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Stolao

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Everything posted by Stolao

  1. Stolao

    Instances

    You mean "but we", rAthena is a community driven ragnarok emulator project if your on here your part of it Though on the topic of instance o want to update the instance system before I make any more myself.
  2. You just asked where it was, and that's all. If you want to do something with it you should ask.
  3. https://github.com/rathena/rathena/blob/master/src/map/status.c And do a search for RG_STRIPWEAPON
  4. This is not a script its source and its found under the strip skills in status.c if I remember correctly.
  5. https://github.com/rathena/rathena/blob/master/doc/script_commands.txt This is your friend
  6. Can you give me an example of this? and how do I 'set to if slavecnt less then 5'? btw thank you! Take a look at say.. any MVP for the slave limit, the just add that line multiple times with a rate less then 10000.
  7. Why I have never seen this.... Awesome stuff.
  8. make multiple NPC_SUMMONSLAVE skill useages each with a differant mob but have all them sett to if slavecnt less then 5, also id give them a high ish chance but a longish cooldown
  9. addrid should work even if no players are already attached if you use properly, if for some reason its not id say use ontouch create an array then do a check if players in that array are in the range and run the effect on all playere who meet range requirements then after event is over clear the array (this only works if its not a constant ongoing thing, good for boss fight or minigame)
  10. for the attaching of players use addrid(4,0,x1,y1,x2,y2) ------------------------- *addrid(<type>{,<flag>{,<parameters>}}); This command will attach other RIDs to the current script without detaching the invoking RID. It returns 1 if successful and 0 upon failure. <type> determines what RIDs are attached: 0: All players in the server. 1: All players in the map of the invoking player, or the invoking NPC if no player is attached. 2: Party members of a specified party ID. [ Parameters: <party id> ] 3: Guild members of a specified guild ID. [ Parameters: <guild id> ] 4: All players in a specified area of the map of the invoking player (or NPC). [ Parameters: <x0>,<y0>,<x1>,<y1> ] Account ID: If type is Account ID, attach the specified account ID. <flag> can prevent certain players from being attached: 0: Players are always attached. (default) 1: Players currently running another script will not be attached. --------------------------------------- as for the random effect do a switch(rand(5)){ case 0:effect 1 case 1:effect 2 case 2:effect3 case 3:effect4 case 4:effect5 } just be sure to detatch players after every cycle
  11. If your just making costumes there are limitations on number of classes you can add, there is a limit on the jobmask->item db. Let me get you a link for adding custom jobs. http://herc.ws/board/topic/9273-guide-how-to-add-custom-jobs/ You want to skip adding a jobmask->itemdb since its just a costume and one other step that rA doesn't use.
  12. change monster .Map$,0,0,"[ Farm Zone ] Resident",-1,80,strnpcinfo(0)+"::OnNormalKill"; to monster .Map$,0,0,"[ Farm Zone ] Resident",rand(2400,2405),80,strnpcinfo(0)+"::OnNormalKill"; there should be 2 of these
  13. if(addrid(0)) dispbottom "This will show to everyone in dark red",0xFF7777;
  14. looking further into this i honestly think the entire instance system could use an overhaul in the way it works, it "functions" and its significantly better then it use to be, but lets be honest it could be a lot better and honestly its almost embarrassing (not that i could write it, i think)
  15. recently i did a request that required use of instancing but for 1 player, this got me thinking we should add alternate instancing styles instead of just the party based instancing, to allow both player instances and guild instances, while im aware you can just add players to a party or check to make sure your the only player in a party, this seems clumsy..... and unorganized so my suggestion add Multiple Instance types [0] Party, [1] Guild, [2] Player Instances while there are no official instances (yet) that are player or guild based, i think this would be a fine addition for server developers. and the benefit of possible future proofing thoughts, comments, concerns?
  16. Np, was a nice thought challenge before bed
  17. you read it too soon, i had to fix it above notice my edit is after your reply -..-
  18. So you want a random number of variables set to a random number from a given array correct, without any repeating values from said given array? try this setarray .array_list[0], 1, 2, 3, 4, 5; set .random_variable, rand( 1,4 ); copyarray .@temp_list[0],.array_list[0],getarraysize( .array_list); for( set .@a, 0; .@a < .random_variable; set .@a, .@a + 1 ) { .@i = rand( getarraysize( .@temp_list) ) setd( "Variable_" + .@a ), .@temp_list[ .@i ]; deletearray .@temp_list[.@i],1; mes .@a + ": " + getd( "Variable_" + .@a ) + ""; } Edit2: This Should Work
  19. If(getd("variable_"+rand(1,4)) == 5) On phone so want type it all out but you get idea I hope
  20. For cast time its 1/1000 of a second so just put a 1 there instead of a zero (basically instant) Think for target id you can leave it as a 0 to skip, if not just attach a random player nearby
  21. On spawn start NPC timer for an invisible or alternative NPC, then have a lable on the mob that ends the timer on death.
  22. Yes though head sprites might be an issue
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