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Patskie

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Patskie last won the day on May 9

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  • Birthday 09/22/1993

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  1. - script cvc -1,{ OnPCLoadMapEvent: while (strcharinfo(3) == "guild_vs1") { if (getequipid(EQI_GARMENT) > 0) unequip EQI_GARMENT; if (getequipid(EQI_ARMOR) > 0) unequip EQI_ARMOR; sleep2 2000; } end; } guild_vs1 mapflag loadevent
  2. Change all sleep2 to sleep
  3. prontera,164,203,6 script Quest Shop#1 4_M_MOCASS2,{ callfunc "qshop"; } You need to do it on above
  4. If you don't want to show us your scripts, perhaps you could show us a snippet on how it would restrict players on doing Illusion Quest again (i.e. timers, variables being set upon completion, etc.) Other than this, I am not sure how we can help you
  5. Try below script: payon,131,232,4 script Goddess Elia 624,{ OnTimer1600: callfunc "regen", 1; initnpctimer; end; OnInit: initnpctimer; end; } payon,128,232,4 script Bard Mikhael 647,{ OnTimer20000: callfunc "regen", 0; initnpctimer; end; OnInit: initnpctimer; end; } function script regen { [email protected] = getarg(0, 0); // 0 - low | 1 - high [email protected] = 20; [email protected] = [email protected] ? 1 : 8; getmapxy [email protected]$, [email protected], [email protected], BL_NPC, strnpcinfo(1); specialeffect 514; specialeffect 796; specialeffect 800; [email protected] = getareaunits(BL_PC, [email protected]$, ([email protected] - ([email protected] + 3)), [email protected] - [email protected], ([email protected] + ([email protected] + 3)), [email protected] + [email protected], [email protected]); if ([email protected] > 0) { for ([email protected] = 0; [email protected] < [email protected]; [email protected]++) { if (attachrid([email protected][[email protected]])) { if (Hp && (Hp != MaxHp)) { specialeffect2 312; percentheal [email protected], [email protected]; } detachrid; } } } return; } Same result but I removed unnecessary executions
  6. Try this prontera,156,182,0 script Party Warper 100,{ [email protected] = getcharid(1); [email protected] = getcharid(0); [email protected]$ = strcharinfo(0); if ([email protected]) end; getpartymember [email protected], 0; getpartymember [email protected], 1; getpartymember [email protected], 2; for ([email protected] = 0; [email protected] < [email protected]; [email protected]++) [email protected]$ = [email protected]$ + ([email protected]$ != [email protected]$[[email protected]] ? [email protected]$[[email protected]] : "") + ":"; [email protected] = select([email protected]$) - 1; [email protected]$ = [email protected]$[[email protected]]; if (isloggedin([email protected][[email protected]], [email protected][[email protected]])) { getmapxy [email protected]$, [email protected], [email protected], BL_PC, [email protected]$; if (inarray(.restricted_map$, [email protected]$) != -1) message [email protected]$,"This is a restricted map."; else warp [email protected]$, [email protected], [email protected], [email protected]; } else message [email protected]$, [email protected]$ + " is not online."; end; OnInit: setarray .restricted_map$[0], "payon", "geffen"; end; }
  7. If you see your server files properly then you will have the answer on the dot. https://github.com/rathena/rathena/blob/master/db/pre-re/item_combo_db.txt or https://github.com/rathena/rathena/blob/master/db/re/item_combo_db.txt https://github.com/rathena/rathena/blob/master/conf/battle/skill.conf // Max Level Difference for Devotion devotion_level_difference: 10 // Using 'old' behavior for devotion vs reflect damage? (Note 2) // Default is 0 (official). If 'devotion_rdamage' is > 0 (chance to devote the reflected damage), // when player with devotion attacks player with reflect damage ability (item bonus or skill), // the damage will be taken by the person who provides devotion instead the attacker. devotion_rdamage: 0 // Officially, reflecting shield (SC_REFLECTDAMAGE) reflects physical damage by skill or normal attack. // But if the target is being devoted, it ONLY reflects the damage for melee skill. (Note 1) devotion_rdamage_skill_only: yes
  8. Maraming key value naka store sa acc_reg_num (#var1, #var2, etc.). depende yung checking sa variable na ginamit mo pati the way you store the variable Kunyari , may registration npc ka during OBT, lahat ng mag click sa NPC mo lagyan mo ng below code #Freebies = 1; // SELECT * FROM `acc_reg_num` WHERE `key` = '#Freebies'; Then you can do like if (!#Freebies) end; // ibig sabihin wala sila sa acc_reg_num, sa malamang di nila na click npc mo during OBT days, either wala sila during that time or di nila talaga clinick getitem 501, 1; // Meron silang #Freebies sa acc_reg_num so bigyan mo sila ng item
  9. https://rathena.org/board/topic/115221-release-soul-link-modification-script-based/
  10. prontera,150,150,6 script Sample 100,{ [email protected] = getcharid(3); [email protected] = [email protected] > 2000000 && [email protected] < 2000101 && !#OBTFreebies; if ([email protected]) { getitem 501, 1; #OBTFreebies = 1; } end; }
  11. hideoonnpc / hideoffnpc will only work on the npc object that was passed in the input and this excludes duplicate NPC's Easiest way is to declare a variable like below when entering instance your_instance_name_timer = gettimetick(2) + 86400; and then perform a check on your script before anyone can enter your instance if (your_instance_name_timer > gettimetick(2)) { mes "you can only enter this instance after " + Time2Str(your_instance_name_timer) + "."; }
  12. We are not genies who can guess how your script is doing. Show here and people will help
  13. You can share the solution so other people can refer to this post
  14. https://rathena.org/board/topic/117466-utility-restock-everywhere-from-your-storage/
  15. Because you are caching the random indexed value in a variable and used them in all getitembound2 command. Remove set .Rand1, rand( getarraysize(.Ref) ); set .Rand2, rand( getarraysize(.Orb) ); And change getitembound2 .Armors[.RandA], 1, 1, .Ref[.Rand1], 0, 0, 0, 0, .Orb[.Rand2], 1; getitembound2 .Shields[.RandB], 1, 1, .Ref[.Rand1], 0, 0, 0, 0, .Orb[.Rand2], 1; getitembound2 .Garments[.RandC], 1, 1, .Ref[.Rand1], 0, 0, 0, 0, .Orb[.Rand2], 1; getitembound2 .Shoes[.RandD], 1, 1, .Ref[.Rand1], 0, 0, 0, 0, .Orb[.Rand2], 1; to getitembound2 .Armors[.RandA], 1, 1, .Ref[rand( getarraysize(.Ref) )], 0, 0, 0, 0, .Orb[rand( getarraysize(.Orb) )], 1; getitembound2 .Shields[.RandB], 1, 1, .Ref[rand( getarraysize(.Ref) )], 0, 0, 0, 0, .Orb[rand( getarraysize(.Orb) )], 1; getitembound2 .Garments[.RandC], 1, 1, .Ref[rand( getarraysize(.Ref) )], 0, 0, 0, 0, .Orb[rand( getarraysize(.Orb) )], 1; getitembound2 .Shoes[.RandD], 1, 1, .Ref[rand( getarraysize(.Ref) )], 0, 0, 0, 0, .Orb[rand( getarraysize(.Orb) )], 1;
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