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ToiletMaster

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Posts posted by ToiletMaster

  1. Oh my gosh! it worked! i guess i was a bit rushing and kinda "fast forward" the video a bit >_>.

    that's my bad!

    Thanks again for everything Syouji! The map works great! XD

  2. Holding down "," or "." will apply a texture across the entire wall. The entire map is black when you hit "L" (Light Render) because there are no lightmaps.

    Thanks but there's so many holes ._. gonna spend some time doing it hahahaha i tried doing each section for about 30 minutes and the program suddenly not responding ._. meaning to say it dint save T_T.

    However, following the http://browedit.exca...iewtopic&id=533 i cant seem to find the area to edit the lightmaps. i tried doing it but fails in the end ._.

    sorry i'm a dunce when creating maps >_> practically my first time really editing a map lol

    edit-

    I followed your guide. and tried placing some lights inside on your video. but i get this result still even though i have placed the sun O_O

    without press L & Settings

    1stpicture-1_zps391e78c8.jpg

    With pressing L

    2ndpicture-1_zps7f402656.jpg

  3. Hi guys,

    Just wanted to ask is there a script that allows once a player goes in. The timer will automatically start with 15 minutes duration.

    Should the player not leave the map by 15 minutes, it'll automatically kick the player out.

    Thanks!

  4. name='Dastgir Pojee' timestamp='1355887082' post='164675']

    Just enable the showerror In config/errors.php I guess,

    It will show you the exact error.

    Making it easy for us to solve ur problems.

    Thanks for the reply. i've enabled it and here's the error that came out

    Critical Error

    An error was encountered during the lifetime of the application.

    This could be due to a variety of problems, such as a bug in the application.

    However, normally it is caused by misconfiguration.

    Exception Details

    Error: Flux_Error

    Message: Failed to import/replace rows from table 'rathena.mob_db2'

    File: C:\xampp\htdocs\fluxcp\modules\monster\index.php:192 File Line Function/Method C:\xampp\htdocs\fluxcp\lib\Flux\Template.php 337 include() C:\xampp\htdocs\fluxcp\lib\Flux\Dispatcher.php 168 Flux_Template::render() C:\xampp\htdocs\fluxcp\index.php 177 Flux_Dispatcher::dispatch()

    Exception Trace As String

    #0 C:\xampp\htdocs\fluxcp\lib\Flux\Template.php(337): include()

    #1 C:\xampp\htdocs\fluxcp\lib\Flux\Dispatcher.php(168): Flux_Template->render()

    #2 C:\xampp\htdocs\fluxcp\index.php(177): Flux_Dispatcher->dispatch(Array)

    #3 {main}

    Sorry if this is a repeated question, i failed to understand from the rest of the threads that have been posted up. (not really good in php >_>)

    for items, the page loads up fine. but i'm not able to search any item at all.

    Menu: List Items

    Items

    Go back.

    edit

    Thanks Dastgir Pojee!

    I dint know about the error.php part. thanks for the tip for this part!

    I've managed to solved the problem for the monster database, however the item database doesn't show anything though.

    the page loads up fine it's just that it doesn't show any items at all.

    Edit-

    I reinstalled and place again the sqls which finally shows the item page! but i believed that's not the renewal one is it?[/s] since i wasn't using the item sql_re

  5. Thanks alot Syouji!

    This is really great!

    However, i would just like to ask how do i actually edit the entire wall texture in 1 go? cause doing everything might be time consuming.

    edit-

    i'm still accepting any maze maps cause currently i'm still looking for more maze maps to have some fun with xD

    edit-

    Hey syouji, the entire map is black cause of the texture is it? That means have to edit the texture from start to scratch? /??

  6. i've already checked out other threads yet it cant be solved at all.

    http://rathena.org/b...ing#entry104924

    http://rathena.org/b...mob#entry163881

    Here are some of the steps that i did so far.

    1. Imported item and mob.sql into my database

    2. changed the column to take out the exp per based on the column on the mvp that part.

    yet nothing happens so far.

    my item database shows me no items at all however the page is working.

    for the monster part, the page worked without any monsters though, however once i imported, i get the contact admin@localhost page error.

