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Euphy

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Everything posted by Euphy

  1. Hunting Missions updated to v1.2b - added EXP modifier config, again thanks to Annie.
  2. Annie: Oh, so that's what you meant. ._. Not sure why I didn't realize what you were saying - I should've scripted that myself, sorry about that. I uploaded v1.2b with those modifications: - set .@j[.Quests+1], .@j[.Quests+1]+strmobinfo(6,.@j[.@i]); - set .@j[.Quests+2], .@j[.Quests+2]+strmobinfo(7,.@j[.@i]); + set .@j[.Quests+1], .@j[.Quests+1]+(strmobinfo(6,.@j[.@i])/(getbattleflag("base_exp_rate")/100)*.Modifier[0]); + set .@j[.Quests+2], .@j[.Quests+2]+(strmobinfo(7,.@j[.@i])/(getbattleflag("job_exp_rate")/100)*.Modifier[1]); - set .@Zeny, #Mission_Count*.Quests*.@j[.@i]*.Multiplier; + set .@Zeny, #Mission_Count*.Quests*.@j[.@i]*.Modifier[2]; - getexp .@Base_Exp,.@Job_Exp; + set BaseExp, BaseExp+.@Base_Exp; + set JobExp, JobExp+.@Job_Exp; - set .Multiplier,60; // Multiplier for Zeny reward calculation. + setarray .Modifier[0], // Multipliers for Base Exp, Job Exp, and Zeny rewards. + getbattleflag("base_exp_rate")/100,getbattleflag("job_exp_rate")/100,60; You didn't change the 'getexp' in your version, btw. xD
  3. I think I'll keep it as-is, because most servers are not SHR and the automatic EXP rates (without a modifier, like I did with Zeny) are pretty standard, with no need to do extra configuration. For the same reason, I like getexp since it automatically adjusts to server rates.
  4. It's a very obvious error... http://rathena.org/wiki/Overview_of_Errors#parse_line:_need_.27.3B.27
  5. The EXP calculations take your server rates into consideration, so they'll overflow if your rates are too high. Just delete all those lines to remove EXP rewards.
  6. They're just labels, but they're automatically triggered when the specified event occurs. Read: trunk/doc/script_commands.txt
  7. Annie: It only requires one variable, and there isn't anything existing we can use for an account-based quest. O:
  8. { mes "[Halloween Event]"; if (!#Halloween) { mes "Do you want to take part in the Halloween event?"; mes "You can do this once per account, so choose wisely."; next; if (select("Yes!:No, not now.") == 2) { mes "[Halloween Event]"; mes "See you around."; close; } mes "[Halloween Event]"; mes "I'll need you to hunt 2,000 Ghouls."; mes "It's urgent, so please return quickly!"; mes "There is a reward, of course."; set #Halloween,1; set Halloween,0; close; } else if (#Halloween == 1) { if (Halloween == 2000) { mes "Wow! You've done it!"; mes "Here's your prize."; //getitem ID,Amount; set #Halloween,2; set Halloween,0; close; } mes ((Halloween)?"You've killed "+Halloween+" Ghouls so far.":"You haven't killed any Ghouls yet!"); mes "Come back when you've hunted 2,000."; close; } else if (#Halloween == 2) { mes "Happy Halloween!"; close; } OnNPCKillEvent: if (#Halloween == 1 && killedrid == 1036 && Halloween < 2000) { set Halloween, Halloween+1; dispbottom "[Halloween Event] "+Halloween+" Ghouls killed!"; } end; }
  9. Everything you need is here: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk/doc/script_commands.txt Set all of your arrays once as NPC variables (.var[] instead of .@var[]) under that label, so you won't have to keep re-setting those large lists.
  10. /sigh Moving to website support, as this is very clearly CP-related.
  11. I highly suggest setting all your arrays as NPC variables OnInit so they don't load every time a player wants to warp. I'd also suggest removing the special payment cases, or at least make a note of it in your description. While I can see what you were attempting with your spacing, it's still much more difficult to read than scripts with standard indentation. :3
  12. @Feefty: Oh. If a castle has no owner, an Emperium should always be spawned until someone destroys it. (That's how it works officially.)
  13. You've already got most of the script down. You could count monster kills either through OnNPCKillEvent or a quest entry, it's your choice. You don't need 2 variables, as you can set #Halloween to "2" when finished.
  14. If the client command doesn't work, the atcommand (@guild <name>) will.
  15. On line 13, you wrote "=", which is an invalid operation because it's "==" in C.
  16. warp "royal_room3",101,155; // <-- missing quotes
  17. @F0xxy: Oh wow, I've been using the wrong variable in checks. ._. That's fixed now, very sorry about that. @Feefty: I don't understand. "When all castles are not on siege"? o.o SVN copy updated to v1.2a in r16829.
  18. http://rathena.org/board/files/file/2344-fluxcp-addon-vote-for-points/
  19. Euphy

    npc_error

    Those scripts are from trunk/npc/other/turbo_track.txt - if it happens again, please post a Bug Report with steps to reproduce the problem. Or it might've been a glitch, who knows? :3
  20. http://www.eathena.ws/board/Hide-And-Seek-t185410.html
  21. trunk/doc/item_bonus.txt You'll find it's a lot faster to just do it yourself...
  22. Hunting Missions updated to v1.2a! There are no functionality changes, only optimizations (again, thank you Annie!). @Feefty: I really don't know why that would happen, then. @darristan: Thanks for helping out. :> @Dramosith: Using v1.2a, you can make Mission_Status a separate function, find&replace callsub Mission_Status with callfunc "Mission_Status", then add a new script: - script Mission_Command -1,{ OnInit: bindatcmd("hms",strnpcinfo(0)+"::OnAtcmd"); end; OnAtcmd: callfunc "Mission_Status"; close; }
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