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Showing content with the highest reputation on 06/15/18 in Posts
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3 pointsView File [Event] Wheel of fortune Wheel of fortune Fun event, this particular version is set to accept Zeny as a payment for gambling. Would like to thank a lot @Myriad for Improving my code! Package contains: data.zip data folder to put into your GRF file or straight into data folder. wheel_of_fortune.txt the script itself. WheelOfFortune.psd the Photoshop source file, you can edit the prizes pictures if you like. This event can be configured to run automatically OnClock0800: OnClock1200: OnClock1600: OnClock2000: OnClock2200: just change this part of the script, at what time you want the script to run. Or, a GM can start this event by running this command : @wheel_of_fortune start As a reference, This is a version of the script using event points as a payment (in case you would like to take a look) https://pastebin.com/wN6ZjxM0 Submitter Habilis Submitted 06/14/18 Category Events & Games
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2 points
@pk command by Dastgir
ThyroDree and one other reacted to Begin for a post in a topic
Hello Ms. Annie, I am using @pk commands for years since rAthena. It is being used in a High Rate server which is a PK Enabled on all maps because players want a different view of PK Place other than PvP Room. Sometimes, @pk is being used when a player wants to only farm and doesn't want to be killed. Sometimes, being used by newbies or if you have a Gold Room, they're also using it to avoid being killed. -
1 pointHello guys, i'm making a custom hp bar system for mob units. The command show the HP of the mob for all players in the map. I am using the cutin command, the problem is that I do not think so many files are necessary. In the case 1 image for each percentage of hp I would like your opnion and help to improve this system and make it lighter. Test yourselves :). HP Bar System: payon,147,229,4 script Test#HPbar 1_F_MARIA,{ if (.HP_Bar == 0) { .HP_Bar = 1; .mobGID = monster ("payon",148,226,"[T] HP Test",POPORING,1,strnpcinfo(0)+"::OnDie"); setunitdata .mobGID,UDT_MAXHP,4000; setunitdata .mobGID,UDT_HP,4000; .@count = getunits(BL_PC, .@units, false, "payon"); for (.@i = 0; .@i < .@count; .@i++) addtimer(0,strnpcinfo(0)+"::OnHPBar", .@units[.@i]); } end; OnDie: .HP_Bar = 0; end; OnHPBar: .U_MAXHP = getunitdata (.mobGID,UDT_MAXHP); while (.HP_Bar != 0) { .U_HP = getunitdata (.mobGID,UDT_HP); .P_HP = (.U_HP*100)/.U_MAXHP; cutin(""+.P_HP+"", 1); sleep2 100; } cutin("0", 1); sleep2 5000; //Delay to hide HP Bar cutin("", 255); end; } Donwload of the data folder files: HP Bar System (2018-06-26).rar
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1 pointLemme check it again in my test server. Will update you. ---- I now get your point. The @pk is not working. Players can still attack each other even you are on PK OFF state.
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1 pointYes, I am making a high rate server same as si @Begin said, a PK Enabled Server that can be disabled via command by a player who doesn't want to be killed. Is this possible in hercules to have?
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1 pointHello, as promised here is a Trivia auto event. This script is originally way back from eA, it was adjusted on rA. (All credits in the header) And now, I decided to Enhance it. - An enhanced version of facts auto event. The Event is announced. The NPC asks 10 random - questions from a question bank. Players have to write the answer to the main chat. - Players don't need to worry about CAPITAL letters. - 1) Question is asked by the NPC. - 2) If there is no answer after 15 seconds NPC will give a hint. - 3) IF there is still no answer after a hint, the question is skipped. - 4) If the right answer is given, the player is announced and the reward is given Side notes: 1) Control If you have some kind of AutoEbent Controller, I've included the event control methods OnEventStart: OnStop: OnEventTimeOut: If you don't have a controller and just want to test this event, just setup the timers, when this event will run ex: OnMinute33: 2) Rewards I have special Event points, that I'm giving to the winners. If you like to give Items or Zeny, I Included the examples in the code // Winner gets reward in Zeny //Zeny += 1000000; // Alotta bax ;) 3) Questions definition To define more questions you need to follow this pattern DefineQuestion("<question>", "<answer>", "<hint>"); 4) Cheating I'm aware that this event can be cheated/Automated by players. Therefore only a modest reward is given
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1 pointI recommend PonyVPS Hosting as they are currently handling my 2 servers.
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1 pointif( pc_isfalcon(sd) && sd->weapontype == W_BOW && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HUNTER && pc->checkskill(sd,SN_FALCONASSAULT) > 0 && rand()%100 <= 15 ) skill->castend_damage_id(src,bl,SN_FALCONASSAULT,1,tick,SD_LEVEL); This will give you 15% chance. Edit the <= 15 ) to chance you want.
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1 pointhttps://rathena.org/board/topic/115744-a-battleground-idea-d/ since you mark it as solve, then I assume you don't want to make any changes anymore http://upaste.me/60d349911d51d3996 and move on to other project
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1 pointResolvido pessoal, podem fechar! Solução: Fora a falta do final do tutorial bem explicado que o @luizragna deu, o prompt não aceita o comando sendo feito se a pasta estiver em outro HD. É necessário utilizar primeiro o comando D: (ou qualquer letra da unidade que estiver o servidor) para que ele mude de diretório. As vezes depois eu faço um Guia em pt explicando melhor caso o povo tenha dificuldade Obrigado Luiz!
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1 pointAs of June 3rd, the specialeffect() command has been upgraded and it now allows to use effects on any kind of unit (player, npc, mob, homunculus, ...) and to show it to any player. This allowed us to deprecate specialeffect2() and misceffect() so now there is a single command for effects instead of 3 different ones, making things simpler for everyone. You can still use specialeffect2() and misceffect() but they will trigger a warning every time, since they will be removed in the future. Here's how the updated specialeffect() command works: specialeffect(effect number{, send target{, unit id{, account id ]}}) effect number is the effect to use. see effect_list.txt for a list of all effects send target is to whom the effect should be sent. The most common values are: AREA will show the effect to every player in the area SELF will show the effect to one player only see constants.md for a list of possible send targets unit id is the unit on which the effect should be centered it can be a mob id, an account id, a npc id or the id of any other kind of unit account id is the player to which the effect should be sent if SELF was specified as send target To migrate from specialeffect2 to specialeffect: specialeffect2(effect) ➜ specialeffect(effect, AREA, playerattached()) specialeffect2(effect, target, "player name") ➜ specialeffect(effect, target, getcharid(CHAR_ID_ACCOUNT, "player name")) To migrate from misceffect to specialeffect: Because the behaviour of this command varies depending on if the npc has a sprite or not, what you want is either one of the two: misceffect(effect) ➜ specialeffect(effect) misceffect(effect) ➜ specialeffect(effect, AREA, playerattached())