Jump to content

Euphy

Members
  • Posts

    2997
  • Joined

  • Last visited

  • Days Won

    73

Everything posted by Euphy

  1. Useful. XD Your documentation still says "Xynvaroth_ItemDynamicSelect", btw. :3
  2. We're working on it. Only Brian has access to the cron that's pushing our GIT commits, so it won't get fixed 'til he's back.
  3. I've finally updated the first post -- all file descriptions, URLs, and changelogs are now correct. All-in-One NPC updated to v1.7.This update adds a dialogue window, fixes all previous bugs, and contains a number of small improvements. NPC Duplicate Generator added.This relatively useless script will generate random duplicate NPCs for you, should you ever need to do so (e.g. mining systems, hide and seek events, laziness). @Jezu: In the OnReward label, replace this: for(set .@k,0; .@k<getarraysize(.Reward); set .@k,.@k+2) getitem .Reward[.@k], .Reward[.@k+1], .@aid[.@j];With:set #CASHPOINTS, #CASHPOINTS + your_amount; dispbottom "Gained " + your_amount + " Cash Points.";You won't be able to mail it, obviously. The other part is in the config.: That sounds like something you can do by yourself; it's mostly copying and pasting coordinates. @Beastly: Currently, no. I didn't find that a useful enough feature to separately parse. My suggestion is to create a custom item box, or you can hardcode it in the script.
  4. Quest Experience Update r17424 / be95412 contains a major fix for all quests implemented prior to the Renewal update. The problem rAthena's directory structure, supporting both Renewal and Pre-Renewal, was designed relatively recently; before its implementation, all Renewal updates were applied directly on top of the old scripts. r15060, in particular, overwrote all of the Pre-Renewal quest entries by dividing quest experience by ten -- which, aside from breaking Pre-Renewal support, also resulted in countless errors in EXP rewards, since most Renewal quests do not follow such a formula. Updated files Correct Pre-Renewal and Renewal EXP rewards were applied to 25 files: Local quests: Alberta, Ayothaya, Einbroch/Einbech, Hugel, Lighthalzen, Louyang, Morroc, Moscovia, Nameless Island, Prontera, Rachel, Veins, Episode 13.1, Episode 13.2 Other quests: Airship, Eye of Hellion, Kiel Hyre, Wandering Minstrel, Juperos, Brisingamen Seal, Megingard Seal, The Sign, Party Relay Mini-games: Hugel Monster Races, Turbo Track Both Renewal and Pre-Renewal server owners are strongly encouraged to apply this update.
  5. trunk/npc/re/merchants/enchan_mora.txt
  6. This is a client error; moving to "Client & Patcher Support".
  7. No - you have to read your variables. .@map$ refers to the name of the floor ([1-6]@tower) the function is invoked from. Level 49 is on floor 2, while Level 99 is on floor 4. case 49: warp instance_mapname("4@tower"),309,12; break;
  8. My WOE controller gives out rewards for only the active castles in a session. trunk/npc/custom/woe_controller.txt
  9. Euphy

    Convert to GIT

    Now Available on GitHub!
  10. Now Available on GitHub! As some of you might have noticed already, rAthena now has an up-to-date repository on GitHub. We've added basic support for it in our repository, so you'll be able to choose between running a GIT- or SVN-based server. Why GIT? GIT's non-linear environment allows users to choose specific commits to merge, making updating less of a hassle for more-customized servers. Users can easily submit pull requests to add their own code to rAthena, following a review by our developers. GitHub also allows users to comment on commits and specific lines of code, and offers its own code viewer and Timeline for commits. How this affects you If you're happy with SVN (still hosted by SourceForge), this change will not affect you at all. All of our GIT commits will be automatically pushed into our SVN, so you'll be--at most--one minute behind on updates. We'll continue to reference changes with revision numbers. And even though we now have GIT Timeline, Trac will remain available for use. Thanks for reading!
  11. Both would involve setting and checking a variable upon executing your commands. You can set a bit variable via source upon executing "@channel leave <>", or bind the atcommand to a script and set the variable that way. Much easier. Bind an atcommand that sets the variable. - script #chan_control -1,{ OnInit: bindatcmd("channeljoin",strnpcinfo(0)+"::OnChannelJoin"); end; OnChannelJoin: set channel_join_off, !channel_join_off; message strcharinfo(0),"Channel auto-join is now "+((channel_join_off)?"disabled":"enabled")+"."; end; OnPCLoginEvent: if (!channel_join_off) { atcommand "@join #main"; atcommand "@join #support"; atcommand "@join #trade"; } end; }
  12. trunk/src/map/skill.c case SL_SMA: if(!(sc && sc->data[SC_SMA])) return 0; break; Delete that.
  13. That's... a lot of SQL queries. It's a convenient way of doing this, but is not very good for performance. That aside, why don't you integrate this with our Multilanguage Support feature? (#langtype stores a player's language setting.)
  14. That's just incredible, KeyWorld. You must be pleased with how this is turning out. XD I've unarchived your topic Web GRF viewer.
  15. To explain Joseph's post: you need to enclose any code after 'if' (also 'for' and 'while') with brackets, {}, when you're using more than 1 command. The brackets group all of the code under the condition, and 'else' can only follow an 'if'.
  16. By default, group 99 can trade bounded items: 'can_trade_bounded' trunk/conf/groups.conf
  17. The 'gvg_castle' mapflag will hide damage on a map.
  18. You'll have to run all (or most) of the SQL upgrades found in trunk/sql-files/upgrades/.
  19. Status: Approved. [Euphy]
  20. You can't get the card slot window to appear with a script; I assume that's what Critica was asking. Though yeah, you could call a function.
  21. @chromus28: Actually, you don't need to use my custom script for it anymore. I've added the official script to the SVN: trunk/npc/re/merchants/ticket_refiner.txt (disabled by default)
×
×
  • Create New...