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Posts posted by Euphy
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- script #chan_autojoin -1,{
OnPCLoginEvent:
atcommand "@join #main";
end;
}
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If we do create branches, we'd have three:Why branch out PRE-RE? Leave it the way it is, rAthena is good as it is now.
- Mixed RE/pre-RE, as it is now.
- RE only.
- Pre-RE only.
(Again, this is a big "if" - we're always short of developers.)
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This is now an issue because the Hall of Abyss update (Renewal-specific) removes the 'gvg_dungeon' mapflags from gld_dun[01-04] and places them on the Hall of Abyss maps (gld2_[ald/gef/pay/prt]).
Since splitting the directory requires some sort of restructuring, we may as well get other things done too:
- Move conf/mapflag/ to npc/mapflag/ and npc/(pre-)re/mapflag/.
- Store all Pre-Renewal maps in the root directory (npc/mapflag/), except the guild dungeons (as they're the only ones that have changed from Pre-Renewal to Renewal).
- Create new mapflag files for all Renewal maps, so that servers in Pre-Renewal don't have to load mapflags for maps they don't use.
- Drop all empty mapflag files, since we now have all mapflags documented in trunk/doc/mapflags.txt as of r17335:
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- Move conf/mapflag/ to npc/mapflag/ and npc/(pre-)re/mapflag/.
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We do plan to move our main repo to GIT in the near future; it'll be much more plausible when that happens. But the main problem is finding developers to maintain a separate branch, as we're nearly all concentrating on Renewal.Was this matter ever settled? Is it still open for discussion?
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You most likely aren't updated.
//===== Compatible With: =====================================
//= rAthena SVN r16114+
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Reference: trunk/npc/custom/card_remover.txt*successremovecards <equipment slot>;
This command will remove all cards from the item found in the specified
equipment slot of the invoking character, create new card items and give them to
the character. If any cards were removed in this manner, it will also show a
success effect.
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That was actually for my controller (if you look at the variable type).
// Rewards per castle.
// -- when given directly: <itemID>,<amount>{,<itemID>,<amount>,...}
// -- via mail (option 2): <itemID>,<amount>,<Zeny>
setarray .Reward[0],14001,1;
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if(battle_config.bone_drop==2
Change 'nameid' (item ID) and set the card slots to 0.|| (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp))
{
struct item item_tmp;
memset(&item_tmp,0,sizeof(item_tmp));
item_tmp.nameid=ITEMID_SKULL_;
item_tmp.identify=1;
item_tmp.card[0]=CARD0_CREATE;
item_tmp.card[1]=0;
item_tmp.card[2]=GetWord(sd->status.char_id,0); // CharId
item_tmp.card[3]=GetWord(sd->status.char_id,1);
map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
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Added Thai translation in r17342, and updated IDN.
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setarray .Reward[0],20242,50,20244,25;
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I already added the official script and database entries for the Refine Ticket NPC in r17338. You don't really need the custom items, at least.
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I'd recommend displaying the item IDs as well as names in the window, and using 'input' instead of 'menu' since you'd likely get huge menus that are hard to find things in. xP
mes "Your inventory:";
Or better yet, invoke the atcommands @itemlist / @delitem if you want to save yourself work. (Not that it matters since I gave you the script, but in the future... XD)getinventorylist;
for(set .@i,0; .@i<@inventorylist_count; set .@i,.@i+1)
mes "[ "+@inventorylist_id[.@i]+" ] "+getitemname(@inventorylist_id[.@i])+" x"+@inventorylist_amount[.@i];
next;
input .@item;
if (getitemname(.@item) != "null") {
if (countitem(.@item)) {
input .@amount;
if (.@amount && countitem(.@item) >= .@amount) {
delitem .@item,.@amount;
mes getitemname(.@item)+" x"+.@amount+" deleted.";
close;
} else {
mes "Invalid amount "+.@amount+".";
close;
}
}
}
mes "Invalid input "+.@item+".";
close;
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Anything requiring windows to function differently than they're supposed to will require extensive source edits.
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Marked the other topic as "started" and rejecting this because it's a duplicate. Thanks nonetheless, Anakid.
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Please don't post bugs in the forums. Add any new information in the Bug Tracker: bugreport:5827 Thank you.
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Masao only added the town NPCs, nothing else (it's under 20% complete). I'd suggest using the version on rAthena, because I corrected all the bugs in Masao's script and optimized it.Port Malaya is almost complete.. You can see it in Hercules.. There are many things to do, but the 'beta' is there
trunk/npc/re/cities/malaya.txt / trunk/npc/re/quests/quests_malaya.txt
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May Digest 2013
Development Team
The following digest covers the month of May, 2013.- @Joseph has returned as Script / DB Developer.
- Renewal updates:
- Renewal scripts:
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Other noteworthy changes:
- Implemented db/item_nouse.txt. (r17308)
- Updated 'sc_start' to more closely match the official command. (r17326)
- Updated 'recovery' script command as suggested. (r17321)
- Added 'addmonsterdrop' and 'delmonsterdrop' commands. (r17326)
- Added '@reload <type>' atcommand to reload databases/config. (r17326)
- Added documentation for mapflags, doc/mapflags.txt. (r17334)
- During the period there were 33 commits.
- Of these 33 commits 16 included bug-fixes.
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This is actually in the SVN.
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prontera,150,150,0 script Starter NPC 100,{
if (#server_start) {
mes "[Starter NPC]";
mes "You can only use my services";
mes "once per account, sorry.";
close;
}
setarray .@jobs,
Job_Rune_Knight_T,Job_Warlock_T,Job_Ranger_T,Job_Arch_Bishop_T,Job_Mechanic_T,Job_Guillotine_Cross_T,
Job_Royal_Guard_T,Job_Sorcerer_T,((Sex)?Job_Minstrel_T:Job_Wanderer_T),Job_Sura_T,Job_Genetic_T,Job_Shadow_Chaser_T,
Job_Gunslinger,Job_Taekwon,Job_Star_Gladiator,Job_Soul_Linker,Job_Super_Novice_E,((Sex)?Job_Kagerou:Job_Oboro);
set .@size, getarraysize(.@jobs);
for(set .@i,0; .@i<.@size; set .@i,.@i+1)
set .@menu$,.@menu$+jobname(.@jobs[.@i])+":";
mes "[Starter NPC]";
mes "Welcome to Ragnarok!";
mes "Please select a job.";
next;
set .@i, select(.@menu$)-1;
mes "[Starter NPC]";
mes "Are you sure you want to switch to the "+jobname(.@jobs[.@i])+" class?";
next;
if(select("Yes, I'm sure.:No, let me pick again.") == 2) {
mes "[Starter NPC]";
mes "Okay, take your time.";
close;
}
mes "[Starter NPC]";
mes "Job changed!";
mes "Please take some apples, too.";
mes "They'll come in handy.";
emotion e_lv2;
set #server_start,1;
jobchange .@jobs[.@i];
getitem 512,100;
close;
}
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If you don't want any of the Renewal features, you have to comment all the lines, not just the first. Remember to recompile afterwards.
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@Cydh: I've been updating all the language files myself for recent changes, but please double-check to see if I did them correctly? XD
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I've finished the official scripts. If you can wait a day or so, I'll add them to the SVN.
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Thanks so much, boneskung and Rynbef! I'll add both of those once you're finished.
RE: Script Commands Additions/Updates
in General Support
Posted
@critica: The purpose of the commands is to make a temporary change, not a permanent one. There are already multiple methods of editing the permanent databases.