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Everything posted by Capuche
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@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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https://github.com/rathena/rathena/blob/master/doc/mapflags.txt#L167 Add the skills in db/(pre-)re/skill_nocast_db.txt and set the mapflag restricted instead of noskill
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function script F_PartyReCall { if (getcharid(1) > 0 && getpartyleader(getcharid(1),2) == getcharid(0)) warpparty "Leader",0,0,getcharid(1),strcharinfo(3),2,2; return; }
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getunitdata is used to get special data related to the unit, including mapid x and y. *getunitdata <GID>,<arrayname>; ... UMOB_MAPID UMOB_X UMOB_Y
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@AnnieRuru I believe that the player can't finish the quest if the owner raise .questsize value
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Auto resu when killed by mvp within 5 seconds
Capuche replied to dubstep's question in Script Requests
Since https://github.com/rathena/rathena/commit/a8e4c83ef10dc4ccde1bd6e6f40b296d590d9b80 the script ends if there is no unit attached for sleep2 - no need to check if the player is attached. -
https://github.com/rathena/rathena/blob/master/npc/re/merchants/hd_refiner.txt
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Client date?
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https://github.com/rathena/rathena/commit/6510d41 committed on 2 Oct 2016 You should consider to update your repo using git - we don't support svn anymore.
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Get id of the target when using a skill
Capuche replied to aadritch2's question in Scripting Support
* There is currently no script command to retrieve the current target of the unit. * <target id> is the GID of the target. -
Please use the updated script that can be found in the main repo.
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I don't see effective way to do that by NPC script. You need to change the behaviour of aggressive monster moving through unitwalk in src. This modification is required for wave mode instance so it will be implemented one day or another anyway.
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Please open an issue on github, as reminder and in case someone have more infos.
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for(set .@i,6; .@i < getargcount() - 6 && !.@C; set .@i, .@i + 2 ){ if ((getarg(.@i + 1,0) + MineMaster * (.@i - 5) / 7) > rand(10000)) { getitem getarg(.@i,7049),1; set .@C,1; } }
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Try mapflag notrade
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izlude,128,124,0 script dumb menu A 4_F_01,{ mes "what do you want to do"; while (true) { next; if (select( "^FF0000Add an item^000000", "Close" ) == 2) end; mes "Input Item ID :"; input .@tmp_item; if (getitemname(.@tmp_item) == "null") { mes "Invalid item ID " + .@tmp_item; continue; } mes "Input Amount :"; input .@tmp_amount; if (.@tmp_amount == 0) { mes "Invalid amount."; continue; } .@item_id[ .@size ] = .@tmp_item; .@amount[ .@size ] = .@tmp_amount; .@size++; mes "Item list :"; for ( .@i = 0; .@i < .@size; .@i++ ) mes (.@i+1) + "/ x" + .@amount[.@i] + " ^ff0000" + getitemname(.@item_id[.@i]) + "^000000"; } }
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The rates should be in descending order. Invert your item 1 and 2.
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stat seller NPC || with limit of stat points to buy
Capuche replied to AinsLord's question in Script Requests
Setting a variable is basic in NPC script. I can't help you if you don't help yourself. https://github.com/rathena/rathena/blob/master/doc/script_commands.txt#L1208 -
emotion .@dice, playerattached(); ?
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You have x2 lhz_dun03 map in your list. Note that some MVP already have a label (MVP in lhz_dun03 and lhz_dun04 for example). OnNPCKillEvent: This special label triggers when a player kills a monster without label.
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I don't knwo what you want to do however npcshopadditem "quest_shop",$V_item1[.@i],$V_custo1[.@i]; // $V_item1[.@i] and $V_custo1[.@i] undefined //* all assertions shoud be true -> use the logical operator AND //* the amount of item should be >= if((countitem(7539)== 10) || (countitem(7063)==100) || (countitem(982)==2)){
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Call the corresponding shop ID in your npcs // Shop NPCs -- supplying no argument displays entire menu. // callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}}; //============================================================ prontera,164,167,4 script Quest Gears#h1 998,{ callfunc "qshop2",1; } // call shop 1 prontera,164,168,4 script Quest Gears#h2 998,{ callfunc "qshop2",2; } // call shop 2 // ----------------------------------------------------------- // Shop IDs -- to add shops, copy dummy data at bottom of file. // setarray .Shops$[1],"<Shop 1>","<Shop 2>"{,...}; // ----------------------------------------------------------- setarray .Shops$[1],"Headgears","Midgears","Lowergears","Accessory"; // ----------------------------------------------------------- // Quest items -- do NOT use a reward item more than once! // Add(<shop ID>,<reward ID>,<reward amount>, // <Zeny cost>,<point cost>, // <required item ID>,<required item amount>{,...}); // ----------------------------------------------------------- Add(1,26037,1,0,0,1022,300,1068,300,7043,300,969,3000); // shop 1 Add(1,26036,1,0,0,952,300,1037,300,950,300,969,3000); Add(1,26053,1,0,0,951,300,922,300,954,300,969,3000); Add(1,26082,1,0,0,711,300,7006,300,951,300,969,3000); Add(1,26028,1,0,0,7110,300,7097,300,952,300,969,3000); Add(1,5374,1,0,0,1039,300,1044,300,7507,300,969,3000); Add(1,5138,1,0,0,1095,300,7567,300,921,300,969,3000); sleep 10; Add(2,26181,1,0,0,7293,3,7227,50,4140,50,969,1500); // shop 2 Add(2,26095,1,0,0,7291,3,7227,50,4140,50,969,1500); Add(2,26057,1,0,0,7292,3,7227,50,4140,50,969,1500);
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May you provide your npc script here?
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We didn't change duplicate command. Check your script.
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https://github.com/rathena/rathena/commit/ea88ea50546fd140bda875056f83a60b6b0bef96 This PR change the emoticons constant name to match emoticonlist from client side. Note: the previous emoticons names are now deprecated. Additionnally emotion and unitemote scripts commands are being merged together to the new format -> emotion <emotion number>{,<target>}; Where target use the target Game ID (GID) of the unit (npc, pet, character etc..). * unitemote is now deprecated. emotion .@dado+57,0,"Gm Dice"; is now : emotion (.@dado+57), getnpcid(0,"Gm Dice"); You can run https://github.com/rathena/rathena/blob/master/tools/convert_emotions.py to convert your script.