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crazyarashi

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Everything posted by crazyarashi

  1. Changing the client files will just update your skill descriptions and other stuffs. As for the server side changes(NPC, Calculations) you need to remove the comment inside renewal.hpp //#define PRERE to #define PRERE
  2. I think that's the idea, but it's better to test it yourself to get your answer instantly ^^
  3. It should work since that is rA's current adoramus database. if you're using the latest git it should be there by default.
  4. 2040,11,8,1,6,0x2,1:1:1:1:1:1:2:2:2:2,10,-10,yes,0,0,0,magic,0,0x0, AB_ADORAMUS,Adoramus 1:1:1:1:1:1:2:2:2:2 < This part is the splash area 1 = 3x3 2 = 5x5
  5. Haven't tested this yet :)) - script spawn_event HIDDEN_WARP_NPC,{ OnSun0000: OnMon0200: if(gettime(DT_DAYOFWEEK) == SUNDAY) .@map$ = "prt_fild03"; else .@map$ = "pay_fild05"; monster .@map$,0,0,"Field Boss",.mob_id[rand(getarraysize(.mob_id))],1; announce "System : A field boss appeared at" + .@map$; end; OnInit: setarray .mob_id,1001,1002; end; }
  6. It's in your client's msgstring table just search the word in there :))
  7. your rand is only for arrays 0~1 if you have 3 items on your array you need the rand to be 0~2.
  8. You'll need to merge this pull to your server Nightmare Biolab
  9. Good day rathena, as the title request i would like to request for an update on this old diff. I tried remaking it by follow this topic How to create your own mapflag but maybe it needs other changes. here is the link to the old source release :)) thank you in advance NoItem Mapflag
  10. set #CASHPOINTS,#CASHPOINTS+@ExchangeECd; to set #CASHPOINTS,#CASHPOINTS + (@ExchangeECd*1000);
  11. for client preparation i suggest you refer to this guide of Earnestinence, its very neat guide. for 2018 clients i suggest you use this for building it. 4144 Nemo
  12. update your client files or mapmsgconf of your serv
  13. did you prepare your own grf and your client?
  14. 4144's Nemo Client is neat for newer clients :))
  15. That's way old and need old resources. zackdreavers translations is for later clients
  16. Big thanks! going to try it out :))
  17. i used only once but it worked fine :))
  18. Use proper translation files for your client. Zackdreaver Translation
  19. OnMinionSummon: .@minion_id = 1002; .@minion_count = 20; monster "prontera",255,55,"Pink Evil Minions",.minion_id,.minion_count,strnpcinfo(0)+"::OnMinionKill"; for (.@i = 0; .@i < .minion_count; .@i++){ .gid[.@i] = $@mobid[.@i]; //= store data } Good day rathena, I have a question regarding getunitdata. I want to summon a multiple monster and get their data later on. ( specifically the x and y) during the KillEvent Tried several ways to get the data and yet failed. hopefully anyone can enlighten me on what to do. Thanks in advance
  20. Double check your mysql setup :))
  21. Well sadly these are hardcoded in the client thus making it very hard to change/add
  22. prontera,255,55,4 script alg_teleporter 123,{ if(Zeny >= .warp_fee){ warp "gld2_ald",0,0; end; } mes "- Not Enough Zeny -"; mes "- Come back when you have "+.warp_fee+" Zeny -"; close; OnHour23: OnHour09: OnHour15: OnHour20: enablenpc "alg_teleporter"; end; OnHour10: OnHour16: OnHour21: OnHour00: mapwarp "gld2_ald","SavePoint",0,0; disablenpc "alg_teleporter"; end; OnInit: .warp_fee = 30000; disablenpc "alg_teleporter"; end; }
  23. - script Dynamic_Drops -1,{ OnNPCKillEvent: if( strcharinfo(3) == .map$ ){ if( killedrid == .killed_id ){ flks++; announce "Points +1 ["+ f1ks +"/5]",3; } if( f1ks >= 5 ){ flks = 0; sc_start sc_INCREASEAGI, 360000,10; sc_start sc_BLESSING, 360000,10; .@prize = rand(1,2); if(.@prize == 1){ dispbottom "You got the first prize on the Roulette!"; getitem 2285,1; } else { announce "You got the second prize on the Roulette!"; getitem 16707,1; } } } end; OnInit: .map$ = "prontera"; .killed_id = 1002; end; } you're wrong in the rand line. set .@prize rand (1,2){ -> set .@prize, rand(1,2);
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