Jump to content

Chun3

Members
  • Posts

    67
  • Joined

  • Last visited

Posts posted by Chun3

  1. battle/skill.conf

    // Emergency Recall Guild Skill setting (add as appropriate).
    // Note that for the skill to be usable at all,
    // you need at least one of 1/2 and 4/8
    // 1: Skill is usable outside of woe.
    // 2: Skill is usable during woe.
    // 4: Skill is usable outside of GvG grounds
    // 8: Skill is usable on GvG grounds
    //16: Disable skill from "nowarpto" maps
    //    (it will work on GVG castles even if they are set to nowarpto, though)

    emergency_call: 11

    db/skill_nocast_db.txt

  2. 9 hours ago, noobzter003 said:

    Great release mate!! but it is possible  put range the pk mode, not in whole map.

    example, 40 Cell near the boss

    Will search for it later, since you have x and y from the respawn, just need to know how to set cellflagpvp using src

    3 hours ago, Psy Ops said:

    Great release!

    Thanks!

  3. Hi!, just a few questions about ragnarok traffic:

    how many players a link of 1mb/s can handle? for calculus base.
    many hosters have a mensal traffic, like 1TB. how a server generate that traffic? ex: if i upload a npc, it will count? a sql query count?
    a player costs how much per time of the bandwith?
    if any1 have anything, or a link that can provide something related i will be grateful, thanks!

  4. -    shop    custom_seller2    -1,501:-1
    prontera,155,148,3    script    Poring Seller   476,{
        mes "I will sell you items for " + getitemname(.CoinID) + ".";
        callshop "custom_seller2",1;
        npcshopattach "custom_seller2";
        end;
        OnBuyItem:
        mes ""+.Price[.@d]+"";
        mes ""+@bought_nameid[.@d]+"";
        for(set .@i,0; .@i<getarraysize(.customs); set .@i,.@i+1) {
            for(set .@d,0; .@d<getarraysize(@bought_nameid); set .@d,.@d+1) {
                if(@bought_nameid[.@d]==.customs[.@i]) {
                    if(checkweight(@bought_nameid[.@d],@bought_quantity[.@d])) {
                        if(countitem(.CoinID) >= .Price[.@i]*@bought_quantity[.@d]) {
                            delitem .CoinID,.Price[.@i]*@bought_quantity[.@d];
                            getitem @bought_nameid[.@d],@bought_quantity[.@d];
                        } else dispbottom "You don't have enough "+getitemname(.CoinID)+" to purchase that item.";
                    } else dispbottom "Purchasing these items will put you over the weight limit!";
                }
            }
        }
        deletearray @bought_quantity, getarraysize(@bought_quantity);
        deletearray @bought_nameid, getarraysize(@bought_nameid);
        close;
    
    OnInit:
        setarray .customs[0],12028,607,678;// Enter the ID of customs here
        setarray .Price[0],10,3,5; // Price for each custom is set to 20 coins
        set .CoinID,7539; // Enter the ID of the coin here.
        npcshopitem "custom_seller2",0,0; // Don't touch any coding beyond here
        for(set .i,0; .customs[.i]; set .i,.i+1) npcshopadditem "custom_seller2",.customs[.i],.Price[.i];
        end;
    }
    

     

    My question is:

    this line mes ""+@bought_nameid[.@d]+""; shows the correct name when a item is bought

    this line    mes ""+.Price[.@d]+""; doesn't show the right price. its always Price[0]

    why? isn't .@d supossed to be a npc variable after the bought?

     

     

×
×
  • Create New...