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Capuche

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Everything posted by Capuche

  1. No, I don't think the basic item description displayed by the client can be changed server side.
  2. Are you sure you identify the item properly (use a magnifier for now) ?
  3. Note that the script doesn't identify properly the items with random option. How about identifyall command instead? https://github.com/rathena/rathena/blob/90d5b47025d07a78f52b82b9f58685efc97ed993/doc/script_commands.txt#L3037 prontera,147,174,5 script Identifier::identifier 402,{ .@price = 100; .@count = identifyall(false); if (!.@count) { message strcharinfo(0), "No identified items."; end; } .@total_cost = .@price * .@count; if (Zeny < .@total_cost) { message strcharinfo(0), "You need " + .@total_cost + " Zeny to identify the " + .@count + " items."; end; } identifyall(true); Zeny -= .@total_cost; specialeffect2 154; message strcharinfo(0), "Identify " + .@count + " items for " + .@total_cost + " Zeny."; end; } paramk,102,60,6 duplicate(identifier) Identifier 402 The system is slightly different than the previous script though, this one doesn't identify the items one by one.
  4. No. WTH is this nonsense.. the answer is literally in the link.
  5. Re-update your server it has been fixed in https://github.com/rathena/rathena/commit/5908c0484fc3243575afbfc8f231d01f64837052 To resume mapserv crashed when getmapxy command attempted to retrieve the map of floating npc.
  6. Which messages? Use the code <> to encapsulate the npc script please
  7. What about to return the count of line above the player point ?
  8. Did you change the setting of your second 'quest_shop' npc? The original script have been designed to call the datas of the shop through callfunc. If you didn't changed the 'Basic shop settings' just add your shop in the original quest_shop and call it with the function.
  9. Capuche

    Noob Question

    Noob answer : I believe you can change it on client diff but I'm not sure
  10. No script command to retrieve the total parameter value like crazyarashi said, but you can create one /*========================================== * Returns a character's specified total stat. * readparam2 <param>; *------------------------------------------*/ BUILDIN_FUNC(readparam2) { TBL_PC *sd = NULL; int value = 0, param_type = script_getnum(st, 2); if (!script_rid2sd(sd)) { script_pushint(st, -1); return SCRIPT_CMD_FAILURE; } switch( param_type ) { case 0: value = sd->base_status.str; break; case 1: value = sd->base_status.agi; break; case 2: value = sd->base_status.vit; break; case 3: value = sd->base_status.int_; break; case 4: value = sd->base_status.dex; break; case 5: value = sd->base_status.luk; break; default: script_pushint(st, -1); return SCRIPT_CMD_FAILURE; } script_pushint(st,value); return SCRIPT_CMD_SUCCESS; } BUILDIN_DEF(readparam2,"i"), 0 to 5 as parameter to retrieve str agi vit int dex luk
  11. Possible but the method would be ugly without source edit.
  12. setarray .Shops$[1],"Costumes","Equipments","Accessory","etc"; Where are the names of shops 5, 6, 7 ?
  13. PC_NAME is hercules constant strnpcinfo(0) should be used with addtimer instead of strnpcinfo(2) you're searching the instance npc name of non-instance npc too under oninstanceinit mf_loadevent is only set for non-instance map : this script is not running on instance map
  14. Your screenshot software was drunk we can't see clearly..
  15. It can't be, France need to fully celebrate the World Cup victory. Please read carefully the docs @Keitenai.
  16. setarray .@OptID[0], RDMOPT_WEAPON_ATTR_TELEKINESIS, RDMOPT_VAR_AGIAMOUNT; setarray .@OptVal[0], 0,3; setarray .@OptParam[0], 0,0; getitem3 28705,1,1,9,0,0,0,0,0,.@OptID,.@OptVal,.@OptParam; should give 2 charms in the item. Fill the arrays.
  17. To add more guardian I believe you need to - update agit_main https://gist.github.com/Atemo/3ae0a5c5037dd58d591d486398926dab/revisions#diff-39859e34161f0cb6f5f50974282a2593 - raise MAX_GUARDIANS value in mmo.h - add more fields on MySQL `guild_castle` table
  18. Use doevent instead of donpcevent to keep the RID attached !
  19. Set your shop in // Script Core //============================================================ - script quest_shop -1,{ Call the shop in // Shop NPCs -- supplying no argument displays entire menu. // callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}}; //============================================================ prontera,164,203,6 script Quest Shop#1 998,{ callfunc "qshop"; } // call all shop prontera,164,203,6 script Quest Shop#1 998,{ callfunc "qshop",1; } // call shop number 1 prontera,164,203,6 script Quest Shop#1 998,{ callfunc "qshop",1,2; } // call shop number 1 and 2
  20. warpparty command? *warpparty "<to_mapname>",<x>,<y>,<party_id>,{"<from_mapname>",<range x>,<range y>}; Warps a party to specified map and coordinate given the party ID, which you can get with getcharid(1). You can also request another party id given a member's name with getcharid(1,<player_name>). You can use the following "map names" for special warping behavior: Random: All party members are randomly warped in their current map (as if they all used a fly wing) SavePointAll: All party members are warped to their respective save point. SavePoint: All party members are warped to the save point of the currently attached player (will fail if there's no player attached). Leader: All party members are warped to the leader's position. The leader must be online and in the current map-server for this to work. If you specify a from_mapname, 'warpparty' will only affect those on that map. The <range x> and <range y> optional values allow for a randomization with the player's warp point. The values will randomly add or subtract from the given <x> and <y> coordinates.
  21. The EQI constants have been refactored in https://github.com/rathena/rathena/commit/2bf64c97738e05576d86774a0ba547416647f4d1 The EQI value have been changed. Follow the sample in https://github.com/rathena/rathena/commit/7046cf8fc588d4c17047107a98f24547964e6e2e#diff-f04dee36a98c3d36b1faa3666691fb46R573
  22. @Poring King I'm a sensitive person and your edition just hurts me. Don't do this again. You have initialized the variable everytime the player interacts with the npc, breaking the interaction limit
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