    What are the steps i'm missing here? the rest of the pages worked great without any problems as of now.

    Thanks!

  7. Hi there mappers!

    Just wondering if anyone has any maze maps they could generate through browedit?

    Cause mine crashes every single time i press generate. including mountains, caves, dungeons and everything.

    so i was wondering if anyone could generate a maze map? that'll be great!

  8. Hi guys!

    Previously i made a topic that is regarding about the timer issue.

    It was solved without any problems.

    this worked great to what i need however, i had 1 more problem.

    Is it possible for me to slot in another timer?

    The current issue is that the script came out with no errors at all. It worked great!

    However, it doesn't move automatically and doesn't hide itself once i've added this line in.

    Can anyone help? Thanks !

      	 attachnpctimer;
           initnpctimer;
           npctalk "I don't feel so good anymore........";
           end;
           OnTimer2000:
        npctalk "hihi";
        end;
           OnTimer6000:
        npctalk "It's 6 seconds now!";
           next;
           end;
           OnTimer10000:
           npctalk "10 seconds now! ";
           next;
           end;
           OnTimer14000:
           npctalk "14 seconds!";
           end;
           dispbottom "Thank you for your time!";
           close2;
           end; }
    OnMon1550:
    OnWed0000:
       .unhide = 0;
       disablenpc strnpcinfo(0);
       end;
    OnTue2026:
    OnTue0000:
       enablenpc strnpcinfo(0);
       .unhide = 1;
       goto L_start;
    OnInit:
       if ( gettime(4) != 0 && gettime(4) != 3  && gettime (4) != 4) { // add this...
           disablenpc strnpcinfo(0);
           end;
       }
       else
           .unhide = 1;
    L_start:
       .@interval = 2;
       .@step = 5;
       while ( .unhide ) {
           sleep .@interval * 1000;
           getmapxy .@map$, .@x, .@y, 1;
           while ( checkcell( .@map$, .@npc_x = .@x + rand( -.@step, .@step ), .@npc_y = .@y + rand( -.@step, .@step ), cell_chknopass ) );
           npcwalkto .@npc_x, .@npc_y;
           npctalk callfunc( "F_RandMes", 2,
               "Heloo!!!", // 1
               "Goodbye~!" // 2
           );        
       }
       end;
    }
    
    

  9. There was a pink rectangle with R:255 G:42 B:255 around the black area thats why it was showing up I have corrected it in this one

    image_zpsf201d795.jpg

    Looks like it created a jpg file for thumbnails.

    You can download it from here :

    http://s9.postimage....zpsf201d795.png

    Thanks! It works great! However, how did you manage to find out the purple line? as in how do i solve this to prevent this for next time if i were to make other images?

    Edit ----

    Ok when i used photoshop i saw the line once again, thanks again for your help! It really helps!

    However, a side question would be this. if i were to take my own image and paste it as bmp for my scr logo, why does some of my images have purple lines covering my image?

    example i use

    apple-full2.jpg

    Let's say i made the background 255 42 255 already however, why does purple lines come out even though i made the background in that color?

    Thanks!

  10. Hi Guys!

    Currently i'm venturing the world of the images for RO (Spriting yet to come! XD)

    However, everytime a picture shows in RO,

    doesn't matter whether its a cutin or screenshot logo,

    the Purple line (i'm guessing R255 B255) always comes out even though i've painted the entire thing

    in the transparent color.

    Any help on this would be great !

  11. @Milky Holmes

    All the details about the variables can be located in the doc folder.

    It's taken from the file "Script_commands.txt"

    view soft copy

    from : https://rathena.svn.sourceforge.net/svnroot/rathena/trunk/doc/script_commands.txt

    Variables

    ---------

    The meat of every programming language is variables - places where you store

    data.

    In the rAthena scripting language, variable names are not case sensitive.

