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Euphy

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Everything posted by Euphy

  1. These lines could change at any time, but search in src/map/skill.c for: case SA_DISPELL: ... for(i=0;i<SC_MAX;i++) { ... switch (i) { // list of SC_* constants
  2. Oh, I also didn't read carefully enough. XD The cleanest way is to add your own constants in db/const.txt (anywhere is fine), for example: // these are separated by tabs ALIGN_GOOD 1 ALIGN_EVIL 2 ALIGN_CHAOTIC 3In scripts, you'd treat these the same as numbers. Using the character variable 'align', for example: // set an alignment mes "You are now aligned with evil."; align = ALIGN_EVIL; // check an alignment if (align == ALIGN_GOOD) do this; else if (align == ALIGN_EVIL) do that; else if (align == ALIGN_CHAOTIC) do another; else // not aligned
  3. Euphy

    Old Episodes

    As Judas posted, there's really no fast way to do this. On the development side, it'd be practically impossible for us to separate our updates by episode, because Gravity is constantly making changes which affect old scripts--after all, they don't care about preserving old code. Considering the number of servers that run on older episodes, I'm surprised no one's shared a modification like this yet. If you're feeling generous afterwards, consider sharing a patch for others like you in the future. c: (merely a suggestion)
  4. You don't have to use the vending data...
  5. Search for the text in src/map/clif.c, comment or delete the relevant lines, and recompile. // if player is autotrading if (dstsd->state.autotrade == 1) { char output[256]; safesnprintf(output,sizeof(output),"%s is in autotrade mode and cannot receive whispered messages.", dstsd->status.name); clif_wis_message(fd, wisp_server_name, output, strlen(output) + 1); return; }
  6. Use hex color codes, e.g. mes "^FF0000This text is displayed in red.^000000"; mes "You can also ^FFFF00highlight^000000 individual blocks."
  7. There's this for checking direction: Request for checkfacing or checkdirection script commands It shouldn't be too difficult for you to create a 'setdirection' command based on that code, and you can always ask if you run into problems. If you haven't implemented any script commands before, you can read section 9 of doc/source_doc.txt for a (very) brief overview of how it works. EDIT: misread, read below.
  8. You can use my Card Trader script, but it might be overkill for this if you're only giving out OCAs.
  9. See: Gettime There's also doc/script_commands.txt for any questions about script commands.
  10. Players can invest in both individual castles ($fund_*[01-05]) or the realm ($fund_*_extra), if their guild owns no castles. Investments run on a weekly schedule, but I couldn't find the official schedule anywhere when I wrote the script, so the times are not accurate.
  11. They're variables attached to a specific instance (i.e. a party in an instance dungeon). Use them instead of NPC variables for instance NPCs, where you'd have multiple parties running them simultaneously.
  12. You shouldn't be able to use these commands, on, say, an admin.
  13. Aren't those just bound items? They don't stack on official servers, and there are NPCs which will stack them for you.
  14. This is a great idea; I had no idea GRFs still used DEFLATE. I can see this being very useful, especially for small private servers, since they'll no longer have to find a way to host a 2GB+ file with limited bandwidth or space. It'd be helpful if some users tried testing what tools currently work or don't work with this, to encourage faster adoption of it. Questions, though: do you have a list of the command-line options (are there any?), and can the tool also decompress the GRFs?
  15. Sounds fine. They should perform at least these checks though: @clonestats: If player has stats over the normal limit, check if the invoking character's group ID has permissions to exceed the limit as well. @cloneequips: Check if all equipment is wearable by the invoking character (unless its group ID has the all_equipment permission) and if its inventory has space for its current equipment. Both should also fail on higher GM levels.
  16. It slipped my mind earlier, but I'd also like to point out that eAthena's SVN history is preserved in rAthena's repository, furthering my point that if anything, the "additional comments" exist to provide accessible file history. Having received comments from a few other users that this is not an issue, I'm going to close this thread. In any case, thank you for your contributions.
  17. The only reason I didn't want to do this before was that Aegis names kept changing (for no apparent reason), which would inevitably result in needless script bugs. Keep in mind that we leave comments for numerical constants almost every time, so readability isn't that much an issue. If you want though, I have no issues at least adding support for it, without necessarily touching the scripts (and maybe adding a define if it takes too much memory).
  18. There's no reason Gravity would release their source code. A number of custom client projects have been attempted, with the most successful being KeyWorld's roBrowser.
  19. If you show points as a Zeny amount, even if the transaction type is overwritten (as it is by the script), players with less Zeny than the cost, in Zeny (no matter if Zeny is actually used or not), will automatically be blocked from the purchase. That's why I didn't code it that way. It's easy to modify by looking for the 'npcshopadditem' line in the 'Add' function.
  20. I really don't understand the issue. Let's look at the header I committed. //===== rAthena Script ======================================= //= Wolfchev's Laboratory //===== By: ================================================== //= Kisuka //===== Current Version: ===================================== //= 1.0 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= Defeat Wolfchev's human experimentations. //===== Additional Comments: ================================= //= 1.0 First version, edited. [Euphy] //============================================================There is no indication from this that I wrote the script, and it's clear that I edited a file that you authored.Let's look at the commit log. Implemented Wolfchev's Laboratory instance. (credits: Hercules 1a477c4)Again, nothing indicates that I am the file author.The only significance of changelogs is what's in the name: to show what changed from version to version. I don't find any offensive difference between: //===== By: ================================================== //= Kisuka //===== Additional Comments: ================================= //= 1.0 First version, edited. [Euphy] //============================================================ and //===== By: ================================================== //= Kisuka //===== Additional Comments: ================================= //= 1.0 First version. [Kisuka] //= 1.1 Edited. [Euphy] //============================================================ We can have a discussion on changelogs, if you'd like, but most of the claims you're making are unwarranted.
  21. You're listed as the file author. Your commit is linked in the commit log. It's the first version in rAthena, and if I had labeled it "1.1", you could not find "1.0" in our repository. Most of the time we don't even bother writing credits after "1.0 Initial release" (or similar) unless it differs from the file author, or else it's just redundant.
  22. They're not Renewal quests; all major changes were made prior to the Renewal update. For older versions, browse the file history and pick the copy that you're looking for (note that it's highly likely you'll find bugs that were fixed in the current revision).
  23. I thought you had checked, since that's what your first post seems to indicate. I couldn't find it, so I'm guessing they don't actually have the NPCs. Read: Item and Point Shop
  24. Has anyone written the actual Para Market NPCs, though?
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