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Ajjwidjdneidjenw

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Everything posted by Ajjwidjdneidjenw

  1. bonus2 bAddMonsterDropItem,(rand(1)? 908:909),200; Nevermind, what Capuche said I'll look into it later, bed first ~_~.
  2. - script job_pvp -1,{ OnInit: // only 1 config lol set .gmnokill, 10; // GMs are not suppose to kill players. A GM with <this number> level or higher will do nothing. IF set to 60, GM60 and above kill any player will not get anything : 0 - off if ( .gmnokill <= 0 ) set .gmnokill, 101; // prevent bug end; OnPCKillEvent: if ( strcharinfo(3) != "guild_vs3" || (Class > 4000 && Class < 4023) || BaseLevel < 90) end; else if ( getgmlevel() >= .gmnokill ) end; query_sql "insert delayed into pvp_record values ( now() , "+ getcharid(0) +", '"+ escape_sql(strcharinfo(0)) +"', "+ getcharid(0, rid2name(killedrid) ) +", '"+ escape_sql(rid2name(killedrid)) +"' )"; if ( $pvprank_lastsaved$ != gettimestr("%Y_%m",15) ) { query_sql "insert delayed into pvpladder_archive select now(), name, kills, deaths, class from pvpladder order by kills desc limit 10"; query_sql "delete from pvpladder"; set $pvprank_lastsaved$, gettimestr("%Y_%m",15); donpcevent "PvP Ladder::OnInit"; } attachrid killedrid; if ( pvprank_lastsaved$ != $pvprank_lastsaved$ ) { set pvprank_lastsaved$, $pvprank_lastsaved$; set @pvpl_deaths, 0; set @pvpl_kills, 0; } set @pvpl_deaths, @pvpl_deaths +1; query_sql "replace delayed into pvpladder values ( "+ getcharid(0) +", '"+ escape_sql(strcharinfo(0)) +"', "+ @pvpl_kills +", "+ @pvpl_deaths +", "+ class +" )"; if ( killerrid == getcharid(3) ) end; // kill himself(like grandcross) doesn't add kills count attachrid killerrid; if ( pvprank_lastsaved$ != $pvprank_lastsaved$ ) { set pvprank_lastsaved$, $pvprank_lastsaved$; set @pvpl_deaths, 0; set @pvpl_kills, 0; } set @pvpl_kills, @pvpl_kills +1; query_sql "replace delayed into pvpladder values ( "+ getcharid(0) +", '"+ escape_sql(strcharinfo(0)) +"', "+ @pvpl_kills +", "+ @pvpl_deaths +", "+ class +" )"; donpcevent "PvP Ladder::OnInit"; end; OnPCLoadMapEvent: if ( strcharinfo(3) != "guild_vs3" || @pvpl_kills || @pvpl_deaths ) end; query_sql "select kills, deaths from pvpladder where char_id = "+ getcharid(0), @pvpl_kills, @pvpl_deaths; end; }
  3. JayPee has been banned because he has "Pee" in his name, and he sucks >;-(.
  4. Are there some staff issues going around? Seeing how the activity has dropped a bit.
  5. Didn't really have time earlier this morning so It was kind of rushed and I forgot a few aspects . Anyway starting exam.
  6. I wonder why it was never possible to give a parameter for getgmlevel BUILDIN_FUNC(getgmlevel) { TBL_PC* sd; if( script_getnum(st,2) ) sd = script_getnum(st,2); else sd = script_rid2sd(st); if( sd == NULL ) return 0;// no player attached, report source script_pushint(st, pc_get_group_level(sd)); return 0; } Untested (+I'm not that great @src but I can't test it right now).
  7. Was this based off the juggernaut script? a lot of the code looks the same (also I found a whole bunch of bugs in the juggernaut script).
  8. Did you compile after the sVN update?
  9. Ah, I thought the script end upon warp, but I suppose that only applies with the script warp command. Anyway, isn't it much much easier to just warp the character to town? aside from being able to get ressurected .
