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Everything posted by Stolao
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odd it works on my rA svn?
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< Stolao's Pvp Ladder> Features: A Dynamic Pvp Ladder Todo: Suggestions? Optimize? Changelog: 3.00 Overhaul 3.01 Fixed missing "No" for "No Ygg" 3.02 Added Show Map Name Option 3.03 Added Max Players Option 3.04 Optimized and fixed SQL queries [Secret] 3.05 Replaced some queries with addrid(0) 3.06 Updated Rewards to RODEX compatable 3.07 Fixed all rom referancing room [0] player limit 3.08 Made Made .MaxPlayers = 0, mean unlimited 3.09 Removed use of getd 3.0A Cleaned up some code 3.0B Moved Menu Generation to fix Map Count not showing 3.0C Actually Added RoDex Support now 3.0D Fixed Map Menu Generation 3.0E Fixed sql query 3.0F Cleaned Code a bit 3.10 Did more Cleaned Code a bit 3.11 Fixed a logic bug in GM reset 3.12 Added Waiting Room 3.13 Added Dynamic Waiting Room 3.14 Moved and added more At_Commands 3.15 Dynamic Waiting Room (&4096) require Waiting Room (&2048) to work 3.16 Increased Waiting Room Rotation Time 3.17 Fixed Typos in Reset PVP Stats 3.18 Removed unnessisary next, creating hang screens 3.19 Made compatable with new mail command 3.1A Reformatted Rewards in conf to support 5 items Links: Latest Pvp Ladder
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< Stolao's Poring Power~> Features: Poring are now spawn like slimes from minecraft Big split into 2 Medium when killed and Medium split into 2 Small when killed, when 4 small are killled a new big spawns somewhere Todo: Suggestions? Optimize? Changelog: v1.00 Release Links: v1.00Poring_Power.txt
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< Stolao's Non-Abuse Healer> Features: A Simple Time Delays healer, that cancels if player movesTodo: Suggestions? Optimize? Changelog: v1.00 Release v1.01 Changed while() -> for v1.02 Changed for -> while(hp/sp) v1.03 Fixed logic bug v1.04 Added Config v1.05 Added Buffer per requests Links: v1.05 - Non-Abuse_Healer.txt v1.03Non-Abuse_Healer.txt v1.00Non-Abuse_Healer.txt
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Update 3.33 -> 3.38 v3.34 Improved Load_Stats functionality, no longer uses atoi() v3.35 Shortened Save_stats by 1 line v3.36 Removed TotalLvCalc func as I deemed useless v3.37 Fixed bug with unlocking a class, gaining extra skill points v3.38 Shortened Unlock Class by 1 line
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i see.... too bad. are there anymore script similar to this? the default and official one is a pain in the neck. T_T.... thanks. Just edit that part out of the script, should be simple enough (on phone or would do it for you)
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Ill add minutes, in its format i cant add seconds as it would put the #LastDailyReward at over 63 billion, and that's beyond the limits of the game
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it should. and each pvp room has its own banned items setarray Ban_Itm_NonDoner,512; setarray Ban_Itm_Doner,512; setarray Ban_Itm_All,512; its an array so up to 128 items per room
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I don't like using gettimetick, because its loop every ~50 days, i ran into a weird bugs with an old script of mine because of it, so ill stick with the method im using, but if you prefer i can add mins into it, @@Stolao What does this line really means? -> 22 hours before the next daily login reward? if it's what does it really mean, I have a proposal to change it into like this: and change this : into this: in this way, we can incorporate this script: and we can show the message this way: dispbottom "Next daily reward will be in : "+.@hour+":"+.@min+":"+.@sec+".";
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something like this? (untested) map,x,y,f script name 1,{ mes .Name$; mes "Which Pvp would you like to join?"; switch(select(((#donor)?":Donor":"Non-Donor:")+":Anyone")){ case 1: for(set .@x,0; .@x < getarraysize(Ban_Itm_NonDoner); set .@x,.@x + 1){ if(countitem(Ban_Itm_NonDoner[.@x]){ mes "Please put away your"+ getitemname(Ban_Itm_NonDoner[.@x]) in storage before continuing; close; } } close2; warp "Pvp_1",0,0; break; case 2: for(set .@x,0; .@x < getarraysize(Ban_Itm_Doner); set .@x,.@x + 1){ if(countitem(Ban_Itm_Doner[.@x]){ mes "Please put away your"+ getitemname(Ban_Itm_Doner[.@x]) in storage before continuing; close; } } close2; warp "Pvp_2",0,0; break; case 3: for(set .@x,0; .@x < getarraysize(Ban_Itm_All); set .@x,.@x + 1){ if(countitem(Ban_Itm_All[.@x]){ mes "Please put away your"+ getitemname(Ban_Itm_All[.@x]) in storage before continuing; close; } } close2; warp "Pvp_3",0,0; break; } end; OnInit: set .Name$,"[NPC Name]"; setarray Ban_Itm_NonDoner,512; setarray Ban_Itm_Doner,512; setarray Ban_Itm_All,512; end; }
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can always add something like this to items on equipt script if(BaseLevel>254){ unequip EQI_HAND_R; dispbottom "Exceed this items level limit, Unable to equip."; }
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Update 3.2E -> 3.33 v3.2F Removed Disabled Locked menu options v3.30 Changed Baby Menu Options to be dynamic to wether your a baby already v3.31 Removed some notes I forgot in v3.2E v3.32 Small Optimazation v3.33 Changed all While -> For @Euphy Take a look at her yet by chance?
