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Everything posted by Stolao
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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?
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Mind if i use this idea in a All In One Event for I'm going to release later this month? Credit given of course~ Edit: Also this could use some optimizing, but good script works nicely.
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Oh finally, been waiting for instance to be improved, thanks for this Akinari great work. I guess i can start releasing instance scripts now~
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Updated 1.2F -> 1.3A v1.30 Move Checkweight up higher in script, makes more since v1.31 Removed XP Dispbutton v1.32 Added Buffer v1.33 Made Buffer Toggle-able v1.34 Made Buffer Dynamic v1.35 Optimized Buffer a little v1.36 Made Buffer More Dynamic v1.37 Optimized Buffer a little more v1.38 Fixed a typo in "seem" was "see" v1.39 removed "typo" bindatcmds v1.3A Fixed bug with sc_, didn't support names had to switch to ids Edit: Update Again 1.3A -> 1.3C v1.3B Fixed bug in buff bonus (time and rate) v1.3C Revamped buffs to take only 1 variable (now can only be 32 buffs)
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lol i simply forgot to change the number if you scroll down you'll see //= 3.2D Fixed a bug with novice wiping its data //= 3.2E removed a few mes notes from bug testing phase so it is version 3.2E don't worry
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Ill help if I get a chance, but probably faster to just open a request in source request section.
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1 can be done easily and 2 cannot be done at all, as creating a weapon vvs or otherwise uses all 4 weapon slots However these are not official so would have to be a mod in sorce mod section, not a basic Ra release.
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No problems from what I see
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Agree with Anakid,
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Ty Euphy, ill see how this work and see if its buggy still.
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Seems like a nice detail to add, nothing wrong with it +1
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Ive been thinking this for a while, and have mentioned it in the forums in passing a few times. I think a more advance movenpc would be very useful Current movenpc *movenpc "<NPC name>",<x>,<y>{,<dir>}; This command looks like the NPCWalkToxy function,but is a little different. While NPCWalkToXY just makes the NPC 'walk' to the coordinates given (which sometimes gives problems if the path isn't a straight line without objects), this command just moves the NPC. It basically warps out and in on the current and given spot. Direction can be used to change the NPC's facing direction. Example(s): // This will move Bugga from it's current position to the coordinates 100,20 // (if those coordinates are walkable (legit)). moveNPC "Bugga",100,20; My Suggestion *movenpc "<NPC name>",{ "mapname", }<x>,<y>{,<dir>}; This would eliminate having to duplicate npcs and use enablenpc/disablenpc to move one npc around more then one map. Whats your thoughts?
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Nice idea with auto scroll, I may borrow this idea for another script.
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Lol I find it funny when people use mapname.gat Also nice script read through it on my phone
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guess its time to update my svn~ also shouldn't this be moved to implemented now
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Edited 1st post again, i added one for every @go, and have added all these to the npc. ill keep this list going till i finish the npcs and can release the script, thank everyone for there support on this~ core coding + 0.56% done in 1 week so eta on release is next year at this rate
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I'm really looking forward to the bound item addition.
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Update to 3.2E v3.2B Fixed TK bug v3.2C Fixed jobname in wipe data v3.2D Fixed a bug with novice wiping its data v3.2E removed a few mes notes from bug testing phase