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Stolao

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Everything posted by Stolao

  1. Ok ive done a test on rev 17541 and i still cannot duplicate your bug, ima pm you
  2. try using -%TAB%itemshop%TAB%<NPC Name>%TAB%<sprite id>,<costitemid>{:<discount>},<itemid>:<price>{,<itemid>:<price>...} <map name>,<x>,<y>,<facing>%TAB%itemshop%TAB%<NPC Name>%TAB%<sprite id>,<costitemid>{:<discount>},<itemid>:<price>{,<itemid>:<price>...}
  3. conf/battle/monster.conf // Defines on who the mob npc_event gets executed when a mob is killed. // Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0) // Type 0: On the player that did the most damage to the mob. // NOTE: This affects who gains the Castle when the Emperium is broken. mob_npc_event_type: 1
  4. Now the problem is I can not disable the event when players leave the maps. try this - script reg_sylph -1,{ OnPCStatCalcEvent: if(getcharid(2) == 3 && ( strcharinfo(3) == "sylph_sky1" || strcharinfo(3) == "splendie" || strcharinfo(3) == "spl_fild01" || strcharinfo(3) == "spl_fild02" || strcharinfo(3) == "spl_fild03" ) ){ if(BaseLevel < 50){ bonus2 bSubRace,RC_Formless,100; bonus2 bSubRace,RC_Undead,100; bonus2 bSubRace,RC_Brute,100; bonus2 bSubRace,RC_Plant,100; bonus2 bSubRace,RC_Insect,100; bonus2 bSubRace,RC_Fish,100; bonus2 bSubRace,RC_Demon,100; bonus2 bSubRace,RC_DemiHuman,100; bonus2 bSubRace,RC_Angel,100; bonus2 bSubRace,RC_Dragon,100; bonus bSpeedRate,40; bonus bSPrecovRate,10; bonus bHPrecovRate,10; } else { bonus bSpeedRate,30; bonus bAspdRate,10; bonus bVariableCastrate,-30; } } }
  5. "im used the latest one." is not a git/svn number please give me a git/svn so i can test on your revision what rev are you using? i tested on a priest and gained exp just fine using holy light against Anubis. only the killer will receive weapon exp for the kill btw. as it uses onnpckillevent: for the exp gain i could make it give exp to whole party however that would make it more of a heavy script then it already is im used the latest one. and i found another bug when i killed mvp the exp got over and weapon level didnt level up i post the screen shot below provide me with a git/revision, the latest one changes daily so "latest one" is not accurate also any mobs with a lable, such as Biolab 3 MVPs will not trigger OnNpcKillEvent:as they have there own triggered event all the script reads is the monsters level from the mob
  6. what rev are you using? i tested on a priest and gained exp just fine using holy light against Anubis. only the killer will receive weapon exp for the kill btw. as it uses onnpckillevent: for the exp gain i could make it give exp to whole party however that would make it more of a heavy script then it already is
  7. OnPCStatCalcEvent: This special label triggers when a player's stats are recalculated, such as when changing stats, equipment, or maps, as well as when logging in, leveling up, and mounting a job mount. This can be used to grant additional item bonuses to certain player groups, for instance. try using that ^
  8. Thanks Neo, Coming from you is a great compliment Yes, its the opening of owari no seraph, I love this song. But the song is from the patch (login screen), I would not have wasted my time putting this background music xD About the UI, The only thing I'm not satisfied with is the progressbar , do not know where to place it or build one with its own design. I am pessimo in design. If you have some suggestion @topic Here I show the get mac address receive by the launcher https://vid.me/e/BmdQ @offtopic did you replace your warp portals with green arrows?
