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jaBote

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Everything posted by jaBote

  1. We have some guides for setting up patchers in our Wiki, inside this category.
  2. All clients must have the sounds in their respective data folder to work, so try giving them a new GRF or better use a patcher for managing the patch of the new files.
  3. Maybe you didn't put it well, do the sounds match with the ones referenced in the script?
  4. jaBote

    @rickroll

    And if you want it to sound in your server, use the soundeffect script command. P.S.: SERIOUSLY? LoL
  5. First, all the sounds must be in .wav format. Then, open your GRF with a tool designed for that, then go to the data/wav folder (or make it if your GRF hasn't that) and simply put all of your wavs in there. Notes: Default directory after opening a GRF is data; so you should just open the data/wav folder inside that. Also, don't use the data/wav/effect folder if it exists, just the data/wav folder. Example pic of wav folder on the official data.grf:
  6. After a quick parse, it seems this script is still working on Hercules without any problem. Please try that script on your server along with all of its requirements to see how that goes.
  7. @quesoph: Maybe you made a little mistake there in line 3? Check will try to compare if the users in pvp_y_8_2 are greater than the int representation of the string "Izlude". I'd remove the useless Izlude there and fix the mistake, like this: - script FSRS::fsr -1,{if ( select ( "Warp to "+.map$[1]+" [ "+getmapusers(.map$[0])+" / "+.map$[1]+" ]", "nothing." ) == 2 ) close; if (getmapusers(.map$[0]) >= atoi(.map$[1])) { mes "[PVP Fight Square Reception Staff]"; mes "This map is currently full."; close; } announce "[ "+strcharinfo(0)+" ] has joined the battle!",0; while(1) { set .@x,rand(0,300); set .@y,rand(0,300); if( checkcell(.map$[0], .@x, .@y, cell_chkpass)) break; } warp .map$[0],.@x,.@y; end; OnInit: setarray .map$[0], "pvp_y_8-2", 128; waitingroom "PVP TAGISAN NG LAKAS",0; end; Pssible add: freeloop to check the loop without infinite loop warnings.
  8. You can use bindatcmd to create your new scripted commands to warp yourself wherever you want, or even put restrictions to current script commands before they get run. You could script your restrictive @warp if that's what you can, or put the restrictions to it.
  9. I don't get what you're trying to do, could you please elaborate more? Also, are you sure a script wouldn't cover you better for warping a player when certain conditions are met instead of a source edit?
  10. Don't know what you mean. You refer to this inside your db/{re or pre-re}/item_db.txt (sample: db/re_item_db.txt)? 2966,RWC_2012_Ring,RWC 2012 Ring,5,20,,200,,0,,0,0xFFFFFFFF,7,2,136,,0,0,0,{},{},{}2967,RWC_2012_Ring_,Chambered RWC 2012 Ring,5,20,,200,,0,,1,0xFFFFFFFF,7,2,136,,0,0,0,{},{},{}2968,RWC_2012_Pendant,RWC 2012 Pendant,5,20,,200,,0,,0,0xFFFFFFFF,7,2,136,,0,0,0,{},{},{}2969,RWC_2012_Pendant_,Chambered RWC 2012 Pendant,5,20,,200,,0,,1,0xFFFFFFFF,7,2,136,,0,0,0,{},{},{} If so, then you should write your own item script, usually inside the first curly braces (They are these { }).
  11. Please, avoid requesting multiple things different in nature on the same topic. This will help other users that could have the same issue find their reply earlier.
  12. The Izlude map isn't used at all on that script except when declarating it O.o
