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Kurby

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  1. Still errors..? Any idea how to fix this?
  2. I message NPC:Lower to change lower headgears to available headgears in script. I try message "Black Red Aura" and it doesn't change, but I message "None" it changes? crystilia,72,82,4 script Lower 793,{ close; //Prevent them from talking to the NPC OnInit: //Arrays setarray .lowerid[0],19814; setarray .lowername$[0],"Black Red Aura"; //Regular expressions defpattern 1, "([^:]+):.*sNone(.*)", "L_None"; for(set .@i,0; .@i < getarraysize(.lowerid); set .@i, .@i+1) { defpattern 1, "([^:]+):s"+.lowerid[.@i], "L_"+.@i; defpattern 1, "([^:]+):s"+.lowername$[.@i], "L_"+.@i; } activatepset 1; end; //Finished with OnInit //Label for none L_None: if(!isequipped(19807)) end; setlook 3,0; npctalk strcharinfo(0) + " has changed his Dyna Lower Look!"; end; //Label L_.@i ,repeat a label equal your item list (L_? == set .@view_change,? L_0: set .@view_change,0; goto Change_Look; L_1: set .@view_change,1; goto Change_Look; L_2: set .@view_change,2; goto Change_Look; Change_Look: if(!isequipped(19807)) end; //Make sure they have the item equipped setlook 3,getiteminfo(.lowerid[.@view_change],11); // Call viewpoint of item and setlook npctalk strcharinfo(0) + " has changed his Dyna Lower Look!"; end; OnWhisperGlobal: if(!isequipped(19807)) end; if((@whispervar0$ == "None")) setlook 3,0; for ( set .@i, 0; .@i < getarraysize(.@lowerid); set .@i, .@i +1 ) { for ( set .@i, 0; .@i < getarraysize(.@lowername$); set .@i, .@i +1 ) ;{ // Invert Number to String if(@whispervar0$ == .@lower_id$ || @whispervar0$ == .lowername$[.@i]) { setlook 3,getiteminfo(.lowerid[.@i],11); end; } } } } Actually @changelook doesn't work, it changes my equips to none everytime I try typing it or use a script.. Up..
  3. Kurby

    Vit to HP ratio

    Lmfao, actually I did not Should I go change it back to default? Yes you should. Leave it as default (100) and restart your server and check your novice again. Or, remake it. Thanks it worked Would you by any chance know where I can change how many stat points he gets per lvl?
  4. Kurby