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Ill improve on your post further when I get home Also wako I might be able to get that effect Edit: Ok I'm going to convert the script to use the implode function combined with string variables, with will increase the days to 128 (if a gm wants high then they can manually add your idea nana), as well as make the reward easier to format with more items even~ will update once i finish changing these functions Update 1.48 -> 1.51 v1.49 Fixed Typo "DRewardCon" -> "#DRewardCon" v1.4A Redid spacing for easier reading v1.4B Shortend Default Buffs v1.4C Removed Points and XP Mulitpliers v1.4D .Rewards in now .Rewards$, reformatting it as well v1.4E Added explode functions v1.4F Move .Pointname$ into .Rewards$ new formatting v1.50 Removed check weight for now, will add again later v1.51 Changed set .@g formula and move lower into script
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Coolio Its easy enough to add back manually, would you need help doing that?
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Update v1.42 -> 1.48 v1.43 Removed Login Count related scripts, as its not really part of rewards system v1.44 Made @loginreward do whole script, instead of relogging, v1.45 Removed Disable/Enable for whole script (just remove npc) v1.46 Changed A few Description, for easier understanding v1.47 Move sleep2 up to prevent possible multi rewards bug v1.48 Deleted unnecessary line "if( #DRewardCon == 0 ) set #DRewardCon,1;" Edit: @ Other scripters think you can optimize/format this script any better?
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Euphy, on 03 Jul 2013 - 08:50, said:I don't think he's started yet. Would you like to write these, Cydh? :3 Descriptions for basic commands (comment if you disagree):Quote*party_create("<party name>"{,<character ID>}); Organizes a party with the attached or specified character as leader. The command returns the party ID upon success, and these values upon failure: -1: Player not found. -2: Player already has a party. -3: Party name exists. --------------------------------------- *party_destroy(<party id>{,<character ID>}); Disbands the party of the attached or specified character. The command returns 1 upon success and 0 upon failure. --------------------------------------- *party_addmember(<party id>,<character ID>); Adds a player to an existing party. The command returns 1 upon success, and these values upon failure: -1: Player not found. -2: Player already has a party. -3: Party is full. --------------------------------------- *party_delmember(<party id>,<character ID>); Removes a player from an existing party. If that player is the only party member remaining, the party will be disbanded. The command returns 1 upon success, and these values upon failure: -1: Player not found. -2: Player is not in the party. --------------------------------------- looks wonderful
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and also, related ont his topic fro getmapxy type 3, can use monster GID to support it, so getmapxy will be like this *getmapxy("<variable for map name>",<variable for x>,<variable for y>,<type>{,"<search string>"{,"<event label>"}}) I don't see a problem with adding this, but I also don't see any real usefulness either.
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Ill do an unnoted hotfix on this Its account based
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Hmm your config seems right let me run some more test real fast ill reply again in next 30 mins or so Edit i figured it out, will be posting a fix momentarily Edit 2: Thank you rakuzas + rep Update 1.40 -> 1.42 v1.41 Reorganized rewards script v1.42 changed .@i -> .@x in Option & 32 (bug report by rakuzas)
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Post your config please.
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sure brother.. if you can, send me a message when you released it glad you liked it! Will do, ill put a link to this in my change log as with credits as well. Ya I have to almost rewrite it from the ground up to work in my current script format though Edit: done adding your event to my script (had to rework it alot), once i have rest of events added ill release (pm me if you got ideas) Also there are 2 exploits in this script, 1) if Target leaves the map he can still gain prize, 2) if a player joins event then leaves the map, he can still be chosen as target as his name is already in script atcommand "#alive "+.ManHuntN$[.Target]+""; goto MHNextRound; That would be pointless as the target is only one who dies and is resurrected at end of script, assuming this event should take place on a non-pvp map which i would recommend
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Mind posting your config? I see what you mean, in my release version i forgot to fix a typo in, getarraysize(.BuffInfo), 1.40 Should fix that Edit: Update 1.3C -> 1.40 v1.3D Made Day(s) dynamic v1.3E Removed "Time" reqirement from players to check there Next Login Bonus v1.3F Added an Else after checkweight v1.40 Fixed typo in .BuffInfo
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I wold like to suggest 2 new shop types (similar to cashshop) 1st being itemshop Example: <map name>,<x>,<y>,<facing> itemshop <NPC Name> <sprite id>,<costitem>,<itemid>:<price>{,<itemid>:<price>...} this would work just like a shop but would of course check for item defined in script 2nd would be more of a replacement to cashshop Example: <map name>,<x>,<y>,<facing> pointshop <NPC Name> <sprite id>,<"points">,<itemid>:<price>{,<itemid>:<price>...} this could use any player or account bound point types such as #CashPoints or PvpPoints, as defined in script Now i know how to add these without any source changes I've done it a thousand times, I'm suggesting we eliminate alot of the complexity of those script types. Thoughts?