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Euphy

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Everything posted by Euphy

  1. Kisuka, with all due respect, I will not have you insulting any of our developers like that. MarkZD may be new, but he has shown himself to be as competent and devoted to the project as anyone else -- including you, for that matter. While I understand your objections, you should be well aware that yours was an inappropriate way of expressing them. @xazax: A major issue with stackable items is the ability to create/delete 30,000 at one time (shops, commands, etc.). 30,000 queries would not bode well on server performance, but MarkZD's method may work so long as users have the sense not to create ridiculous amounts of the items. @Keyworld: Do you have any suggestions regarding the implementation of related script commands?
  2. Well written. :> Just a couple things, nothing major: I suggest fixing the tabulation/spacing. Either use tabs or spaces, but not both. When a game is in progress, the waitingrooms should probably display a message saying so. XD There's a bit of unnecessary repetition in the "shift system" script, though it's not a big deal.
  3. You really should start optimizing these at some point... again, storing values/using functions could reduce the script size dramatically, and make it easier to edit. Also, note that the unpacked illustrations are 74mb.
  4. @LuLu: Yeah, that's the disadvantage to using an SQL query to retrieve random monsters. If you need, you can create a separate database for all possible monsters and use a simple query to select from that, but I didn't want to do that since there are so few exceptions. :x @Jeroen: Goddameit actually wrote the original reward function with IP checks, but it creates a very large loop XD. I may include it as a feature in the future, but I never intended to do much with the reward function to begin with.
  5. 'compare' only works for strings, so add... ""+int To make the script engine interpret an integer as a string. Or you could use my quest shop instead, which I'd based off of Lunar's. :>
  6. Euphy

    NCP Heal

    if (Class > 4007 && Class < 4023 && BaseLevel >= 150) {} if (eaclass() & EAJL_THIRD && BaseLevel >= 150) {}
  7. 'initnpctimer' can only run one object. You're looking for 'addtimer'. Instead of 'getmapxy', you can use strcharinfo(3) to retrieve map info. You didn't write any 'end' after the condition and are missing a semicolon, plus OnTimerQuit is never called. o.o /* Item script */ if (strcharinfo(3) != "ein_dun02") end; if (@battleignore) { dispbottom "You can only run one instance of this item."; end; } else set @battleignore,1; addtimer 60000,"battleignore::OnStop"; atcommand "@battleignore"; dispbottom "Item effect will last 1 minute or upon logging out."; end; - script battleignore -1,{ OnStop: atcommand "@battleignore"; set @battleignore,0; end; }
  8. You can easily locate NPCs by downloading a grep program to search the npc/ directory (ex. baregrep). Merchant of Splendide: trunk/npc/merchants/coin_exchange.txt Exhausted Soldier: trunk/npc/quests/quests_13_2.txt
  9. This involves the mobspawn commands which were long removed, and being discussed (stagnated?) in bugreport:4999. Aleos posted a patch with the former script commands, so you can use that in conjunction with the unit* commands for the time being.
  10. @TrojanWorm: Strange, I never noticed that. o.o My script reads names off of castle_db, but it seems the WOE FE script names don't match the ones in castle_db. I'll need more information on that (feel free to file a bug report), but the controller script itself is correct.
  11. @QQfoolsorellina: I added values to the .@q[] array in v1.6, you were originally correct. :3
  12. This has already been fixed. See bugreport:7074.
  13. Euphy

