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Posts posted by AnnieRuru
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permanent monster spawn is only use in Quest Script
since you say Event Script, you should be using *monster script command instead
https://github.com/HerculesWS/Hercules/blob/master/doc/script_commands.txt#L5599
prontera,150,190,5 script kjdsfhskdfj 100,{ monster "this", -1,-1, "--ja--",1096,1,strnpcinfo(0)+"::Onaaa", rand(3),0; end;}
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mes "[Hunting Missions]"; mes "You have ^0055FF"+#Mission_Points+"^000000 Mission Points."; mes "Use them well!"; callshop "mission_shop",1; npcshopattach "mission_shop"; end;
isn't the script already tells you from a npc dialog ?you can just add a dispbottom to display the #Mission_Points value here
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EAJL_THIRD <- this is a constant for *eaclass script command, right ?
if wanna check for 3rd job classes, isn't it should be
if ( eaclass( class ) & EAJL_THIRD )
or just useif ( upper & 4 )
and your map name needs to paranthesis"prontera"
otherwise it will be read as player variable ... which would spam error message with
[Debug]: mapindex_name2id: Map "0" not found in index list!
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your Mr.Banker and lmswarp npc is below the main npc
so your main npc being read 1st without load those 2 npc yet yet
add a sleep 1; should counter it
OnInit: disablenpc "Mr. Banker"; disablenpc "lmswarp";
change intoOnInit: sleep 1; disablenpc "Mr. Banker"; disablenpc "lmswarp";
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Artist : ZUN
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if you are trying to delete everything in player's inventory
prontera,155,180,5 script Deleter 100,{ getinventorylist; for ( .@i = 0; .@i < @inventorylist_count; .@i++ ) delitem @inventorylist_id[.@i], @inventorylist_amount[.@i]; end;}
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announce "Party ["+ strcharinfo(1) +"] has killed "+ getmonsterinfo( killedrid, MOB_NAME ) +" at "+ strcharinfo(3), 0;
the 0 at the back, is actually bc_allits defined in dbconst.txt
you can actually just change it into bc_map
announce "Party ["+ strcharinfo(1) +"] has killed "+ getmonsterinfo( killedrid, MOB_NAME ), bc_map;
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prontera,150,180,5 script jfhskdfjs 100,{ if ( BaseLevel < 5 ) { mes "only level 5 or above"; close; } mes "asdasd"; next; for ( .@i = 0; .@i < 19; .@i++ ) { if ( countitem( 501 + .@i ) ) { .@menu$ = .@menu$ + "Option "+( .@i +1 )+"!:"; .@option[.@c] = .@i; .@itemid[.@c] = 501 + .@i; .@c++; } } .@s = select( .@menu$ ) -1; mes "selected option no: "+( .@option[.@s] +1 ); mes getitemname( .@itemid[.@s] ); close;}
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if you just want to install scripts into your server and make them bugless, just learn basic scripting is enough
if you want to turn into expert scripter, you have to write everything from scratch... I am wondering how I could further my knowledge, I'm interested in making my own...
though, the fastest way to learn, is to get yourself a teacher
this might help
http://www.eathena.ws/board/index.php?s=&showtopic=169148&view=findpost&p=962485
yesSo you're saying I should scrap this piece of crap
always redo and redo again
my favorite warper script has been scrap at least 7 times then I released it
1 year later toasty release another one to beats mine again
each time you scrap your script, it also means you have learn something new
and you should congratulate yourself that you have improved
toastofdoom actually copy my idea from favorite warper scriptjust like edit toastys, or someones elses warper, and stuff?
and kingkronos also has duplicate out toastywarper
someday you might able to duplicate both of their scripts ... who knows ?
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[Suggestion] displaybottom & message colors
in Approved
Posted
white (normal chat)
violet (battleground chat)
red (party chat)
green (guild chat)
these 4 colors only
the reason is because of the packet limitation the client can do
however I also quite favor this to have dispbottom can use all these 4 kinds of color
dispbottom <message>{, <type> };
where <type> can be
CHAT_GREEN 0
CHAT_WHITE 1
CHAT_RED 2
CHAT_VIOLET 3
type will always resort to CHAT_GREEN as default, as we always have
but make it enable optional field to allow them to display in other colors we can have
btw, is there other color that the client can do ?