jaBote
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Everything posted by jaBote
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I'd avoid to directly insert cashpoints to people on the SQL, just update the value if it is available there.
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If you compile in pre-renewal and make your jobmaster (if you have) not to change your users to 3rd jobs, then you'll have them just like if they were disabled. 3rd jobs are also enabled on pre-re servers, but that way your users won't be able to become 3rd class unless you let them use @job.
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On the global_reg_value table, associated with the respective account ID they belong to.
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They are stored as account variable on the scripting engine, named #CASHPOINTS and #KAFRAPOINTS if I remember well.
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Edit npc/guild /agit_template.txt (or its npc/guild2 counterpart) on the guild steward template to disable that, then reload the scripts.
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Not on my pc so I can't script that at the moment but... Why you want that to be scripted? reloadscript isn't supposed to be used on production servers since it may start unexpected behavior issues on the server.
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Now that I see that topic, there are some packet keys not added in our repository. Will we get them committed?
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Maybe, if we get all of its packets and make them available for the servers to manage. Not good on clientside myself.
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Yes, if somebody could be able to grab the packet keys on that client for us.
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You put a skill, then a situation in which that skill may be casted. If you want a skill to be casted in more than one situation, you must duplicate the skill entry but edit the parameters. There's an explanation about that on the header of the file.
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Fastest way I can think about it is just updating to last revision, then locally on your repository get the revision you'll be using.
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Help on updating account_data through query_sql
jaBote replied to Jedzkie's question in Script Support
ossi0110, what if the vip timer runs out while you're logged in? -
Help on updating account_data through query_sql
jaBote replied to Jedzkie's question in Script Support
Main problem with this, is that you need to set the expiration time somewhere else since you can't track that with current `account_data` table... -
For keeping things clear: db/mob_db2.txt for creating custom mobs, with their stats, drops and basic parameters such as name, ID and exp. Mobs will have no other special attacks than basic attacks. db/mob_avail.txt for assigning a sprite to your new mob based on another existent mob. Not requied if using mob sprites clientside. db/mob_skill_db2.txt for assigning skills to your mob. Skills are any action the mob can do, other than basic attack. You have all this info (and quite a lot more!) on our Wiki page: http://herc.ws/wiki/Custom_Mobs
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Nope, since as far as I knor (not really good on client side) the bots act on the client side sending the same packets an actual user would. Not quite good on this, but it's been said on the topic that any supported client will work, provided you change the encription keys (some client have default encryption keys that are the only combination that allow using WPE) and set your own, and also make your server work with these new packet keys.
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Dispel is only supposed to work on target players and only removes most of the status casted on them, not area of effect spells.
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Maybe first one can be done with setcell in mode cell_basilica plus a pcblockmove, perhaps with a NPC with an OnTouch event; kerbiii 's request is the same but a tad more difficult.
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Yes, just copy that script and bind @go with very few modifications. Yes.
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For me, using ctrl+A, then D has always worked. Not sure about ctrl+shift+A, then D.
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Just set an additional label in which you do all necessary calculations and then fire the OnAtcommand label. Or even better: make the OnAtcommand label just process if there's been a map specified and your additional label set the map, then call a new label called OnEvent or so. Example: - script poringbind -1,{OnInit: unbindatcmd "poring"; bindatcmd("poring","poringbind::OnAtcommand",20,90); end; OnAtcommand:if(getgroupid() < 20) { end; }set .map$,.@atcmd_parameters$[0]; if(@map$ == "") {dispbottom "Syntax: @poring <mapname>";dispbottom "Five Porings will spawn on the map you choose. Recommended usage for this event is 3-5 times per day.";dispbottom "NOTE: Do NOT use capitals in the map name otherwise no Poring will spawn!";end;}donpcevent strnpcinfo(3)+"::OnEvent";end; OnMinute01: // Put your custom triggers hereset .map$, "yourmapname";donpcevent strnpcinfo(3)+"::OnEvent";end;OnEvent:monster .map$,0,0,"Wandering Poring",1002,5,"poringbind::OnKill";announce "[Wandering Poring] : 5x Wandering Porings have been sighted on the map: "+.map$+". The first person to find and kill each will receive an award!",0;end; OnKill:// Update Here!set .@prize,rand(1,5);announce "[Wandering Poring] : "+strcharinfo(0)+" has captured a Wandering Poring on the map "+strcharinfo(3)+"!",0;// Syntax: Item ID / Quantityif(.@prize == 1) { getitem 501,1; }if(.@prize == 2) { getitem 502,1; }if(.@prize == 3) { getitem 503,1; }if(.@prize == 4) { getitem 504,1; }if(.@prize == 5) { getitem 505,1; }// 25 Poring Coins Base Prizegetitem 7539,25;end; }
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Yes and no. Not as the scripting language is, but you can make an array that specifies how many milliseconds a sonw will take to play, then when it's finished make it autoplay the next or another one.
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Nope. You can also use playbgm, but keep in mind they do different things: *playBGM "<BGM filename>";*playBGMall "<BGM filename>"{,"<map name>"{,<x0>,<y0>,<x1>,<y1>}};These two commands will play a Background Music to either the invoking character only ('playBGM') or multiple characters ('playBGMall').BGM filename is the filename in /BGM/ folder. It has to be in .mp3 extension, but it's not required to specify the extension in the script. If coordinates are omitted, BGM will be broadcasted on the entire map. If the map name is also omitted the BGM will be played for the entire server.You can add your own BGMs this way, naturally.
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Yes it is, but you should do a workaround them for setting automatically the necessary parameter (mapname only in this case).
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Well, I was trying to reply to user Rekiem. Sorry!
- 50 replies
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- kagerou oboro iRO
- job change quest
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This suggestion has already been added, this whole topic has been a misunderstanding of Zezicla. No problem