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Posts posted by AnnieRuru
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getinventorylist; while( .@i < @inventorylist_count ){ if ( !@inventorylist_identify[.@i] ){ delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0; getitem @inventorylist_id[.@i],1; } .@i++; }
bad code
actually there are some items that are drop with cards, or item options (example crimson weapons)
https://rathena.org/board/topic/118245-error-buildin_delitem2-failed-to-delete-1-items/?do=findComment&comment=357700we either need a getitem3/delitem3 script command or identifyall script command ... we missing both of them right now
and for your answer
just add if ( agitcheck() || agitcheck2() ) ... something like that -
message script command obviously doesn't work ...
if the player not within the vicinity when the player cast the portal, they can only see the portal, not the message
that's why chat-room might be the only choice to show it like a signboard, that can move into any location, and remove anytime
On 3/12/2019 at 1:22 AM, skyundersea said:No, just the 2d npc sprite..... The npc and npc file exists, but player cant see the Name and cant click on the npc, just it
if you don't want to show npc name, make the npc name like #asdf, any characters after # will hide the npc name
but making an npc that you can't click on it, impossiblein fact, I don't know any object that can control server side that will pop up an object on the client that you can't click on it
enum bl_type { BL_NUL = 0x000, BL_PC = 0x001, BL_MOB = 0x002, BL_PET = 0x004, BL_HOM = 0x008, BL_MER = 0x010, BL_ITEM = 0x020, BL_SKILL = 0x040, BL_NPC = 0x080, BL_CHAT = 0x100, BL_ELEM = 0x200, BL_ALL = 0xFFF, };
yup, none, all these objects will change the cursor
skyundersea reacted to this -
prontera,153,180,4 script Option Master 4_DOG01,{ mes "blah"; // dispbottom getequipid(EQI_ACC_L) +" "+ getequipid(EQI_ACC_R); next; if ( getequipid(EQI_ACC_L) == -1 && getequipid(EQI_ACC_R) == -1 ) { mes "You don't have Accessory equipped"; close; } .@s = select( getequipid(EQI_ACC_L)? getequipname(EQI_ACC_L) : "", getequipid(EQI_ACC_R)? getequipname(EQI_ACC_R) : "" ) + 6; // dispbottom .@s +""; if ( getequipoption( .@s, 1, IT_OPT_INDEX ) ) { mes "this Accessory has already enchanted with Item Options"; close; } mes "do you want to add +STR to this Accessory?"; next; if ( select( "Yes", "No" ) == 2 ) close; setequipoption .@s, 1, VAR_STRAMOUNT, 1; close; }
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I'm sorry, I can't really answer this kind of question
On 2/28/2019 at 7:06 PM, AnnieRuru said:just use reduce damage taken ...
imagine if the player having 199 attack speed, and trigger the hunter fly card effect every time, that effect kinda spammy
I give you some links if you don't understand what LAG means
https://dictionary.cambridge.org/dictionary/english/lag
https://en.wikipedia.org/wiki/Lag
2 hours ago, iCORE said:so this will only work with 190 attack speed and below?
it works fine on my computer when everything is set offline (127.0.0.1)
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now support BF_ flags
https://github.com/AnnieRuru/Release/blob/master/plugins/bHPGainRateWhenHit/bHPGainRateWhenHit_0.5.c6 hours ago, iCORE said:it heals but after a few seconds the regen hp lose
can't do anything about it, the server cap your attack speed at 190 for a reason
attacking with 199 attack speed, some packet definitely going to lost this way
relog, move to another map, or wait a while for the hp to regen will resend the packet to refresh the status -
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already tested with
OnPCStatCalcEvent: bonus2 bHPGainRateWhenHit, 500, 50; bonus2 bHPGainRateWhenHit, 500, 50; end;
total up 100% chance to recover 100% hp
this formula is the same as hunter fly card, the chance and the value are just sum up
if doesn't work for you, no idea, it works on my test server
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https://github.com/AnnieRuru/Release/blob/master/plugins/bHPGainRateWhenHit/bHPGainRateWhenHit_0.3.c
curious, what is your compiler ?
