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Arcenciel

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Everything posted by Arcenciel

  1. Hopefully this helps: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk/doc/item_db.txt
  2. I've pointed this topic out to the Admins. You guys should get a reply sooner or later.
  3. Try reading this: http://rathena.org/wiki/Thor_Patcher
  4. You need to be soul linked.
  5. What would be the purpose of changing the Pushcart skill to active? Do you mean for it to allow the players to get a pushcart upon use of the skill?
  6. I'm not sure if this affects your script in anyway..but are you using TXT or SQL? Some things just don't work with TXT like for example the mail and the mercenary system. I'm not sure if cash points are one of them.
  7. I assumed it wouldn't. =/ Try out Z3R0 suggestion.
  8. Considering your request can only be done via source, I've moved this topic to the proper section.
  9. Script based Anti-bot don't work since there's always ways around it. If you truly want an Anti-bot, you'd have to invest in programs like Harmony which prevents botting by manipulating the client itself. However if you really want one, here is one from eAthena: http://www.eathena.ws/board/index.php?showtopic=283847
  10. Your variable is wrong Read about it here: http://rathena.org/w...iables_and_goto or Chapter Two of these series: http://rathena.org/b...ng-for-dummies/
  11. Arcenciel

    Help

    Does it output any kind of error in the map-server?
  12. You can't kill an NPC.
  13. That should be backed up in the bug report in our forums. Who knows when eA will just randomly disappear and that fix posted there gone.
  14. Check the item script for the dead branch and search up *monster in the scripting documentation. https://rathena.svn.sourceforge.net/svnroot/rathena/trunk/doc/script_commands.txt
  15. Think it's the control panel button that makes it looks weird. Maybe it's just me? Iunno. XP
  16. Antibot scripts are useless. You're just creating a hassle for your players.
  17. I've searched the scripting documentation and I don't believe so. Try summoning them the same way they are summoned via dead branch? Also, you could duplicate the monster and set it as aggressive. Just extra work.
  18. Is your problem solved or not? I unmarked it solved after your comment since your problem isn't really solved yet.
  19. Newest version definitely looks nicer compared to the other two. You might wanna check the alignment of your text in the buttons. I think they're aren't centered. Also, I think the stroke on your slogan is a lil bit too much. Maybe lessen it by one? Also there's no such thing as the right way or the wrong way when it comes to art. Feel free to express whatever you want in however way you want.
  20. Someone proposed a solution in the bug report. Try that if it works for you.
  21. I didn't actually load/test it on a server. I'm just basing it from what I know. if ($PoringKilled==1) goto L_AllDead; Replace goto L_AllDead with donpcevent "Monster Quest::OnAllDead" Do note you have to replace your L_AllDead label with OnAllDead
  22. OnPoringKilled: set $PoringKilled,$PoringKilled+1; if ($PoringKilled==1) goto L_AllDead; end; You're using a global variable. If you've run this before, your variable might be greater than 1 already. Also instead of goto use donpcevent *donpcevent "{NPC NAME}::<event label>"; This command invokes the event label code within an another NPC or NPCs. If event label has the form "NpcName::OnLabel", then only given NPC's event label will be invoked (much like 'goto' into another NPC). If the form is "::OnLabel" (NpcName omitted), the event code of all NPCs with given label will be invoked, one after another. In both cases the invoked script will run without an attached RID, whether or not the invoking script was attached to a player. The event label name is required to start with On. This command can be used to make other NPCs act, as if they were responding to the invoking NPC's actions, such as using an emotion or talking. place,100,100,1%TAB%script%TAB%NPC%TAB%53,{ mes "Hey NPC2 copy what I do"; close2; set .@emote, rand(1,30); donpcevent "NPC2::OnEmote"; OnEmote: emotion .@emote; end; } place,102,100,1%TAB%script%TAB%NPC2%TAB%53,{ mes "Hey NPC copy what I do"; close2; set .@emote, rand(1,30); donpcevent "NPC::OnEmote"; OnEmote: emotion .@emote; end; } Whichever of the both NPCs is talked to, both will show a random emotion at the same time.
  23. Scripting has not been changed in anyway major ever since the fork. eAthena scripts will still work in rAthena.
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