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Arcenciel

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Everything posted by Arcenciel

  1. So, I'm "kinda" back.

  2. Seriously need to get back to things here in rAthena. Scripting/Database Section is a mess.

  3. I'm closing this topic. It is no longer a showcase topic but a "For sale" topic. Please use IP. Nexus if you're selling the design. http://rathena.org/board/files/
  4. That can't be healthy...

  5. Refer to this post: http://rathena.org/board/topic/56456-300-monster-challenge/page__st__20#entry76151 And to Emistry's correction: http://rathena.org/board/topic/56456-300-monster-challenge/page__st__20#entry76153 See how that goes?
  6. Looks bout right. Test it yourself though because I'm not entirely sure how mapflags work on instances.
  7. It's provided along with the compressed file you download.
  8. College started for me. Having a difficult time finding time for my responsibilities here...decisions decisions.

    1. Mystery

      Mystery

      Don't leave :<

  9. Yea, mapchecks on whatever commands he needs. =P
  10. Sorry to say but you'd have to fix it manually.
  11. *bindatcmd "command","<NPC object name>::<event label>"{,<atcommand level>,<charcommand level>}; *bindatcmd("command","<NPC object name>::<event label>"{,<atcommand level>,<charcommand level>}); This command will bind a NPC event label to an atcommand. Upon execution of the atcommand, the user will invoke the NPC event label. Example: When a user types the command "@test", an angel effect will be shown. - script atcmd_example -1,{ OnInit: bindatcmd("test","atcmd_example::OnAtcommand"); end; OnAtcommand: specialeffect2 338; end; } Use this script command.
  12. Disagree with this idea. In addition to everything Rytech said, you're taking away something that is possible a given player command at some servers out there.
  13. I don't think the number of replies in this topic has any correlation to how many actual server owners want/will use the feature. I'm not against the idea, just trying to be practical.
  14. So how many server owners actually want this/will use this? Is it worth the time investment into coding this?
  15. I don't think it should be removed considering we have an equivalent command for normal mounts which is @mount. I suggest renaming it into something else as newmount can end up being outdated if newer mounts ever come out in the future. Which one would be a more compact/efficient solution? Combining functionality with @mount or just keeping it the way it is?
  16. Makes it easier for scripting?
  17. You're making the script way harder than it needs to be. Read the documentation that came with it. The best way to give the player a reward is to create a custom treasure chest mob with the item you want the player to get upon finishing the instance.
  18. If you mute them, they won't be able to use skills as well if I recall correctly.
  19. I don't believe there's a script that can do what you're asking for. Moving this to Installation Support.
  20. Instead of doing that. Why not just return the player to save point upon death?
  21. You can either edit the source or create a script that would change a player's group when they're a first job. The only difference in the group being one has @go the other doesn't. EDIT: Or use this *bindatcmd "command","<NPC object name>::<event label>"{,<atcommand level>,<charcommand level>}; *bindatcmd("command","<NPC object name>::<event label>"{,<atcommand level>,<charcommand level>}); This command will bind a NPC event label to an atcommand. Upon execution of the atcommand, the user will invoke the NPC event label. Example: When a user types the command "@test", an angel effect will be shown. - script atcmd_example -1,{ OnInit: bindatcmd("test","atcmd_example::OnAtcommand"); end; OnAtcommand: specialeffect2 338; end; } EDIT 2: Noticed your post on the other topic and this topic. Split from the other topic and merged here.
  22. Use the search button. Been asked and answered numerous times before.
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