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Posts posted by Tio Akima
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6 hours ago, Kenpachi said:Hi.
//members id getpartymember(getcharid(CHAR_ID_PARTY), 1);
//members id getpartymember(getcharid(CHAR_ID_PARTY), 1);
You have to use type 2 instead of 1 to get the account ID of all party members instead of their char IDs.
(The getunits() command will collect the GID of found units, which is the account ID for player type units. (BL_PC))Additionally you should immediately save the IDs and the member count to prevent other scripts from interfering with your data.
// Get party data. getpartymember(getcharid(CHAR_ID_PARTY), 2); .@p_mem_cnt = $@partymembercount; copyarray(.@p_mem_aid[0], $@partymemberaid[0], .@p_mem_cnt);
// Get party data. getpartymember(getcharid(CHAR_ID_PARTY), 2); .@p_mem_cnt = $@partymembercount; copyarray(.@p_mem_aid[0], $@partymemberaid[0], .@p_mem_cnt);
.@range= 10;
.@range= 10;
This should be 5 for a 10x10 area. When setting this to 10, your area is 20x20.
.@count = getunits((BL_MOB | BL_PC), .@units, -1, .@m$, max(0, .@x - .@range), max(0, .@y - .@range), .@x + .@range, .@y + .@range);
.@count = getunits((BL_MOB | BL_PC), .@units, -1, .@m$, max(0, .@x - .@range), max(0, .@y - .@range), .@x + .@range, .@y + .@range);
Any reason to get monster type units (BL_MOB), too? 😯 If you only want to heal party members you should only collect player type units (BL_PC).
Also better use false for <limit>. -1 works, too, but is less readable.
.@count = getunits(BL_PC, .@units, false, .@m$, max(0, .@x - .@range), max(0, .@y - .@range), .@x + .@range, .@y + .@range);
.@count = getunits(BL_PC, .@units, false, .@m$, max(0, .@x - .@range), max(0, .@y - .@range), .@x + .@range, .@y + .@range);
And finally you have to add a nested loop to your loop to compare the account IDs. (Loop through found units and for each iteration loop through party members.)
for (.@i = 0; .@i < .@count; .@i++) { dispbottom(".@units[" + .@i + "]: " + .@units[.@i]); //debug - print the user id (getunits) for (.@j = 0; .@j < .@p_mem_cnt; .@j++) { dispbottom(".@p_mem_aid[" + .@j + "]: " + .@p_mem_aid[.@j]); //debug - print the user id (getpartymember) if (.@units[.@i] == .@p_mem_aid[.@j]) { dispbottom("Party member found. Try healing!"); //debug - party member found if (attachrid(.@p_mem_aid[.@j])) { percentheal(.@porcent, .@porcent); specialeffect(310, AREA, playerattached()); } } } }
for (.@i = 0; .@i < .@count; .@i++) { dispbottom(".@units[" + .@i + "]: " + .@units[.@i]); //debug - print the user id (getunits) for (.@j = 0; .@j < .@p_mem_cnt; .@j++) { dispbottom(".@p_mem_aid[" + .@j + "]: " + .@p_mem_aid[.@j]); //debug - print the user id (getpartymember) if (.@units[.@i] == .@p_mem_aid[.@j]) { dispbottom("Party member found. Try healing!"); //debug - party member found if (attachrid(.@p_mem_aid[.@j])) { percentheal(.@porcent, .@porcent); specialeffect(310, AREA, playerattached()); } } } }
That's just a quick draft. Syntax errors are for free. 😋
~Kenpachihahahaha very nice ken! I laughed at the free syntax errors .. hahaha delivery
Thankssss haha ❤️ -
guys, can someone help me programming this callfunc
I'm trying to make a callfunc to use on an item
this item should heal the player and whoever is in the group (only if they are within a 10x10 area
I am still building, but I have a series of doubts and I am not able to get the id of the party membersfunction script F_HealGroup { //members id getpartymember(getcharid(CHAR_ID_PARTY), 1); .@range= 10; .@porcent = 50; //map coordinate getmapxy(.@m$,.@x,.@y,0); //get user in area 10x10 .@count = getunits((BL_MOB | BL_PC), .@units, -1, .@m$, max(0, .@x - .@range), max(0, .@y - .@range), .@x + .@range, .@y + .@range); // for the party member for (.@i = 0; .@i < .@count; .@i++) { dispbottom .@units[.@i]; //debug - print the user id percentheal( .@porcent, .@porcent); specialeffect(310, AREA, .@units[.@i] ); } return; }
I tried to get the idea with getpartymember (getcharid (CHAR_ID_PARTY), 1);
But I couldn't apply it in the code ... I also tried to use the areapercentheal ("map", x, y, x2, y2, hp, sp); but I couldn't apply it either ... Maybe it's even easier than the shape I'm trying to make.
