-
Posts
63 -
Joined
-
Last visited
-
Days Won
5
Content Type
Profiles
Forums
Downloads
Jobs Available
Server Database
Third-Party Services
Top Guides
Store
Crowdfunding
Everything posted by Mastagoon
-
When Boss monster dies, it gives everyone a reward
Mastagoon replied to Rizz's question in Script Requests
if you're talking about a certain boss monster, like a quest monster or so you can spawn that monster with a script and execute the reward command on the death trigger for example: - script boss_summoner -1,{ OnMobDead: addrid(1); getitem 909,1; end; OnInit: monster .map$,"--ja--",1002,1,strnpcinfo(3)+"::OnMobDead"; end; } if you're talking about all the field & dungeon boss monsters that spawn naturally, then you can try this: - script boss_rewards -1,{ OnNPCKillEvent: if(getmonsterinfo(killedrid, MOB_MVPEXP) > 1) { addrid(1); getitem 909,1; } end; } -
critical strike even 1 luk or 500 luk and 500 luk with no critical
Mastagoon replied to innocentarms's question in Source Requests
if you simply want to make every autoattack always crit: find the function "is_attack_critical" in src/map/battle.cpp and add this line at the end: switch(skill_id) { case 0: return true; // <<<<<<<<<<<<<<<<<<<<<<<<<<<< Add this line if(sc && !sc->data[SC_AUTOCOUNTER]) break; clif_specialeffect(src, EF_AUTOCOUNTER, AREA); status_change_end(src, SC_AUTOCOUNTER, INVALID_TIMER); case KN_AUTOCOUNTER: ..... save&recompile and all auto attacks will always crit. -
what do you mean by having a normal and a hard mode instance? are we talking about 2 different instances with different monsters/story/etc..? if that's the case then it's fairly simple, you want you can look at Old Glast Heim's entrance npc for example: [email protected] = select("Normal Mode:Hard Mode"); if([email protected] == 1) { // enter intsance #1 } else if([email protected] == 2) { // Hard Mode //enter instance #2 } but if you have only 1 instance and want to make a hard mode from that instance well then it depends. if we're talking about a single instance you can just store the difficulty in an instance variable and edit the monster spawns and summon a harder version of the monsters in hard mode, for example: if('OGH_Mode < 2) // Normal Mode monster 'map_name$[1],158,255,"Amdarais",2476,1,instance_npcname("#ghmemorialmob07") + "::OnMyMobDead";// MG_AMDARAIS else if('OGH_Mode == 2) // Hard Mode monster 'map_name$[1],158,255,"Amdarais",3150,1,instance_npcname("#ghmemorialmob07") + "::OnMyMobDead";// MG_AMDARAIS but yeah it really depends on what the difference between normal and hard mode is.
-
i don't understand exactly what you need. so the GM enters an item code, then what? so is the GM donating this item to every player everyday? please elaborate, thanks.
-
go to src/map/pc.cpp find the pc_gainexp function (just search for void pc_getexp) and add this code: if(sd->state.autotrade) return; don't forget to recompile.
-
Please help on this script regarding event trigger on monster
Mastagoon replied to caspa's question in Scripting Support
i think you're getting the error message because you accidentally added an on-kill event for your monsters just edit the code at line 110 from monster @currentroom$,0,0,"--ja--",.guardianmobs[rand(0,(getarraysize(.guardianmobs)-1))],1"; to monster @currentroom$,0,0,"--ja--",.guardianmobs[rand(0,(getarraysize(.guardianmobs)-1))],1; (remove the " at the end) and the problem should disappear -
here you go : - script max_castle_guild_members -1,{ OnInit: //settings here setarray .maps$, "prtg_cas01","prtg_cas03"; // insert your woe castles here .max_members_in_castle = 15; // set the maximum number of guild members in a castle //don't edit this for([email protected] = 0; [email protected] < getarraysize(.maps$); [email protected]++) { if(!getmapflag(.maps$[[email protected]], mf_loadevent)) setmapflag .maps$[[email protected]], mf_loadevent; } end; OnPCLoadMapEvent: if(inarray(.maps$, strcharinfo(3)) == -1 || ) end; if(getmapguildusers(strcharinfo(3), getcharid(2)) > .max_members_in_castle) { dispbottom "There can only be "+.max_castle_guild_members+" guild members inside a castle during woe."; warp "SavePoint",0,0; } end; }
-
NPC - hideonnpc/hideoffnpc and another question
Mastagoon replied to Fanthasy's question in Scripting Support
it doesn't work on duplicates because you're hard-coding the npc name. each duplicate has a unique name, you need to use that in your code. simply change to and it should work. as for your second question, look into Patskie's answer -
athena-start problem: login-server does not exist.
Mastagoon replied to Mastagoon's question in Installation Support
i did not find a solution, instead i'm just using tmux to run the server. -
athena-start problem: login-server does not exist.
Mastagoon posted a question in Installation Support
Hello everyone. i was using my RO server on debian OS with no problems, until yesterday i lost the ability to run the server using ./athena-start whenever i use ./athena-start start i get the following error: i did a ./configure && make clean && make server, there doens't seem to be any errors i tried cloning a fresh clean rathena from github, i did a make clean & make server and i'm getting the same error this is what my clean athena directory looks like: notes: all the screenshots are from a fresh athena server, there are no modifications at all when i tried using ./atena-start and then start, i get this error instead: any help would be appreciated, thank you.