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Note

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  1. Hello,

    For some odd reason, the @listenbg command does not function properly, even when used I can still see the annoying Battleground Messages,

    I was wondering if anyone can fix the following code:

    /*================================================
    * @mutebg - Mutes Battleground announcements.
    *------------------------------------------------*/
    ACMD_FUNC(mutebg)
    {
    if( sd->state.bg_listen )
    {
     sd->state.bg_listen = 0;
     clif_displaymessage(fd, "Battleground announcements have been disabled.");
    }
    else
    {
     sd->state.bg_listen = 1;
     clif_displaymessage(fd, "Battleground announcements have been enabled.");
    }
    return 0;
    }
    

    Any help would be greatly appreciated.

    Cheers.

  2. Cluster everywhere, and lol @ this

    @xilence01 20$ for the Thor Patcher

    Package Contains:

    NOTICE, Thor exe, Patch Folder

    Note: We do not allow Buyers or Client to have the Whole WEB folders but they can own - NOTICE, PATCH FOLDER and the EXE it self but the Banner Rotator and FB Plugs is HOSTED by us to avoid those RIPPERS from copying and RIPPING our designs. If you want us to change the IMAGES for Banner Rotators just Message us, BUT on Design of the Patcher we won't change that if it is already released, You can also request if you want to change the Name of the patcher We Can Do that 1 more thing if you were already our recent customer just message us for changes for Banner and Server Name. dafuq?

    @kairunotabi - Just message me here in RA or email me for more details

    my email: [email protected]

  3. Quick question Emistry:

    When I buy 2 or more items in bulk and I get asked to confirm by pressing "ENTER" to hit the "OK" button, it doesn't work, I assume due to "break;" instead of "close2;", however when I add "close2;" after:

    function ShopSettings {

    switch( getarg(0) ){

    Case 1: //== Basic Tools:

    //== Currency: [Choose either Item Identification and or Variable Name compatible.]

    set @Currency$,"Zeny";

    //== Basic Tools Shop: [input Item Identification below:]

    setarray @ItemLists[0],1065,601,602,717,1750,1752,1751,7709,506,501,502,503,504,645,656,657,611,610;

    //== Shop Item Price: [input Items Zeny Price below:]

    setarray @ItemCost[0],100,60,300,600,1,3,3,350,40,50,200,550,1200,800,1500,3000,40,4000;

    close2;

    The shop opens, however when I select buy, the items do not go into my inventory.

    P.S: The whole point is, it gets annoying when you can't press ENTER to buy the multiple items.

    And, would it be possible to add a "Sell Menu" integrated using the 'function' command, a shop that just BUYS items directly, just like a regular shop?

    Cheers.

  4. it's possible,

    my Doppelganger script & peopleperson's Split Personality script have proven to you guys that skills can be saved and change / switch anytime according tot he script..

    my Build Manager & Euphy Build Manager have proven to you guys status can be save and switch at anytime according to the script..

    so, most of it is possible except the hotkey parts...even though i can think of it how the hotkey is saved, but not instant updated on your clients if your switched or etc...

    anyway.....will think of it if i want to update my Build Manager scripts.....

    Great to hear. It is safe to assume you are busy. Take your time, and all the best. /ok

    Cheers.

  5. Hello Emistry,

    Would you be able to pull this off my friend?

    @Babylonian: It's not possible to save hotkeys, and saving equipment with my script would be inefficient (it'd require an SQL table and the 'equip' command, not too difficult to implement). Emistry has a script that saves skills as well: http://rathena.org/b...0-doppelganger/

    For a delete option, add another menu option/case:

    			set .@Build, Get_Menu(.@BuildCount);
    		if (getd("Build_"+.@Build+"$")=="") {
    			message strcharinfo(0),"No build info found."; close; }
    		setd "Build_"+.@Build+"$","";
    		setd "Build_"+.@Build+"n$","";
    		message strcharinfo(0),"Build "+.@Build+" deleted.";
    		close;
    

    I thought Emistry's version was only rAthena compatible. Keep in mind I am testing on a trunk version of the latest eAthena emu. (I prefer pre-renewal)

    By the way, after playing around with the script, I came up with one exploitable bug:

    1. If the player saves his build, afterward rebirths as level 1/1, uses the NPC's services and is granted extra status points instantly. (There is no check basically.) The new status points of a player should be calculated.

