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Capuche

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Everything posted by Capuche

  1. Even if you have 5000 players, it's 1 variable / account == 5000 variables I think it's acceptable
  2. status.c #ifndef RENEWAL static inline unsigned short status_base_matk_min(const struct status_data* status){ return status->int_+(status->int_/7)*(status->int_/7); } static inline unsigned short status_base_matk_max(const struct status_data* status){ return status->int_+(status->int_/5)*(status->int_/5); } #else unsigned short status_base_matk(const struct status_data* status, int level){ return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(level/4); }// renewal formula #endif
  3. Add after if(getarg(0) == "PCKillEvent") if(getarg(0) == "PCKillEvent")// well don't add this line (lol) { if( @last_killed$ == rid2name( killedrid ) ) end; set @last_killed$, rid2name( killedrid ); and after if(getarg(0) == "PCDieEvent") if(getarg(0) == "PCDieEvent") { if( @last_killer$ == rid2name( killerrid ) ) end; set @last_killer$, rid2name( killerrid );
  4. It works for me bonus bMatk, 10;
  5. You want more stat points ? you get less points in renewal than pre-re trunk/db/pre-re/statpoint.txt trunk/db/re/statpoint.txt" class="bbc_url" title="SVN" rel="external">trunk/db/re/statpoint.txt
  6. Well farebury is an unknown map for me but maybe your problem is because you don't choice your WoEToggler's function //These two functions handle WoE's activation/deactivation. Since stable does not have AgitStart2/AgitEnd2, //using the trunk version will result in catastrophic failure of the script. Double declaration of the following //functions fixes this (you will get warning messages though) // function script WoEToggler { //<state> = 0|1 // if(getarg(0)) { // AgitStart; // } else { // AgitEnd; // } // return; // } //if stable script will fail parsing this function, but the rest of the script will still be usable function script WoEToggler { //<state> = 0|1 if(getarg(0)) { AgitStart; AgitStart2; } else { AgitEnd; AgitEnd2; } return; }
  7. It's just a matter of lowercase/uppercase for some NPC name ( castle 4 and 5 for yuno and rachel ) yuno,109,167,5 script Himinn 722,{ if( select( "^777777~ Warp to "+ strnpcinfo(1) +" ?:~ Cancel^000000" ) -1 ) close; getmapxy( .@map$, .@x, .@y, 1, "Sc01_Flag" ); warp .@map$, .@x, .@y; end; OnAgitInit2: OnRecvCastlesc01: FlagEmblem GetCastleData("schg_cas01",1); end; } yuno,110,171,5 script Andlangr 722,{ if( select( "^777777~ Warp to "+ strnpcinfo(1) +" ?:~ Cancel^000000" ) -1 ) close; getmapxy( .@map$, .@x, .@y, 1, "Sc02_Flag" ); warp .@map$, .@x, .@y; end; OnAgitInit2: OnRecvCastlesc02: FlagEmblem GetCastleData("schg_cas02",1); end; } yuno,111,175,5 script Viblainn 722,{ if( select( "^777777~ Warp to "+ strnpcinfo(1) +" ?:~ Cancel^000000" ) -1 ) close; getmapxy( .@map$, .@x, .@y, 1, "Sc03_Flag" ); warp .@map$, .@x, .@y; end; OnAgitInit2: OnRecvCastlesc03: FlagEmblem GetCastleData("schg_cas03",1); end; } yuno,112,179,5 script Hljod 722,{ if( select( "^777777~ Warp to "+ strnpcinfo(1) +" ?:~ Cancel^000000" ) -1 ) close; getmapxy( .@map$, .@x, .@y, 1, "sc04_Flag" ); warp .@map$, .@x, .@y; end; OnAgitInit2: OnRecvCastlesc04: FlagEmblem GetCastleData("schg_cas04",1); end; } yuno,114,183,5 script Skidbladnir 722,{ if( select( "^777777~ Warp to "+ strnpcinfo(1) +" ?:~ Cancel^000000" ) -1 ) close; getmapxy( .@map$, .@x, .@y, 1, "sc05_Flag" ); warp .@map$, .@x, .@y; end; OnAgitInit2: OnRecvCastlesc05: FlagEmblem GetCastleData("schg_cas05",1); end; } // Arunafeltz rachel,124,120,3 script Mardol 722,{ if( select( "^777777~ Warp to "+ strnpcinfo(1) +" ?:~ Cancel^000000" ) -1 ) close; getmapxy( .@map$, .@x, .@y, 1, "Ar01_Flag" ); warp .@map$, .@x, .@y; end; OnAgitInit2: OnRecvCastlear01: FlagEmblem GetCastleData("arug_cas01",1); end; } rachel,136,120,5 script Cyr 722,{ if( select( "^777777~ Warp to "+ strnpcinfo(1) +" ?:~ Cancel^000000" ) -1 ) close; getmapxy( .@map$, .@x, .@y, 1, "Ar02_Flag" ); warp .@map$, .@x, .@y; end; OnAgitInit2: OnRecvCastlear02: FlagEmblem GetCastleData("arug_cas02",1); end; } rachel,138,126,6 script Horn 722,{ if( select( "^777777~ Warp to "+ strnpcinfo(1) +" ?:~ Cancel^000000" ) -1 ) close; getmapxy( .@map$, .@x, .@y, 1, "Ar03_Flag" ); warp .@map$, .@x, .@y; end; OnAgitInit2: OnRecvCastlear03: FlagEmblem GetCastleData("arug_cas03",1); end; } rachel,135,131,7 script Gefn 722,{ if( select( "^777777~ Warp to "+ strnpcinfo(1) +" ?:~ Cancel^000000" ) -1 ) close; getmapxy( .@map$, .@x, .@y, 1, "ar04_Flag" ); warp .@map$, .@x, .@y; end; OnAgitInit2: OnRecvCastlear04: FlagEmblem GetCastleData("arug_cas04",1); end; } rachel,124,130,1 script Banadis 722,{ if( select( "^777777~ Warp to "+ strnpcinfo(1) +" ?:~ Cancel^000000" ) -1 ) close; getmapxy( .@map$, .@x, .@y, 1, "ar05_Flag" ); warp .@map$, .@x, .@y; end; OnAgitInit2: OnRecvCastlear05: FlagEmblem GetCastleData("arug_cas05",1); end; }
  8. Cash shop buy packet was updated you can read this topic http://www.eathena.ws/board/index.php?autocom=bugtracker&showbug=4764
  9. You can find other bonus informations on trunk/doc/item_bonus.txt" class="bbc_url" title="SVN" rel="external">trunk/doc/item_bonus.txt
  10. max 50 should be enough
  11. Dawn I didn't notice comparisons problems I go to sleep %#*$ ><
  12. Capuche

