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Posts posted by Darkpurple
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this original code
i implement for thai user
Old version & Old svn
The old version had timer bug...all player cannot be moved while you patched this diff file.
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Support + 111111!!!
Really useful function~!!
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no I haven't started yet, I'm kinda busy for another 1~2 more daysOur idea was to implement a point-system in KoE.
So that KoE is interesting from the first to the last minute.
Points (for example):
- for each holding minute 1 point
- for each take 5 points
- holding in the end 15 points
( I was busy from last friday until this wednesday )
so if you already seen a script like this, its not mine
but I can write this one out when I have a good free time, probably on thursday
your idea certainly looks good, ima going to use your idea, +1 repAny news for this , Master AnnieRuru
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i have test main kro (2012-04-10aragexe & [/size]2013-12-23cRagexe) with cashshop same problem[/size]
but Sak RE not test[/size]
Do you mean have problem same as mine?
GM cannot buy and player can buy times from vending?
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my client is 22012-04-10a...
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i've tested it and its working fine. even if you are a level 99 GM account.
I am using 99 gm account..
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check you zeny over > 0 when buy item
problem if zeny 0 can't buying item this limit by client side
Yes, I know.
I have 1 million zeny and cash in gm account but I think is gm account probelm...because my player account can buy....
In Lilith's version, GM account also can buy the items from vending.
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I found main bug....it cannot buy items from cash/zeny vending....
edit: player can buy..but gm cannot buy?!! bugged ??
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The problem of this version: One superior guild could hold the first 31 Mintutes and leave after this time :/I am actually writing koe version 2,
which makes the castle belongs to the one holding for the longest instead of last minute conquer
after release version 2, will come back to this one
A good friend of mine is currently writing a similar modification for a KoE script. (Don't know if he uses yours)
Our idea was to implement a point-system in KoE.
So that KoE is interesting from the first to the last minute.
Points (for example):
- for each holding minute 1 point
- for each take 5 points
- holding in the end 15 points
The guild with the most points will win KoE.
I'll link him this thread.
The problem of this version: One superior guild could hold the first 31 Mintutes and leave after this time :/
(I think so...)
Points (for example):
- for each holding minute 1 point
- for each take 5 points
- holding in the end 15 points
WOW....More creative idea...
I support this idea..
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I am actually writing koe version 2,which makes the castle belongs to the one holding for the longest instead of last minute conquerafter release version 2, will come back to this one
which makes the castle belongs to the one holding for the longest instead of last minute conquer
That's Great idea which I really want it!
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Holy sh*t !
I have been scripted battleground script for 3 years and only today I know there's a secret room for this map LOL
[paste=21hkxlqx2h6a]
rand__ function is everywhere in this forum
just a simple search and you'll find it
EDIT: nvm ...
function script rand__ { .@range = getarg(0); .@count = getarg(2, 0); if ( !.@count || .@count > .@range ) .@count = .@range; else if ( .@count > 128 ) .@count = 128; while ( .@i < .@count ) { .@r = .@save = rand( .@i, .@range -1 ) ; if ( !getd( ".@tmp1_"+ .@i ) ) { .@r = ( getd(".@tmp1_"+ .@r ) )? getd( ".@tmp2_"+ .@r ) : .@r; setd ".@tmp2_"+ .@i, .@r; setd ".@tmp2_"+ .@save , .@i; setd ".@tmp1_"+ .@save , 1; set getelementofarray( getarg(1), .@i ), .@r; if ( .@save < .@count ) set getelementofarray( getarg(1), .@save ), .@i; } .@i++; } return .@count; }
When only around 2 mins and it announced "Time Out. Aborting the match.".(No one break the emp.....)
Then all people warped out...
It is this problem??
.eventlasting = 100; // abort the system if there's no progress, 20 mins * seconds
100 seconds??
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This is basically how it would turn out. (Yes I borrowed the layout used for getpartymember and getguildmember commands).
