Jump to content

Euphy

Members
  • Posts

    2997
  • Joined

  • Last visited

  • Days Won

    74

Everything posted by Euphy

  1. We don't have identical commands for many, many Aegis commands. As long as we can achieve the same result, there's no need for extra/useless commands.
  2. unittalk getcharid(3),"text";'unittalk' is much more versatile, I don't see why another command is needed.
  3. Are you using the latest revision? This bug was present since r17216 and was fixed in r17222.
  4. Welcome to rAthena! :D

    1. TecnoCronus

      TecnoCronus

      Thank you, and I'm actually going back :)

  5. Are you sure the NPCs weren't displayed for everyone ('enablenpc'/'disablenpc' or 'hideonnpc'/'hideoffnpc') after one player activated them? I suppose this could be done through instancing, but I highly doubt that's what you're looking for.
  6. Not possible through scripts, sadly.
  7. Rune Knight and Arch Bishop.
  8. That's done client-side, not server-side. Suggest it to Gravity.
  9. Use the latest version: trunk/npc/custom/woe_controller.txt
  10. // Reward formulas: set .@Mission_Points, 3+(.@j[.Quests]/.Quests/6); set .@Base_Exp, #Mission_Count*.@j[.Quests+1]/5; set .@Job_Exp, #Mission_Count*.@j[.Quests+2]/5; set .@Zeny, #Mission_Count*.Quests*.@j[.@i]*.Modifier[2]; Either increase the constant or decrease the divisor in the first formula.
  11. Thank you so much for doing this! The main problem with getting rid of mapflags is killing backwards compatibility. Also, it's simpler adding a mapflag than being forced to use zones. Is there much difference in the amount of code/processing? PM me your final patch before/if you commit this; I'll want to edit the database files first.
  12. You can use all basic mathematical operators in scripts; typing (int)*500 multiplies a number by 500.
  13. Read Basic_Scripting; these are all very basic requests. You'll certainly be able to figure it out.
  14. if (getequipcardid(EQI_HEAD_MID,0) != 4198) { mes "A Maya Purple Card must be slotted in your middle headgear."; close; }
  15. New messages related to the Channel System were added in r17228. Could the four who have already submitted translations update them?
  16. Channel System r17228 adds a system of chat channels with far greater versatility than the former @main chat. @main is now an alias for the @channel command. All settings are located in trunk/conf/channels.conf. Features New atcommands, @join and @channel, to manipulate chat channels. Speak in a #channel by either: Sending a whisper to #channel. Binding your global chat to the channel (@channel bindto <#channel_name>). Set default channels, available when the server starts: /* Default channels (available to all players) */ default_channels: { /* channel_name : channel_messages_color */ main: "Yellow" support: "Blue" trade: "Red" chat: "Default" /* Add as many channels as you'd like. */ } Automatically join local map channels (#map) and guild ally channels (#ally): /* "map_local_channel" is an instanced channel unique to each map. */ map_local_channel: true map_local_channel_name: "map" map_local_channel_color: "Yellow" map_local_channel_autojoin: true /* Disable autojoin in specific maps through mapflag 'nomapchannelautojoin'. */ /* "ally_channel" is a channel shared by all your guild allies. */ ally_channel_enabled: true ally_channel_name: "ally" ally_channel_color: "Green" ally_channel_autojoin: true Use the 'nomapchannelautojoin' mapflag to disable auto-joining the #map channel on a map:<map_name> mapflag nomapchannelautojoin Allow users to create private channels if 'allow_user_channel_creation' is true: /* Allow users to create their own (private) channels through @channels command? */ /* (must also allow players to use @channels in groups.conf) */ allow_user_channel_creation: true Create a list of colors to use in channels: /* Colors available */ colors: { Default: "0xffffff" /* Custom channels will use the first in the list unless a font is selected through @channel. */ Red: "0xff0000" Blue: "0x83cfe9" Orange: "0xe57c00" Cyan: "0x00b89d" Yellow: "0xffff90" Green: "0x28bf00" Normal: "0x00ff00" /* Add as many channels as you'd like. */ } Credits go to @Ind for the coding, and @Lighta for helping out. Feel free to post all suggestions or reports!
  17. set .@i, countitem(7179); if (.@i) { delitem 7179,.@i; set #CASHPOINTS, #CASHPOINTS+.@i; }
  18. The War of Emperium behavior you described is how official servers act. All castles are open, with monsters inside, until anyone destroys the Emperium (even when WOE is not scheduled).
  19. trunk/npc/custom/quests/quest_shop.txt
  20. March Digest 2013 The following digest covers the month of March, 2013. Development Team @Flaid is now primarily a Global Moderator. @GreenBox has been moved to Community Contributors. Development Highlights Renewal updates: Account-dependent character slots, a.k.a. "Premium Service" accounts. (r17176) PIN Code system. (r17183, r17192) Character moving, a.k.a. "Addon" system. (r17194) Homunculus-S skill update and initial implementation of Eleanor skills. (r17182, r17213) New mercenaries. (r17205, r17209) Many, many item_db and item_trade updates (notably all remaining Malangdo item tables). A large number of official formula adjustments (thanks to @Playtester!). Renewal scripts: Official implementation of Dewata scripts. (r17178) Official implementation of Homunculus-S mutation quest. (r17220) Archangel Wing Enchants. (r17172) Malangdo Enchants. (r17167) Malangdo Card Separation. (r17168) Many Malangdo quests and coin merchants. (r17172, r17186, r17224) New commands: 'delequip' - destroys equipment in specified slot. (r17168) 'sit'/'stand' - basic functionality for scripts. (r17174) 'checkhomcall'/'hommutate' - required by the new Homunculus-S quest. (r17220) Other noteworthy changes: Updated makefiles, configure, shell scripts, and config.pl. (r17181) Updated enum tables and added placeholders for new features. (r17188) Improved structure of status_get_sc_def. (r17201, r17211) Misc. Stats During the period there were 61 commits. Of these 61 commits 31 included bug-fixes.
  21. Goddameit: Added to the list, thank you! Lilith: Okay, great! I've removed Filipino from the list unless anyone objects, then.
  22. I don't know why the label is there (a typo?), but delete it. 'getcastledata' only takes two parameters.
  23. Thanks, everyone! First post updated. Lilith: Are you working on the coding, or is lighta?
  24. @Emistry: There's no way to check if a player is alive without attaching their RID.
×
×
  • Create New...