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jaBote

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  1. Upvote
    jaBote reacted to Uzieal in Uzieal's Art Corner   
    Welcome!
    So I am a graphic designer in my spare time & I love making signatures, avatars, banners, webpages, icons, logos, sprites & more! One thing that makes me cringe is a bad or empty avatar or simply terrible signature. I think if you are going to be a part of a community you should have a half decent representation of yourself that people can recognize. So here is my Art Corner, I will be offering Avatars and Signatures to the community for free, first come first serve and I will only be taking so many requests at a time. 
     
    So here is what I need from you before I can begin a request.
    ( Before Requesting please note, you must have at least 20 posts. )                       Request List Round #1
     
    1.  An image or description of your In-game character sprite + headgear set.         Request # 1   - NeoMind 
    2.  Any Specific Color Scheme you would like example; Red, White & Blue.             Request # 2   - Valor 
    3.  Any images you like that could possibly be used for the request.                       Request # 3   - Mysterious
    4.  Text you would like to be included or a short quote etc.                                   Request # 4   - ossi0110
    5.  Which name you would like on the Signature / Avatar.                                     Request # 5   - xilence01
    6.  Some contact info of sorts so I can contact you if needed.                                Request # 6   - Dastgir Pojee
     
    Post this information here or in a PM and I will update the Request list as we go.
     
    Sample Avatars 
            
    Sample Banners

    Sample Signatures


        
      

       Ancient Work Spoiler
    All credit for renders, fonts, sprites, etc belong to the original artists or organizations etc. if an image you have created shows up here and was not requested by me to be used it was likely provided for me as a request, if you do not wish it to be used please contact me and royalties, proper accreditation or removal will be provided promptly, as an artist I try to respect the wishes of other artists to the best of my ability so thank you for your patience. 
  2. Upvote
    jaBote got a reaction from ToiletMaster in Autoloot Disabled after 3 minutes   
    Hmmm... Then, if idle_no_share doesn't work (I can't test it ATM since I'm on my cellphone) I can only think about trying to make a script that, when inactive (use checkidle() script command) gives them an unlimited time negative (or 0, IDK) bubble gum effect (SC_CASH_RECEIVEITEM) for negating any item drops that gets removed when the user is no longer idle or logs out.
     
    What I don't know is if autocasted skills remove the idle time check (in that case you could just see if player's position changes). In any case I'd recommend a source mod rather than a script but here's a sample script with the assumption autocasted skills don't remove your idle status if you want to keep with this anyways (put this inside a NPC and add the tabs since Mobile UI ignores tabs):
     

    - script noafk -1,{OnInit:set .afktime, 3*60; // 3 minutes in SECONDSset .sampletime, 5*1000; // 5 seconds in milliseconds, make it higher if this causes your server freezeend;OnPCLoginEvent:sleep2 (.afktime * 1000) - .sampletime + 10; // Delaying the first check until player can actually be AFK plus a little threshold, you could safely remove this line but saves you some processingaddtimer .sampletime,strnpcinfo(3)+"::OnCheckAFK";end;OnCheckAFK:deltimer strnpcinfo(3)+"::OnCheckAFK";if (checkidle() >= .afktime && ! @idle) {set @idle, 1;sc_start SC_CASH_RECEIVEITEM, -1, 0; // Rates x0 for this guy}else if (checkidle() <= .afktime && @idle) {set @idle, 0; // Removing idle penalty for this guysc_end SC_CASH_RECEIVEITEM;}addtimer .sampletime,strnpcinfo(3)+"::OnCheckAFK";end;} Can't test it for obvious reasons so try it yourself (after adding proper tabs) and give me the feedback.
  3. Upvote
    jaBote reacted to Sanasol in Web Vending Database (Standalone and FluxCP Addon)   
    Source inserting shop info into database.
    Few source lines and a little bit of magic php + js
    Decorated with new Twitter Bootstrap
     
    Remake of this http://www.eathena.ws/board/index.php?showtopic=255406  /oops 
     
    Installation


    Screenshots

     
    Main page

     
     