    It would perhaps be nice if you can throw together a SQL version that includes the following features:

    2eahqtx.jpg

    • Status Saving based on specific level/point calculations. (To prevent mentioned bug: # 1.)

    • Skills Saving. (Merely due to players wanting to also save skills for pvm/mvp/pvp/woe switching porpuses.)

    • Hotkeys Saving (Optional.)

    • Must be level 99, and only Transcendent/Rebirthed classes can use the sevice.

    I am certain it would be appreciated by loads of other veterans out there.

    Edit: I've come to the conclusion that rAthena is actually packed with way more bug-fixes than eAthena, and the fact that I can turn off 'Renewal Features' is awesome.

    By all means, in this case forget the fact that I am testing on eAthena, I will be switching sources tonight.

    If by any chance you do put together this SQL version of the Build Manager, you ought to make sure it is rA compatible rather than eA.

    Cheers.

  6. Hello Emistry,

    Would you be able to pull this off my friend?

    @Babylonian: It's not possible to save hotkeys, and saving equipment with my script would be inefficient (it'd require an SQL table and the 'equip' command, not too difficult to implement). Emistry has a script that saves skills as well: http://rathena.org/b...0-doppelganger/

    For a delete option, add another menu option/case:

    			set .@Build, Get_Menu(.@BuildCount);
    		if (getd("Build_"+.@Build+"$")=="") {
    			message strcharinfo(0),"No build info found."; close; }
    		setd "Build_"+.@Build+"$","";
    		setd "Build_"+.@Build+"n$","";
    		message strcharinfo(0),"Build "+.@Build+" deleted.";
    		close;
    

    I thought Emistry's version was only rAthena compatible. Keep in mind I am testing on a trunk version of the latest eAthena emu. (I prefer pre-renewal)

    By the way, after playing around with the script, I came up with one exploitable bug:

    1. If the player saves his build, afterward rebirths as level 1/1, uses the NPC's services and is granted extra status points instantly. (There is no check basically.) The new status points of a player should be calculated.

    It would perhaps be nice if you can throw together a SQL version that includes the following features:

    2eahqtx.jpg

    • Status Saving based on specific level/point calculations. (To prevent mentioned bug: # 1.)

    • Skills Saving. (Merely due to players wanting to also save skills for pvm/mvp/pvp/woe switching porpuses.)

    • Hotkeys Saving (Optional.)

    • Must be level 99, and only Transcendent/Rebirthed classes can use the sevice.

    I am certain it would be appreciated by loads of other veterans out there.

    Edit: I've come to the conclusion that rAthena is actually packed with way more bug-fixes than eAthena, and the fact that I can turn off 'Renewal Features' is awesome.

    By all means, in this case forget the fact that I am testing on eAthena, I will be switching sources tonight.

    If by any chance you do put together this SQL version of the Build Manager, you ought to make sure it is rA compatible rather than eA.

    Cheers.

  7. @Babylonian: It's not possible to save hotkeys, and saving equipment with my script would be inefficient (it'd require an SQL table and the 'equip' command, not too difficult to implement). Emistry has a script that saves skills as well: http://rathena.org/b...0-doppelganger/

    For a delete option, add another menu option/case:

    			set .@Build, Get_Menu(.@BuildCount);
    		if (getd("Build_"+.@Build+"$")=="") {
    			message strcharinfo(0),"No build info found."; close; }
    		setd "Build_"+.@Build+"$","";
    		setd "Build_"+.@Build+"n$","";
    		message strcharinfo(0),"Build "+.@Build+" deleted.";
    		close;
    

    I thought Emistry's version was only rAthena compatible. Keep in mind I am testing on a trunk version of the latest eAthena emu. (I prefer pre-renewal)

    By the way, after playing around with the script, I came up with one exploitable bug:

    1. If the player saves his build, afterward rebirths as level 1/1, uses the NPC's services and is granted extra status points instantly. (There is no check basically.) The new status points of a player should be calculated.

