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Oxxy

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Posts posted by Oxxy


  1. Hello :)

     

    What exactly is it suppose to do?

    It supposed to show if your couple logged in / out. You have to be married with somebody to see it.

    And if I understood it right, it supposed to show how much days you're together


  2. Description:

     

        Possibility to ressurrect yourself by having item in your backpack.    © 2015, Oxxy, v1.0

     


    Changelog:

        v1.0 Initial release


    Syntax:

     

    callfunc "Ressurrection_Item",<1:0>,<item_id>,<item_amount>,<1:0>;

     

    Refer to this, while you're using this function:

     

        First argument: enable(1) or disable(0) ressurrection item function?    Second argument: <item_id> of item, that is used for ressurrection    Third argument: <item_amount> of item, that is used for ressurrection    Fourth argument: enable(1) or disable(0) deletion of the item after ressurection?

     

    Ressurrection_Item1.0.txt


  3. Script that I made a while ago, was thinking about creating somekind of reputation system. For example, if you complete quests in Prontera town, you add "Prontera reputation" and then you can make interesting scripts. Its up to your imagination.

    // ==== Author: Oxxy
    // ==== Version: 1.0.1
    // ==== Changelog:
    // ==== Version 1.0.0: First Release.
    // ==== Version 1.0.1: Fixed script little bit.
    
    // ==== Increases Player's <Town> reputation by <value>
    // ==== Syntax is: CallFunc("getRep", "<Town>", <value>);
    function    script    getRep    {
        .@Town$ = getarg(0);
        .@rep = getarg(1);
        setd(.@Town$+"_rep"), getd(.@Town$+"_rep") + .@rep;
        return;
    }
    
    // ==== Check if player meets <value> reputation requirement of <Town> reputation.
    // ==== Syntax is: CallFunc("CheckRep", "<Town>", <value>);
    // ==== Returns 0 if Town's name reputation lower than required reputation.
    // ==== Returns 1 if Town's name reputation greater or equal to required rep.
    function    script    checkRep    {
        .@Town$ = getarg(0);
        .@neededRep = getarg(1);
        set @townRep$, getd(.@Town$+"_rep");
        
        if(@townRep$ < .@neededRep)
            return 0;
        
        if(@townRep$ >= .@neededRep)
            return 1;
        
        return;
    
    }
    
    // ==== Decreases Player's <Town> reputation
    // ==== First argument is Town's name (i.e Prontera)
    // ==== Second argument is the amount of town's reputation you want to decrease by.
    // ==== Third argument means if you want to delete all the reputation of the town <Town>, to delete all the reputation set it to 1.
    // ==== Syntax is: CallFunc("delRep", "<Town>", <value>, "<1:0>");
    function    script    delRep    {
        .@Town$ = getarg(0);
        .@amount = getarg(1);
        .@del_all = getarg(2);
        
        if(.@del_all)
            setd(.@Town$+"_rep"), 0;
        else
            setd(.@Town$+"_rep"), getd(.@Town$+"_rep") - .@amount;
            
        if(getd(.@Town$+"_rep") - .@amount < 0)
            setd(.@Town$+"_rep"), 0;
            
        return;
    }
    
    // ==== Shows Player's <Town> reputation
    // ==== Syntax is: CallFunc("showRep", "<Town>");
    function    script    showRep    {
        .@Town$ = getarg(0);
        .@townRep = getd(.@Town$+"_rep");    
        dispbottom "Your "+.@Town$+" town reputation is "+.@townRep;    
        return;
    }
    

  4. @@zackdreaver I didn't mean to create any drama, it was more kind of discussion on theme "Why not to unite together?" "Why would we develop two SIMILAR emulators, but having other one with pretty cool advantages?".
     

     

    btw, I'm really sorry, didn't use search function, so didn't see those themes, if moderators think this one should be deleted/closed, then do it.


  5. Wanted to discuss about the point of rAthena compared to Hercules atm. Why not to merge everything from to Hercules and let this emulator die? Hercules got many advantages when compared to rAthena. Your arguments? This topic is made to discuss two emulators only.


  6. @@Ind

    got a few suggestions:

    1) Add option to choose if u need to create translations for standart NPCs or not?

    2) make a command like @reloadlangdb aswell, which will reset the db/translations.conf? So we don't have to restart server

    What if I need to translate dispbottom, broadcast commands aswell?

    got a problem with this system, i did a translation of Russian text in English aswell putting Russian as default language, but when I do @lang English and then talk with NPC it still shows Russian translations. No errors in map-server

     

    -- Problem fixed, English.po is being overwrited by server, so I did change in script.c

     

    script->add_language("English"); 

    into

     

    script->add_language("Russian"); 

    and got it working ! ;-)

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