I'm not very good with scripts. -
my dispbottom stopped working on the whole server ...
i put a printf in the clif_disp_message (to debug) ...
he prints the message on the console normally, but does not show in game ... very strange that.
my client is 2019 ragxeRE
I switched to a 2018 client ... and the device still doesn't work ...
Does anyone have any idea what could be happening?
what may be causing this error.I didn't edit clif_disp_message or dispbottom (in script.c)
the functions are original@EDIT kenpachi and dastgir solved! topic closed!
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guys, I'm trying to make an item that heals the player and the members that are in the group, do you have any script commands to do this? How can I do it?
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guys, i'm having that bug where the monster doesn't disappear when dying.
I researched and found a topic (from 2015) talking about the subject, but I couldn't find the solution.
Does anyone have information about this error?(I will recently change #define MAX_EVENTQUEUE 2 to higher values ... maybe it has something to do with the bug)
(topic on the subject here)
bug print:
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1 hour ago, Cretino said:I made some changes, now is working fine.
OnPCDieEvent part:
OnPCDieEvent: getmapxy(.@mapa$,.@xi,.@yi,0); if($arenaon){ if(strcharinfo(3) == "fight_05" ) { announce "[Arena da Destruição]: "+strcharinfo(0)+" foi derrotado!",bc_all; $@qnton--; sleep2 2000; warp "kame_house",174,177; } if(.@mapa$ == "fight_05"){ ARENA_CHECK: if($@qnton < 1){ announce "Arena da Destruição: Ninguém ganhou a Arena de Combate!",bc_all; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } if($@qnton == 2){ announce "[Arena da Destruição]: O grande momento chegou! Restam apenas 2 guerreiros na ARENA! Quem irá vencer?",bc_all; end; } if($@qnton == 1) { if (isloggedin(killerrid)) { if (attachrid(killerrid)) { doevent strnpcinfo(0)+"::OnArenaPremio"; end; } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } else { deletearray(.@units); .@count = getunits(BL_PC, .@units, false, "fight_05"); if (.@count == 1) { if (attachrid(.@units[0])) { doevent strnpcinfo(0)+"::OnArenaPremio"; end; } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } } } } end;
OnPCDieEvent: getmapxy(.@mapa$,.@xi,.@yi,0); if($arenaon){ if(strcharinfo(3) == "fight_05" ) { announce "[Arena da Destruição]: "+strcharinfo(0)+" foi derrotado!",bc_all; $@qnton--; sleep2 2000; warp "kame_house",174,177; } if(.@mapa$ == "fight_05"){ ARENA_CHECK: if($@qnton < 1){ announce "Arena da Destruição: Ninguém ganhou a Arena de Combate!",bc_all; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } if($@qnton == 2){ announce "[Arena da Destruição]: O grande momento chegou! Restam apenas 2 guerreiros na ARENA! Quem irá vencer?",bc_all; end; } if($@qnton == 1) { if (isloggedin(killerrid)) { if (attachrid(killerrid)) { doevent strnpcinfo(0)+"::OnArenaPremio"; end; } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } else { deletearray(.@units); .@count = getunits(BL_PC, .@units, false, "fight_05"); if (.@count == 1) { if (attachrid(.@units[0])) { doevent strnpcinfo(0)+"::OnArenaPremio"; end; } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } } } } end;
OnPCLogoutEvent part:
OnPCLogoutEvent: if (strcharinfo(PC_MAP) == "fight_05" && @enter_arena == true) { @enter_arena = false; if ($arenaon && !$aberto) { announce "[Arena da Destruição]: "+strcharinfo(0)+" fugiu da batalha!",bc_all; $@qnton--; warp "kame_house",174,177; goto ARENA_CHECK; } } end;
OnPCLogoutEvent: if (strcharinfo(PC_MAP) == "fight_05" && @enter_arena == true) { @enter_arena = false; if ($arenaon && !$aberto) { announce "[Arena da Destruição]: "+strcharinfo(0)+" fugiu da batalha!",bc_all; $@qnton--; warp "kame_house",174,177; goto ARENA_CHECK; } } end;
thanks Cretino. it's perfect! thanks for your help.
