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Everything posted by Emistry
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this is amazing..
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You lie ! /gg i grab this information from a user named "John Mish" at Facebook ... hehehehe ~
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Jman's birthday ... anyone plan for a Birthday Party ??? /gg
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if (killedrid == getcharid(3) || rand(100) > 40 ) end;
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How to automatically give prize after finishing endless tower?
Emistry replied to mybitch's question in Script Support
announce getpartyname( getcharid(1) )+" finished endless tower",0; -
Wew..."instant reload" for everything ......xD /no1
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show your full source mod instead of just part of it ?? /hmm
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How to automatically give prize after finishing endless tower?
Emistry replied to mybitch's question in Script Support
getpartymember getcharid(1),2;for( .@i = 0; .@i < $@partymembercount; set .@i,.@i + 1 ) getitem 512,100,$@partymemberaid[.@i]; -
your euphy's quest shop has been setup incorrectly ... something missed or your type the required item wrongly for 1st item..
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How to automatically give prize after finishing endless tower?
Emistry replied to mybitch's question in Script Support
summon your last monster using this line monster "6@tower",156,147,"Nacht Sieger",1956,1,instance_npcname("#4th Beeper", instance_id())+"::OnMyMobDead"; OnMyMobDead: getitem 512,100; getitemn 512,100; donpcevent instance_npcname("Lost Soul#102", instance_id())+"::OnEnable"; end; the killer will receive 200 Apple.. -
another new permission xD
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perhap just indicate which line got error is enough ...dont have to show the part that error .... just display which file ....which line .. even in map server...when you have toooooo many errors...althought it show all...but sometime you unable to view all due to the limit of line that can show in the console... but usually @reloadscript / @loadnpc will return lesser error ...why ? because i believe they should have fixed most of it before they try run the server ... = )
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how about something like in-game error display ? xD display the map-server error in the chatbox of the GM who used @reloadscript / @loadnpc / etc .... most of the time..server who host under linux ..the admin can only view the error through the putty .. but then they closed it...they cant open the putty just to view the error anymore...they have to restart the server so that they can view the map console again .. i heard there was 1 trick used in putty ..something called "screen" ? dunno .. i never success to use it ... newbie in these stuff .. so i was wondering is it possible to add a "in-game display error for the GM who used @reloadscript / @loadnpc ? if this is accepted...perhap can add a config which allow the admin to turn ON/OFF for this features ?
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/me throw this at Ind in his Birthday Party... /gg
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work fine in my hercules test server ..
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i dont have any problem with it in hercules ... show your script problems...
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i like gepard idea too ... eventually it will increase the readability of the trade log ..and others....
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should be this ..... conf/battle/monster.conf // Defines on who the mob npc_event gets executed when a mob is killed.// Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0)// Type 0: On the player that did the most damage to the mob.// NOTE: This affects who gains the Castle when the Emperium is broken. mob_npc_event_type: 1
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you cant open that link directly using browser... it will still work if you checkout it using svn software.. otherwise...read this http://herc.ws/board/topic/152-obtaining-hercules/
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How to do a proper waiting room npc that counts number of players in a map?
Emistry replied to mybitch's question in Script Support
If the optional event and trigger parameters are given, the event label ("<NPC object name>::<label name>") will be invoked as if with a 'doevent' upon the number of people in the chat room reaching the given triggering amount. *enablewaitingroomevent {"<NPC object name>"}; used to enable the waitingroom can be trigger upon meeting all requirement ... *waitingroom "<chatroom name>",<limit>{,<event label>,<trigger>,<required zeny>,<min lvl>,<max lvl>}; added so that a npc event can be triggered. -
i dont think so ... if you are refering to something like this...Player A talk with NPC....and trigger the command to load the NPC B ...what happen IF player B straight skip the NPC A since Player A have triggered the NPC B..and Player B able to access to NPC B without need to talk with NPC A.... and to solve this...you still have to do some variable trick to fix it....so at the end...you still end up using variable to solve your problem .. so this is useless ... same thing can be achieve by using the disablenpc / enablenpc .... there is no point to add this ...
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is this setting for map zone ? or group id ?
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OnPCLogoutEvent:if( strcharinfo(3) == "guild_vs3" ){ percentheal 100,100; percentheal -90,-90;}end;
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remove all countitem
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http://pastebin.com/raw.php?i=NzViisPf