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Everything posted by Ryokem
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That's why after each OnPCKillEvent label, there should be immediately a condition to end the script if not killing the right object. Or rather... abusing of infinite loops or sql queries haha! xD
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Actually it works with some browsers, ok xD But i becomes weird when pasting to notepad++ even if it "seems" a tab o.o! I don't know if it's ok for RO emulator xD
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killedrid --> variable set upon killing someone (when "OnPCKillEvent" triggers). killerrid --> variable set upon dying (when "OnPCDieEvent" triggers).
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magic tabs It is just a fake tabulation. They are 4 spaces even on editors. Also, tabulation just uses invisible columns. You will always need to replace spaces with tabulations.
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Maybe post your script?
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Yeh, but honestly the request should be a little bit more detailed... Or are we playing "guess event"? xD They even don't answer you when asked D:
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Weird script_rid2sd with no source NPC?
Ryokem replied to lnteractive's question in Scripting Support
Yeah that script error is pretty weird as it can be reffered both as npc or db side. In fact the state pointer in the source perfectly gives the idea about what and when it is triggered. It should be implemeted a little bit better tho :< -
Weird script_rid2sd with no source NPC?
Ryokem replied to lnteractive's question in Scripting Support
It's not about "attachrid". Even if you run a simple "OnInit" event label trying to activate a player related command will end up with that error. e.g. OnInit: mes "Hi!"; //ERROR! script_rid2sd: fatal error ! player not attached! -
Weird script_rid2sd with no source NPC?
Ryokem replied to lnteractive's question in Scripting Support
You are trying to execute a player-related command without any RID attached to the script. -
Maybe posting the script that is causing that error will help way a lot. Probably you are triggering that event somewhere else with another OnPCDieEvent, doubling the call. But it's just a guess, can't saying anything official before seeing the script.
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In-game referral? Website referral? Registration referral? Other referrals? Which referral system are you looking for?
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You have to rewrite the query changing some fields. 1. Yeh, I just said that in case of client updates, your SQL method will auto-update 2. Heh, too lazy to read the whole query
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but I called them up only once inside OnInit: labelmeans the query is only executed only once during server startup if you mean the script on post#5 I agree but the script on post#12 I have to disagree I also knew that long time ago though Tho, I didn't even notice the script in Post #5 and #12 were different, anyway the one at Post #12 is sure way better than #5. xD And about which script to use, mostly depends if he wants the list to auto-update each time a new card is added to the database or not. Both seems good even if I still really can't get why to use the server heap using sql when you don't really need to
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Well, it was some sort of fun xD Anyway variable names are arbitrary even if common sense says to use sort of names to identify them xD And well, I'm attending the 5th yeah at university about Informatic Technologies, but I'm impressed about your "self-made" knowledges about scripting and querying. Nothing to make fun of you, on the contrary you are kind of enviable. Anyway I believe that listing cards as Euphy said will be better from a client-side point of view, sql will just slow down the process even if it works pretty well ^^
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LMAO. I loved the "aaa" variable xD
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That's for the NPC script, you'll need source modifications if you want to add an announce when refining with the Weapon Refine skill.
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- script Day_Night -1,{ OnClock0600: announce "Good Morning Intel Ragnarok Players",bc_blue|bc_all; day; end; OnClock1800: announce "Good Evening Intel Ragnarok Players",bc_blue|bc_all; night; end; } Put it into a txt file, tabulate the header and then place the txt inside your NPC folder in your server. Make it to be loaded permanent at every server reload, then load it into the game.
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Ok nvm then, I believed it was a function, as I'm not really this up-to-date about rA new features
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Hopefully it works, 'cause it's pretty late here, can be I still made typos or stupid errors with ease, also 'cause I can't really try script on my own lacking of a server test.
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At whom are you talking to? I just optimized his script without even worry if it was up-to-date or not, honestly. Just post your own "featured" script if you think ours is odd. Maybe he will like your customizations.
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Heh, sorry for the OT but really, people not using rA asking help on rA forum, this sounds funny somehow... Try to use callfunc command to recall that function if you ain't using rAthena
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Added the feature asked for. 1. Activate every hour at minute :00 - script Poring Summoner -1,{ OnInit: //---- NPC Config ----- set .ItemID, 1000; set .SpecialPorings, 2; set .NormalPorings, 2; setarray .Map$[0], "lighthalzen","louyang","comodo","xmas","aldebaran","izlude","payon","geffen","morocc","prontera"; //--------------------- end; OnMinute00: //means the event starts every hour killmonsterall .Map$[.loc]; //Kills monsters in case the even doesn't end in time for the next one. set .loc, rand(getarraysize(.Map$)); //Getting a random location (index of map array listed above) setmapflag .Map$[.loc], mf_noskill; monster .Map$[.loc], 0, 0, "Poring", 1002, .SpecialPorings, "Poring Summoner::OnSpecialKill"; monster .Map$[.loc], 0, 0, "Poring", 1002, .NormalPorings, "Poring Summoner::OnNormalKill"; announce "The Poring Event has begun!", 0; sleep 1000; announce "Location: " + .Map$[.loc], 0; sleep 1000; announce "Special Poring: " + .SpecialPorings, 0; sleep 1000; announce "Normal Poring: " + .NormalPorings, 0; end; OnSpecialKill: set .SpecialPorings, .SpecialPorings - 1; mapannounce .Map$[.loc], strcharinfo(0) + " got a " + getitemname(.ItemID) + "!", bc_blue; getitem .ItemID,1; goto PoringCount; OnNormalKill: set .NormalPorings, .NormalPorings - 1; goto PoringCount; PoringCount: if( .SpecialPorings || .NormalPorings ) mapannounce .Map$[.loc], "Special Poring: " + .SpecialPorings + " || Normal Poring: " + .NormalPorings, bc_blue; else { announce "The Poring Event has ended.", 0; removemapflag .Map$[.loc], mf_noskill; deletearray .Map$[0], getarraysize(.Map$); //Reset the map array before creating it back, just to avoid bugs. goto OnInit; } end; }
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[OT] [/OT]
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is this simple script works? im little learning
Ryokem replied to Mootie's question in Scripting Support
Uh, ok I got it, something such as an @override or @overload... I've always said it, there's always something new to learn! Arigatou!