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1 hour ago, Cretino said:'getmapusers' only will count a 'dead player' if he still in the map... but you already added this:
if(strcharinfo(3) == "fight_05" ) { announce "[Arena da Destruição]: "+strcharinfo(0)+" foi derrotado!",bc_all; $@qnton--; sleep2 2000; warp "kame_house",174,177; }
if(strcharinfo(3) == "fight_05" ) { announce "[Arena da Destruição]: "+strcharinfo(0)+" foi derrotado!",bc_all; $@qnton--; sleep2 2000; warp "kame_house",174,177; }
When a player die, it send back to 'kame_house',
Now about the the quit players you can do this:
Add:
OnPCLogoutEvent: if (strcharinfo(PC_MAP) == "fight_05" && @enter_arena == true) { announce "[Arena da Destruição]: "+strcharinfo(0)+" fugiu da batalha!",bc_all; @enter_arena = false; $@qnton--; sleep2 2000; warp "kame_house",174,177; goto OnArenaEvntCheck; } end;
OnPCLogoutEvent: if (strcharinfo(PC_MAP) == "fight_05" && @enter_arena == true) { announce "[Arena da Destruição]: "+strcharinfo(0)+" fugiu da batalha!",bc_all; @enter_arena = false; $@qnton--; sleep2 2000; warp "kame_house",174,177; goto OnArenaEvntCheck; } end;
And change these:
OnPCDieEvent part:
OnPCDieEvent: getmapxy(.@mapa$,.@xi,.@yi,0); if($arenaon){ if(strcharinfo(3) == "fight_05" ) { announce "[Arena da Destruição]: "+strcharinfo(0)+" foi derrotado!",bc_all; $@qnton--; sleep2 2000; warp "kame_house",174,177; } if(.@mapa$ == "fight_05"){ OnArenaEvntCheck: if($@qnton < 1){ announce "Arena da Destruição: Ninguém ganhou a Arena de Combate!",bc_all; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } if($@qnton == 2){ announce "[Arena da Destruição]: O grande momento chegou! Restam apenas 2 guerreiros na ARENA! Quem irá vencer?",bc_all; end; } if($@qnton == 1) { if (isloggedin(killerrid)) { if (attachrid(killerrid)) { doevent strnpcinfo(0)+"::OnArenaPremio"; end; } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } else { deletearray(.@units); .@count = getunits(BL_PC, .@units, false, "fight_05"); if (.@count == 1) { if (attachrid(.@units[0])) { doevent strnpcinfo(0)+"::OnArenaPremio"; end; } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } } } } end;
OnPCDieEvent: getmapxy(.@mapa$,.@xi,.@yi,0); if($arenaon){ if(strcharinfo(3) == "fight_05" ) { announce "[Arena da Destruição]: "+strcharinfo(0)+" foi derrotado!",bc_all; $@qnton--; sleep2 2000; warp "kame_house",174,177; } if(.@mapa$ == "fight_05"){ OnArenaEvntCheck: if($@qnton < 1){ announce "Arena da Destruição: Ninguém ganhou a Arena de Combate!",bc_all; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } if($@qnton == 2){ announce "[Arena da Destruição]: O grande momento chegou! Restam apenas 2 guerreiros na ARENA! Quem irá vencer?",bc_all; end; } if($@qnton == 1) { if (isloggedin(killerrid)) { if (attachrid(killerrid)) { doevent strnpcinfo(0)+"::OnArenaPremio"; end; } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } else { deletearray(.@units); .@count = getunits(BL_PC, .@units, false, "fight_05"); if (.@count == 1) { if (attachrid(.@units[0])) { doevent strnpcinfo(0)+"::OnArenaPremio"; end; } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } } } } end;
Enter arena part:
entrar: announce "O jogador ["+strcharinfo(0)+"] entrou na Arena da Destruição!",bc_all; percentheal 100,100; @enter_arena = true; warp "fight_05",0,0; end;
entrar: announce "O jogador ["+strcharinfo(0)+"] entrou na Arena da Destruição!",bc_all; percentheal 100,100; @enter_arena = true; warp "fight_05",0,0; end;
I think is it, not tested.