    It would perhaps be nice if you can throw together a SQL version that includes the following features:

    2eahqtx.jpg

    • Status Saving based on specific level/point calculations. (To prevent mentioned bug: # 1.)

    • Skills Saving. (Merely due to players wanting to also save skills for pvm/mvp/pvp/woe switching porpuses.)

    • Hotkeys Saving (Optional.)

    I am certain it would be appreciated by loads of other veterans out there.

    Edit: I've come to the conclusion that rAthena is actually packed with way more bug-fixes than eAthena, and the fact that I can turn off 'Renewal Features' is awesome.

    By all means, in this case forget the fact that I am testing on eAthena, I will be switching sources tonight.

    If by any chance you do put together this SQL version of the Build Manager, you ought to make sure it is rA compatible rather than eA.

    Cheers.

  8. @Babylonian: It's Job_SuperNovice, make sure you get the constants correct. https://rathena.svn....nk/db/const.txt

    Awesome my man!

    -----

    Quick question regarding the <- Build Manager + ->, eAthena to be precise, not Renewal.

    Would it be possible to make the script save your stats, skills, equipment and hotkeys to a specific build by a name an individual selects?

    Also, the option of allowing one to remove a slot, instead of saving over it, would be plus +. It kind of gets confusing, if you get what I mean.

    Cheers.

  9. @Babylonian:

    I'm not sure about adding that as an official feature, but it's very easy to do. After the line:

    jobchange .@i;

    Add:

    switch(.@i){
    case Job_Swordman: getitem 1108,1; getitem 2104,1; break;
    case Job_Mage: getitem 1605,1; getitem 2102,1; break;
    case Job_Archer: getitem 1708,1; getitem 12008,1; break;
    case Job_Acolyte: getitem 1504,1; getitem 2104,1; break;
    case Job_Merchant: getitem 1301,1; break;
    case Job_Thief: getitem 1211,1; getitem 2104,1; break;
    // etc.
    default: break;
    }
    

    @uDe: Any script with "eAthena" in the header works on eAthena; the rest don't. I've released eA-compatible scripts on the eAthena forums, though: http://eathena.ws/fo...cript-releases/

    switch(.@i){

    case Job_Swordman: getitem 1108,1; getitem 2104,1; break;

    case Job_Mage: getitem 1605,1; getitem 2102,1; break;

    case Job_Archer: getitem 1708,1; getitem 12008,1; break;

    case Job_Acolyte: getitem 1504,1; getitem 2104,1; break;

    case Job_Merchant: getitem 1301,1; break;

    case Job_Thief: getitem 1211,1; getitem 2104,1; break;

    //== Personally added the following 3 lines, and for some reason I am being presented with a 'case' label not integrated.

    case Job_SNovice: getitem 1605,1; break;

    case Job_Taekwon: getitem 1211,1; getitem 2104,1; break;

    case Job_Gunslinger: getitem 1211,1; getitem 2104,1; break;

    case Job_Ninja: getitem 1211,1; getitem 2104,1; break;

    // etc.

    default: break;

    }

    Could you enlighten me? I would also like to specifically include the Super Novice on the list.

    P.S: The 6 first jobs function perfectly fine and are being granted accordingly.

    Cheers.

  10. Awesome work as mentioned.

    A quick suggestion for the Job Master:

    Provide an option of granting a first class job change with basic weapons as follows: (Each specific job change grants a specific weapon.)

    Say when a Novice changes to Thief, he/she will receive a Dirk [2]/[3] weapon.

    Swordman - He/She gets (ID: 1108) and (ID: 2104)

    Mage - He/She gets (ID: 1605) and (ID: 2102)

    Archer - He/She gets (ID: 1708) and (ID: 12008)

    Acolyte - He/She gets (ID: 1504) and (ID: 2104)

    Merchant - He/She gets (ID: 1301)

    Thief - He/She gets (ID: 1211) and (ID: 2104)

    etc...

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