I'm using visual studio 2017
maybe should report in github -
mf_nomobloot and mf_nomvploot only disable item drop on specific map ... useful for events
if you want to give item away via scripting then do
OnNPCKillEvent: getmobdrops killedrid; for ( .@i = 0; .@i < $@MobDrop_count; ++.@i ) if ( rand(10000) < $@MobDrop_rate[.@i] ) getitem $@MobDrop_item[.@i], 1;
no, like I said, don't touch the drop rate in battle config, leave it as it is ...
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1. place mf_nomobloot and mf_nomvploot mapflags on all maps
or
2. change this condition into if(0) in mob_dead function
if( !(type&1) && !map->list[m].flag.nomobloot && !md->state.rebirth && ( md->special_state.ai == AI_NONE || //Non special mob battle_config.alchemist_summon_reward == 2 || //All summoned give drops (md->special_state.ai == AI_SPHERE && battle_config.alchemist_summon_reward == 1) //Marine Sphere Drops items. ) ) { // Item Drop
btw you shouldn't change the rate if you want to give away via scripts
there is a script command *getmobdrops , the rates are affected by that battle configskyundersea reacted to this -
Spoilerthen I also repeat again ... I never seen this kind of bonus
not even in Diablo 2
https://diablo.gamepedia.com/Affixes_(Diablo_II)#Damage_Reductionif you know a game that has this kind of bonus, I like to see a video how its done
https://github.com/AnnieRuru/Release/blob/master/plugins/bHPGainRateWhenHit/bHPGainRateWhenHit_0.2.c
- fix this bonus can only use 1 time -
Related commit: https://github.com/HerculesWS/Hercules/pull/2391
this is part of *setunitdata script command clean-up
theUDT_MAPIDXY
andUDT_WALKTOXY
constant has been deprecated so this script command only dealing with 1 INTEGER value
now it has been standardize, all (int) has been removed from the documentationExample 1 : setunitdata UDT_MAPIDXY (old)
.@mobgid = monster("this", -1,-1, "--ja--", PORING, 1); setunitdata(.@mobgid, UDT_MAPIDXY, "guild_vs2", 50,50);
now should be
.@mobgid = monster("this", -1,-1, "--ja--", PORING, 1); unitwarp(.@mobgid, "guild_vs2", 50,50);
Example 2 : getunitdata UDT_MAPIDXY (old)
.@mobgid = monster("this", -1,-1, "--ja--", PORING, 1); getunitdata(.@mobgid, UDT_MAPIDXY, .@pos); dispbottom(sprintf("%d %d %d", .@pos[0], .@pos[1], .@pos[2])); // apparently we don't have *mapid2name script command ... doesn't matter anymore
now should be
.@mobgid = monster("this", -1,-1, "--ja--", PORING, 1); getmapxy(.@map$, .@x, .@y, UNITTYPE_MOB, .@mobgid); dispbottom(sprintf("%s %d %d", .@map$, .@x, .@y));
Example 3 : setunitdata
UDT_WALKTOXY
(old).@mobgid = monster("this", -1,-1, "--ja--", PORING, 1); setunitdata(.@mobgid, UDT_WALKTOXY, 158,185);
now should be
.@mobgid = monster("this", -1,-1, "--ja--", PORING, 1); unitwalk(.@mobgid, 158, 185);
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diff your client with custom fonts
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nonono, show me a sample ... how you did it...