    hello all

    1/ you can change with script command Setcell Example : setcell "schg_cas05",114,51,125,51,cell_walkable,1; to walk on 114,51,125,51 area in "schg_cas05" .... cell_walkable,0; and you can't walk or 2/ change area walkable with browedit then update your map_cache in server side (I recommend weemapcache) and your map in client side http://browedit.exca...com/?a=download
  13. Capuche

    help

    What do you mean ?
  14. if ( countitem(501) < 5 && countitem(502) < 5 ) { mes "I still require "+ ( 20-countitem(512) ) +" more apples!"; close; } The brackets !
  15. Replace - script RFYL#disable -1,{ OnInit: disablenpc "Zombie Master"; disablenpc "Present#RFYL"; } prt_in,44,95,5 script Zombie Minion 1015,{ set .@name$,"^228B22[ Minion ]^000000"; if (getgroupid() >= 4) goto LMS_Admin; mes .@name$; if (!.Status) { mes .@name$; mes "My master seems to be slacking.."; } else { mes "My master is currently busy! He has an invasion scheduled!"; } close; LMS_Admin: by - script RFYL#disable -1,{ OnInit: disablenpc "Zombie Master"; disablenpc "Present#RFYL"; end; } prt_in,44,95,5 script Zombie Minion 1015,{ set .@name$,"^228B22[ Minion ]^000000"; mes .@name$; if (getgroupid() >= 4) goto LMS_Admin; if (!.Status) { mes .@name$; mes "My master seems to be slacking.."; } else { mes "My master is currently busy! He has an invasion scheduled!"; } close; LMS_Admin: and it works (it's a bug with sprite monster)
  16. Maybe you have a problem in your msgstringtable.txt ? (client side) Test with this one - put it in data folder http://svn6.assembla.com/svn/ClientSide/Translation_Project/renewal%20data/msgstringtable.txt
  17. item_rate_card: 800000// 80% item_rate_card_boss: 40000// 4% item_drop_card_min: 1 item_drop_card_max: 10000// don't touch
  18. Mapflags are the cause Mapflag#pvp_noguild Mapflag#pvp_noparty Search and change yours in conf/mapflag/ folder
  19. Sure but player must bet something so he must own some points at first otherwise he can't bet
  20. You're welcome
  21. If you want to add more than the poring event you're right, like an all-in-one event manager But you must to delete the array on the 1st NPC, I suggest donpcevent and getvariableofnpc prontera,146,76,5 script Event Warper 909,{ set .@name$,"[Warper]"; if( select( "Enter", "Cancel " ) -1 ) { mes .@name$; mes "See ya"; close; } else if( .accessFTP == 0 ) { set .@Hour, gettime(3); set .@Minute, gettime(2); set .@FTPTime, gettime(3) + 4; if( gettime(3)%4 == 1 ) set .@FTPTime, .@FTPTime-1; if(gettime(3)%4 == 2) set .@FTPTime, .@FTPTime-2; if(gettime(3)%4 == 3) set .@FTPTime, .@FTPTime-3; mes .@name$; mes "Find the Poring is closed right now.."; mes "The next Event starts on "+ .@FTPTime +"."; mes "And right now it is "+ .@Hour +":"+ .@Minute +"."; close; } else if( .register_num >= 128 ) { // room FULL mes .@name$; mes "I'm sorry but this Event is FULL."; mes "Maximum users to enter is 128 players."; close; } for( set .@i, 0; .@i < .register_num; set .@i, .@i + 1 ) { if( .register_aid[.@i] == getcharid(3) ) { mes .