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GmOcean

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Everything posted by GmOcean

  1. Alot of eA's src mods can be added to rA, with little to no edits at all, they would just need to be added in manually, as rA's src file is different so diff's won't be compatible.
  2. Yes, you should refer to faction system. I believe most use a variable to determine what faction they are apart of, and they are unable to attack their own faction, if a mapflag is set. All you have to do, is simple set the variable as they enter, and remove it when they leave.
  3. Yes? Unless @reloadskilldb | @reloadscript reloads skill_tree.txt But then, even if you were to use a new command, you'd still have to shutdown your server inorder to recompile.
  4. Ahh, i didn't see the card_id part, however, i ignored the boss monster check only because, i was trying to relate it to the disguise npc.
  5. GmOcean

    Menu Array

    *steals sql queries & releases optimized scripts* kidding lol, but those are rather useful, for projects i'm currently working on / have finished.
  6. O.o wow lol, i don't remember that, though i have to say, i very RARELY go back to eAthena forums for information, so that could be why i don't remember this. Also for adding a skill to the skill tree it'd be like this: /* Note - Only 84 skills are allowed per class (unless you edit the src) * JobID, SkillID, MaxLv{,JobLv},Pre-Req_id_1,Pre-req_lv_1,...,pre-req_id_5,Pre-req_lv_5 */ //Stalker 4018,1,9,0,0,0,0,0,0,0,0,0,0 //NV_BASIC#Basic Skill# 4018,142,1,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#First Aid# 4018,48,10,0,0,0,0,0,0,0,0,0,0 //TF_DOUBLE#Double Attack# 4018,49,10,0,0,0,0,0,0,0,0,0,0 //TF_MISS#Improve Dodge# 4018,50,10,0,0,0,0,0,0,0,0,0,0 //TF_STEAL#Steal# 4018,51,10,50,5,0,0,0,0,0,0,0,0 //TF_HIDING#Hiding# 4018,52,10,0,0,0,0,0,0,0,0,0,0 //TF_POISON#Envenom# 4018,53,1,52,3,0,0,0,0,0,0,0,0 //TF_DETOXIFY#Detoxify# 4018,149,1,0,0,0,0,0,0,0,0,0,0 //TF_SPRINKLESAND#Throw Sand# 4018,150,1,0,0,0,0,0,0,0,0,0,0 //TF_BACKSLIDING#Back Sliding# 4018,151,1,0,0,0,0,0,0,0,0,0,0 //TF_PICKSTONE#Find Stone# 4018,152,1,0,0,0,0,0,0,0,0,0,0 //TF_THROWSTONE#Stone Fling# 4018,2,10,0,0,0,0,0,0,0,0,0,0 //SM_SWORD#Sword Mastery# 4018,44,10,0,0,0,0,0,0,0,0,0,0 //AC_VULTURE#Vulture's Eye# 4018,46,10,44,10,0,0,0,0,0,0,0,0 //AC_DOUBLE#Double Strafe# 4018,124,1,46,5,0,0,0,0,0,0,0,0 //HT_REMOVETRAP#Remove Trap# 4018,210,10,50,1,0,0,0,0,0,0,0,0 //RG_SNATCHER#Gank# 4018,211,10,210,4,0,0,0,0,0,0,0,0 //RG_STEALCOIN#Mug# 4018,212,10,211,4,0,0,0,0,0,0,0,0 //RG_BACKSTAP#Back Stab# 4018,213,5,51,1,0,0,0,0,0,0,0,0 //RG_TUNNELDRIVE#Stalk# 4018,214,5,212,2,213,2,0,0,0,0,0,0 //RG_RAID#Sightless Raid# 4018,215,5,217,5,0,0,0,0,0,0,0,0 //RG_STRIPWEAPON#Divest Weapon# 4018,216,5,218,5,0,0,0,0,0,0,0,0 //RG_STRIPSHIELD#Divest Shield# 4018,217,5,216,5,0,0,0,0,0,0,0,0 //RG_STRIPARMOR#Divest Armor# 4018,218,5,211,2,0,0,0,0,0,0,0,0 //RG_STRIPHELM#Divest