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iubantot

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Everything posted by iubantot

  1. where do i post suggestion about script commands?
  2. i see thanks!, what do i put in the <param>? can you give me an example?
  3. prontera,154,179,4 script random-opt 461,{ setrandomoption(8,RDMOPT_VAR_MAXHPPERCENT,10,0,getcharid(0)); //give +10% maxhp setrandomoption(8,RDMOPT_VAR_ATKPERCENT,10,1,getcharid(0)); //+10% atk perc setrandomoption(8,RDMOPT_VAR_PLUSASPDPERCENT,100,2,getcharid(0)); //+100% aspd setrandomoption(8,RDMOPT_VAR_AVOIDSUCCESSVALUE,5,3,getcharid(0)); // +5 avoid end; } please help how do i use it properly.
  4. so im planning to make an outdoor map that will be affected when i type @night in game but unfortunately i always end up making it too bright that when i use @night the lighting stays the same. can anyone tell me the exact light settings for @night to work well? please include the global light settings
  5. what tool did you use for renaming? i want to do the renaming for the jRO costumes. it looks good using https://rathena.org/board/files/file/3437-third-job-costumes-corrected/
  6. File Name: Iron man Helm File Submitter: iubantot File Submitted: 11 May 2016 File Category: Headgears Content Author: Itachi Sorry for the not so good quality newbie spriter hope you enjoy using it Click here to download this file
  7. yes hahaha im actually working on a horror toy factory script thanks for the help!
  8. how about if i want to check if he is transformed into a certain monster? for example a poring is this correct? getstatus(SC_MONSTER_TRANSFORM,1) != 1249
  9. how do i check if player is sc_transformed?
  10. is 2015-10-29 stable? or what other clients can i use and where do i get them
  11. How do i use this? on a npc script for example mes "The Item is " + <itemlink>602</itemlink> + "."; then a window will pop with the items description. im using 2015-11-04 client * Edit * so i manage to make it work but the text is always at the top so im following this format. mes "<ITEM>Apple<INFO>602</INFO></ITEM>";
  12. may i request a source to make enchants to be automatically be putted to the fourth slot when you use them like cards ex (essence of evil)
  13. **link updated with database info** mob_db and stuffs
  14. i have confirmed it. the timer does continue i am actually referring to the script of the endless tower portection stone, something's wrong with the use of check quest e_tower,81,105,0 script Tower Protection Stone 406,{ set .@party_id,getcharid(1); set .@md_name$,"Endless Tower"; set .@etower_timer,checkquest(60200,PLAYTIME); // 1 week set .@etower_timer2,checkquest(60201,PLAYTIME); // 4 hours if (!instance_check_party(.@party_id,1)) { mes "Make or join a party with more than 1 member and try again."; close; } if (.@etower_timer == -1) { if (getcharid(0) == getpartyleader(.@party_id,2)) { mes "Confirmed the party has been made. Would you like to reserve entrance to the Endless Tower?"; next; switch(select("Generate dungeon "+.@md_name$+":Enter the dungeon:Return to Alberta:Cancel")) { case 1: if (instance_create(.@md_name$) < 0) { mes "Party Name: "+ getpartyname(.@party_id); mes "Party Leader: "+strcharinfo(0); mes "^0000ff"+.@md_name$+" ^000000- Reservation Failed!"; close; } mes "^0000ff"+.@md_name$+"^000000 - Try to reserve"; mes "After making a reservation, you have to talk to NPC behind and select the menu 'Enter the Dungeon' to enter the dungeon."; close; case 2: callsub L_Enter,0,1; case 3: mes "I will move you to Alberta."; close2; warp "alberta",223,36; end; case 4: close; } } switch(select("Enter the "+.@md_name$+":Return to Alberta:Cancel")) { case 1: callsub L_Enter,1,1; case 2: mes "I will move you to Alberta."; close2; warp "alberta",223,36; end; case 3: end; } } else if ((.@etower_timer >= 0) && (.@etower_timer2 < 2)) { mes "If you have the dungeon generated already, you can enter it. "; next; switch(select("Enter the "+.@md_name$+":Return to Alberta:Cancel")) { case 1: callsub L_Enter,0,0; case 2: mes "I will move you to Alberta."; close2; warp "alberta",223,36; end; case 3: break; } close; } else if ((.