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Euphy

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Everything posted by Euphy

  1. You should update your SVN periodically for bug fixes and new features, so do an SVN Update (or, if you downloaded a compilation, I suggest you learn to do an SVN_Checkout).
  2. @AllHailToTheKing: You need to reload settings if you add or remove a session during the scheduled time (ex. if it's 9:25 and you create a session from 8:00-10:00, it will not start automatically). It will trigger normally every time after the initial addition.
  3. - if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0],roclass(.@eac|EAJL_THIRD),99; - if (Class == Job_Ninja) setarray .@exp[0],.@j1,70; - if (.@exp[0] && .ThirdClass) { + if (Class == Job_Ninja) { + setarray .@exp[0],.@j1,70;
  4. It's fine. You just don't want to be using thousands of them, or your server may start to lag (Annie made a nice post about it here).
  5. A lot of devs have made private converters, and a very limited number have survived. The ones currently available are very behind on script commands, though. If anyone is willing and able to create a database converter, please contact me. We have none.
  6. Any updates in *_db2 will not conflict when updating your SVN later. Use it whenever possible. Custom_Mobs
  7. A reversal of a previous feature preventing zero delays was done in r17072.
  8. He's been sufficiently warned, please let me or an Administrator know if it happens again via our forums.
  9. Create custom mobs and spawn those instead.
  10. I prefer not having an 'online' array to save variables, since you get the same information with 'isloggedin'.
  11. Look up commands you're unsure about in trunk/doc/script_commands.txt.
  12. Do any devs disagree with adding this?
  13. Euphy

    Kill All MVPs

    You basically add a 'killmonster' command to each individual map with an MVP on it. Brian made a script a long time ago, you can find it here: http://subversion.assembla.com/svn/raijero/trunk/npc/custom/unloadnpc.txt
  14. An NPC can move anywhere within a map, but not outside of it -- you need duplicates for that. // Generic 'movenpc' command. movenpc strnpcinfo(0),x,y; // Script command. { getmapxy(.@map$,.@x,.@y,0); if (.@map$ == "your_map") movenpc "NPC Name",.@x,.@y; } // Store NPC location permanently. getmapxy(.@map$,.@x,.@y,1); set $move_npc_loc$, .@map$+"|"+.@x+"|"+.@y; end; // Load NPC location OnInit. OnInit: if ($move_npc_loc$ != "") { explode(.@loc$,$move_npc_loc$,"|") movenpc strnpcinfo(0),.@loc$[0],atoi(.@loc$[1]),atoi(.@loc$[2]); }
  15. I agree, this would be good to have.
  16. You mean to only allow one player on the map, correct? TimeUsed is a player variable, so it won't block other players from entering. Use either an NPC variable (.TimeUsed, non-permanent) or permanent global variable ($TimeUsed1, but avoid using too many of these). Then use an NPC timer to kick all players from the map when time is up (note that this is not permanent; if you want it persistent to reloads, you'll need to perform tricky calculations to manipulate the timer based on your time variable OnInit).
  17. @GM Takumirai: Not possible, Emperium breaks cannot be controlled externally. I am not including edits to official files; it's easy enough for users to do if they choose.
  18. It's best to avoid atcommands in item scripts. { jobchange Job_Lord_Knight; set BaseLevel,255; set JobLevel,120; }
  19. Euphy

    DYNAMIC SHOP

    // Shop NPCs -- supplying no argument displays entire menu. // callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}}; //============================================================ prontera,164,203,6 script Quest Shop#1 998,{ callfunc "qshop",1; } prontera,150,150,1 script Quest Shop#2 100,{ callfunc "qshop",2; }
  20. Euphy

    DYNAMIC SHOP

    I wrote version 1.5 of the script specifically so that you wouldn't have to duplicate the entire script. Steps to create multiple shops: Write the different shop names in the .Shops$ array. Add() items to the different shops by the ID specified in the array above. Create a new shop NPC to call your desired shop ID (using the supplied function).
  21. Please actually read your errors. 'getcharip' was added in r16957.
  22. A lot of the dev team was swamped with work again, and the drop is more noticeable since we all had significant free time over the holidays.
  23. Here are my thoughts thus far. We are very likely moving to GIT. The majority of our developers are fine with the move; pull requests are a big plus; merging is automated; and it certainly opens the possibility of doing something with branching in the future. If possible, there will be a read-only SVN mirror. Switching to GIT requires a clean checkout for users, so we'd upkeep an SVN repository that users can SVN Relocate to instead. Also, revision numbers will stay intact this way. If we do branch, we would have three: Pre-Renewal, Renewal, and mixed (most likely the master branch). It's certainly more work to maintain, but it'd satisfy everyone. The dev team has not agreed on this yet, though.
  24. Easy way to add a "last warp" feature is something like I did in my warper (trunk/npc/custom/warper.txt): replace every 'warp' command with a custom function (I used Go), which warps the player and then saves their location into permanent variables. function Go { warp getarg(0),getarg(1,0),getarg(2,0); getmapxy(lastwarp$,lastwarpx,lastwarpy,0); close; }
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