OnDummyKill: set b_test,0; stopnpctimer; set @sec,(getnpctimer(0)/1000); detachnpctimer; dispbottom "You broke the barricade in: "+@hour+" hours : "+@min+" minutes : "+@sec+" seconds."; @hour = @min = @sec = 0; end; }
  20. http://rathena.org/wiki/Adding_new_bonuses Following that will allow you to create a new bonus' that will let you have a x/10% chance to NOT consume ammo, so 1000/10 = 100% Chance, then just add this to the Arrows/Bullets item script, that you don't want to be consumed.
  21. Uhh, why not just use: OnInit: bindatcmd("refresh","atcmd_block::OnAtcommand"); end; OnAtCommand: if(strcharinfo(3) != "prontera"){mes "hi"; close;} atcommand @refresh; end; Because i was under the impression that, if the script uses the atcommand, it won't trigger the event.
  22. You're having this problem because, your using a global variable to confirm a kill and count down. You need to change that to a player variable so that only the player doing the quest is affected. I'm only giving this bit of information because it's a support topic. I'm assuming you want to learn.
  23. Ofcourse, no problem. Glad i could be of assistance. @Annie Your comming back was like a boulder into a glass of water, you broke the container and now the water is going everywhere (This is a good thing). Now that your back i've seen numerous requests that aren't ' too ' boring, but also new scripting styles put into play. If not just old ones brought back to life. Kinda glad it happened.
  24. Well, if i were to produce an update for the disguise event, then using Annie's sql code, i could limit all of those annoying monster's that just appear in our db because kro can't make up their minds lol.
  25. If your going to use set CLONE_SKILL, then you don't need to add the skills to your skill tree, as your actually forcefully changing the skill the Stalker has plagurized as that skill. I was under the impression, you wanted to give the stalkers, a ' permanent ' solution, and one that would alow them to change it at will, regardless of another skill over writing their skill. If that's the case, then i'd suggest, asking for help in the src section, so that the plagurize skill, will read the value of your custom variable. Then, making it impossible, for it to activate when someone hits you. This way, it'll only work using your NPC.
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