  10. Doesn't the script terminate when the user uses a flywing?
  11. I haven´t received a PM or anything, not sure if this person is still around.
  12. I think this is a bug in the current SVN, it has something todo with the EXP share.
  13. What are the effects supposed to do?
  14. Eurphy, your WoE script rewarding system can be kind of exploided, if the players of the winning team open as many accounts as possible, I made a little change in it and maybe you could offer it to the other server owners as well. This is Mac based(harmony Required, and it could probably be a bit more clean, but I was kind of in a rush when I wrote it) query_sql ("SELECT guild_member.account_id, guild_member.char_id, login.last_mac FROM `guild_member`, `login` WHERE guild_id = '"+.@guild+"' AND guild_member.account_id = login.account_id", .@acc, .@char, .@mac$); for(set .@j,0; .@j<getarraysize(.@acc); set .@j,.@j+1) if (!(getd(".@mc" + .@mac$[.@j])) && isloggedin(.@acc[.@j],.@char[.@j])) { for(set .@k,0; .@k<getarraysize(.Reward); set .@k,.@k+2) getitem .Reward[.@k], .Reward[.@k+1], .@acc[.@j]; setd (".@mc" + .@mac$[.@j]),1; message rid2name(.@acc[.@j]),"You have been rewarded for conquering "+getcastlename(.Castles$[.@i])+"."; } } } return;
  15. there's no player Attached so strcharinfo(0) obviously doesn't work . please show us more of the code so we can help you. edit: change // Respawn the Emperium, and display new owners. sleep 500; // Slow down script execution slightly. if( agitcheck() ) donpcevent "Agit#"+strnpcinfo(2)+"::OnStartArena"; sleep 7000; announce "The [" + getcastlename(strnpcinfo(2)) + "] castle has been conquered by [" + strcharinfo(0) + "] from the [" + getguildName(.@GID) + "] guild.",bc_all; end; to // Respawn the Emperium, and display new owners. sleep2 500; // Slow down script execution slightly. if( agitcheck() ) donpcevent "Agit#"+strnpcinfo(2)+"::OnStartArena"; sleep2 7000; announce "The [" + getcastlename(strnpcinfo(2)) + "] castle has been conquered by [" + strcharinfo(0) + "] from the [" + getguildName(.@GID) + "] guild.",bc_all; end; The players RID detaches because of the Sleep command, sleep2 does not detach the RID. However, if the player warps out before the announcement is made the rid also detaches so you could do the following instead. .@p$ = strcharinfo(0); // Respawn the Emperium, and display new owners. sleep 500; // Slow down script execution slightly. if( agitcheck() ) donpcevent "Agit#"+strnpcinfo(2)+"::OnStartArena"; sleep 7000; announce "The [" + getcastlename(strnpcinfo(2)) + "] castle has been conquered by [" + .@p$ + "] from the [" + getguildName(.@GID) + "] guild.",bc_all; end;
  16. Thing is with high rates, were I to make one I would give every skill a specific delay(Or increase the amount of stats needed for ASPD), because everyone and their mother uses a Macro on high rates.
  17. It really depends on how you feel, you'll have to redesign some of the skills and changing the effects. You could also give it a low rate system sort of thing, by increasing the amount of stats needed to resist status effects / Instant cast. I really wanted to start a high rate, and I wish I've done such before I started off my mid rate server so I could customise things the way I wanted it to.
  18. Emistry " Remove HP bar on Emperiums only " The way I get it, is that he wants to have the HP bare removed soly on Emperiums
  19. I feel that the 3rd job classes aren't very stable yet due to the renewal ATK not being implemented, especially guilotine crosses are extremely redundant while using an Icepick and EDP.
  20. That's actually source mod. Anyway change: Mob.c #if PACKETVER >= 20120404 if( !(md->status.mode&MDBOSS) ){ int i; for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob. struct map_session_data *sd = map_charid2sd(md->dmglog[i].id); if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range clif_monster_hp_bar(md, sd->fd); } } #endif to #if PACKETVER >= 20120404 if( !(md->class_ == MOBID_EMPERIUM) ){ int i; for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob. struct map_session_data *sd = map_charid2sd(md->dmglog[i].id); if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range clif_monster_hp_bar(md, sd->fd); } } #endif
  21. ^ 8053 could be a custom item, thus it could exist for him. As for the coordinates, the NPC should still load regardless of coordinates. As for the script its not tabbed, there are spaces instead :/, also I could be wrong but, I think the NPC name is too long.
  22. Emistry's script does exactly the same to what your script does, but in a cleaner fashion. "@login_time" is your "tick", and since "Tick" 's value will change again upon login, it is pointless to have it as a permanent variable stored in the database. The Variable Emistry used, isn't deleted upon 'end' but upon server restart.
  23. Please give us more details, what is this NPC supposed to do?
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