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GmOcean

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Everything posted by GmOcean

  1. As usual, your scripting skills are increasing at quite a steady pace. I only have 2 suggestion, and that is to remove the use of the $@gb var, and change to .gb var. Secondly, merge both of those NPCs into 1. It may be easier to read and look at as 2 different NPCs, but it's definitely not necessary. Also, I don't think there is a need to bind 3 similar commands, if they are not spelt differently. I do believe that rAthena's @command system, is not case sensitive. Therefore, binding @gift should be all that is needed.
  2. I don't see how langtype 0 will affect the pallets. Normally, langetype deals with merely how the client displays certain text ingame. You'll notice that Langype 0 is slightly smaller than langtype 1. Not noticeably smaller, but it can be seen through NPCs. Some text will fit on 1 line while it wont on a different langtype.
  3. It's using MAX_INSTANCE_DB because only X amount of instances can be created. Also, it cycles through, instance_db.txt to check to see if the name given in the instance_create command, actually exists. Hence the reason for using it.
  4. Bumb. Anyone have any information on this? If you need further clarification this is what I mean: 1 2 3 4 5 6 7 8 9 0 Reset Basically, I'm trying to see/find a way, to make it stay like that. I'm assuming it's a client thing, where the solution would be to have it resend, the same packet to stop it from shuffling.
  5. Look for this in your script: {OnInit: waitingroom "PvP Rank",0,0; // Look on the configuration! } You need to copy that, place it at the bottom of the script. And then delete the original. What's happening is , when ever you click on the NPC it goes to this label, and tries to create a waitingroom. However, every time you start the server or use @reloadscript it creates one already.
  6. Well, this is just a basic script to do what you want. You can expand it further by using this template. prontera,150,180,4 script TimeWarper 123,{ if(cooldown){mes "Sorry, your still on CoolDown and cannot enter yet. You will be notified when you can."; close;} mes "[TimeWarper]"; mes "Hi, would you like to be warped?"; if(select("Yes:No") == 1){warp .loc$[0],atoi(.loc$[1]),atoi(.loc$[2]); end;} close; OnTimeLimit: addtimer((.CD*60000),strnpcinfo(3)+"::OnCoolDown"); set cooldown,1; end; OnCoolDown: set cooldown,0; dispbottom "Your may now be warped again."; end; OnPCLoadMapEvent: if( strcharinfo(3) == .loc$[0] ){addtimer( (.TL*60000),strnpcinfo(3)+"::OnTimeLimit");} end; OnInit: set .TL,3; //TimeLimit in Minutes. set .CD,5; //CoolDown in Minutes. setarray .loc$[0],"<mapname>","<x>","<y>"; end; } <mapname> mapflag loadevent
  7. Currently not possible, without a mob_db edit which would lower Porings for the whole server. After doing this, only than can we " simulate " the effects of it only being lower in that map. But if your going to go this route, your better off just making a copy of Poring Mob, placing it in Mob_db2.txt (or it's SQL equal if your using sql) and then making the " copy " drop rate lower.
  8. Don't quite understand what you meant... but this script doesn't use OnPCLoadMapEvent. It uses, OnPCLoginEvent.
  9. Perhaps you should just try switching to Ragexe client instead of RagexeRE, or just use the default 20120420 client that is recommended for rA?
  10. You need to enable the custom fonts, for your client by diffing. [UI] Enable Official Custom Fonts This option forces Official Custom Fonts (eot files int data folder) on all langtype. If that doesn't work, try changing your clientinfo.xml langtype to 0. AND lastly if that doesn't work, I have no idea :/
  11. Is there a way to maintain a "static" pin positioning? The PIN system currently works as intended however, how can I make the numbers remain in a static positioning, if at all possible.