    Vit to HP ratio

    Lmfao, actually I did not Should I go change it back to default?
  5. I created a lvl 1 novice not on my GM account and it started out with around 600k HP.. My max HP is 1 million. Why does my novice start out with so much HP? When I reborn he instantly gets max HP, how do I change this..? :/
  6. So.. Like this? phang_cas01,69,34,0,0 monster Barricade 1905,1,7200000,0,0,"#phang_bar01::OnMonsterDie"; phang_cas01,70,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,71,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,72,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,73,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,63,23,5 script #phang_bar01 -1,{ OnInit: setcell "phang_cas01",69,34,69,34,cell_walkable,0; setcell "phang_cas01",70,34,70,34,cell_walkable,0; setcell "phang_cas01",71,34,71,34,cell_walkable,0; setcell "phang_cas01",72,34,72,34,cell_walkable,0; setcell "phang_cas01",73,34,73,34,cell_walkable,0; end; OnMonsterDie: setcell "phang_cas01",69,34,69,34,cell_walkable,1; setcell "phang_cas01",70,34,70,34,cell_walkable,1; setcell "phang_cas01",71,34,71,34,cell_walkable,1; setcell "phang_cas01",72,34,72,34,cell_walkable,1; setcell "phang_cas01",73,34,73,34,cell_walkable,1; end; } I tried this, but after monsters die I still can't move phang_cas01,69,34,0,0 monster Barricade 1905,1,7200000,0,0,"#phang_bar01::OnMonsterDie"; phang_cas01,70,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,71,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,72,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,73,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,63,23,5 script #phang_bar01 -1,{ if (.mobs_left==0) goto OnMonsterDie; { OnInit: setcell "phang_cas01",69,34,69,34,cell_walkable,0; setcell "phang_cas01",70,34,70,34,cell_walkable,0; setcell "phang_cas01",71,34,71,34,cell_walkable,0; setcell "phang_cas01",72,34,72,34,cell_walkable,0; setcell "phang_cas01",73,34,73,34,cell_walkable,0; end; OnMonsterDie: setcell "phang_cas01",69,34,69,34,cell_walkable,1; setcell "phang_cas01",70,34,70,34,cell_walkable,1; setcell "phang_cas01",71,34,71,34,cell_walkable,1; setcell "phang_cas01",72,34,72,34,cell_walkable,1; setcell "phang_cas01",73,34,73,34,cell_walkable,1; end; } } This doesn't work either.. Still can't move.. Anyone got any suggestions? phang_cas01,69,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,70,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,71,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,72,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,73,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,63,23,5 script BarricadeNPC -1,{ set .Map$,"phang_cas01"; monster .Map$,69,34,"Barricade",1905,1,"BarricadeNPC::OnMonsterDie"; monster .Map$,70,34,"Barricade",1905,1,"BarricadeNPC::OnMonsterDie"; monster .Map$,71,34,"Barricade",1905,1,"BarricadeNPC::OnMonsterDie"; monster .Map$,72,34,"Barricade",1905,1,"BarricadeNPC::OnMonsterDie"; monster .Map$,73,34,"Barricade",1905,1,"BarricadeNPC::OnMonsterDie"; set .mobs_left, 4; OnInit: setcell "phang_cas01",69,34,69,34,cell_walkable,0; setcell "phang_cas01",70,34,70,34,cell_walkable,0; setcell "phang_cas01",71,34,71,34,cell_walkable,0; setcell "phang_cas01",72,34,72,34,cell_walkable,0; setcell "phang_cas01",73,34,73,34,cell_walkable,0; end; OnMonsterDie: set .mobs_left, .mobs_left-1; if (.mobs_left==0) { } else { announce "["+.mobs_left+"/4] Barricades left.",bc_map; setcell "phang_cas01",69,34,69,34,cell_walkable,1; setcell "phang_cas01",70,34,70,34,cell_walkable,1; setcell "phang_cas01",71,34,71,34,cell_walkable,1; setcell "phang_cas01",72,34,72,34,cell_walkable,1; setcell "phang_cas01",73,34,73,34,cell_walkable,1; end; } } Anyone got any ideas? When they die, I still cant walk through.. How do I trigger monster die? How to when all barricades die, trigger walkable cell? Still need to figure out triggering cell_walkable,1; after all barricades die..
  7. I'm using setcell instead, it worked better. Would it work if I triggered monster killed, then goto walkable? I'm not very good with script.. Lol
  8. Well.. Actually now it's like. Setting a different part of the map for the wall? I walk through the barricade and then I can't move any further.. phang_cas01,69,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,70,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,71,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,72,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,73,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,69,34,0 script #phang_bar01 -1,{ OnInit: setcell "phang_cas01",69,34,69,34,cell_walkable,0; setwall "phang_cas01",70,34,70,34,cell_walkable,0; setwall "phang_cas01",71,34,71,34,cell_walkable,0; setwall "phang_cas01",72,34,72,34,cell_walkable,0; setwall "phang_cas01",73,34,73,34,cell_walkable,0; end; } Still attempting, but failing.. /Edit: Got my first part done, but I can't walk after I break the barricades? phang_cas01,69,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,70,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,71,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,72,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,73,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,63,23,5 script #phang_bar01 -1,{ OnInit: setcell "phang_cas01",69,34,69,34,cell_walkable,0; setcell "phang_cas01",70,34,70,34,cell_walkable,0; setcell "phang_cas01",71,34,71,34,cell_walkable,0; setcell "phang_cas01",72,34,72,34,cell_walkable,0; setcell "phang_cas01",73,34,73,34,cell_walkable,0; end; }
  9. No.. I made all the barricades in a line, so you must break them to get through.. They walk straight through it though. This gives the same effect, I walk through instead of having to break them phang_cas01,69,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,70,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,71,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,72,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,73,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,69,34,0 script #phang_bar01 -1,{ OnBarricadeDeploy: setcell "phang_cas01",69,34,69,34,cell_walkable,0; setwall "phang_cas01",70,34,70,34,cell_walkable,0; setwall "phang_cas01",71,34,71,34,cell_walkable,0; setwall "phang_cas01",72,34,72,34,cell_walkable,0; setwall "phang_cas01",73,34,73,34,cell_walkable,0; end; OnBarricadeBreak: setcell "phang_cas01",69,34,69,34,cell_walkable,1; setwall "phang_cas01",70,34,70,34,cell_walkable,1; setwall "phang_cas01",71,34,71,34,cell_walkable,1; setwall "phang_cas01",72,34,72,34,cell_walkable,1; setwall "phang_cas01",73,34,73,34,cell_walkable,1; end; }
  10. So I changed 0's to 1's to set the flag.. =/ https://rathena.svn....pt_commands.txt *setcell "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>; Each map cell has several 'flags' that specify the properties of that cell. These include terrain properties (walkability, shootability, presence of water), skills (basilica, land protector, ...) and other (NPC nearby, no vending, ...). Each of these can be 'on' or 'off'. Together they define a cell's behavior. This command lets you alter these flags for all map cells in the specified (x1,y1)-(x2,y2) rectangle. The 'flag' can be 0 or 1 (0:clear flag, 1:set flag). The 'type' defines which flag to modify. Possible options include cell_walkable, cell_shootable, cell_basilica. For a full list, see const.txt. Example: setcell "arena",0,0,300,300,cell_basilica,1; setcell "arena",140,140,160,160,cell_basilica,0; setcell "arena",135,135,165,165,cell_walkable,0; setcell "arena",140,140,160,160,cell_walkable,1; This will add a makeshift ring into the center of the map. The ring will be surrounded by a 5-cell wide 'gap' to prevent interference from outside, and the rest of the map will be marked as 'basilica', preventing observers from casting any offensive skills or fighting among themselves. Note that the wall will not be shown nor known client-side, which may cause movement problems. Another example: OnBarricadeDeploy: setcell "schg_cas05",114,51,125,51,cell_walkable,0; end; OnBarricadeBreak: setcell "schg_cas05",114,51,125,51,cell_walkable,1; end; This could be a part of the WoE:SE script, where attackers are not allowed to proceed until all barricades are destroyed. This script would place and remove a nonwalkable row of cells after the barricade mobs. I tried the script you showed, I still walk through them ):
  11. Then end wasn't needed, but now.. I can hit them, but it still walks through them. Thanks for attempting though
  12. Yeah, I attempted to copy that. This code spawns the barricades, and doesn't allow me to run through it, but I can't hit them now? :< phang_cas01,69,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,70,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,71,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,72,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,73,34,0,0 monster Barricade 1905,1,7200000,0,0 phang_cas01,69,34,0 script #phang_bar01 -1,{ Oninit: setwall "phang_cas01",69,34,8,6,0,"phang_bar01"; end; }
  13. Sorry.. Spawning the monster wasn't the problem. Got a bit confused. I can add the barricade just fine, but I walk straight through it.
  14. I'm trying to make barricades spawn on a map permanently. I follow the guide on the wiki, but the monster doesn't spawn? Any help?
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