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Stolao

Developer
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Everything posted by Stolao

  1. this has been requested once already, i guess if you all insist i can.
  2. This would be useful for something I'm writing right now.
  3. Quick answer is no, I run a different version on my own server, that I edit to post here lol sorry.
  4. Update Login Rewards 1.51 -> 1.58 v1.52 Replace all disbottom -> message v1.53 Changed Format to Include minuets instead of just hours v1.54 Made Time till next rewards display dynamic v1.55 Changed a forgotten .PointType$ -> getd(.@TT$[1]) v1.56 changed .@XT -> .@XT$ v1.57 Added Atoi where nessisary v1.58 Fixed a swapped .@x and .@x+1
  5. Update 1.51 -> 1.58 v1.52 Replace all disbottom -> message v1.53 Changed Format to Include minuets instead of just hours v1.54 Made Time till next rewards display dynamic v1.55 Changed a forgotten .PointType$ -> getd(.@TT$[1]) v1.56 changed .@XT -> .@XT$ v1.57 Added Atoi where nessisary v1.58 Fixed a swapped .@x and .@x+1 @wakoko, 1.58 should have fixed your problem
  6. couldn't this also be done through editting the item_db making the enchantments item type 11 with callfuncs?
  7. Same -points to sig- Yeah I saw that awhile back. My first reaction was "damn he's going to steal my juice!", but really I've been procrastinating all of my own ideas... It's so much easier to build things other people ask... Probably fits in with the whole idea that we're'll built to please. Now that it's out in the open I'd expect Emistry, Chapuche, Euphy maybe even Brian to post something... As for me I'm actually thinking about taking a hiatus. I need money and this doesn't exactly pay. If it did I'd die happy. I do this between work sleep and keeping girlfriend happy. Also I made a player owned shop about 2 years ago but it was terrible. Sooo messy I may still have it.
  8. Why not just put weapon cards into that special shoe through an npc, and make shoe wearable only by tk? No need for all the db changes or functions
  9. Try to Optimize it a Little, and keeping good spacing (Euphy is always on me about that) Keep up the good work, decent script~
  10. *sc_start <effect type>,<ticks>,<extra argument>{,<GID>}; *sc_start2 <effect type>,<ticks>,<extra argument>,<percent chance>{,<GID>}; *sc_start4 <effect type>,<ticks>,<value 1>,<value 2>,<value 3>,<value 4>{,<GID>}; *sc_end <effect type>{,<GID>}; These command bestow a status effect on the invoking character. This command is used a lot in the item scripts. // This would poison them for 10 min sc_start SC_Poison,600000,0; Effect type is a number of effect, 'db/const.txt' lists the common (mostly negative) status effect types as constants, starting with 'SC_'. You can also use this to give someone an effect of a player-cast spell: // This will bless someone as if with Bless 10: sc_start 10,240000,10; Extra arguments meaning differs depending on the effect type, for most effects caused by a player skill the extra argument means the level of the skill that would have been used to create that effect, for others it might have no meaning whatsoever. You can actually bless someone with a 0 bless spell level this way, which is fun, but weird. The GID, if given, will cause the status effect to appear on a specified character, instead of the one attached to the running script. This has not been properly tested. 'sc_start2' is perfectly equivalent, but unlike 'sc_start', a status change effect will only occur with a specified percentage chance. 10000 given as the chance is equivalent to a 100% chance, 0 is a zero. 'sc_start4' is just like sc_start, however it takes four parameters for the status change instead of one. What these values are depends on the status change in question. For example, elemental armor defense takes the following four values: - val1 is the first element, val2 is the resistance to the element val1. - val3 is the second element, val4 is the resistance to said element. eg: sc_start4 SC_DefEle,60000,Ele_Fire,20,Ele_Water,-15; 'sc_end' will remove a specified status effect. If SC_All is used (-1), it will do a complete removal of all statuses (although permanent ones will re-apply). You can see the full list of status effects caused by skills in 'src/map/status.h' - they are currently not fully documented, but most of that should be rather obvious. A full list of all SC_ can be found in your /db/const.txt Or did you want a special way of buffing like a % chance on each heal?
  11. Low rates and midhigh rates 1/1/1-3/3/3 is great, And pvp servers 750-1k with a Max level in same range But my all time favorite was a 1/1/1 with Max level of 750/525 me and my bro played, OMG so hard after level 150 to level (was pre re btw)
  12. Yes it is, and its client side so this wouldn't be possible without hexing right?
  13. Haha ya, andi still have a bunch of scripts i just need to get presentable before i release, mostly function based scripts that just need more locations or instances
  14. Status: Approved. [Euphy]
  15. lol then it only heals till hp or sp is full XD, thats kinda funny actually, but no ill have to to heal both hp and sp all the way using &&
  16. Ill for that with an SP check as well, ty for suggestion. I really should wake up before scripting lol never think things through in morning Edit: Update 1.01 -> 1.02 v1.02 Changed for -> while(hp/sp)
  17. < Stolao's Script Collection> Please Comment, Good or Bad i want to know your guys thoughts on what i should do next. Update History At Afk At Commands Auto Event Custom Functions Daily Login Reward Ex Job Master Floating Rates Fly-Wings Group Buffs Mvp Speed Run Non-Abuse Healer Poring Power Pvp Ladder Mining -Unsupported, Bug Fixes Only- Weapon Mastery -Unsupported, Bug Fixes Only- Coming soon to a server near you
  18. you want to go from novice -> 3rd or from 2nd class -> third?
  19. yes however once a player moves progress bar is disables and script ends~ Edit: Update 1.00 -> 1.01 v1.01 Replaced while() with for
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