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Francisco

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  1. Good to see the dream is alive through these turbulent times. Don't worry Akkarin, RL must always take priority, otherwise things would turn out worse in the long run.
  2. Wow that seems really interesting, I hope they stream it <3
  3. Can do, let me know if you still need it. But I agree with the 2 post above, that would be better for you. If your server doesn't have too many customs, it's a better choice to switch.
  4. https://github.com/rathena/rathena/tree/master/npc/mapflag Nope, not there. It's also missing from the constants. I'm intrigued
  5. I can't find this script anywhere in rAthena. Is it not needed? How does it know which maps are indoor or not now? Everything works fine, but I am super curious about it xD
  6. Hey there =) this was long overdue.
  7. set .@reward,671,1; The problem your mapserv described is a simple bad setting of the .@reward variable. It gives error because it doesn't expect a second argument (,1) on that command. Are you trying to set a variable or an array? Because later on you read .@reward as an array . In that case, an array is set like setarray .@reward[0],1; Where [0] is the position and 1 the value and so on. It seems the array is used like this in your script : Item id, amount so try this setarray .@reward[0],671,1;
  8. Hard work can be so rewarding sometimes ^^

  9. I can feel there is a really simple solution, but for some weird reason it eludes me... maybe my brain is burnt after a 20 hour script-a-thon. Here's my problem, proper punctuation: These messages clif_displaymessage(sd->fd, "No está disponible."); or mes "Estás atento?"; Get displayed like this: "No est¡ disponible." or "Est¡s atento?" In game there's no problem while players talk to each other. I'm off to sleep now... Thanks and hugs in advance! <3 ___________________________ Edit/Update: Nevermind, I just needed my 6 hours of sleep. It was just a text encoding problem, duh.
  10. I have been wondering the same, it's a bit annoying and weirdly placed
  11. Not exactly sure of what you want. You mean, an NPC advancing a story so another NPC gives you a different dialog? That would be like this: city,84,317,5 script DudeMan 665,{ //I always like to index quest variables at the top if(lemon == 1){goto QUESTNAME1;} if(lemon == 2){goto QUESTNAME2;} mes "[DudeMan]"; mes "So... you will blahblah, go and punch Lemon."; set lemon, 1; close; QUESTNAME1: mes "[DudeMan]"; mes "Did you do it?"; mes "Come on, i know you didn't."; close; QUESTNAME2: mes "[DudeMan]"; mes "Hehe, you showed that idiot."; next; mes "[DudeMan]"; mes "What? Did you expect a reward? You went and punched a guy for no reason, fuck off!"; close; }//End of DudeMan city,84,317,5 script Lemon 665,{ if(lemon == 1){goto QUESTNAME1;} if(lemon == 2){goto QUESTNAME2;} mes "[Lemon]"; mes "This script is UNNACEPTABLEEEEEE!."; close; QUESTNAME1: dispbottom "You punch him really hard in the belly."; sleep2 2000; emotion e_sob; mes "[Lemon]"; mes "w... why?"; sleep2 3000; emotion e_sob; mes "That hurts!"; set lemon, 2; close; QUESTNAME2: emotion e_sob; mes "[Lemon]"; mes "Please don't hurt me!"; close; }//End of Lemon That's the format I like to use, with some sleeps to make it more pretty. Now, personally I don't like to use player variables. It depends on your emulator but they used to be a limited amount of player variables (256?). Since I'm kinda obsessive and we have many quests better made my own questing system xD (limits are scary!)
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