    Map position tooltip

    For map showing need *.gat files
    Approximate position, accurate display at map could not to achieve
     
    And Search

     
     
    Item images very old, you need to add the new items
     
     
    FluxCP Screens


     
    Demo
    FluxCP Demo
     
    Sources

     
     
    My src versions: Hercules SRC Patch + web Standalone or FluxCP
     
    Yommy src versions: Standalone or FluxCP
     
    [NEW 04.20.14] Hercules src version: FluxCP
     
    Sources is absolutely free, but if you want you can do donation

  4. Upvote
    jaBote reacted to Ragnar Lothbrok in R> @ecall command   
    i just use this one http://rathena.org/board/topic/74425-ec-or-ecall/?hl=%2Bemergency+%2Bcall#entry157395
  5. Upvote
    jaBote got a reaction from Nameless2you in 07/31/2013 kRO Maintenance   
    I've fixed myself some mistakes with this patch translation
     
    Quote didn't cover up all image text (some kudos if someone manages to make a translated image, I can't do that ATM). THere's a sentence that says missing image text. As you can see, it isn't. I forgot to translate a sentence.

    Sorry for this guys!
  6. Upvote
    jaBote got a reaction from madtoyz in Change Cash Point by Happ5 become unlimited exchange   
    @ Via: BTW OnInit labels are now automatically fired when a NPC is loaded so there's no longer need to whisper to any npc or using the messy if (!.init) donpcevent strnpcinfo(3)+"::OnInit"; and these 'dirty' tricks to make the NPCs start working when they aren't loaded on server start .
  7. Upvote
    jaBote got a reaction from Mumbles in How to properly make set equips?   
    This, or you could even use the db/pre-re or re/item_combo_db.txt file (example, renewal file), which is now the official mean of making item combos. The way you tried and Via corrected is still supported but I personally don't reccommend that.
  8. Upvote
    jaBote got a reaction from Mumbles in prohibit monsters in a map to go to a certain area of the same map   
    You can try to warp monsters outside by making use of the OnTouchNPC event label and unitwarp script command:
     
    doc/script_commands.txt (unit* commands, especially unitwarp):
    *unitkill <GID>;*unitwarp <GID>,<Mapname>,<x>,<y>;*unitattack <GID>,<Target ID>;*unitstop <GID>;*unittalk <GID>,<Text>;*unitemote <GID>,<Emote>;Okay, these commands should be fairly self explaining.For the emotions, you can look in db/const.txt for prefixes with e_PS: unitwarp supports a <GID> of zero, which causes the executor of the script to be affected. This can be used with OnTouchNPC to warp monsters:OnTouchNPC: unitwarp 0,"this",-1,-1;
  9. Upvote
    jaBote got a reaction from Mumbles in Mapflag via script   
    As far as I know, no mapflags in db/re or pre-re/map_zone_db.conf allow a Group Level override. Only overrides possible there are in the disabled_commands section of a map zone.
     
    Mapflags set are absolute since they don't usually accept another extra argument than off, which disables it (the exceptions are further configuration parameters for special mapflags like bexp, jexp, pvp_nightmaredrop and so). Then the nowarp mapflag, when set, doesn't allow group levels overrides just as expected, so I see no problem there.
     
    After a quick glance in src/map/npc.c @ npc_parse_mapflag function, the only mapflag which allows GM override level is nocommand.
     
    If you would like to bypass nowarp and nowarpto restrictions then you should proceed as always: giving the any_warp permission.
     
    Hope I helped.
  10. Upvote
    jaBote got a reaction from Chemical Crush in Rebellion Class Spr & Official Hair Spr 28-29   
    There is no problem in uploading files outside the downloads section, but it's highly reccommended to do so, because you reach more people this way.
     
    rar is a pretty extended format, so I think it'd be a great idea to add them to the allowed filetypes. However, I don't have powers for doing that.
  11. Upvote
    jaBote got a reaction from Angelmelody in How to set mapflag with mf_zone properly?   
    Only available official script in which you have this is in npcguild2agit_main_se.txt:51
     

    setmapflag strnpcinfo(2),mf_zone,"GvG2"; Hope this helps you in understanding this syntax. It's basically the second way you tried but enclosing the zone name between "" (quotation marks).
  12. Upvote
    jaBote got a reaction from xienne15 in unitattack clarification...   
    GID stands for Game ID. Every in-game object has a Game ID. For players it's the same than their RID, which is also their Account ID. For mobs, it's quite more complicated since here in Hercules the Mob Control suite isn't available.
     