Helm# 4018,219,5,212,4,214,5,0,0,0,0,0,0 //RG_INTIMIDATE#Snatch# 4018,220,1,221,5,0,0,0,0,0,0,0,0 //RG_GRAFFITI#Scribble# 4018,221,5,222,1,0,0,0,0,0,0,0,0 //RG_FLAGGRAFFITI#Piece# 4018,222,1,223,1,0,0,0,0,0,0,0,0 //RG_CLEANER#Remover# 4018,223,1,216,3,0,0,0,0,0,0,0,0 //RG_GANGSTER#Slyness# 4018,224,5,223,1,0,0,0,0,0,0,0,0 //RG_COMPULSION#Haggle# 4018,225,10,219,5,0,0,0,0,0,0,0,0 //RG_PLAGIARISM#Intimidate# 4018,1005,1,0,0,0,0,0,0,0,0,0,0 //RG_CLOSECONFINE#Close Confine# 4018,389,5,51,5,213,3,0,0,0,0,0,0 //ST_CHASEWALK#Stealth# 4018,390,5,0,0,0,0,0,0,0,0,0,0 //ST_REJECTSWORD#Counter Instinct# 4018,475,1,225,10,0,0,0,0,0,0,0,0 //ST_PRESERVE#Preserve# 4018,476,5,215,5,216,5,217,5,218,5,0,0 //ST_FULLSTRIP#Divest All# 4018,410,1,0,0,0,0,0,0,0,0,0,0 //WE_CALLBABY#Call Baby# 4018,681,1,0,0,0,0,0,0,0,0,0,0 //ALL_INCCARRY#Enlarge Weight Limit R# //Custom Skills for skill tree 4018,89,10,1,10,0,0,0,0,0,0,0,0 //WZ_STORMGUST#Storm Gust# //Add more as needed. /* Note2 - You needed to add them to each class you want able to use the NPC. */ The above, is a list of the stalker's skill tree according to: rAthena/db/(Pre-RE | RE)/skill_tree.txt All i did was add, StormGust to it's skill tree, with an impossible requirement (Basic Skill Level 10). This way they can't use skill points to level it up. BUT you can still give them the skill using an NPC. As for your NPC, the way it is, should work fine, if all you did was add skills to their skill tree.
  7. -.-; I bet 95% of the scripters alive now wouldn't have thought of using sql that way. Though, that does prove useful even for my disguise event npc, i could litterally remove the black list array, and use that command, with some edits, to make sure it blocks all mobs that aren't normally spawned. Just missing, checks for monsters with: ' G_ ', ' EVENT_ ', and the infamous ' DREAM_METAL '.
  8. This has always been an issue with the ' skill ' command. So far from what i've seen, the only way to fix it, is to give them the skill in an infinite-loop. However, this is only an issue, if the player's character, cannot learn the skill normally (Not in it's skill tree). Thus, you could always add the skill to the class' skill tree, but give it impossible to reach requirements (ex: Lvl 10 Basic Skill ' max is normally 9 ') that way, it'll appear in thier skill tree, just unable to learn it UNLESS they use the NPC.
  9. Thank you ma'am. or lady, or girl...female? lol.
  10. i remember that topic... i was still a bit noob with sql so, you posted solutions before i could LOL. Even still, you write up scripts far faster than i can D: I say go for it, there have been more topics in regards to Support & Requests for scripts, than there have been for released scripts in recent times. The same may have held true in eAthena, but atleast then there was about 10scripts released daily (despite duplicates). So it'd be nice to see some fresh 'meat' so to speak being put out on the market.
  11. GmOcean