  13. This is not a script request but a source request. I will move this topic for you. Also, please try to use codeboxes when posting code, this will make it way more readable. I'm not good in source, but I believe if you change the value of 7 to other one, you'll increase the ASPD you'll receive upon using this skill. Example, if you want this skill to give up to 30 ASPD, change all occurrences of 7 to 30: if(sc->data[SC_SPEARQUICKEN] && skills1 < 30) skills1 = 30; Also, don't forget to recompile your server after performing this change so that it's actually applied. Be careful that any changes made to the status_calc_aspd function (which is the one I think you're using) will only take effect in Renewal, not in Pre-Renewal. As a friendly advice, it's be better for your request if, in case you've found something that may help us finding the answer to your issue, you tell us where you got that clue. I was able to try to help you this time because I got lucky finding that piece of code, else I wouldn't have known any possible answer.
  14. Obviously, any new script you want to implement should be done in a new text file with the full script. If you are too lazy for making a full new PvP ladder script, I think you can use this old one posted back in eAthena: http://www.eathena.ws/board/index.php?showtopic=237765 Remember to also install the sounds in your data folder if you want them to be heard ingame. Also, maybe you'd have to register an account in eAthena prior to downloading files. You can do that without any problem. Since it's too old, you could still have some errors when parsing it, I haven't tested it.
  15. Moving to client-side requests because of the nature of this topic.
  16. Have you tried to use that on a player with high int? Don't know if it's when used by a player with high int or launched on a player with low int, but if I read that code well, success rate is (100 - (100 - 0.8*int) )
  17. This topic has now been solved. Please try to stick with only the request you have on your main post to avoid topic deviations.
  18. AFAIK, this feature was removed from official clients, so chances are you'll possibly get strange things if using an incompatible client version. Unfortunately, I don't know what client versions are compatible with mail system.
  19. If you want to make it 100%, just remove this piece of code: if(rand(10000) < 10) And done.
  20. Hello Khenma: Here's a guide on how to reset your password, depending on your OS: http://dev.mysql.com/doc/refman/5.0/en/resetting-permissions.html About the MySQL user, you should set a valid MySQL user and password at least in your conf/inter-server.conf file. Also, the server communication ID and password are made so that char and map servers can communicate, so they must be the same. Your server communication account and password are stored in the `login` table inside your database, with its sex marked as 'S' (usually on the first row). Hope I helped.
  21. Not sure if you can have negative def on official servers, so not sure if I should address you to file a bug report or not. Could you also please upload a screenie and possibly steps to reproduce?
  22. It should be possible to easily adapt it unless it contains some strange new functions (which would make adaptation a tad more coimplex but still possible). Can't download that file ATM and, anyways, I'm not good in source.
  23. jaBote