    @killmonster

    @killmonster already attaches your RID if you've done any damage on the monster.
  14. That would be easy to write a script/mod for, but not really needed in the SVN. XD
  15. @Schrwaizer: That's completely wrong, please check before posting: r16981. bMatk is valid and present in item_db, const, and item_bonus. @donkeyg: You're probably using the wrong (pre-re/re) database.
  16. Year-End Digest 2012 The following digest covers November and December 2012. As many of you are aware, a lot of changes have taken place in these past two months. This digest offers a summary of major events. Administration Arcenciel has been promoted to Administrator. Maki has been moved from Administrator to Forum Manager. Ind has been moved from Administrator to Core Developer. Kenpachi has been moved from Administrator to Script / DB Developer. Jman is no longer Administrator. Managers Euphy has been promoted to Script / DB Dev Manager. Cookie has been moved from Core Dev Manager to Core Developer. Akkarin is no longer Documentation Maintainer. Development Team The following have joined as Core Developers: MarkZD, mkbu95, Zephyr, Aleos [*]The following have joined as Script / DB Developers: Gennosuke Kouga [*]The following are no longer Core Developers: Castor, Epoque, Igniz, Protimus, Salepate, Wildcard, Xantara, xazax [*]The following are no longer Script / DB Developers: Daegaladh, JayPee, jTynne, Kisuka, Spyra Development Highlights Major Renewal updates: Homunculus S skills implemented (r16914) Elemental summons update (r17014) Renewal MATK formula (r16981) Renewal Def/MDef formulas updated (r17062) [*]Major script updates: All third job quests updated and standardized (r17028) El Dicastes scripts updated to official scripts (r17009) Gradual implementation of Malangdo scripts (r17056, r17060) Initial implementation of Somotology Laboratory F4 quest (r17063) [*]Other noteworthy changes: Optional size and AI parameters added to mob spawn (r16904, r16962) New @commands: @clearstorage, @cleargstorage, @clearcart (r17029) @breakguild, @hommutate (r17038) @refreshall (r17035) @cleanarea (r16971) [*]Item database milestone (r16940, r16955) [*]Safer multiplication in battle formulas (r17004, r17017) [*]Checkweight modified to allow multiple parameters (r16941) [*]'npcskill' command added (r17048, r17049) [*]Cleanup of console messages (r16936) [*]HTML readme files replaced with README.txt (r16976) Misc. Stats During the period there were 213 commits. Of these 213 commits 107 included bug-fixes.
  17. You'll have to be more specific about what kind of "animation" you're looking for.
  18. Kyo is correct, the default location you're warped to is Prontera Cemetary when you've improperly added your last_map entry to the map index.
  19. The spawns are located in trunk/npc/guild/agit_main.txt -- it's a little confusing, but here's how it works: // Set information ... else if (strnpcinfo(2) == "prtg_cas01") { // Castle map set .@treasurebox,1354; // boxID is this OR boxID+1 (e.g. 1354, 1355) ... // Spawn boxes in proper order. ... // You don't really need to know what this means, but this spawns the boxes. So say you want Kriemhild to also randomly spawn Bright Arbor, Scarlet Palace, and Holy Shadow boxes (.@treasurebox == 1344, 1346, 1348 respectively). You would change "set .@treasurebox,1354;" into: setarray .@rand[0],1354,1344,1346,1348; // List of random boxes. set .@treasurebox,.@rand[getarraysize(.@rand)]; // Select a random boxID. Edit that how you need it, and you're all set!
  20. I'm sorry, but you can't just delete lines/edit dialogue/change maps and re-release another user's script. It breaks Script Release Rule #1, which states: You may post a link to the modification in jTynne's release topic, but that's all. I've edited your post in this manner.
  21. // Check: // -- if the player has a guild (condition 1) // -- if the player's guild is the castle owner's guild (condition 2) if (getcharid(2) != 0 && getcharid(2) == getcastledata("prtg_cas01",1)) { // give buffs }
  22. Euphy

    Random warp

    // Define all combinations (x,y). setarray .@x[0],150,158,163,173; setarray .@y[0],184,182,189,199; // Pick a random index value and warp to it. set .@i, rand(getarraysize(.@x)); warp "prontera",.@x[.@i],.@y[.@i]; @Schrwaizer: rand() starts at index 0, so you don't need -1.
  23. if (BaseJob == Job_Wizard) bonus bMaxHPrate,50; else bonus2 bSkillAtk,"MO_FINGEROFFENSIVE",20;
  24. Moved to "Projects". This looks great, good luck with all that you're doing!
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