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hi Euphy, i want to use your WOE Script,

but i want to use Agit_controller from rathena,

How to disable it at your script

Thanks.

Edited by hendra814
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@GM Takumirai: It's slowly killing me because some commands I need don't exist, haha. I'll probably release an alpha version of it soon... depending on how much progress I make.

@Brynner: Actually... the way I scripted the controller, I can't include any new castles~ XD I used a bit variable to hold all the values, so the max I can get to is 32 (there's 30 currently) without introducing a bit-string conversion... which is really messy (Toasty has done it before, though!). And I'm really against the real-time display because it eats up resources like nothing else. Sorry! xP

@hendra814: I'm not really sure what you mean. All that the default controller does is automatically start WOE a few times a week... which my script also does. o: You can't use both scripts at once (the times configured in the default agit controller won't be shown).

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@Brynner: Actually... the way I scripted the controller, I can't include any new castles~ XD I used a bit variable to hold all the values, so the max I can get to is 32 (there's 30 currently) without introducing a bit-string conversion... which is really messy (Toasty has done it before, though!). And I'm really against the real-time display because it eats up resources like nothing else. Sorry! xP

oh i see. how can i put a woe schedule for a novice castle?

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oh i see. how can i put a woe schedule for a novice castle?

You'd have to delete 2 of the current castles, add the novice castles to the arrays, and change all the constants accordingly... it would be very complicated, lol (you'd have to know how to read pretty much my entire script, so I'd stick with Toasty's controller in that case).

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oh i see. how can i put a woe schedule for a novice castle?

You'd have to delete 2 of the current castles, add the novice castles to the arrays, and change all the constants accordingly... it would be very complicated, lol (you'd have to know how to read pretty much my entire script, so I'd stick with Toasty's controller in that case).

is it possible to use your script and Toasty's controller?i will use your script for all major woe map. but for novice castle i will use Toasty's controller. i tried it but i got some error. but the woe still working as of now.

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It should work okay since all the variables are separated, but it's obviously going to be a pretty big waste of resources. :3

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It should work okay since all the variables are separated, but it's obviously going to be a pretty big waste of resources. :3

oh ok. thanks for that info.

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@hendra814: I'm not really sure what you mean. All that the default controller does is automatically start WOE a few times a week... which my script also does. o: You can't use both scripts at once (the times configured in the default agit controller won't be shown).

i don't want to disable default agit_controller.

so how to disable agit_controller at your script.

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@hendra814: No idea what you want, then... o.o; --> OnInit: disablenpc "Agit_Event"; (?)


Euphy needs assistance! If you know how to script, anyhow~ I've got most of the core functions down for an idiot-proof queue system, but there are still a few spots where I really can't think of how to proceed. All the problems are in the header (the first one is the worst... and what's keeping me from releasing a finished script), so take a stab at it if you want.

*click* (EDIT: adding finishing touches...)

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Is that possible to have a version for those with eAthena revision please

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No, sorry, I've been using too many rAthena commands in my newer scripts. :/ I've written "eAthena Script" in the header of scripts compatible with eAthena. I'd suggest switching to rA, though~

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ok but several script will not work but well its worth it to do. i need help.I have a problem in login.sql in the database page. in to my old revision I had done logins. there is there way to keep them in the new, or I'm require all reimport all new parameters a new file as well as for aethena.conf ip etc..

Edited by fredou81
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- at fred. ur question is not related to euphy script u post it in help section

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Queue System v1.0 released! Description is in the first post. Try it!

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Euphy can you add this in class specialization..

I like to add:

- When a player use this Class

Specialization, and the ring was already

equipped..

the player name will change into :

example: Champion class

name is Orion

he choose Brawler

the name will be - [brawler] Orion

- and when the player unequipped the

ring.. it will be automatically delete in his

inventory.. and the name will return to

its normal state..

thanks.

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@razorx:

For all the database entries, you'll have to change the "OnEquip" and "OnUnequip" scripts:

{ callfunc "SpecEffect"; },{ percentheal -99,-99; }

To this - individually for each ring:

{ atcommand "@fakename [<Class Name>] "+strcharinfo(0); callfunc "SpecEffect"; },{ atcommand "@fakename"; delitem <Ring ID>,1; percentheal -99,-99; }

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thanks for the release Euphy < Queue System >, - but as i read it its complicated but i will test it thanks so much..

Edited by GM Takumirai
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@razorx:

For all the database entries, you'll have to change the "OnEquip" and "OnUnequip" scripts:

{ callfunc "SpecEffect"; },{ percentheal -99,-99; }

To this - individually for each ring:

{ atcommand "@fakename [<Class Name>] "+strcharinfo(0); callfunc "SpecEffect"; },{ atcommand "@fakename"; delitem <Ring ID>,1; percentheal -99,-99; }

Thanks Euphy for the reply.. i got it working but using @fakename in a script it will show in the normal player regular chat log this "Fakename Enabled" and i also tried it with a guild but only the name is shown..

http://i45.tinypic.com/f2ro89.jpg

I want to show it like this one..

http://i46.tinypic.com/243l2py.jpg

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@razorx: You'll need to apply this patch, as well: http://rathena.org/board/topic/60188-fakename-show-guildparty/

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do you have disguise event ?

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@Euphy

** Custom Currency Multi-Shop

shop.jpg

I'm using Proof of Donation (#7179).

I used my merchant to check the shop. But it showed the discounted currency. How can i remove the discounted currency or how to not to display the discounted currency?

Edited by patr3k
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@zhaosin: No, because GmOcean's script is actually pretty good. I'm not unsatisfied enough with it to make my own. (I've edited his a little bit and added it to the SVN a few hours ago.)

@patr3k: Sorry, there's no way to remove that display without using a Cashshop instead - there's no script command to call one (afaik) and you can't purchase multiple items with one. You don't actually get the discounted price, it's purely visual. You can use Orcao's "setcashpoints" mod as an alternative.

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there's a little problem when i apply the fakename diff that you said to me..

it works but not as intended.. i tried it with a party and a guild.. it doesnt work, but when i leave the party it works the

fakename shows together with the player name and the guildname.

but with party guild player name and fakename,

only the fakename and playername is showing..

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Hmm, I'm not sure, my C is terrible. You'll need to ask tr0n about that. :/

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okay thanks. :)

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