  12. That doesn't make a monster drop more than that amount of items.... thats for mob_item_ratio.txt It allows you to list more than 10mobs per ItemID to affect the drop rate of specified items. Edit: Perhaps this can be of use to you.... http://rathena.org/board/files/file/2746-mapflag-mobitemadder/
  13. yea sorry lol. I didn't notice it right away.... I was seeing CR_FullProtect and it clicked as correct, but Emistry is right, it should be those listed SC effects... 8145,creator_flamel_card,Creator Card,6,20,,10,,,,,,,,16,,,,,{ bonus bNoKnockback,0; },{ sc_start4 SC_CP_WEAPON,60000,5,0,0,1; sc_start4 SC_CP_SHIELD,60000,5,0,0,1; sc_start4 SC_CP_ARMOR,60000,5,0,0,1; sc_start4 SC_CP_HELM,60000,5,0,0,1; },{ sc_end SC_CP_WEAPON; sc_end SC_CP_SHIELD; sc_end SC_CP_ARMOR; sc_end SC_CP_HELM; } So yea, the above should do what you wanted...
  14. Does it not work? Because it looks like it should.
  15. Thor Patcher CAN patch the files in your GRF. You just gotta set it to do so. http://rathena.org/board/topic/78516-how-to-delete-file-at-my-grf-using-thor-patcher/
  16. I'm not sure where to put this actually, tossed between Graphics section and here. But I'm assuming client since, well, this is part of new clients only.. anyways.... Is it possible to edit RO's In-Game World map? I don't just mean the visual part of it as in changing looks, but rather the interactive part as well. Mainly, because I've noticed in RO, they have the 1 world map, that doesn't add support for the new world, which I don't really care about. But if it is possible to change the way it looks and operates, how would I go about doing it? Ex. When you hover over prontera, it shows the arrow's moving towards towns that are accessible via warp using the Kafra. If possible how can we change that? And are we able to incorporate the changes with out own " world-map " ?
  17. Ofcourse there is, it's in every version of rAthena. https://github.com/rathena/rathena/blob/master/doc/script_commands.txt
  18. Problem here is: donpcevent requires a player to be attached, while doevent does not. Additionally, your thinking too hard for this, and in a result made it over complicated. You can just combine both of those scripts.... prontera,164,174,4 script Newbie Gift 115,{ if( !#Freebiess ){ set #Freebiess,1; mes "Welcome...this is your gift..."; getitem 1530,1; showevent 0,0; }else{ mes "You have claim the Reward already."; } close; OnPCLoginEvent: if(!#Freebiess){ showevent 1,0; } end; } There, I combined them, also, I changed it to check to see if they received the Item when they login, so it only does " showevent 1,0 " when a NEW account logs in, not just anybody.
  19. Lol, my bad... looks like I really was tired writing this @.@; give me a moment and i'll fix it Edit: Here you go, you'll notice that I did change the array set up around, I had them backwards lol... I coded it 1 way, while telling you to put it in another way lmao..(note to self - stop writing scripts while falling asleep). prontera,150,180,4 script npc name 123,{ mes "I can upgrade items into a more powerful version."; mes "Interested?"; if(select("Yes!:Not in the slightest")==2){close;} next; mes "What Item do you want to make?"; set .@a,1; set .@menu$,""+ getitemname(getd(".item"+.@a+"[0]")) +""; while(.@a != .total) {set .@a,.@a+1; set .@menu$,.@menu$ + ":"+ getitemname( getd(".item"+.@a+"[0]") ) +"";} select(.@menu$); next; mes "All I need is the following:"; set .@i,2; set .