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schmosby

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Posts posted by schmosby


  1. Solved!!

    Added countspiritball in my script.c then recompiled..

    Quote

    static BUILDIN(countspiritball)
    {
        struct map_session_data *sd;

        if (script_hasdata(st,2)) {
            if (!script_isstringtype(st,2))
                sd = map->charid2sd(script_getnum(st,2));
            else
                sd = map->nick2sd(script_getstr(st,2),false);
        }
        else
            sd = script->rid2sd(st);
        if (!sd)
            return true;
        script_pushint(st,sd->spiritball);
            return true;
    }

     


  2. 13 hours ago, meko said:

    no need for SQL nor a timer: just store the date instead of a true/false boolean

    // check whether the last reward was given today or another day if (gettime(GETTIME_DAYOFYEAR) == #LAST_REWARD) { mes("you already got a reward today"); } else { mes("here's your reward"); ... // give reward #LAST_REWARD = gettime(GETTIME_DAYOFYEAR); // set it to today }

    
    // check whether the last reward was given today or another day
    if (gettime(GETTIME_DAYOFYEAR) == #LAST_REWARD) {
        mes("you already got a reward today");
    } else {
        mes("here's your reward");
        ... // give reward
        #LAST_REWARD = gettime(GETTIME_DAYOFYEAR); // set it to today
    }

     

    This solved my problem! The other solutions are useful too for other purposes. Thank you everyone!


  3. I am trying to make a daily supplies NPC which rewards individual character items. Everytime a player gets reward, "variable" set to 1

    The character need to wait until the next day to claim the rewards again

    Is it possible to use "OnClock0000:" to set the "variable" to 0 of every character?


  4. Is there a way of adding the new HatEffects?

    The only item ID that uses hat effect is this:

        Id: 20285
       AegisName: "C_Blossom_Fluttering"

       OnEquipScript: <" hateffect(HAT_EF_BLOSSOM_FLUTTERING, true); ">

     

     

    Capture.JPG


  5. Is it possible to attach a script on an item that makes the user auto-cast "CH_SOULCOLLECT" whenever its not active?

    Same as "MO_EXPLOSIONSPIRITS" but Dangerous Soul Collect takes priority.

    So when both skills are inactive, sequence goes: CH_SOULCOLLECT > MO_EXPLOSIONSPIRITS > CH_SOULCOLLECT

    Thanks in advance!!!

     

     

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