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Valiente

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Posts posted by Valiente

  1. You forgot (or probably not aware) to put end; at the end of your labels.

    end; // Put this at the end of each label. (e.g nocash label, nolvl label.. etc)
    lvok:
    	mes "^0065DF[ Rebirth ]^000000";
    	mes "Are you sure";
    	next;
    	menu "Sure",yes,"no",Lno;
    end;
    
    yes:
    	if (baselevel < 150) goto nolv;
    	//if (cash < 33) goto nocash;
    	atcommand "@cash -33";
    	atcommand "@stpoint 2597";
    	set BaseLevel,BaseLevel - 0;
    	Announce "[Rebirth Unit] : [" + strcharinfo(0) + "] Rebirth!!!",8,0x33CCFF;
    	close;	
    end;
    
    
    Lno:
    	mes "^0065DF[ Rebirth ]^000000";
    	mes "Bye....";
    	close;
    end;
    
    nolv:
    	mes "^0065DF[ Rebirth ]^000000";
    	mes "check again";
    	close;
    end;
    
    nocash:
    	mes "^0065DF[ Rebirth ]^000000";
    	mes "no cash";
    	mes "check again";
    	close;
    end;

     

  2. initnpctimer;
    while(getmapusers("g_room2") > 1) {
    	monster "g_room2",42,369,"Zombie-2",1015,1;
    	sleep 10000;
    }

    Use that to replace this:

    sleep 10000;
    monster "g_room2",42,369,"Zombie-2",1015,1;
    sleep 10000;
    monster "g_room2",42,369,"Zombie-3",1015,1;
    sleep 10000;
    monster "g_room2",42,369,"Zombie-4",1015,1;
    initnpctimer;

     

  3. 17 minutes ago, Emistry said:

    rathena actually does provide their own image slicer ... :D

    http://rathena.sourceforge.net/tools/login_background/

    I still have an issue though.

    When I used that converter. It saved a GRF file as always, I did not extract it this time so I put it in my RO client directory, include in DATA.ini and then ran the client. It works fine like what I said. but when I put the sliced login BG (extracted from the generated GRF) and put it inside \data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\ it doesn't work anymore.

    The extracted GRF path looks like this though, \data\texture\유저인터페이스 it's in Korean. So I thought to myself, maybe I can use this korean text and replace À¯ÀúÀÎÅÍÆäÀ̽º with it. But my translation ui files and loading screens inside Data folder are working fine, so wth?. I did nit anyway and rename  À¯ÀúÀÎÅÍÆäÀ̽º to 유저인터페이스 . The translation files did not apply anymore after doing that. 

    So what else can I do? I'm worried that when I start merging it in a GRF, I'll begin to have issues. D:

  4. My loading screens are showing fine and dandy. My issue is with the login screen background. It won't change!

    Here's what I've done so far, I spliced the supposed to be my background image. Placed in the texture\À¯ÀúÀÎÅÍÆäÀ̽º folder. 

    Here's the image of the sliced files: 

    http://imgur.com/giehjfu

    I tried selecting a couple of NEMOs options such as Enforce Official Login Background, Only First Login Background, Only Second Login Background but still, no luck. How do I make it work?

    http://imgur.com/SF7SOjL

     

    Thanks

  5. 47 minutes ago, dev said:

    Ok i will increse the second timer ...let u know in the evening...

    but second timer is for killing monster which will trigger onmymobdead..

    i m not killling any monster so third tmier should be increse ..i thought..

    Thanks for reply....

    It will still activate since it's a running timer activated by the OnEnable:'s initnpctimer;  Reading the script will help. For reference, see this guide https://github.com/rathena/rathena/wiki/Timers_(Scripting)

  6. 5 hours ago, dev said:

    IN Above Knight test code test 4 Last Part Patience Test,Player Should w8 inside the room for 4min,but it does not it warps back immdiately.

    anybody Help plz?

    Check these lines:

    OnTimer300000:
    		enablenpc "Warp#knt";
    	end;
    	
    OnTimer300500:
    	donpcevent "Timer#knt::OnDisable";
    	disablenpc "Warp#knt";
    end;

    Seems like you immediately start activating the second OnTimer event right after opening the warp that should lead the quest taker to the next quest. 

    This is what OnDisable looks like 

    OnDisable:
    		killmonster "job_knt","Timer#knt::OnMyMobDead";
    		disablenpc "Timer#knt";
    		disablenpc "Warp#knt";
    	end;

    killmonster command activates the OnMyMobDead label of the Timer#knt npc

    OnMyMobDead:
    		warp "prt_fild05",353,251;
    	end;

    Which warps your player to prt_fild05

     

    What you can do is increase the amount of seconds for the second timer, giving enough time for the player to react. Let me know how it goes.

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