    Menu Array

    While, you would still have to use multiple arrays to solve your problem, you can make it a bit more efficient, by not having to write multiple loops per array, if you use setd | getd. setarray array1[0],987,654,321; setarray array2[0],123,456,789; setarray array3[0],987,654,321; set arraycount,3; set .@a,1; L_ArrayLoop: for(set .@i,0; .@i<getarraysize( getd("array"+.@a+"") ); set .@i,.@i+1) {set .@menu$, .@menu$ + (.@i?":":""); if( getd("array"+.@a+"["+.@i+"]") ) // found {set .@menu$, .@menu$ + getd("array"+.@a+"["+.@i+"]");} }//end for(loop) set .@a,.@a+1; if( .@a < arraycount ){goto L_ArrayLoop;} // This will display after it's done with the array loop. blah blah blah As for the sql query thing, meh, i use sql quite a bit now for my scripts, but even still, it's only sub-par
  12. I don't think this was intended as a Support topic, but as a release one lol.
  13. What Annie posted would fix it, your forgot to put your map names, in " quotation " marks. This must be done when ever you use a string variale (variable ending with $. ex: @map$ ). @offtopic - Also, it's not in my place to say who you can and shouldn't PM in regards for help, but it seemed like you sent a PM out when your topic was only open for a little under an hour. I understand the urge to get help right away, but try to atleast let your topic sit for a couple hours to see if help is posted before hitting someones PM box.
  14. For just a teaser, it is really well done. Looks amazing even at first glance. The maze + hieroglyphs are a huge sell imo, along with the tombs on the side, really gives the Pryamids/Sphinx feel. I may not be as good a scripter as Annieruru or Z3RO (Gone missing) or Keyworld (Also gone missing xD), but I am fairly adept, and am more than willing to write up a script for this map (when it's done) that would rival if not exceed official scripts of the same kind.
  15. Seems normal to me. Judging by your defense, your not using RE. In Pre-RE, an assassin with ~400ATK will do about 300-500dmg with auto-attacks + EDP = ~3k. Since it seems your not EDP'd i'd say your fine.
  16. Waiting to see inovative scripts released/requested

  17. I think if Euphy, used an array to store his information and called it that way, it'd be easier and more user friendly. Then we could actually add it as an official script. And also add a check to see if, giving items is enabled. Like: if(.getitem){getitem .item[.@i],.amount[.@i];} But you'd need to add the information at the top of the script, or atleast before this appears.
  18. I'm pretty sure, aloodid is a typo. However, back on topic, it depends on whether or not eAthena uses the same alootid as rAthena. // To add an item to the list, use "@alootid +<item name or ID>". To remove an item, use "@alootid -<item name or ID>". // "@alootid reset" will clear your autolootitem list. As you can see according to: rAthena/src/map/atcommand.c using @alootid +id_num = add an item to alootid's list of items. Thus, @alootid -id_num = remove. Additionally, there is @alootid reset which will remove them all. Lastly by default, @alootid can hold upto 10 indivisual items.
  19. Your problem, is with setting a variable as an array, without the proper command/syntax. setarray .@reward[0],671,1; //<Item_ID>,<Amount>{,...}
  20. While, I agree with Annie, on giving support, you can do this: if(strcharinfo(3)=="map_name"){unequip(equipment_slot);} Refer to: getequipid in - rAthena/doc/script_commands.txt, to figure out the equip-slots. Just put that line of code in your item's script section and it should do what you want. However, it will constantly check to see if the player is on a said map. Additionally, you can place this code in the: OnEquip script for your item, to force unequip the item, when equipped on said map. This will work, the same, except it won't do a constant check. So it won't help if they already have the item equipped.
  21. I still think there should be the addition of this "new" command. Because currently: sc_start sc_itemscript,<duration>,<item_id>; Only allows you to run scripts already existant in an item, if i'm not mistaken. Even though, sc_start is useable via NPC, your still limited to pre-existing scripts. I suggest, that this command be created+implemented because then, we can add things on the fly. Granted something similar can be achieved via functions, there is still the issue with adding/resetting stats. So, atleast with this command, we can eliminate the need to do an infinite loop to make sure the effect stays.
  22. I'm going to guess it's this line here: clif_refine(sd->fd,2,i,sd->status.inventory[i].refine = sd->status.inventory[i].refine - 2); But i don't see why you can't just simple run the same line of text 5x in the script?
  23. Oh.. This looks very useful. I'd make a new BG, using several existing commands as well as these new ones.
  24. GmOcean

    Killed ID

    Yea, it's right there: killedrid
  25. rAthena/conf/battle/party.conf // Give additional experience bonus per party-member involved on even-share parties? // (eg: If set to 10, a even-share party of 5 people will receive +40% exp) party_even_share_bonus: 10
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