    You could use the monster command, spawning 1 only monster and setting what it returns to a variable and then using the unit* commands with it. Refer to some part of doc/script_commands.txt in the monster/areamonster documentation:
     
     
    unit* commands are just a leftover of the mob control suite that was custom built long long ago in the eAthena era and then was removed. The unit* commands just give a quite basic control which isn't just enough for much purposes).
  13. Upvote
    jaBote reacted to Ind in Hercules Plugin Manager: Update   
    Hercules Plugin Manager: Update
    Hello~! What?
    This is the first major update to our Hercules Plugin Manager, HPM, since it has been first introduced some 3 months ago Made Possible Thanks to Haruna, Gepard and Xgear In this Update
    Initial Char and Login Server support Custom Packet support (and thus ability to override existent packets) in all 3 servers Initial Custom Data Struct supportThe ability for a plugin to create and append data structs to existent data, currently available to player units (map_session_data) and network pipes (socket_data), we'll be extending this to others as we go by, drop us a word if you need it somewhere it isn't available yet Documentation Update
    The documentation is currently being updated and will be available over http://herc.ws/wiki/HPM once it is complete The sample (src/plugins/sample.c) has been updated to demonstrate the usage of the new features Up-and-Coming
    HPM HooksSince HPM was first released we've greatly advanced in the design of this feature, which will take full advantage of our Hercules Renewal Phase One and be extremely efficient Hercules Stress Test ServerOur Stress Test Server will become a reality as soon as the HPM Hooks is released, as it is the one condition necessary for it to function as we intend it to Link!~u
    Commit
  14. Upvote
    jaBote reacted to Gepard in Flux Control Panel for Hercules   
    Flux Control Panel for Hercules
     
    Flux CP is now officialy available for Hercules!
     
    It is fully working with both pre-Renewal and Renewal Hercules servers. We will continue developing it, so it is always up-to-date and compatible with latest Hercules.
     
    New theme
    Hercules' Flux CP comes with a brand new theme. It's a grey-ish modern and clean HTML5 theme, called Emphaino.
    It has a nice dropdown menu located on top of the screen, and a customizable footer area, where you can put some stuff that should be visible all the time (like links to social media, forums etc.).
     
    A picture is worth a thousand words:



     
    It's a HTML5 theme, so it requires a decent browser, or IE9+ (if you insist on using that).
     
    Theme selection
    Having two themes is great, but until now it was impossible to make use of them both. That's why theme selector has been added to both themes, so your users can pick whichever theme they like more.
     
    Again, preview:

     
    Extra credits
    Authors of original FluxCP & FluxCP-rA. Authors of Emphaino theme (originally for Wordpress).

     
    Download
    Hercules' FluxCP Github repository: https://github.com/HerculesWS/FluxCP
     
    Issues
    Bug reports, questions and suggestions are all welcome directly on GitHub: https://github.com/HerculesWS/FluxCP/issues
     
    Enjoy~
  15. Upvote
    jaBote got a reaction from Nameleszx in When player died   
    From cellphone so expect errors, or maybe not. Put this (or something like this) inside of a script:
     
    OnPCDieEvent:
    getmapxy(.@map$,.@x,.@y,0);
    if (.@map$ == "bossnia") warp "prontera",0,0;
    end;
     
     
    PS: quite funny that auto correct tried to change prontera to printer.
  16. Upvote
    jaBote got a reaction from Angelmelody in R> A free up var script command   
    If you set a variable to 0 if it's a number or "" (empty string) it's supposed to be gone for good, so this script command request is already made:
     
    Check this piece of text from doc/script_commands.txt
  17. Upvote
    jaBote got a reaction from madtoyz in How to make satan morocc but description mob copying poring ?   
    From cellphone and for being fast:
     
    Make a new line in db/mob_db.txt with all the poring information. Change the mob ID for avoiding collisions and preferably also change sprite name, kROname and iROname (the first 4 values in total).
     
