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Stolao

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Everything posted by Stolao

  1. 1) what revision you using without that nothing can be solved
  2. You can do anything you like its your server, personally I wouldn't put your quest exp over 1/2 your base or job exp especially if you have multiple use quest on.
  3. can you look into your autoevent.it has so many bugs with the latest revision of rAthena. i had to fix most of the events manual. for ex the script tries to hide npc before the npc loads. maze event dosnt end when someone walks to the rewards guy, pvp reward npc is not hidden when event start and event dosnt end when there is 1 player left and some dead next to him. also dosnt tp dead players back. and much much more can you look into it please? also how do i make the event start at a day on clock, like i want to start a event at Sunday 6 AM. and other one at Monday 6pm. thank in advice. Hmm odd works on my current live server, once I fix my comp I'll update rAthena and take a look.After onminute55 do a check for day using get time --------------------------------------- *gettime(<type>) This function will return specified information about the current system time. 1 - Seconds (of a minute) 2 - Minutes (of an hour) 3 - Hour (of a day) 4 - Week day (0 for Sunday, 6 is Saturday) 5 - Day of the month. 6 - Number of the month. 7 - Year. 8 - Day of the year. It will only return numbers. if (gettime(4)==6) mes "It's a Saturday. I don't work on Saturdays."; --------------------------------------- this will apply to all events or i have to do it to each event?like maze at sunday 6am Zombie at Monday 6pm Just make a schedule using the functions and gettime its fairly simple
  4. I run a pre-re server and never have I had any non admin become a 3rd class chances are you did something that's allowing them to access 3rd jobs, I'd recommend removing #job from all gms and making sure you didn't install a 3rd job job master
  5. 明けましておめでとうございます
  6. Ya set mode to pre-re then edit @job command to not include 3rds
  7. can you look into your autoevent.it has so many bugs with the latest revision of rAthena. i had to fix most of the events manual. for ex the script tries to hide npc before the npc loads. maze event dosnt end when someone walks to the rewards guy, pvp reward npc is not hidden when event start and event dosnt end when there is 1 player left and some dead next to him. also dosnt tp dead players back. and much much more can you look into it please? also how do i make the event start at a day on clock, like i want to start a event at Sunday 6 AM. and other one at Monday 6pm. thank in advice. Hmm odd works on my current live server, once I fix my comp I'll update rAthena and take a look. After onminute55 do a check for day using get time --------------------------------------- *gettime(<type>) This function will return specified information about the current system time. 1 - Seconds (of a minute) 2 - Minutes (of an hour) 3 - Hour (of a day) 4 - Week day (0 for Sunday, 6 is Saturday) 5 - Day of the month. 6 - Number of the month. 7 - Year. 8 - Day of the year. It will only return numbers. if (gettime(4)==6) mes "It's a Saturday. I don't work on Saturdays."; ---------------------------------------
  8. They don't earn more exp but require less exp overall to level.
  9. Ya easy --------------------------------------- *getitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>}; *getitem2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>}; This command will give an amount of specified items to the invoking character. If an optional account ID is specified, and the target character is currently online, items will be created in their inventory instead. If they are not online, nothing will happen. It works essentially the same as 'getitem' but is a lot more flexible. Those parameters that are different from 'getitem' are: identify - Whether you want the item to be identified (1) or not (0). refine - For how many pluses will it be refined. It will not let you refine an item higher than the max refine. attribute - Whether the item is broken (1) or not (0). card1,2,3,4 - If you want a card compound to it, place the card ID number into the specific card slot. Card1-card4 values are also used to store name information for named items, as well as the elemental property of weapons and armor. You can create a named item in this manner, however, if you just need a named piece of standard equipment, it is much easier to the 'getnameditem' function instead. You will need to keep these values if you want to destroy and then perfectly recreate a named item, for this see 'getinventorylist'. If you still want to try creating a named item with this command because 'getnameditem' won't do it for you cause it's too limited, you can do it like this. Careful, minor magic ahead. // First, let's get an ID of a character who's name will be on the item. // Only an existing character's name may be there. // Let's assume our character is 'Adam' and find his ID. @charid = getcharid(0,"Adam"); // Now we split the character ID number into two portions with a binary // shift operation. If you don't understand what this does, just copy it. @card3 = @charid & 65535; @card4 = @charid >> 16; // If you're inscribing non-equipment, @card1 must be 254. // Arrows are also not equipment. @card1 = 254; // For named equipment, card2 means the Star Crumbs and elemental // crystals used to make this equipment. For everything else, it's 0. @card2 = 0; // Now, let's give the character who invoked the script some // Adam's Apples: getitem2 512,1,1,0,0,@card1,@card2,@card3,@card4; This wasn't tested with all possible items, so I can't give any promises, experiment first before relying on it. To create equipment, continue this example it like this: // We've already have card3 and card4 loaded with correct // values so we'll just set up card1 and card2 with data // for an Ice Stiletto. // If you're inscribing equipment, @card1 must be 255. @card1 = 255; // That's the number of star crumbs in a weapon. @sc = 2; // That's the number of elemental property of the weapon. @ele = 1; // And that's the wacky formula that makes them into // a single number. @card2 = @ele+((@sc*5)<<8); // That will make us an Adam's +2 VVS Ice Stiletto: getitem2 1216,1,1,2,0,@card1,@card2,@card3,@card4; Experiment with the number of star crumbs - I'm not certain just how much will work most and what it depends on. The valid element numbers are: 1 - Ice, 2 - Earth 3 - Fire 4 - Wind. You can, apparently, even create duplicates of the same pet egg with this command, creating a pet which is the same, but simultaneously exists in two eggs, and may hatch from either, although, I'm not sure what kind of a mess will this really cause. ---------------------------------------
  10. that could be scripted fairly easily
  11. Unfortunately my computer is down (on phone) I'm waiting on a part atm
  12. Replace space with tab. Example: function script QWS_Dungeon_Warpra { to function script QWS_Dungeon_Warpra { ya what he said, it replaced tabs with spaces for some reason...
  13. That would be a source edit Kozima.
  14. change function script QWS_Dungeon_Warpra { to function script QWS_Dungeon_Warpra { set ##QWS_D_Unlock, (##QWS_D_Unlock | 8 | 32 | 1048576); and change function script QWS_Town_Warpra { to function script QWS_Town_Warpra { set ##QWS_T_Unlock, (##QWS_T_Unlock | 1 | 2028 | 262144); also the town or Rachel doesn't appear in the list
  15. List towns and dungeons you want by default Also please don't bump your topic 50 times
  16. This is a source thing and I believe rAthena fixed it as it considered a bug an unofficial behavior
  17. I did not, mime does not check for vending I use a vending map to check venders on my own server btw
  18. Switch(rand(5)){ Case 0: blahbalh Case 1: etc }
  19. With its current format the only possible way I see would be replace the refine system as a weapon mastery level, and increasing max refine to 100 at the same time removing all other types of refine from weapons. But personally I'm against that. Another possible way would be rewriting the uid but that's alot more complex which is why I went with the style I did. i see thank you.. anyways can you make a beginner guide how could we edit the effects per level? we are new and we barely understand how scripts work so if ever you have time guides would be so helpful for us thank you! Its not hard really just on the function change the bonuses ( https://github.com/rathena/rathena/blob/master/doc/item_bonus.txt reference ) and for the @wi command just make the text match the effects you add.
  20. With its current format the only possible way I see would be replace the refine system as a weapon mastery level, and increasing max refine to 100 at the same time removing all other types of refine from weapons. But personally I'm against that. Another possible way would be rewriting the uid but that's alot more complex which is why I went with the style I did.
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