@menu,@menu; mes "[1]x "+ getitemname(getd(".item"+.@menu+"[1]")) +""; while(getd(".item"+.@menu+"["+.@i+"]")) {mes "["+ getd(".item"+.@menu+"["+(.@i+1)+"]") +"]x "+ getitemname( getd(".item"+.@menu+"["+.@i+"]") ) +""; set .@i,.@i+2;} if(select("Turn in items:Cancel")==2){close;} set .@i,2; if(!countitem( getd(".item"+.@menu+"[1]") )){mes "You need to have 1, "+ getitemname(getd(".item"+.@menu+"[1]")) +""; close;} while(getd(".item"+.@menu+"["+.@i+"]")) {if(countitem(getd(".item"+.@menu+"["+.@i+"]")) < getd(".item"+.@menu+"["+(.@i+1)+"]")) {mes "You don't have enough, "+ getitemname(getd(".item"+.@menu+"["+.@i+"]")) +". You have ^FF0000"+ countitem(getd(".item"+.@menu+"["+.@i+"]")) +"/"+ getd(".item"+.@menu+"["+(.@i+1)+"]") +""; close;} set .@i,.@i+2;} set .@i,2; while(getd(".item"+.@menu+"["+.@i+"]")) {delitem( getd(".item"+.@menu+"["+.@i+"]"), getd(".item"+.@menu+"["+(.@i+1)+"]") ); set .@i,.@i+2;} delitem(getd(".item"+.@menu+"[1]"),1); getitem(getd(".item"+.@menu+"[0]"),1); close; OnInit: //[0] = New Item | [1] = Old Item | [2] = ItemReq1 | [3] = ItemAmt1 | [4] = ItemReq2 | etc... setarray .item1[0],505,504,501,1,502,1,503,1; setarray .item2[0],506,504,501,1,502,1,503,1; //setarray .item3[0],olditem,newitem,req1,amt1,req2,amt2,etc,...; set .total,2; //Set to number of arrays made. end; }
  20. Don't quite understand what you want? Perhaps you can explain it in a bit more detail?
  21. Okay, I think this should be it.. prontera,150,180,4 script npc name 123,{ mes "I can upgrade items into a more powerful version."; mes "Interested?"; if(select("Yes!:Not in the slightest")==2){close;} next; mes "What Item do you want to make?"; set .@a,1; while(.@a != .total) {set .@menu$,""+ getitemname( getd(".item"+.@a+"[0]") ) +"";} select(.@menu$); next; mes "All I need is the following:"; set .@i,2; set .@menu,@menu; mes "[1]x "+ getitemname(getd(".item"+.@menu+"[0]")) +""; while(getd(".item"+.@menu+"["+.@i+"]")) {mes "["+ getd(".item"+.@menu+"["+(.@i+1)+"]") +"]x "+ getitemname( getd(".item"+.@menu+"["+.@i+"]") ) +""; set .@i,.@i+2;} if(select("Turn in items:Cancel")==2){close;} set .@i,2; if(!countitem( getd(".item"+.@menu+"[0]") ){mes "You need to have 1, "+ getitemname(getd(".item"+.@menu+"[0]")) +""; close;} while(getd(".item"+.@menu+"["+.@i+"]")) {if(countitem(getd(".item"+.@menu+"["+.@i+"]")) < getd(".item"+.@menu+"["+(.@i+1)+"]")) {mes "You don't have enough, "+ getitemname(getd(".item"+.@menu+"["+.@i+"]")) +". You have ^FF0000"+ countitem(getd(".item"+.@menu+"["+.@i+"]")) +"/"+ getd(".item"+.@menu+"["+(.@i+1)+"]") +""; close;}} set .@i,2; while(getd(".item"+.@menu+"["+.@i+"]")) {delitem( getd(".item"+.@menu+"["+.@i+"]"), getd(".item"+.@menu+"["+(.@i+1)+"]") );} delitem(getd(".item"+.@menu+"[0]"),1); getitem(getd(".item"+.@menu+"[1]"),1); close; OnInit: //[0] = Old Item | [1] = New Item | [2] = ItemReq1 | [3] = ItemAmt1 | [4] = ItemReq2 | etc... setarray .item1[0],25500,25508,501,1,502,1,503,1; setarray .item2[0],olditem,newitem,req1,amt1,req2,amt2,etc,...; set .total,2; //Set to number of arrays made. end; } I'm going to go to sleep now. So if there are any errors, than maybe someone else will be able to fix them for you in the mean time. At any rate, this script should allow you to have as many items as you like, however, your limited to 64 Requirements per item. Ex: To make a Orange Potion, I can only set 64 ' different ' required items each with their own amount. Should be more than enough for something like this lol.