    Then, for making it have the Satan Morocc sprite, just open db/mob_avail.txt and add a line in this fashion:
     
    SatanMorrocID,NewMobID
     
    this way you'll have a custom poring with Satan Morocc sprite. For adding skills use db/mob_skill_db.txt
  18. Upvote
    jaBote got a reaction from madtoyz in How to setup cluck event by Keale of VoidRO with time ?   
    If you want it to trigger exactly every 4 hours, you could make it start. For example, given you've configured your script (an OnInit label is missing so you'll have to configure it by hand), you could set OnHourXX labels just along with the starting label on the script, which is L_cluckannounce.
     
    Keep in mind this part of doc/script_commands.txt for following script adaptations:
    OnClock<hour><minute>:OnMinute<minute>:OnHour<hour>:On<weekday><hour><minute>:OnDay<month><day>:This will execute when the server clock hits the specified date or time. Hours and minutes are given in military time. ('0105' will mean 01:05 AM). Weekdays are Sun,Mon,Tue,Wed,Thu,Fri,Sat. Months are 01 to 12, days are 01 to 31. Remember the zero.  
    Example with hours 00, 04, 08, 12, 16 and 20 (hour 24 doesn't exist), and also adding the OnInit quick configuration. I've changed the permanent server variables for NPC variables. Its only drawback is that prize changes are temporary until server reboot, so you'll have to change them on the if you want them to be permanently changed:
    //===== Athena Script =====================================//= Cluck! Cluck! Boom!//===== By Keale of VoidRO ================================//= http://voidro.com//===== Description =======================================//= Click the chicken and try retrieve the item at a low //= chance. If you fail he will nuke, freeze, stone, //= stun, or make you fall asleep.//= The prize is configurable and triggered by the NPC.//===== Credits ===========================================//= LuTze for his 'Chicken of Punishment' script.//= BrianL for suggesting the 'switch' command.//= jaBote for v1.2 changes.//===== Version ===========================================//= v1.2//=========================================================//= v1.0 - First release.//= v1.1 - Using 'switch rand' instead.//= v1.2 - Changed some spacing for better comprehension //= and added some features per madtoyz request.//=========================================================izlude,127,132,7 script Cluckers 800,{ if (.startcluck == 1) goto L_playcluck;cluckcluck: if (getgmlevel() >= 60) goto cluckadmin; mes "[Cluckers]"; mes "Cluck cluck! Cluuuuuck?"; mes "Cluck...."; close; cluckadmin: mes "[Cluckers]"; mes "Cluck cluck! Cluuuuuck? ^FF0000~Hi GM " + strcharinfo(0) + ", Wanna play today?~^000000"; mes "Cluck cluck... CLUCK! ^FF0000~Just tell me what to do!~^000000"; switch(select("Start Event:Check Prize:Set Prize:Not today Cluckers")) { case 1: next; mes "[Cluckers]"; mes "CLUCK! ^FF0000~Sure thing!~^000000"; emotion 33; close2; goto L_cluckannounce; case 2: next; mes "[Cluckers]"; mes "Cluck, cluck cluck... Cluck! ^FF0000~The current prize is^000000 ^008000"+ .cluck_item_amount +" "+ getitemname(.cluck_item_id) +".^000000"; next; goto cluckadmin; case 3: next; mes "[Cluckers]"; mes "Cluck cluck? Cluck??? ^FF0000~What should the prize for winning be? Please input the ID.~^000000"; input .cluck_item_id; next; mes "[Cluckers]"; mes "Cluck? cluuuck? ^FF0000~How many if this item should I give away?~^000000"; input .cluck_item_amount; next; mes "[Cluckers]"; mes "Cluck cluck..? Cluck. ^FF0000~So, the prize is^000000 ^008000"+ .cluck_item_amount +" "+ getitemname(.cluck_item_id) +"^000000? ^FF0000Great.~^000000"; emotion 33; next; goto cluckadmin; case 4: next; mes "[Cluckers]"; mes "Cluck cluck cluck..."; close; }L_cluckannounce:OnHour00:OnHour04:OnHour08:OnHour12:OnHour16:OnHour20: announce "[Cluck! Cluck! Boom!] is about to start in izlude 127 132!",bc_blue; initnpctimer; end;OnTimer10000: announce "Please proceed to the izlude 127 132 if you want to play with the crazy chicken!",bc_blue; end;OnTimer20000: announce "Cluckers has eaten one of my items! I'm too scared to retrieve it!",bc_blue; end;OnTimer30000: announce "Click the insane chicken and try squeeze out the item, if you're lucky you'll win! Are you ready?",bc_blue; end;OnTimer40000: announce "GO! Click the chicken to get the prize!",bc_blue; set .startcluck,1; end; L_playcluck: specialeffect2 2; switch( rand(15) ) { case 0: npctalk "CLUUUUUUCK!!!"; emotion 23; atcommand "@nuke "+strcharinfo(0); break; case 1: npctalk "Cluuuuuck!