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current version is 1.5
already having people report bugs on infinite loop ... via discord
so I assumed it tested -
no.1 ... wait until I fix OnPCUseSkillEvent
that modification allows to manipulate everything with a skill cursor ....no.2
1 hour ago, skyundersea said:you mean like adding 3D object into the game without telling player that object is manipulate from server side ?
none, perhaps you can try with browedit if you want to customize the map
skyundersea reacted to this -
I do have 2017-05-17aRagexeRE, and I couldn't even make the npc sprite shows up
it reads client/data/questid2display.txt, though, so I don't think npc sprite or navigation system are supported <-- correct me if I'm wrong
client stuff isn't really my thing ...
can you show me how you get the item thing shows up ? on this ... outdated quest log system ...
because newer ones like 2018 only read 1 file and its more flexible -
try extract your KRO's data.grf and read the format
or maybe post it here .... so we could solve the mystery together ....which file does it read ? my sample quest log script ...
0.3 says its client/data/questid2display.txt
1.0 says its client\system\OngoingQuestInfoList_Sakray.luband why some people still using outdated hexed KRO...
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OnPCStatCalcEvent: bonus bNoWeaponDamage, 100; end;
totally immune to physical damage
so ... bonus bNoWeaponDamage, 10; will reduce 10% physical damage
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https://rathena.org/board/topic/117831-showcase-weapon-skin/.
https://github.com/rathena/rathena/issues/1779got people ask how to do that ...
so I write a plugin for itDownload: 1.1
plugin
also need to add a file in conf/import/change_equipment_skin.conf
change_equipment_skin: ( { Type: "LOOK_WEAPON" ItemID: 24001 SkinID: 1238 }, //{ // Type: "LOOK_SHIELD" // ItemID: 24002 // SkinID: 2101 //}, )
When player equip a shadow weapon ID 24001, will show the weapon look 1238, which is Zeny_Knife
"@reloadequipmentskin" will reload this file ...
Note: yes, the clif->sendlook is extremely messy, I attempt to make this support change shield skin
but for dunno what reason, equip a shield telling the client changing LOOK_WEAPON ... WTF !!
if anybody knows how to make it support shield, I'm open to suggestionSpoiler -
I was using 2018-06-20Re when I wrote Sample Questlog script
On 12/9/2017 at 0:32 AM, thanna said:the newer quest window, edit the file -> client\system\OngoingQuestInfoList_Sakray.lub
supports navigation system, including <itemlink>[49908] = { Title = "Poring Problem", IconName = "ico_lq.bmp", Description = { "Poring has invaded Prontera town last night", "Help out the town by killing them.", "Submit to the <NAVI>Guard<INFO>prontera,147,28,</INFO></NAVI> when finished." }, Summary = "Kill 10 Porings", NpcSpr = "8W_SOLDIER", RewardEXP = "1000", RewardJEXP = "1000", },
NpcSpr is the npc sprite
monster sprite ... no idea ... after all you can have multiple target mobs in 1 single quest -
although I want to say impossible ...
but I can think of 1 work around ...
use duplicatenpc modification ...
create a chat-room on the duplicate npc ...
chatroom title... generate from data/mapnametable.txt ...skyundersea reacted to this -
I don't understand what topic request talking about
Spoiler1. I get his/her server allow every player has warp portal skill, but warp portal require /memo to be use efficiently
so that means every player can have different set of portal location ? just like every priest memo differently
this means every time acolyte cast a warp portal skills, above the portal creates a temporary chat-room that tells where's the destination ?2. then why you request having an npc sprite with non-targetable ?
if this is cast from player skill, there is no need for an npcok I'm confused
if anyone understand this topic, please help me rephrase his/her sentence
skyundersea reacted to this -
4 hours ago, utofaery said:Since this is sample questlog,
Might be wise to include sample Instance?
most people understood from this posts ...
https://github.com/AnnieRuru/Release/blob/master/Guides/Compare Instance script between rAthena %26 Hercules.md
[HELP] Item Option NPC
in Script Support
Posted
1. elaborate your question further
2. you post in script support so I assume you know how to fix yourself
if you don't know how to write it yourself, should post in script request