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jaBote

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Everything posted by jaBote

  1. If I were you, I'd just get rid of the item since you could try to cheat your way off the restrictions while using the class renders these cheats impossible. You could still give the item for the fun if you want, but do the checks based on the job. Keeping on the processor-intensive idea of using the loadevent mapflag on each map you want to restrict and add them to its respective list, for restricting 3rd jobs or 2nd trans jobs you should use bitmasks, which is minor magic but makes the restriction easier: - script warp_banned -1,{OnInit: setarray .not_2ndjob$[0], "prontera", "payon", "aldebaran"; // Maps NOT for second jobs. Add more with a comma, last member should have a semicolon setarray .not_3rdjob$[0], "amatsu", "gonryun", "geffen"; // Same as above, but for third jobs end;OnPCLoadMapEvent: if ( eaclass()&(EAJL_UPPER|EAJL_2) ) { // Player is 2nd trans job for (set .@i,0; .@i < getarraysize(.not_2ndjobs$); set .@i, .@i + 1){ if (strcharinfo(3) == .not_2ndjobs$[.@i]){ dispbottom "You're not supposed to be here..."; warp "SavePoint",0,0; } } } else if ( eaclass()&EAJL_THIRD ) { // Player is the 3rd job for (set .@i,0; .@i < getarraysize(.not_3rdjobs$); set .@i, .@i + 1){ if (strcharinfo(3) == .not_3rdjobs$[.@i]){ dispbottom "You're not supposed to be here..."; warp "SavePoint",0,0; } } } end;} Again, I haven't tested it but should work as expected. If you want to make custom mapflags for checking if somebody is 2nd trans or 3rd job, then it's a source request and it's beyond my abilities ATM .
  2. I think it's OK. This says if the headgear is refined less than +15, just reduce a 15%; Else if its refined over +15, then reduce a 20%. At least that's what I get from the description.
  3. jaBote

    Teleport

    If you want to make all Lv 1 teleport (including the acolyte ones) to behave just like Fly Wings, you could change the setting on conf/battle/skill.conf#L239 to yes: skip_teleport_lv1_menu: yes Else, if you just want to make the card behave like a fly wing, I think no script could help you and you should resort to a source modification then...
  4. In fact, you can do a patch for your modifications. Or, if you have your changes committed, conflicts should be there for sure and then use the console for resolving all of them manually so that you won't lose any changes. P.S.: Yeah, using WinMerge is bliss
  5. If that's your home computer, I'd reccommend installing that one as a Development machine for obvious reasons (since it won't use up a big piece of your available memory and processing time).
  6. The 80% magic reduction is easy to do, by simply changing the item script to: { bonus bNoMagicDamage,80; bonus bUseSPrate,100; } About the remaining 20%, I'm not sure if adding this to the script above would help you: autobonus2 "{ bNoMagicDamage,100; }",2000,1,BF_MAGIC; But I think no and can't think about some other way to do it. By the way, moving to Database Requests because this is a DB request .
  7. They're a bit outdated, I'm in process of renewing them when I have time. Sadly they need to be remade every time rAthena or Hercules launch SQL updates, so that's a hard task to always keep updated.
  8. The solution is there, but it's quite processor intensive to be honest. Just add loadevent mapflags to all the cities you want to restrict the warps in, and make a NPC that should be much like this: http://upaste.me/54a9103646ac0b102 (I haven't tested it but it should work) - script warp_banned -1,{OnInit: setarray .not_2ndjob$[0], "prontera", "payon", "aldebaran"; // Maps NOT for second jobs. Add more with a comma, last member should have a semicolon setarray .not_3rdjob$[0], "amatsu", "gonryun", "geffen"; // Same as above, but for third jobs set .item_2ndjob, 1220; // Set your 2nd job item here set .item_3rdjob, 1221; // Set your 3rd job item here end;OnPCLoadMapEvent: if (countitem(.item_2ndjob)) { // Player has the 2nd job item for (set .@i,0; .@i < getarraysize(.not_2ndjobs$); set .@i, .@i + 1){ if (strcharinfo(3) == .not_2ndjobs$[.@i]){ dispbottom "You're not supposed to be here..."; warp "SavePoint",0,0; } } } else if (countitem(.item_3rdjob)) { // Player has the 3rd job item for (set .@i,0; .@i < getarraysize(.not_3rdjobs$); set .@i, .@i + 1){ if (strcharinfo(3) == .not_3rdjobs$[.@i]){ dispbottom "You're not supposed to be here..."; warp "SavePoint",0,0; } } } end;} Just don't forget to remove the 2nd job token when changing to third! P.S.: Anyways, scripting lets you know if someone is 2nd or third job, so in my modest opinion that item is just unnecessary mess.
  9. jaBote

    blacksmith npc

    You'll either need to make a bonus to be read on these items (e.g a card or whatever) or make a new unbreakable equip from scratch to accomplish this.
  10. You can modify the behavior of the script by using checkvending() or checkidle() if you want not to reward idle players. See how they work here: doc/script_commands.txt#L3797
  11. That first one sounds familiar to me...
  12. {if(getgroupid() > XX) {ýour_script_here}}
  13. Please, keep the topic clean. Support and requests not related to this release should be addressed in a separate topic.
  14. Scripting engine won't allow you to get the MvP of the monster, so either you conform with that or there's nothing you can do unless you edit the source.
  15. npc/merchants/socket_enchant.txt npc/merchants/socket_enchant2.txt The functions func_socket and func_socket2 roll a number between 1 and 100. But you're interested in all the callfunc the NPC throws: change the third and fourth parameter that is sent to the function to have its success rate changed. Example: callfunc "Func_Socket",2234,5164,40,51,2000,985,2; First red value is the minimum number you should get on the tandom pick, second one is the maximum one. They both are not included. Hope this helps.
  16. It isn't scripted yet, and I think it won't be unless someone kindly rips it from the officials.
  17. jaBote

    MVP Announcer

    sir, can u make its announce all mvp from mob_db and all map? Yes, but the NPC is way too different to this one in that case. Sorry, but scripting engine won't allow you to get the MvP of the monster, so either you conform with that or there's nothing you can do unless you edit the source.
  18. You can set any number of announcements you want, just change the "This is the first announcement.", "This is the second announcement.", "This is the third announcement.", "4th", "5th"; and so on. The script adapts to any number of announcements you have. Remember last member of the array should end with a semicolon ( , not a comma (,) and you're good to go.
  19. jaBote

    Onminute

    Labels are also case-sensitive. Correct labels are OnMinuteXX: Try that and tell me if it works.
  20. Hello! I'm sorry to say it isn't possible as of now since server just reads and parses the contents on the .txt file, no more. It could be possible with some server-side modifications.
  21. I think there's nothing to do with this unless you have your source changed. At the moment all attacks can be of 1 element only, no more.
  22. Or maybe you could use itemskill with the flag set to 1 so that you'll ignore the skill's prerequisites:
  23. You're not marking the tickets as read on the database, just player side on a temporary script var, so it'll always be gone once the NPC is finished. You should send an UPDATE query to make the read tickets be marked as read.
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