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Euphy

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Everything posted by Euphy

  1. As Emistry posted: rented items are marked as unrefinable and will fail the getequipisenableref() check on the official refiners. Otherwise successrefitem works fine on any equipment.
  2. Euphy

    UseSkillToPC

    I think an array is unnecessary. The official scripts only pass one value, and I can't see many benefits of passing six (honestly, how many people are going to use this? xD). And it's not as convenient to script.
  3. Euphy

    UseSkillToPC

    Oh wait. ._. Stat_Point should just set all stats to the given value. Not sure why I didn't think of that earlier... So here's a better proposal, now: *unitskilluseid <GID>,<skill id>,<skill lvl>{,<target id>{,<stat point>,<level>}}; Both "stat point" and "level", if specified, would affect the caster (so we're allowing regular players to cast skills with modified stat/level values, as well, rather than limiting it to NPCs).
  4. The guild tables should sync with your char database when your mapserver connects to the charserver and unloads guild data - so you can't rename a character in a guild without restarting your server.
  5. Euphy

    sc_end

    This isn't possible with a script. Disable blind in the source.
  6. Well, this was fun to make. :> - script refinerate -1,{ OnInit: bindatcmd("refinerate",strnpcinfo(0)+"::OnCalc"); end; OnCalc: if (!getarraysize(.rate)) { set .@id,2136; // An item the player won't have, and has no equip restrictions set .@slot,EQI_HAND_L; // Equip slot of .@id getitem .@id,1; equip .@id; for(set .@i,0; .@i<20; set .@i,.@i+1) { set .rate[.@i], getequippercentrefinery(.@slot); successrefitem .@slot; } delitem .@id,1; } mes "[Refine Rates]"; for(set .@i,0; .@i<20; set .@i,.@i+1) mes "[ +"+(.@i+1)+" ] "+.rate[.@i]+"%"; close; } That's extremely hackish, but you get the idea. xD
  7. Either you compiled without PCRE enabled, or eAmod broke PCRE support. If it's the latter, there's not much you can do about it.
  8. Euphy

    UseSkillToPC

    NPCs have no level or stats, so skills using them always miss and skills requiring them crash the mapserver. Honestly, I don't know how the Stat_Point argument is supposed to work, though. Examples: // Will work using unitskilluseid UseSkillToPC 34 0 0 0 // Crashes mapserver (probably because lvl is required) UseSkillToPC 28 10 50 70 UseSkillToPC 28 10 99 60
  9. http://www.eathena.ws/board/index.php?s=&showtopic=233364&view=findpost&p=1274198 It's quite resource-intensive, though.
  10. Read: Basic_Scripting#Message if (isnight()) mes "Good evening!"; else mes "Good morning!"; close;
  11. Euphy

    UseSkillToPC

    I completely missed that command, thanks for pointing it out! o.o All NPCs have zero stats, and it seems like skills which rely on stats (ex. Heal) are currently crashing the mapserver: unitskilluseid getnpcid(0),"AL_HEAL",10,getcharid(3); So, would extra parameters to 'unitskilluseid' be the best way to do this?
  12. Euphy

    UseSkillToPC

    declare UseSkillToPC nnnn ENUM++ // Use skill [skill_ID] [skill_Level] [stat_Point] [npc_Level] Description: NPC casts the specified skill on the attached player. We've been writing workarounds to this command for as long as I remember (e.g. sc_start/heal/specialeffect2), and this really should be addressed. We could potentially modify 'unitskilluseid' to fit this purpose, but there's currently no way to retrieve NPC GID (or is there?) and the command doesn't allow for Stat_Point/npc_Level arguments. It'll most likely require a new command altogether.
  13. Added the array example to script_commands.txt in r16963 since it could be helpful. :>
  14. Aegis includes "respawn type" as the last argument in its monster spawn: We've carried the values over into our mob spawns, even though our field currently doubles as an event field: anthell01,0,0,0,0 monster Maya Purple 1289,1,7200000,3600000,1 "0" is the usual value, but does "1" have any meaning? If it's important, 'regentype' should be separated from the 'event' field. This would create one more optional argument, making permanent monster spawns look like: map,x1,y1,x2,y2 monster "name,lv" id,amount,min_regen,max_regen,eventname,size,ai sscanf(w4, "%d,%d,%u,%u,%127,%d,%d,%d[^\t\r\n]", &class_, &num, &mob.delay1, &mob.delay2, mob.regentype, mob.eventname, mob.size, mob.ai ) < 2 )
  15. 1. You have to write Class == xx || Class == xx || Class == ... (i.e. you can't just list them). 2. The command is 'mobcount' on rAthena: http://rathena.org/wiki/Mobcount
  16. Euphy

    @deleteall

    This is a good idea. I'd suggest naming it "@clearstorage", and adding a subsequent "@cleargstorage" for guild storage. Any thoughts?
  17. Related topic: Plugin System Closing this one.
  18. Euphy

    @hommutate

    I agree, this command should be added.
  19. Euphy

    WOE Shop

    Delete: OnInit: attachshop "woeshop"; end; Read your mapserver error next time.
  20. Here's the source mod to do it: http://www.eathena.ws/board/index.php?showtopic=271354
  21. r15289: http://upaste.me/raw/26671641dcb8a13f
  22. Reviving this topic. It's a small patch and may be useful, so why not?
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