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Posts posted by Emistry
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The first won't work.
Leaving the map would reset the script and the part after the loop would never get executed.
The second should work, but it is pretty unrealistic since i guess he wants this function global. For OnPCLoadMapEvent you need to add it via Mapflag to all maps which would produce a high server load and some other changes would be required to make it possible at all.
it work fine in my Hercules test server.
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some random idea.
OnPCDieEvent: .@map$ = strcharinfo(3); if ( .@map$ == "prontera" ) { while ( strcharinfo(3) == .@map$ ) sleep2 1000; announce strcharinfo(0)+" has died and back to Save Points.",bc_all; } end;
can be done with various way .... like using this way too
OnCheck: if ( strcharinfo(3) != "prontera" ) { announce strcharinfo(0)+" has died and back to Save Points.",bc_all; }OnPCLoadMapEvent: deltimer strnpcinfo(0)+"::OnCheck"; if ( strcharinfo(3) == "prontera" ) addtimer 5000,strnpcinfo(0)+"::OnCheck"; end;
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I remember back then in rAthena there was some people developing a custom client. Cant remember what the project called tho.
They revamped the UI as well.
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maybe you have NPCs script that alter the HP value ?
example :
OnPCLoadMapEvent: Hp = ( Hp / 2 ); end;
check all your [wiki=OnPCLoadMapEvent] script.
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assign the temporary flag "1" to the skill.
skill 1001,1,1;
or you could also try this to remove it.
skill 1001,0,0;
ShadowLight reacted to this -
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dispbottom "Speed increated for x times.";sc_start SC_MOVHASTE_INFINITY,3600000,0;
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{ Id: 674 AegisName: "Mithril_Coin" Name: "Mithril Coin" Type: 0 Buy: 5000 Weight: 40 Script: <" Zeny += 10000000; ">},
mrlongshen reacted to this -
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update your emulator to fix the error.
btw you can search using the notepad++.
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for monster hunting quest, I do suggest you use the Quest System. Basically it fix all your issue and help to solve everything, all you need is just assign the quest and check for which quest is available for that particular weeks.
your method does save a from using extra variable to store the kill count, but your attempt end up wasting resources.
Imagine the server have 100 monsters only, if that characters everything hunt all the 100 monsters, basically that characters generated 100 variables.
1 account consist 9 characters or more, end up become >= 900 variables per accounts.
imagine the resources that need to spent to store all these data...
A checking on mob id is a must.
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perhap you set to type 3 ??
https://github.com/HerculesWS/Hercules/blob/master/conf/char-server.conf#L68
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/* custom npc trader */prontera,153,152,1 trader TestCustom2 4_F_EDEN_OFFICER,{ OnInit: tradertype(NST_CUSTOM); sellitem Red_Potion,2; end;/* allows currency to be ##CASHPOINTS */OnCountFunds: setcurrency( ##CASHPOINTS ); end;/* receives @price (total cost) */OnPayFunds: if( ##CASHPOINTS < @points ) end; ##CASHPOINTS -= @points; purchaseok(); end;}
https://github.com/HerculesWS/Hercules/blob/master/doc/sample/npc_trader_sample.txt
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it's possible if you already have the cell_pvp source modification.
but it's impossible to set an area with that shape. Your current solution would be set the cell_pvp line by line for these area unless it's a square shape..
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ToiletMaster reacted to this
[WIP] Modern Housing (using instances)
in Projects
Posted
I like the map =D
its spacious, with outdoor area.