~"; break; case 2: atcommand "@nuke "+strcharinfo(0); break; case 3: sc_start SC_Freeze,10000,0; break; case 4: npctalk "CLUUUUUUUUUCK!!!"; emotion 23; atcommand "@nuke "+strcharinfo(0); break; case 5: sc_start SC_Sleep,10000,0; break; case 6: emotion 29; sc_start SC_Stone,10000,0; break; case 7: npctalk "CLUUUUUUCK!!!"; emotion 23; atcommand "@nuke "+strcharinfo(0); break; case 8: npctalk "Cluck! CLUUUCK!!"; emotion 23; atcommand "@nuke "+strcharinfo(0); break; case 9: sc_start SC_Stun,10000,0; break; case 10: emotion 29; sc_start SC_Sleep,10000,0; break; case 11: npctalk "Cluck! Cluck!"; break; case 12: sc_start SC_Stun,10000,0; break; case 13: atcommand "@nuke "+strcharinfo(0); break; default: if( rand(50) < 3 ) { npctalk "WOOF!..........."; specialeffect2 72; announce "[Cluck! Cluck! Boom!] " + strcharinfo(0) + " Squeezed out the prize! Well done!",0; getitem .cluck_item_id,.cluck_item_amount; set .startcluck,0; } else { npctalk "Cluck! CLUUUCK!!"; atcommand "@nuke "+strcharinfo(0); } }end; // Script ending was missing.OnInit: //Change this for configuration set .cluck_item_id, 512; set .cluck_item_amount, 30; end;}  
    Change the contents of OnInit label for permanent configuration. Untested but should work.
  19. Upvote
    jaBote got a reaction from madtoyz in Player dont get the prize when killing the bapho event   
    It's badly done. Attempting to correct an error and adding item amount configuration OnInit (untested):
    //Created by youtubeizlude,159,128,3 script Find the Baphomet 736,{mes "[ Find The Baphomet ]";if(getgmlevel() < 50) { if(.Event==0) mes "There is no Find the Baphomet event."; else { mes "There is a Find the Baphomet event on now!"; mes "Location: "+ .Map$; mes "Prize: " + .ItemQty + " " + getitemname(.ItemID); mes "Number of Baphomets: " + .Baphomets; } close;} mes "Hello "+strcharinfo(0)+"! Please customize this event:";Main:next;mes "[ Find The Baphomet ]"; switch(select("Item [" + .ItemQty + " " + getitemname(.ItemID) + "]:Start Event:End Event")) { case 1: mes "Which item would you like the Baphomet to drop?"; mes "Please input the item ID:"; input .ItemID; next; mes "Also please input the amount of items you want the Baphomet to drop to the winner:"; input .ItemQty; goto Main; case 2: mes "Starting the event now..."; set .Event,1; close2; goto OnStart; case 3: mes "Ending the event now..."; if(.Event) announce ""+strcharinfo(0)+" ended Find the Baphomet Event!",bc_all; killmonster .Map$,"All"; set .Event,0; close;}OnMinute51: //CHANGE THIS TO THE MINUTE YOU WOULD LIKE THIS EVENT TO LOAD!OnMinute20:OnStart: announce "Find the Baphomet : It's time to play Find the Baphomet!",0; sleep2 1000; set $@ran, rand(1,11); if ($@ran == 11) set .Map$,"splendide"; if ($@ran == 10) set .Map$,"hugel"; if ($@ran == 9) set .Map$,"yuno"; if ($@ran == 8) set .Map$,"comodo"; if ($@ran == 7) set .Map$,"xmas"; if ($@ran == 6) set .Map$,"aldebaran"; if ($@ran == 5) set .Map$,"izlude"; if ($@ran == 4) set .Map$,"payon"; if ($@ran == 3) set .Map$,"geffen"; if ($@ran == 2) set .Map$,"morocc"; if ($@ran == 1) set .Map$,"prontera"; sleep2 1000; set $@ran2, rand(1,5); if ($@ran2 == 5) set .Baphomets,"5"; if ($@ran2 == 4) set .Baphomets,"4"; if ($@ran2 == 3) set .Baphomets,"3"; if ($@ran2 == 2) set .Baphomets,"2"; if ($@ran2 == 1) set .Baphomets,"1"; announce "Find the Baphomet : The Baphomet has spawned in "+ .Map$ +"!",0; sleep2 10000; announce "Find the Baphomet : " + .Baphomets + " Baphomets have spawned in "+ .Map$ +"!",0; sleep2 10000; monster .Map$,0,0,"PLEASE DONT HIT ME!",1039,.Baphomets,"Find the Baphomet::OnMobKilled"; end;OnMobKilled: mapannounce .Map$,"We've got a winner: " + strcharinfo(0) + " Congrats!",0; set zeny,zeny+10000000; getitem .ItemID,.ItemQty; set .Event,0; end;OnInit: set .ItemID, 512; set .ItemQty, 1; end;}  
    This is a quick fix since I'm in a rush, so maybe it won't work properly but I think yes. Remember to edit the OnInit label for adjusting the prize to your needs.
  20. Upvote
    jaBote got a reaction from xienne15 in [Requesting] Invasion that checks day or night   
    I've just made another mistake fix:
     