    Variables are divided into and uniquely identified by the combination of:

    prefix - determines the scope and extent (or lifetime) of the variable

    name - an identifier consisting of '_' and alphanumeric characters

    postfix - determines the type of the variable: integer or string

    Scope can be:

    global - global to all servers

    local - local to the server

    account - attached to the account of the character identified by RID

    character - attached to the character identified by RID

    npc - attached to the NPC

    scope - attached to the scope of the instance

    Extent can be:

    permanent - They still exist when the server resets.

    temporary - They cease to exist when the server resets.

    Prefix: scope and extent

    nothing - A permanent variable attached to the character, the default variable

    type. They are stored with all the account data in "save\athena.txt"

    in TXT versions and in the SQL versions in the `global_reg_value`

    table using type 3.

    "@" - A temporary variable attached to the character.

    SVN versions before 2094 revision and RC5 version will also treat

    'l' as a temporary variable prefix, so beware of having variable

    names starting with 'l' if you want full backward compatibility.

    "$" - A global permanent variable.

    They are stored in "save\mapreg.txt" or database table `mapreg`,

    depending on server type.

    "$@" - A global temporary variable.

    This is important for scripts which are called with no RID

    attached, that is, not triggered by a specific character object.

    "." - A NPC variable.

    They exist in the NPC and disappear when the server restarts or the

    NPC is reloaded. Can be accessed from inside the NPC or by calling

    'getvariableofnpc'. Function objects can also have .variables which

    are accessible from inside the function, however 'getvariableofnpc'

    does NOT work on function objects.

    ".@" - A scope variable.

    They are unique to the instance and scope. Each instance has it's

    own scope that ends when the script ends. Calling a function with

    callsub/callfunc starts a new scope, returning from the function

    ends it. When a scope ends, it's variables are converted to values

    ('return .@var;' returns a value, not a reference).

    "'" - An instance variable

    These are used with the instancing system, and are unique to each

    party's instance.

    "#" - A permanent local account variable.

    They are stored with all the account data in "save\accreg.txt" in

    TXT versions and in the SQL versions in the 'global_reg_value'

    table using type 2.

    "##" - A permanent global account variable stored by the login server.

    They are stored in "save\account.txt" and in the SQL versions in the

    'global_reg_value' table, using type 1. The only difference you will

    note from normal # variables is when you have multiple char-servers

    connected to the same login server. The # variables are unique to

    each char-server, while the ## variables are shared by all these

    char-servers.

    Postfix: integer or string

    nothing - integer variable, can store positive and negative numbers, but only

    whole numbers (so don't expect to do any fractional math)

    '$' - string variable, can store text

    Examples:

    name - permanent character integer variable

    name$ - permanent character string variable

    @name - temporary character integer variable

    @name$ - temporary character string variable

    $name - permanent global integer variable

    $name$ - permanent global string variable

    $@name - temporary global integer variable

    $@name$ - temporary global string variable

    .name - NPC integer variable

    .name$ - NPC string variable

    .@name - scope integer variable

    .@name$ - scope string variable

    #name - permanent local account integer variable

    #name$ - permanent local account string variable

    ##name - permanent global account integer variable

    ##name$ - permanent global account string variable

    If a variable was never set, it is considered to equal zero for integer

    variables or an empty string ("", nothing between the quotes) for string

    variables. Once you set it to that, the variable is as good as forgotten

    forever, and no trace remains of it even if it was stored with character or

    account data.

    Some variables are special, that is, they are already defined for you by the

    scripting engine. You can see the full list somewhere in 'db/const.txt', which

    is a file you should read, since it also allows you to replace lots of numbered

    arguments for many commands with easier to read text. The special variables most

    commonly used are all permanent character-based variables:

    • Upvote 1
  12. dunno how to reproduce this error also

    prontera,156,180,5	script	NPCNAME	100,{
    mes "[summon Man]";
    mes "Want to start the kill?";
    next;
    menu "Yes",L_Yes,"No",-;
    mes "[summon Man]";
    mes "Come back later";
    close;
    L_Yes:
    monster "this", -1,-1,"Quest Poring",1002,10,"NPCNAME::OnPoringKilled";
    // By using 0,0 it will spawn them in a random place.
    mes "[summon Man]";
    mes "Now go and kill all the Poring I summoned";
    // He summoned ten.
    close;
    OnPoringKilled:
    set $PoringKilled,$PoringKilled+1;
    if ($PoringKilled==10) goto L_AllDead;
    end;
    L_AllDead:
    announce "Summon Man: Well done all the poring are dead",3;
    set $PoringKilled,0;
    end;
    }

    post-8685-0-30054400-1355253292_thumb.jpg

    although, usually for event script,

    unless it is meant to save permanent data, we usually just use npc variable for it

    hmmm... i guess it's saved on a permanent data? cause my friends that tried manage to get it to work once on their end. but not anymore.