    WOE SCRIPT

    Load the NPC, then access it as an admin (GM level 99, you should already know what it is). Choose the "~ Manage sessions" option, then follow the instructions. P.S.: It's unlikely you'll get detailed support from Euphy's scripts if not from Euphy himself, since they all are uncommented and its code is messy and hard to read even for seasoned scripters. Not that I dislike or despise Euphy's work, but it could be made quite plainer and edit-friendly.
  24. jaBote

    WOE SCRIPT

    Euphy's WoE setter sessions are configured ingame, once you load the NPC and talk to him as an admin with enough powers.
  25. Maybe this does help you? This is a fragment of an upcoming project I'm doing and I think some newbie proofreading won't harm anyone. Is it OK for you to understand all about monsters? NOTE: all %TAB% are meant to be actual tabulation spaces, but plaintext has some issues with them and they're marked as so for clarity's sake. ### Creating a permanent monster spawn ###(*TopMonster)(*TopBossMonster)<map name>,<x>,<y>{,<xs>{,<ys>}}%TAB%monster%TAB%<monster name>{,<mob level>}%TAB%<mob id>,<amount>{,<delay1>{,<delay2>{,<event>{,<mob size>,{<mob ai>}}}}}<map name>,<x>,<y>{,<xs>{,<ys>}}%TAB%boss_monster%TAB%<monster name>{,<mob level>}%TAB%<mob id>,<amount>{,<delay1>{,<delay2>{,<event>{,<mob size>{,<mob ai>}}}}}-> Description: When parsed, this will make a permanent mob spawn (until server reboot or script reload) with the specified characteristics.-> Parameters: * map name: The map name in which the monster(s) will be spawned. * x,y: They are the x and y coordinates on the specified map, in which the monsters will be spawned or the center of the spawn rectangle if xs or ys are greater than 0. If both x and y are 0, the monsters will be spawned on a random position of the map. Be warned that mobs walk around randomly, so that they may eventually walk over the entire map as long as there's a walkable path! * xs,ys: They are the horizontal and vertical span (ie, width and height) of a spawn rectangle centered in x,y. Think of this as the amount of squares you'd like to have your monster(s) spawned from the center to both sides. For example, if xs is 6 and ys is 1, the result would be a 6+1+6 width by 1+1+1 height spawn rectangle: ------------- | C | ------------- where that C is the center of that spawn rectangle. Even if both of them are optional, you'd better set them together * monster: __Mutually excluyent with boss_monster__. Specifies the parser to spawn regular monsters with no special treatment. * boss_monster: __Mutually excluyent with monster__. Specifies the parser to spawn special monsters (usually MvPs) which can be detected by the SC_CASH_BOSS_ALARM status (Convex Mirror). Please note this will __not__ mark the mob as boss-type. * monster name: The name the monsters will use, at your choice, with a max of 24 characters by default. You could use some special names as "--ja--", which will use the 'japanese name' of its record in the monster database (that is, in fact, an English name) or "--en--", which will use its 'english name' (that is that same name in uppercase). * mob level: If specified, spawned monsters will forcely be this level, but they won't get any status changed other than this one. * mob id: The actual mob id of the monsters you'll be spawning from the mob db. * amount: The amount of monsters you want to spawn. It's affected by the mob_count_rate configuration in conf/battle/monster.conf * delay 1: Minimum time, in milliseconds (1000 = 1 second) that, after killing a monster from this respawn, the server will take to spawn that monster again. This is known as base respawn time. * delay 2: Random time, from 0 to this value (in milliseconds), that will be added on top of the base respawn time to respawn a dead monster from this respawn. Server always enforces a minimum of a total 5000 milliseconds before respawning a mob. * event: An NPC name and event to be executed on every death of any of the spawned monsters (and, if an user has killed that mob, the event will be executed attached to that user). The event must be in the form "NPCName::OnEventName" for being executed, and the event name label should start with "On". If you don't want to execute any event, just set this value to 0 or 1. For more information about labels, please see the 'Labels' section. * mob size: This optional parameter will determine the size of the summoned monsters on the spawn. Set it to 0 if you don't want to alter the monster's size, 1 if you want them to be small and 2 if you want to make the monsters big. Formerly, a summoned monster with altered size had its stats, drop rates and experience doubled on size = 2, or halved if size = 1, but now it's disabled by default. You can enable this feature if you want by changing the mob_size_influence configuration in conf/battle/monster.conf * mob ai: The special AI the mob will have. It's not like the one you set in the mob db, but a special extra behavior you may want to set. 0 means no special behavior; 1 means the spawned monsters will attack other monsters; 2 makes their behavior as if summoned by Alchemist's Marine Sphere skill; 3 makes them behave as if summoned by Alchemist's Summon Flora and 4 makes them behave as if summoned as from Kagerou/Oboro's Zanzou skill.-> Notes: Please note that by using this you'll make a __permanent__ monster spawn, there's no way of unloading them from the server unless you reboot or issue @reloadscript. If you want to make a mob spawn for once or limited times, please refer to the 'monster' and 'areamonster' script commands. Also note that if you want to put an optional parameter and there are some others before, you'll have to fill the ones before (mostly with zeros).-> Examples: * Spawn a shining plant (ID# 1083) with its default name on prontera, x=150, y=170 that will respawn every 5s (minimum default): prontera,150,170%TAB%monster%TAB%--ja--%TAB%1083,1 * Spawn 10 boss level 99 porings (ID# 1002) named Satan Morroc at a random place on prontera, which will respawn around 1~1:30 hours after being killed (from 3600000 to 5400000 ms): prontera,0,0%TAB%monster%TAB%Satan Morroc,99%TAB%1002,10,3600000,1800000 * Spawn 4 big Poporing on a 3x4 square around prontera,150,170, which will attack other mobs and trigger the 'OnMyPopoDie' label from 'MyNPCName' when killed (default respawn time): prontera,150,170,3,4%TAB%monster%TAB%Poporing%TAB%1031,4,0,0,"MyNPCName::OnMyPopoDie",2,1 What do you think?
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