    OnDay label was trying to kill OnMobsInvasionDead event while the mob event was actually OnMobsInvasionDead.
     
    Try again, first post amended again and sorry. Rushes are not your friend it seems. This is the I hope fixed code, without any (expected) errors:
    - script night_invader -1,{OnInit: if (isday()) donpcevent strnpcinfo(3)+"::OnDay"; else donpcevent strnpcinfo(3)+"::OnNight"; sleep 10*1000; // Checking every 10 seconds donpcevent strnpcinfo(3)+"::OnInit"; end;OnDay: if (.mobout) { announce "The day rises and monsters start to stop invading Prontera.",bc_all; killmonster "prontera",strnpcinfo(3)+"::OnInvasionMobDead"; set .mobout, 0; } end;OnNight: if (!.mobout){ // Summon your monsters here, by using the monster script command. Make sure that the event label is strnpcinfo(3)+"::OnInvasionMobsDead". // Summon example with 30 orc zombies (ID 1153): monster "prontera",0,0,"--ja--",1153,30,strnpcinfo(3)+"::OnInvasionMobDead"; announce "The night rises and monsters start to attack Prontera!",bc_all; set .mobout, 1; } end;OnInvasionMobDead: if (isnight()) monster "prontera",0,0,"--ja--",1153,1,strnpcinfo(3)+"::OnInvasionMobDead"; // We simply artificially respawn them. end;}
  21. Upvote
    jaBote got a reaction from Hadeszeus in Custom points   
    Try this one:
    prontera,75,75 script Point seller 45,{ mes "[Point Seller]"; mes "Hey!"; mes "I can sell you a random amount of points for just 100z if you want."; mes "Right now you have "+ #soldpoints +" points."; mes "Deal?"; if (select("Deal!:No Deal!")==2) { // Second option: No deal mes "[Point Seller]"; mes "WHAAAT?!"; mes "GET OUTTA HERE!!"; close; } else if (Zeny < 100) { mes "[Point Seller]"; mes "WHAAAT?! You haven't enough Zeny!"; mes "GET OUTTA HERE!!"; close; } set Zeny, Zeny - 100; set .@newpoints, rand(1,10); set #soldpoints, #soldpoints + .@newpoints; mes "[Point Seller]"; mes "You rule, man!"; mes "You've got "+ .@newpoints +" new points!"; mes "Your total points are now "+ #soldpoints +"!"; if (#soldpoints < 100) close; set #soldpoints, #soldpoints - 100; getitem 512,1; mes "[Point Seller]"; mes "Hey! You have more than 100 points!"; mes "I'll exchange 100 of your points for this apple!"; mes "It's nice to do business with you!"; close;}  
    Remember it's untested so it may have errors, but they're unlikely since I've double checked, but just in case.
  22. Upvote
    jaBote got a reaction from xienne15 in [Requesting] Invasion that checks day or night   
    Try this one (untested)
     