    ---edit---

    is there any way to make it work on another method where the monster spawns and you need to kill 10 of them before you can proceed?

    ---Edit----

    sorry din't notice the variable was causing the problem haha, when explaining it to someone then suddenly i just recalled and tested it out with the variable and it worked normally. Thanks again annie, after seeing the picture and your explanation. it came clear that the variable was giving the problem hahaha

  13. how to make it 24 hours or 12 hours?

    Here's the calculation of how it goes, so you can do it yourself when it comes.

    Total Time = (Amount of Time per day) multiply by (Amount of days)

    Example A

    1 week = (24 hours * 60 minutes * 60 seconds) x 7 = 604800

    Example B

    2 days = (24 hours * 60 minutes * 60 seconds) x 2 = 172800

    [i'm sure you can do the multiplication now /no1 We're all learning together in rAthena xD )

    (Not sure why emoticons not working ._.)

  14. Hi guys, this is under the script commands and i came across a small issue here.

    	<Normal NPC object definition. Let's assume you called him NPCNAME.>
    	mes "[summon Man]";
    	mes "Want to start the kill?";
    	next;
    	menu "Yes",L_Yes,"No",-;
    	mes "[summon Man]";
    	mes "Come back later";
    	close;
    L_Yes:
    	monster "prontera",0,0,"Quest Poring",1002,10,"NPCNAME::OnPoringKilled";
    	// By using 0,0 it will spawn them in a random place.
    	mes "[summon Man]";
    	mes "Now go and kill all the Poring I summoned";
    	// He summoned ten.
    	close;
    OnPoringKilled:
    	set $PoringKilled,$PoringKilled+1;
    	if ($PoringKilled==10) goto L_AllDead;
    	end;
    L_AllDead:
    	announce "Summon Man: Well done all the poring are dead",3;
    	set $PoringKilled,0;
    	end;
    

    I'm not sure whether it's stucked on OnPoringKilled or L_AllDead cause

    it doesn't announce at all once i spawned all 10.

    No modifications were done or whatsoever, but it just doesn't work for a reason ._.

    aside from that, i ensured that my my NPC name was NPCNAME

    any help would be great!

  15. *setnpcdisplay("<npc name>", "<display name>", <class id>, <size>)
    *setnpcdisplay("<npc name>", "<display name>", <class id>)
    *setnpcdisplay("<npc name>", "<display name>")
    *setnpcdisplay("<npc name>", <class id>)
    
    Changes the display name and/or display class of the target NPC.
    Returns 0 is successful, 1 if the NPC does not exist.
    Size is 0 = normal 1 = small 2 = big.
    

    Thanks! i really did not see that in the script commands. my bad on that.

    will solve the topic now xD

  16. Hi guys,

    Is it possible to change the looks of the npc halfway during the script

    Example, GM commands are @disguise 1001 (Example).

    Can we do this for the NPC as well? cause the disguise script command is meant for the player instead of the npc.

  17. /effect ??? or /aura ???

    I tried both methods but it doesn't work lol. problem now is can't see at all on the other client.

    Try to diff you .exe to display aura above lvl 99

    Already diffed my client based on this however it still doesn't work.

    If your lvl 150 it'd probably work. I dont think that enable aura past 99/150 works the way we want it to

    I'm guessing we can't make it work for 160 then ?

  18. Hi there guys! i seem to having a problem yet another time in aura's.

    currently the main issue is that only i can see my own aura where other people cant. (refer to the picture)

    Is there anyway to solve this? i've already diffed my client to enableaura abovelvl 99.

    Thanks.

    Untitled-11.png

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