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Posts posted by Beret
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Nothing against the implementation of the system, but all the information about the system I posted on hercules, posted here, at least a thank you for showing the packet that niguem realized and knew how the system worked.
I have this system since 2015 that one of my friends former Administrator of brAthena Megasantos created this system for my server. I then passed the packets to dev hercules and all system information, now copied the topic and posted here in rathena
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These items are 100% functional? I see that is quite different from hercules.
Hercules:
REPLACE INTO `item_db` VALUES(1649,'Rafini_Staff','Laphine Staff',4,20,NULL,500,'30:180',NULL,1,0,0x00018300,56,2,2,3,100,1,10,'bonus bFixedCastRate,-getrefine();',NULL,NULL);
Rathena:
REPLACE INTO `item_db` VALUES(1649,'Rafini_Staff','Laphine Staff',4,20,NULL,500,'30:180',NULL,1,0,0x00818315,63,2,2,3,100,1,10,'bonus bFixedCastRate,-getrefine();',NULL,NULL);
Hercules:
REPLACE INTO `item_db` VALUES(1736,'Double_Bound','Double Bound',4,20,NULL,900,70,NULL,5,3,0x00000800,58,2,34,3,70,1,11,'bonus3 bAutoSpell,\"AC_DOUBLE\",GetSkillLv(\"AC_DOUBLE\"),10;',NULL,NULL);
Rathena:
REPLACE INTO `item_db` VALUES(1736,'Double_Bound','Double Bound',4,20,NULL,900,70,NULL,5,3,0x00000800,18,2,34,3,70,1,11,'bonus3 bAutoSpell,\"AC_DOUBLE\",GetSkillLv(\"AC_DOUBLE\"),10;',NULL,NULL);
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Thank you very much DeadlySilence it worked as I expected.
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Should the player get only one item from the list or are multiple items possible? If only one, it wouldn't make sense to put there an item with a chance of 100%.This should work as you wanted.
Thanks for replying DeadlySilence is earned only one item, added the 100 just for example, I will test and say if it worked. A doubt those chances configured 1 = 0.01?
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I am creating an npc that gives items when you enter the server, but I have some questions how can I do, someone would know tell me.
- to have the item drop depend on chance
- Items with chance of 0.01 to 1 is made the announce.prontera,150,105,4 script Itens 98,{ setarray .@itens[0] "607","608","609","610","611","612"; setarray .@qnt[0] "10","10","15","15","20","20"; setarray .@chance$[0], "0.01","0.1","0.2","0.5","1","100"; mes "[giveaway]"; mes "Hello I am"; mes "Selector that gives items"; mes "very special, I would like to try his luck?"; next; switch(select(try his luck:No thanks ")) { case 1: if (countitem (6040) > = 100 & & countitem (6075) > = 50 & & countitem (6080) > = 50 (6095) countitem & & > = 50 & & countitem (713) > = 1) { mes "[giveaway]"; mes "I see that you have all items"; delitem 6040.100; delitem 6075.50; delitem 6080.50; delitem 6095.50; delitem 713.1; getitem. @itens [.@i]. @qnt [.@i];, announce "the player ["+strcharinfo (0)+"] won 5 yggdrasil." .8; close; } case 2: mes "[giveaway]"; mes "OK, come back when you want"; close; } }
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can close, got it.
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do{ mes "Main Menu ..."; next; switch( select( "Menu1","Menu2","Menu3" ) ){ Case 1: do{ switch( select( "Menu1-1","Menu1-2","Menu1-3" ) ){ Case 1: mes "Menu1-1"; break; Case 2: mes "Menu1-2"; break; Case 3: mes "Menu1-3"; break; default: break; } next; }while( select( "select menu1 again","return to main menu" ) == 1 ); break; Case 2: do{ switch( select( "Menu2-1","Menu2-2","Menu2-3" ) ){ Case 1: mes "Menu2-1"; break; Case 2: mes "Menu2-2"; break; Case 3: mes "Menu2-3"; break; default: break; } next; }while( select( "select menu2 again","return to main menu" ) == 1 ); break; Case 3: do{ switch( select( "Menu3-1","Menu3-2","Menu3-3" ) ){ Case 1: mes "Menu3-1"; break; Case 2: mes "Menu3-2"; break; Case 3: mes "Menu3-3"; break; default: break; } next; }while( select( "select menu3 again","return to main menu" ) == 1 ); default: break; } mes "Redirecting...."; }while( select( "Continue","Close" ) == 1 ); close;
just add a "loop" at every menu ....and check the selection made by users to decide whether return to main menu or not...
there are also other way like...using goto ... and etc...
more would I do as in the model that the Capuche made Emistry?the problem is only inset @ x, select ("name1 name2: back:"); switch (@ x) {
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You have some curly errors but yeah something like that
while (1) { switch( select( "name1:name2:cancel" ) ) { case 1: mes "....."; close; case 2: while ( .@loop == 0 ) { switch( select( "name1:name2:back" ) ) { case 1: mes "....."; close; case 2: mes "....."; close; case 3: set .@loop,0; break; } } break; case 3: mes "....."; close; } }
Now a bit more complicated as would be.
switch( select( "name1:name2:cancel" ) ) { case 1: mes "....."; close; } case 2: set .@x, select( "name1:name2:back" ); switch(.@x){ case 1: break; case 2: break; case 3: // How to return to the main menu break; } next; mes "......."; close; case 3: mes "....."; close;
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You need to loop the main menu and break out of submenus. For examples, see the trunk/npc/re/guides/ directory.
Then would be as follows?
while (1) { switch(select(("name1:name2:cancel")) { case 1: mes "....."; close; case 2: set .@loop,1; while (.@loop) { switch(select(("name1:name2:back")) { case 1: mes "....."; close; case 2: mes "....."; close; case 3: set .@loop,0; break; case 3: mes "....."; close;
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Example of how can I do ?
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I have an npc as follows.
switch(select(("name1:name2:cancel")) { case 1: mes "....."; close; case 2: switch(select(("name1:name2:back")) { case 1: mes "....."; close; case 2: mes "....."; close; case 3: // How to return to the main menu case 3: mes "....."; close;
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Why not implement and let the npcs for after ?
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Here comes normal, more my character does not move and does not show the npcs.
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Think it should be worked now ragexe instead of ragexeRE.
Reason: with less bugs, and supported the cash button.
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A4rei it would be possible to create a diff to use Ragexe instead of RagexeRE ?
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Ai4rei it is possible to make announce stay if moved on the screen of the game ?
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I think so. Try and see.
Arrives to open more of the error in HShield.
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Ai4rei it would be possible to use a client Ragexe instead of RagexeRE ?
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Cash button is enabled by the server at the request of the client. If the client does not ask for the button state, it usually does not implement the button at all.
Understand, it's about using 2 sex in the same account, remember that iro took this suggestion to the gravity was refused.
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Ai4rei could not create a diff to enable cash button? Have some people trying to work harder it seems that the client is not supported.
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Ai4rei it is possible to modify the client to accept creation both male character as a female in the same account ?
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Bump.
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i don't know then , ask http://rathena.org/board/user/477-goddameit/
- script item -1,{
Not to do something with an invisible npc ?
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tho you want make it on item_db
OnInit: disablenpc "itemnpc"; }
I'll explain again is just an advertisementCreated 10 guild pack random items that equal a blueboxI want to show an advertisement when open the package guild.The player [player name] opened [package name of guild] and won [item package gain guild] -
i don't know then , ask http://rathena.org/board/user/477-goddameit/
- script item -1,{
Not to do something with an invisible npc ?
Cash Shop Sale System
in Development News
Posted · Edited by Beret