@name$; mes "You got warped once! Try again next time!"; close; } } warp "pvp_y_1-5",0,0; set @FTPChance, 0; set .register_aid[ .register_num ], getcharid(3); set .register_num, .register_num + 1; end; OnReset: deletearray .register_aid; set .register_num, 0; end; } - script FTPoring -1,{ OnClock0000: OnClock0400: OnClock0800: OnClock1200: OnClock1653: OnClock2000: announce "Find the Poring is now started!",0; killmonsterall "pvp_y_1-5"; monster "pvp_y_1-5",0,0,"Drops",1113,1000,"FTPoring::OnMobDeath"; monster "pvp_y_1-5",0,0,"Marin",1242,1000,"FTPoring::OnMobDeath"; monster "pvp_y_1-5",0,0,"Santa Poring",1062,1000,"FTPoring::OnMobDeath"; monster "pvp_y_1-5",0,0,"Metaling",1613,1000,"FTPoring::OnMobDeath"; monster "pvp_y_1-5",0,0,"Stapo",1784,1000,"FTPoring::OnMobDeath"; monster "pvp_y_1-5",0,0,"Poring",1002,1,"FTPoring::OnWinMobDeath"; mapwarp "pvp_y_1-5","prontera",156,98; set getvariableofnpc( .accessFTP, "Event Warper" ),1; donpcevent "Event Warper::OnReset"; end; OnMobDeath: set @FTPChance,@FTPChance+1; if(@FTPChance>=3){ warp "prontera",156,98; dispbottom "You've run out of chances!"; end; } dispbottom "Wrong Monster! You have "+(3-@FTPChance)+" chance's left"; end; OnWinMobDeath: mapannounce "pvp_y_1-5","["+strcharinfo(0)+"] has found the poring! The Event is over!",0; GetItem( 20002, 3 ); mapwarp "pvp_y_1-5","prontera",156,98; killmonsterall "pvp_y_1-5"; set @FTPChance,0; set getvariableofnpc( .accessFTP, "Event Warper" ), 0; donpcevent "Event Warper::OnReset"; end; } set getvariableofnpc( .accessFTP, "Event Warper" ), 0; will put variable .accessFTP in the "Event Warper" to 0
  22. I think you don't need to split the script. The NPC can warp player and hold an event. And you do more work Lol I test on ea then edit wait EDIT: announce "Find the Poring is now started!",0; monster "pvp_y_1-5",0,0,"Drops",1113,1000,"Event Warper::OnMobDeath"; monster "pvp_y_1-5",0,0,"Marin",1242,1000,"Event Warper::OnMobDeath"; monster "pvp_y_1-5",0,0,"Santa Poring",1062,1000,"Event Warper::OnMobDeath"; monster "pvp_y_1-5",0,0,"Metaling",1613,1000,"Event Warper::OnMobDeath"; monster "pvp_y_1-5",0,0,"Stapo",1784,1000,"Event Warper::OnMobDeath"; monster "pvp_y_1-5",0,0,"Poring",1002,1,"Event Warper::OnWinMobDeath"; set .accessFTP,1; mapwarp "pvp_y_1-5","prontera",156,98; killmonsterall "pvp_y_1-5"; should be announce "Find the Poring is now started!",0; killmonsterall "pvp_y_1-5"; monster "pvp_y_1-5",0,0,"Drops",1113,1000,"Event Warper::OnMobDeath"; monster "pvp_y_1-5",0,0,"Marin",1242,1000,"Event Warper::OnMobDeath"; monster "pvp_y_1-5",0,0,"Santa Poring",1062,1000,"Event Warper::OnMobDeath"; monster "pvp_y_1-5",0,0,"Metaling",1613,1000,"Event Warper::OnMobDeath"; monster "pvp_y_1-5",0,0,"Stapo",1784,1000,"Event Warper::OnMobDeath"; monster "pvp_y_1-5",0,0,"Poring",1002,1,"Event Warper::OnWinMobDeath"; set .accessFTP,1; mapwarp "pvp_y_1-5","prontera",156,98; Seriously I feel so noob today Lol
  23. Capuche

    Code 2

    You forgot a 'd' in .rn = ran(10);// add also rand(10) give a number between 0 and 9 .rn = rand(1,10);// add
  24. You can also use @mapflag command desactivate nowarpto on map (reloadscript desactivate to) @mapflag nowarpto 0 activate nowarpto @mapflag nowarpto 1
  25. Lol my bad change else if( .accessFTP == 1 ) { to else if( .accessFTP == 0 ) { Promise me you don't see anything
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