    - script night_invader -1,{OnInit: if (isday()) donpcevent strnpcinfo(3)+"::OnDay"; else donpcevent strnpcinfo(3)+"::OnNight"; sleep 10*1000; // Checking every 10 seconds donpcevent strnpcinfo(3)+"::OnInit"; end;OnDay: if (.mobout) { announce "The day rises and monsters start to stop invading Prontera.",bc_all; killmonster "prontera",strnpcinfo(3)+"::OnInvasionMobDead"; set .mobout, 0; } end;OnNight: if (!.mobout){ // Summon your monsters here, by using the monster script command. Make sure that the event label is strnpcinfo(3)+"::OnInvasionMobsDead". // Summon example with 30 orc zombies (ID 1153): monster "prontera",0,0,"--ja--",1153,30,strnpcinfo(3)+"::OnInvasionMobDead"; announce "The night rises and monsters start to attack Prontera!",bc_all; set .mobout, 1; } end;OnInvasionMobDead: if (isnight()) monster "prontera",0,0,"--ja--",1153,1,strnpcinfo(3)+"::OnInvasionMobDead"; // We simply artificially respawn them. end;}  
    If you want to spawn more than one kind of monster and they all be respawning, your script will be a bit more complicated.
     
    For best perfomance of the NPC you should add OnDay and/or OnNight labels to trigger via the src, but this one is still OK.
  23. Upvote
    jaBote got a reaction from madtoyz in Unexpected end of script   
    As you can see when expanding the script, you see a closing curly is missing: the curly that closes the first one. If you have mismatching curlys your script won't work and you'll see an error like that one. See the error in the picture when I expanded your item script?
     

     
    This can be fixed by just adding the missing closing curly, just like this:
    29954,Black_Valkyrja_Helm,Black Valkyrie Helm,5,100000,,1000,,5,,1,0xFFFFFFFE,2,2,256,,0,1,2049,{ bonus bAllStats,2; bonus bMdef,5; bonus bAtkRate,5; if(getrefine() > 5 && getrefine() <= 12) { bonus2 bAddRace,RC_DemiHuman,(getrefine() - 5); bonus2 bSubRace,RC_DemiHuman,(getrefine() - 5); } if(getrefine() > 12) { bonus2 bAddRace,RC_DemiHuman,7; bonus2 bSubRace,RC_DemiHuman,7; } },{},{}  
    P.S.: I expanded the script just so you can see, I imagine you already know you can't do it on your actual item db files.
  24. Upvote
    jaBote reacted to Samuel in check mapflag   
    you can always check doc/script_commands.txt
  25. Upvote
    jaBote got a reaction from madtoyz in exp table for custom experience level   
    I haven't done this myself, but I meant you should add the exp required for new levels as new entries on the tables from db/re/exp.txt. After a quick search I've found that there's no conf change needed.
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