  22. I see, though, it'd be easier if you just did this: celestiaj,73,86,6 script PVP Warper 497,{ if(.locked){mes "Sorry, PVP Rooms are currently Locked."; close;} mes "^ff0000[PVP Warper]^000000"; mes "Which PVP room do you want to warp to?"; next; menu "Normal - No Restrictions",normal,"Trans - 2nd jobs only!",trans,"Non-donate Normal",nodonate,"Non-donate Trans",nodonate2,"Classic PVP - No Customs",classic,"Cancel",canc; normal: next; announce "PVP: "+strcharinfo(0)+" just entered PVP:Normal!",bc_all,0x33FF99; warp "pvp_n_1-5",0,0; end; trans: next; mes "^ff0000[PVP Warper]^000000"; mes "WARNING! If you're not a 2nd job trans player, you will be automatically warped out of the map!"; next; mes "What will you do?"; menu "Proceed",proceed1,"Cancel",out1; proceed1: announce "PVP: "+strcharinfo(0)+" just entered PVP:Trans!",bc_all,0x33FF99; warp "pvp_y_1-2",0,0; end; out1: next; close; nodonate: next; mes "^ff0000[PVP Warper]^000000"; mes "WARNING! If you are equipped with donate equipments upon entering the map, you will be automatically be warped back to your save point!"; next; mes "What will you do?"; menu "Proceed",proceed,"Cancel",out; proceed: next; announce "PVP: "+strcharinfo(0)+" just entered PVP:Non-Donate!",bc_all,0x33FF99; warp "pvp_n_4-3",0,0; end; out: next; close; nodonate2: next; mes "Feature not yet impelemented"; close; classic: next; mes "^ff0000[PVP Warper]^000000"; mes "WARNING! If you are equipped with any custom equipments upon entering the map, you will be automatically be warped back to your save point!"; next; mes "What will you do?"; menu "Proceed",pro123,"Cancel",out123; pro123: next; announce "PVP: "+strcharinfo(0)+" just entered PVP:Classic!",bc_all,0x33FF99; warp "5@tower",0,0; end; out123: next; canc: close; OnClock1450: OnClock2050: announce "WoE is starting soon! PvP Rooms will be inaccessible!",bc_all,0x99FFFF; set .locked,1; end; OnClock1601: OnClock2201: announce "WoE has ended! PvP Rooms are now accessible!",bc_all,0x99FFFF; set .locked,0; end; } This, eliminate the need to have multiple NPCs, also, gets rid of all the enable/disable NPC commands in there. All this script does, is set a variable to 1 (active) or 0 (inactive). If it's 1 then it'll tell players it's locked, if it's 0 it will act as normal.
  23. In that script yes. Did you need it to work for more than 1 item?
  24. prontera,150,180,4 script npc name 123,{ mes "I can turn a "+ getitemname(.before) +" into a "+ getitemname(.after) +""; mes "All I need is the following:"; for(set .@i,0; .@i<.items; set .@i,.@i+1) {mes "["+ .amt[.@i] +"]x "+ getitemname(.req[.@i]) +"";} if(switch(select("Turn in items:Cancel"))==2){close;} Case 1: for(set .@j,0; .@j<.items; set .@j,.@j+1) {if(countitem(.req[.@j]) < .amt[.@j]){mes "You don't have enough, "+ getitemname(.req[.@j]) +". You have ^FF0000"+ countitem(.req[.@j]) +"/"+ .amt[.@j] +""; close;}} for(set .@a,0; .@a<.items; set .@a,.@a+1) {delitem(.req[.@a],.@amt[.@a]);} getitem(.after,1); close; OnInit: set .before,25500; set .after,25508; setarray .req[0],501,502,503; //Replace with any items you want, can go upto 128 items. setarray .amt[0],1,1,1;//Replace with amount for it's respective item above. set .items,getarraysize(.req); end; } That should do it O.o assuming I have the items right lol.
  25. in packet_db.txt change: packet_db_ver: 28 INTO packet_db_ver: 30
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