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Vach

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Everything posted by Vach

  1. I was going to say, the links were broken when I first looked but it doesn't matter because you have it there. I didn't really need the entire script anyway. Anyway, Annie, yea... I'm thinking it's impossible. Your script doesn't really apply to what I am talking about, but it is the same scenario. Something more like this: MainMenu: mes "[NPC]"; mes "Hello! How are you!" // Make this stuff disappear without 'next;' command used. menu "Stuff",-, "More Stuff",-; // Do stuff... goto MainMenu: EDIT: Yes exactly, what GmOcean has said. Oh well! I guess I should make a request thread?
  2. I'm not familiar with that. Can I see it?
  3. In that situation both messages would still be on the same display, and I can't have there be a delay in the script either.
  4. When you use the "next;" script command, it provides the player with a "next" button on the NPC interface UI, and when that button is pushed, the display with the NPC messages refreshes - becoming blank for the next "mes" command. I want the function of the refresh without actually having to push the next button.
  5. I don't think that would help in this situation; I want the NPC operations to continue as normal I just don't want the next button in the UI to be a requirement to do this.
  6. Hello! Does anyone know if this is possible? I'd like a NPC message to refresh every time a menu prompt is selected, instead of the next button. I have a looping message for a certain NPC and I think this would be way better than forcing the player to hit next AND THEN the menu prompt.
  7. You have an error in your call function syntax. Change it to: callfunc "cloneslave";
  8. May we see the script? Or more of this section at least if its super large, I'm curious to see what values are being priduced into what I'm assuming is a 'select' function. Also, have you tried putting it into generic if statements with temp labels just to test results? EDIT: So Annie, you can only have one ? operator inline like that?
  9. I don't really get any errors, only occasional gameplay inconveniences, super minor... such as the Enemy HP Bar being inconsistent and crashes if screenshots are mashed or hundreds of skill points are spent at once. And yes my Quest Window is translated. I don't really get any errors, only occasional gameplay inconveniences, super minor... such as the Enemy HP Bar being inconsistent and crashes if screenshots are mashed or hundreds of skill points are spent at once. And yes my Quest Window is translated.
  10. At here: http://sourceforge.net/projects/atwl/files/WeeDiffGen/
  11. 04-10 has many things hard coded into the client, and a handful translated via msgstring and some lua fules. Go here: http://rathena.org/board/topic/71122-project-2012-client-translation/ to get help translating those hex codes. I, personally, use 4-24 as it converts most of those to msgstringtable conversions preventing you from needing to hex the client.
  12. I think what he's trying to say is when the client automatically closes when the server sends a "your previous login is still recognized by the server, please try again in a few minutes" and when you hit "cancel" after getting all the way to character select. In any case, I agree, I wish we had a plugin to disable that... In regards to the update... Sweet once more, thanks Ai4rei!
  13. I agree that this would jump in use if you could enable specific variables to work specific bonus lines... otherwise it could become difficult to use for sparse server populations (with npc hosted events).
  14. This could be a very useful setup for some kind of endgame endurance arena that is far worse than Endless Tower.
  15. That could work, I was thinking of messing with the OnEquip and OnUnEquip to work with a timetick. Essentially these are going to be mega upgraded shotguns of the shotguns that are already there, but because they will have such limited range and impressive splash the equipment restriction would have to be necessary. I'll try both ideas and see what works best and then report back here. Thanks AnnieRuru.
  16. Vach

    Custom Weapon

    I'm pretty sure more specific sprite editing is needed to make classes that don't normally animate with a weapon, do so. Did you edit the sprite to work (act files)? Or just attach the job to it? It'd be like putting swords on a mage, it'd just look like they're punching everything unless you make entirely new sprites. I actually don't know which specific file to edit, but I wanted to appraise you of your roadblock.
  17. Yea, you are correct, that is exactly the issue I encountered. So I scrapped the idea. Instead, I embedded the Quest UI in with my own quest system. It's cumbersome, but it gets the job done and makes everything look nice, plus adding quests ends up being simplier because I can use "checkquest" functions. Well, I guess giving up wasn't so bad in this case.
  18. Hey! That's kind of a low blow there! I've been programming for years I know how to work with negative integers. =( I was merely restating my question for clarity and to repropose other alternatives (if any). Anyway... In regards to the un-equip restriction, I was thinking of doing just that. Call a function or some other that prevents the item from being unequipped a few seconds after attacking with it. I'm not sure if anything like that exists.
  19. I'm trying to overcome the need to use the in-game Quest UI for hunting missions, without using the OnDeath label - which would make that called every time any monster dies anywhere. With some source modifications I could essentially run event labels that run functions for specific monsters and limit the amount of processing going on serverside. I'm not sure if I even need these to do this, but I probably would so I could store the mobs GID and create some kind of switch that shuffles through mobs for players on specific hunting missions attached to them. It's probably a lost cause, though.
  20. +1 for AWESOME. Hmmm, I could have sworn I posted an additional reply? I suppose it got lost in translation! Anyway, in it I had mentioned there was a bug with this fix. When scoring criticals with abilities that have effects, such as spells and things like finger offensive, the effect does not occur and the sprite animation repeats. It acts a little weird when casting on a target and they die mid-attack (with a multi-hitting attack). It sort of makes them "auto target" random stuff until the "attack" animation finishes. Also, every hit is a crit if one is... Is there a way to change this so crits are checked for each attack on multi-hitting skills, like thunderbolt? I tried messaging goddameit, but no response.
  21. I'd rather just go with database edits, it makes things a whole lot easier for assigning values and skill edits. Unfortunately, I may have to go with creating a new weapon group to make the new skills "only work" with shotguns. That being said, for now I'll try without a new weapon group. So there is a database bBonus that limits range? That makes it easier. What about the un-equip restriction? Is that possible through item script or does that require source editing?
  22. In regards to the source mod here: http://rathena.org/wiki/Mob_event_variables Do these variables get supplied with all mob kills? Or only those with scripts run afterwards from in-script mob summons? Also, if thats the case, how do you get the variables? Just set .@MobName, monstername$; Or some such?
  23. It's not on reconnect, it's happening while his service is active (unless I'm not understanding).
  24. I have some sprites my artist made I can use for this as well as different setups for the item stats and how to add skills for it. My only question is: Should I use an item equip command to horribly lower ASPD when the item is equipped, or is there a way to create a "delay before attack again" so someone couldn't just equip and unequip the weapon constantly to get shots back? In the database, shotguns will basically be gun items that have very slow attack speed with high damage and splash, but low range. Speaking of range, is there a way to limit range with with an equipped ranged weapon with simple item_db editing or does that have to be done with the source? I suppose I'll have to edit the source anyway to make a new weapon "type" for the skills to work properly... anyway. And my apologies if this is in the wrong section. I didn't know if it was request or support at this point.
  25. After upgrading my server to rAthena and getting it to work stabily, I had to upgrade my quest system to function properly with rAthena and while doing so I had an interesting thought. My old quest system was completely serverside using NPC conversations through items and other dynamic menus. With the current quest UI and other such things, it tends to be more engaging and have better quest management through the already existing quest system and UI. There are many reasons I went with a serverside system: easier updating, no patches for new quests, more control of what is active and what isn't, dynamic quest desriptions. All of that is not possible with the current UI due to part of the quest data being server side. So that brings me to my question/requet; would it be possible to manipulate the quest UI serverside? I realize this task is probably difficult and a little ambitious, but if possible, I think it would be really cool and very helpful for hunting missions and cutting back on data storage. So, any thoughts?
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