  9. he said he had over 500 entries rA still has the 128 data limit for arrays
  10. what revision/git are you using wrong section btw
  11. try using a callfunc like switch(rand(7)){ case 0: makeegg rand(1001,1030); break; case 1: makeegg rand(1051,1097); break; case 2: makeegg rand(1101,1144); break; case 3: makeegg rand(1151,1222); break; case 4: makeegg rand(1341,1650); break; case 5: makeegg rand(1674,1730); break; case 6: makeegg rand(1777,1930); break; } using each case for the gaps between pet ids this wouldn't take more then 15 mins to code
  12. Class_All increase damage to players as well, does it not? Also your Git picture is adorable
  13. *cough* necro *cough* I actually just started a project like this, a while back but scrapped it maybe ill pick it up again
  14. use OnPCKillEvent: if(@kill <10) set @kill,@kill + 1; OnPCDieEvent: if(@kill > 1){ set @kill,@kill/2; } else set @kill,0; note: this wont check for the weapon
  15. Im trying to Make Weapon refine skill refine up to level 20 without raising the skill level to 20 ive already set the max refine and it works via npc however the skill fails to load the menu for anything past + 10 here is what ive tried clif.c line 6314 -- skill_lv = pc_checkskill(sd,WS_WEAPONREFINE); ++ skill_lv = pc_checkskill(sd,WS_WEAPONREFINE) * 2; //[Stolao] fd=sd->fd; refine_item[0] = -1; refine_item[1] = pc_search_inventory(sd,ITEMID_PHRACON); skill.c line 16152 -- if( item->refine >= sd->menuskill_val || item->refine >= 10 ) ++ if( item->refine >= sd->menuskill_val * 2|| item->refine >= 20 ) { //[Stolao] clif_upgrademessage(sd->fd, 2, item->nameid); return; } if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { clif_upgrademessage(sd->fd, 3, material[ditem->wlv]); return; } per = status_get_refine_chance(ditem->wlv, (int)item->refine); if( sd->class_&JOBL_THIRD ) per += 10; else per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex] pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER); line 16183 -- if(item->refine == 10 && ++ if(item->refine == 20 && //[Stolao] item->card[0] == CARD0_FORGE && (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id) { // Fame point system [DracoRPG] switch(ditem->wlv){ case 1: any thoughts or suggestions
  16. Actually I'm having a similar issue just dif code 0x06a,l:19 Revision from 2015-5-2
  17. conf/battle/battle.conf // For those who is set, their innate attack element is "not elemental" // (100% versus on all defense-elements) (Note 3) // NOTE: This is the setting that makes it so non-players can hit for full // damage against Ghost-type targets with normal attacks (eg: vs. Ghostring). attack_attr_none: 14 change to 15
  18. If you already tested it, there seems to be no script driven solution.So you should look for an example of raising fame in the src. Example for pharmacy_10 in src/map/skill.c: case 10: fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row //[...] if (fame) pc_addfame(sd,fame); The needed function is pc_addfame. Now you can simply create a script function like this:Add to src/custom/script.inc: /// Increases fame of the attached character /// /// addfame <fame points>; BUILDIN_FUNC(addfame) { int fame; struct map_session_data *sd = script_rid2sd(st); nullpo_retr(1, sd); //Player must be attached fame = script_getnum(st,2); if( fame < 0 ) { ShowError("addfame: Fame must be positive. (Fame=%d).\n", fame); return 1; } pc_addfame(sd,fame); return SCRIPT_CMD_SUCCESS; } Add to src/custom/script_def.inc: BUILDIN_DEF(addfame,"i"), Keep in mind that every job will get the fame points. Even if it's a High Wizard. ty I removed the negative check for more functionality
  19. 29115,Naght_Seiger_Twin_Blades,Naght Twin Blades,5,20000,,100,,1,,1,0xFFFFFFFF,7,2,1,,0,0,1836,{ bonus bAllStats,10; bonus bAgi,5; bonus bLuk,5; bonus2 bAddSize,Size_All,15; bonus2 bMagicAddSize,Size_All,15; if(BaseClass==Job_Mage||BaseClass==Job_Archer||BaseClass==Job_Acolyte){ bonus bInt,15; bonus bDex,15; bonus bMatkRate,10; bonus bDelayrate,-10; }else if(BaseClass==Job_Swordman||BaseClass==Job_Merchant||BaseClass==Job_Thief){ bonus bStr,15; bonus bVit,15; bonus bAtkRate,10; bonus bBaseAtk,300; }else if(BaseClass==Job_Taekwon){ bonus2 bAddSize,Size_All,15; bonus bAllStats,8; bonus bMaxHPrate,12; bonus bMaxSPrate,12; }else if(BaseClass==Job_Gunslinger){ bonus bDex,15; bonus bLongAtkRate,15; bonus bMaxHPrate,15; }else if(BaseClass==Job_Ninja){ bonus2 bAddSize,Size_All,15; bonus2 bMagicAddSize,Size_All,15; bonus bAllStats,8; } },{},{} look in your ro/doc/item_bonus.txt and in your ro/doc/script_commands.txt for more help
  20. sure its easy after OnNPCKillEvent: add if(strcharinfo(3) != "pontera") end;
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