@etower_timer >= 0) && (.@etower_timer < 2) && (.@etower_timer2 == 2)) { set .@dun_lim_time,etower_timer+604800; // 1 week set .@dun_lim_time2,etower_timer+14400; // 4 hours set .@dun_cur_time,gettimetick(2); set .@dun_ent_t,(.@dun_lim_time - .@dun_cur_time); set .@dun_h,(.@dun_ent_t / 3600); set .@dun_m,(.@dun_ent_t - (.@dun_h * 3600)) / 60; set .@dun_s,.@dun_ent_t - ((.@dun_h * 3600) + (.@dun_m * 60)); mes "Due to the tower's aftereffects, you cannot enter the dungeon right now, " + .@dun_h + "hours " + .@dun_m + "minutes " + .@dun_s + "seconds left to enter the next dungeon."; next; mes "It is dangerous here. Let me move you to Alberta."; close2; warp "alberta",223,36; end; } else { set etower_timer,0; erasequest 60200; erasequest 60201; mes "^0000ffThe records and after effects related to the Endless Tower have been removed. You can generate and enter the Endless Tower again.^000000"; close; } L_Enter: switch(instance_enter("Endless Tower")) { case 3: mes "An unknown error has occurred."; close; case 2: mes "The memorial dungeon Endless Tower does not exist."; mes "The party leader did not generate the dungeon yet."; close; case 1: mes "You can enter the dungeon after making the party."; close; case 0: mapannounce "e_tower", strcharinfo(0) +" of the party, "+ getpartyname( getcharid(1) ) +", is entering the dungeon, Endless Tower.",bc_map,"0x00ff99",FW_NORMAL,12; if (getarg(1)) { set etower_timer,gettimetick(2); setquest 60200; setquest 60201; } //warp "1@tower",52,354; if (getarg(0) == 0) close; else end; } }
  15. about checkquest command If parameter "PLAYTIME" is supplied: -1 = Quest not started (not in quest log) 0 = the time limit has not yet been reached 1 = the time limit has not been reached but the quest is marked as complete 2 = the time limit has been reached so when i use complete quest the parameter becomes 1. does the timer for playtime still ticks after i use complete quest on it? and eventually will return 2 if the time limit is reached?
  16. i just want to share this script that i fixed and made it compatible to rA it's from instance package from Herc. translated it from iRO yey! * note * the entrance is custom made deal with it hehehe http://pastebin.com/JXYLPegF **link updated with database info**
  17. How do i make the alternate outfit read the same palette file name and not the one in the palette-costumes folder.? ex: GX clothe color is 146 -> GX alternate outfit will also read the palette of the original gx
  18. So is there a way to make the body styles to use the same palette color of the original bodystyle? because their like making them read the palette file for their class and not in the costume folder
  19. i guess it's easier to make a dialogue for instance when there is a <npc name> parameter. i hope they will add this sometime )
  20. /*========================================== * npctalk (sends message to surrounding area) * usage: npctalk "<message>"{,"<npc name>"}; *------------------------------------------*/ BUILDIN(npctalk) { struct npc_data* nd; const char *str = script_getstr(st,2); if (script_hasdata(st, 3)) { nd = npc->name2id(script_getstr(st, 3)); } else { nd = map->id2nd(st->oid); } if (nd != NULL) { char name[NAME_LENGTH], message[256]; safestrncpy(name, nd->name, sizeof(name)); strtok(name, "#"); // discard extra name identifier if present safesnprintf(message, sizeof(message), "%s : %s", name, str); clif->disp_overhead(&nd->bl, message); } return true; } How about implementing this on rathena?
  21. how do i add delay for default channels available for players? for example : trade -> 5 secs delay before sending a message again main -> 3 secs delay
  22. Version v1.0

    560 downloads

    Sorry for the not so good quality newbie spriter hope you enjoy using it
    Free
  23. but what if the player is attacking the monster then ontimer i will kill the monster but i do not want to trigger the event, example map is prontera like mobremove command but it was removed SOLVED my Instance is now working!!! THANKS Emistry >)
  24. are there other options? because i want to kill the monster without triggering the event
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