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Posted

isnt the WOE Controller made by Euphy got the Reward System itself ?

setarray .Reward[0],14001,1; // Reward for all members of conquering guilds, per castle: <ID>,<Count>{,...} (0 to disable)

Posted (edited)

Euphy, will you add a waiting room for the woe control to show in how many more hours before the next woe start and once it start it will show in how many minutes/hours the woe will end?

thanks in advance

@MelMel: No, it eats up too many resources. There are already schedule displays.

May I request making this an unofficial - optional add-on then?

The countdown function is far too convenient to not exist and could be set for X minute refresh intervals for minimum resource cost.

Edited by Neblim
Posted

@Euphy

Can I make a request?

About your class specialist, I really liked the idea and want to try and implement on my server, the problem is the server I'm currently hosting is a renewal server with 3rd class in it, so I would like to have this function work or 3rd classes. I've also renamed some of the class name you listed.

Are you free to do so?

Posted

@rainz89: You're free to use the script however you want. I quit Ragnarok well before third jobs came, so I wouldn't know how to write new rings for those classes xD. Adding more rings isn't hard - edit the beginning checks, add to the for() ring check loop, and of course add your rings to the Class switch.

Posted

Thanks, i'll slowly look into it,

I actually do not even have time to even script a simple npc, my hands are full on my life's work and tired to do any script after a whole day of work when at home.

That's why I'm looking for someone to help, but since you've quit long ago, I'll just slowly edit it bit by bit.

I actually have some crazy idea about merging your class specialist and class mastery idea into one, to create a special function like subclasses.

Posted (edited)

specialeffect <number>;

i didnt find

specialeffec <number>

, but i found

misceffec <number>;

but thanks for the answer, emistry.. :)

Edited by kaka19
Posted

*specialeffect <effect number>{,<send_target>{,"<NPC Name>"}};

This command will display special effect with the given number, centered on the
specified NPCs coordinates, if any. For a full list of special effect numbers
known see 'doc/effect_list.txt'. Some effect numbers are known not to work in
some client releases. (Notably, rain is absent from any client executables
released after April 2005.)

<NPC name> parameter will display <effect number> on another NPC. If the NPC
specified does not exist, the command will do nothing. When specifying an NPC,
<send_target> must be specified when specifying an <NPC Name>, specifying AREA
will retain the default behavior of the command.

// this will make the NPC "John Doe#1"
// show the effect "EF_HIT1" specified by
// Jane Doe. I wonder what John did...
mes "[Jane Doe]";
mes "Well, I never!";
specialeffect EF_HIT1,AREA,"John Doe#1";
close;

Posted

@kaka19: If you haven't found it already, just delete this:

misceffect 58;

@Vitrue: Remove the dynamic generation under the "Castle Ownership" case (#3) and write the castles you want.

Posted

i've tried this but

           	 mes "  ~ "+getcastlename("aldeg_cas02")+": "+getcastledata("aldeg_cas02",1);
               mes "  ~ "+getcastlename("gefg_cas05")+": "+((.@t)?"^0055FF"+getguildname(.@t):"^777777unoccupied")+"^000000"; }

No Luck, how do you suppose i should do it?

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