Personally I hate it when commands use global variables to store these types of things...
/*========================================== *------------------------------------------*/ static int buildin_getareausers_sub(struct block_list *bl,va_list ap) { int *users=va_arg(ap,int *); struct map_session_data *sd = (TBL_PC *)bl; struct script_state* st; st=va_arg(ap,struct script_state*); if( *users < 128 ) setd_sub(st, NULL, ".@account_ids", *users, (void *)__64BPRTSIZE(sd->status.account_id), NULL); (*users)++; return 0; } BUILDIN_FUNC(getareausers) { const char *str; int16 m,x0,y0,x1,y1,users=0; //doubt we can have more then 32k users on str=script_getstr(st,2); x0=script_getnum(st,3); y0=script_getnum(st,4); x1=script_getnum(st,5); y1=script_getnum(st,6); if( (m=map_mapname2mapid(str))< 0){ script_pushint(st,-1); return 0; } map_foreachinarea(buildin_getareausers_sub, m,x0,y0,x1,y1,BL_PC,&users,st); script_pushint(st,users); return 0; }
NPC Example...prontera,148,177,5 script getareausers 100,{ .@len = getareausers("prontera",148,175,163,164); for( .@a = 0; .@a < .@len; .@a++ ) npctalk ""+.@account_ids[.@a]; end; }
Can you transfer this format let it suit for rathena??
http://hercules.ws/board/topic/4593-getmemberaid-checkmes/
I really want this command...
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Not stable now. I don't suggest to use because it still has many bugs now and had disconnect of client problem.
what do you recommend ?
No idea...The harmony seem death ....
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Not stable now. I don't suggest to use because it still has many bugs now and had disconnect of client problem.
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considering there's still a lot of
my fansmembers still using rathenamight as well update this one
although, I'll be more focus at hercules one so over there will be more update unless being told by rathena users
1.4
-- fix getbgusers that's because bgd->members doesn't shift the index due to logout, needs to search whole array
Note: bg_kickall has been removed so no need to recycle the team ID
Does it mean used bg_destroy to instead bg_kickall (When the bg game end....) ?
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We all know Card can be used as rental or bound item. But the issue is, when that card is compound to equip, the expire time as rental item or the bound status will erased. (so don't ever make rental/bound item for card )
When card is compound, it calls pc_insert_card(). there we will get that the card will be deleted pc_delitem(sd,idx_card,1,1,0,LOG_TYPE_OTHER).
And, if card is removed from equip, script makes new item instead of "gives" back the old card data. See at BUILDIN_FUNC(successremovecards)
And now, I think it will be cool if card is fully possible as rental & bound item, I bet many PS owner need something like this too.
I need some idea, how to make this possible, must we make new sql table to stores the compound card data, give increment ID then use GetWord or such so we can look back while remove card from the equip?
Any thoughts?
Good idea!!!
This thing which that I wanted before.
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im guessing what you mean is in case you use separate physical servers for each server side
Yup!!! Because my map-server is used separate .exe so this tool cannot detect my real path of map-server.
As for the server logs, if you mean .log files inside the /log directory, consider it done.
It means that has txt file to save map, log, char information. Like [error] info appeared in map-server will save in mapserver_31-07-2014-log.txt
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Hope that can do 2 implements:
1. Can set the char, login, map server path.
2. Save the char, login, map server logs.
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Harmony Dead long time ago.
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is it in src ?
Item_db.txt
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Rathena version?
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I saw some server do it on their conf setting...like..
//Does Server send hide/cloaking/chasewalk packet to the client ? If yes , doesn't sent.
hide.invisible.player: yes
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Can someone know that how to disable to send hide/cloaking packet to the client??
...because some bots or someone modify their client can see the player hide/cloaking....
And I want to anti this problem...
cell_nopvp cell_pvp
in Source Requests
Posted
Thank you. You are a great man.