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AnnieRuru

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Posts posted by AnnieRuru

  1. when free time i check it

    wait until I make version 1.3 then only start convert

    currently the patch is quite a mess (it was made just to debug for the plugin file)

    since you are interested to convert to rathena, I should at least make the code more understandable

    EDIT:

    btw I noticed your way in deleting a zeny doesn't sound right

    it should only deleted the zeny when the clone has successfully spawn,

    but your patch will removed the zeny regardless its success or failed

  2. http://muonline.webzen.com/guides/25/113/game-contents/castle-siege

    I don't really understand even I read it

    so you mean, a player can register for a catapult, then if the catapult's player stand on the red box, every player on the red box died

    then what happen to players stand on green box then ?

    and this seems different to the game Perfect World online I've played

    in Perfect World, the catapult is automatically target the crystal ...

    and player has to buy a catapult scroll in order to pull a catapult

  3. this topic quite old,

    already has 1.4b

    http://rathena.org/board/topic/72376-mvp-summon-script/?p=245270

    this script is quite hard to edit, very messy

    addtionally, you can also use the one inside your own emulator

    https://github.com/rathena/rathena/blob/master/npc/custom/etc/mvp_room.txt

    which is easier to understand, can edit to your liking

    to disable the mvp spawn or boss spawn, just disable it

    	// Options setting inside MVP room
    set .@menu[1], 1; // Turn Heal option On/Off
    set .@menu[2], 0; // Turn MVP Summoning On/Off
    set .@menu[3], 0; // Turn Mini boss Summoning On/Off
    set .@menu[4], 0; // Sell items (branches) On/Off (see shop below, before the mapflags)
    
    • Like 1
  4. https://raw.githubusercontent.com/rathena/rathena/master/npc/custom/battleground/bg_pvp.txt

    https://raw.githubusercontent.com/rathena/rathena/master/npc/custom/battleground/bg_emp.txt

    hmm ? there's 2 custom battleground script in your 'rathena\npc\custom\battleground\' folder

    bg_emp is kill opponent's emperium to win

    bg_pvp is kill all opponent's team member to win

    they are 2 different scripts

    of course you can even find more if search 'battleground' filter by my name 'annieruru'

    • Upvote 1
  5. Our idea was to implement a point-system in KoE.

    So that KoE is interesting from the first to the last minute.

    Points (for example):

    - for each holding minute 1 point

    - for each take 5 points

    - holding in the end 15 points

    no I haven't started yet, I'm kinda busy for another 1~2 more days

    ( I was busy from last friday until this wednesday )

    so if you already seen a script like this, its not mine

    but I can write this one out when I have a good free time, probably on thursday

    your idea certainly looks good, ima going to use your idea, +1 rep

  6. thanks.. but now problem is guildmate able to hit self's guildmate=.= .. same guild can hit each other

    try check is guild_vs1 having a pvp mapflag or not

    though, it should display on the map-server.exe console if conflicted

    also may i ask the prizes is belong to winner or who survival in the emp room?

    the prize gives to all guild member survive in the room

    http://hercules.ws/board/topic/4495-king-of-emperium-hill/?p=29343

    seriously ... you just have to scroll down a little bit of that topic and you'll find your answer ...

  7. Is it possible that on Battle Ground , you can use the SE WOE maps?

    you can use woe:se map for the battleground

    however, you have to clone the map for it

    because mf_battleground and mf_gvg will conflict

     

    [Warning]: npc_parse_mapflag: You can't set GvG and BattleGround flags for the same map! Removing BattleGround flag from prontera in file 'npc/custom1/zzz.txt', line '340'.
  8. yes, the old method which was

    L_event_start:
    	for ( .@i = 0; .@i < .total_register; .@i++ )
    		setbgid ( .@i % 2 )? .red : .blue, .register_aid[.@i];
    	...
    	...
    	end;
    L_event_end:
    	bg_kickall .red;
    	bg_kickall .blue;
    	end;
    OnInit:
    	.red = createbgid(...);
    	.blue = createbgid(...);
    	end;
    is now

    L_event_start:
    	.red = createbgid(...);
    	.blue = createbgid(...);
    	for ( .@i = 0; .@i < .total_register; .@i++ )
    		setbgid ( .@i % 2 )? .red : .blue, .register_aid[.@i];
    	...
    	...
    	end;
    L_event_end:
    	bg_destroy .red;
    	bg_destroy .blue;
    	end;
  9. Thanks, Annie. Added the check in 3c24f45.

    what's the use for '@hm_char_del_check' variable ?

    I'm just about to commit this one

    		mes "[Hunting Missions]";
    		if ( #Mission_Count ) {
    			mes "You've started a mission";
    			mes "on another character.";
    			if ( !query_sql( "SELECT 1 FROM `char_reg_num_db` WHERE `key` = 'Mission0' AND `char_id` IN ( SELECT `char_id` FROM `char` WHERE `account_id` = "+ getcharid(3) +" )", .@dummy ) ) {
    				next;
    				mes "[Hunting Missions]";
    				mes "I can't seem to find any records";
    				mes "for that character, though...";
    				mes "One moment, please.";
    				emotion e_hmm;
    				set #Mission_Count, 0;
    			}
    			close;
    		}
    like this is enough isn't it ?
  10. no its not

    bDefEle,Ele_Ghost;

    used in ghostring card

    and its known that ghostring card making the player turn into ghost elemental armor

    rathena\db\re\attr-fix.txt

    1	// lv1 Attribute table
    //Neut Watr Erth Fire Wind Pois Holy Shdw Gho  Und
      100, 100, 100, 100, 100, 100, 100, 100,  70, 100,  // Neutral
      100,  25, 100, 150,  90, 100,  75, 100, 100, 100,  // Water
      100, 100,  25,  90, 150, 100,  75, 100, 100, 100,  // Earth
      100,  90, 150,  25, 100, 100,  75, 100, 100, 125,  // Fire
      100, 175,  90, 100,  25, 100,  75, 100, 100, 100,  // Wind
      100, 100, 125, 125, 125,   0,  75,  50, 100, -25,  // Poison
      100, 100, 100, 100, 100, 100,   0, 125, 100, 150,  // Holy
      100, 100, 100, 100, 100,  50, 125,   0, 100, -25,  // Shadow
       70, 100, 100, 100, 100, 100,  75,  75, 125, 100,  // Ghost <-----
      100, 100, 100, 100, 100,  50, 100,   0, 100,   0,  // Undead
    non-elemental damage deals only 70% damage to ghost element armor

    and ghost element attack (example soul strike) deal 125% damage to ghost element armor

    also means, if the player hit by soul strike

    bDefEle,Ele_Ghost; <-- you'll take 25% damage increase

    bSubEle,Ele_Ghost,100; <-- you'll take only 1 damage ( tested )

  11. L_reward:
    	getbgusers getarg(0);
    	for ( .@i = 0; .@i < $@arenamembersnum; .@i++ )
    		for ( .@j = 0; .@j < getarg(2); .@j += 2 )
    			getitem getelementofarray( getarg(1), .@j ), getelementofarray( getarg(1), .@j +1 ), $@arenamembers[.@i];
    	return;
    change into

    L_reward:
    	getbgusers getarg(0);
    	for ( .@i = 0; .@i < $@arenamembersnum; .@i++ ) {
    		attachrid $@arenamembers[.@i];
    		YourVariable += 10;
    	}
    	detachrid;
    	return;
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