oh nice... I tested it with OnPCLogoutEvent:
but... he warned that the player gave up, but did not trigger the label OnArenaEvntCheck; LOL
he stopped for here:
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2 hours ago, Cretino said:I made a little mistake, now is tested and working:
//===== Arena de Combate ========================================== kame_house,196,151,3 script [RR] Tenente 4_EP16_STOLZ,{ mes $npc$; mes "Olá "+strcharinfo(0)+"!"; mes "Deseja entrar na Arena de Combate da Destruição?"; next; switch(select("Entrar:Informações:Não, obrigado")){ case 1: mes $npc$; if($aberto == 1) goto entrar; if($aberto == 0) mes "As porta para a Arena de Combate estão fechadas. Evento abre a cada 3 horas..."; close; end; case 2: mes $npc$; mes "Na Arena de Combate nós testaremos sua força."; mes "Você ira para uma arena onde terá uma guerra, o ultimo(a) player sobrevivente será o vencedor."; mes "Lembrando que, não é fácil. Por isso, prepare-se bem."; mes "Não será permitido o uso de poções e iteus consumiveis que abram vantagens."; mes "Caso você sejá o ultimo sobrevivente da Arena de Combate, você será recompensado!"; close; case 3: close; end; } OnArenaEvnt: if($aberto == 0){ donpcevent strnpcinfo(0)+"::OnArenaEvnt2"; } else { dispbottom "Evento Cancelado!"; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; } end; //======================================================= init config's OnInit: $npc$ = "[ ^FF0000Red Rebbon^000000 ] ^9400D3 Tenente^000000 "; //nome npc bindatcmd "goarena",strnpcinfo(0)+"::OnArenaEvnt",99; waitingroom "Arena da Destruição",0; $@MaxMin = 1; // Minutos max pro jogador entrar na arena $@award = 1002; //id award end; //======================================================= end init entrar: announce "O jogador ["+strcharinfo(0)+"] entrou na Arena da Destruição!",bc_all; percentheal 100,100; warp "fight_05",0,0; end; OnArenaEvnt2: // Abre-Inicia A ARENA announce "[Arena de Combate] Arena da Destruição está ABERTA!",0; set $aberto,1; //evento aberto para os player entrar set $arenaon,1; pvpoff "fight_05"; for(.@i = $@MaxMin; .@i > 0; .@i--) { announce "Arena da Desrtuição começará em " + .@i + " minutos!", 0; sleep 60000; } announce "[Arena de Combate] Arena da Destruição COMEÇOU!",0; //fecha o evento para não entrar mais ninguem set $aberto,0; //liga o pvp pvpon "fight_05"; set $@qnton,getmapusers("fight_05"); //pega a quantidade de usuarios que tem no mapa if($@qnton < 2){ announce "[Arena de Combate] Arena da Destruição foi encerrada por falta de lutadores!",bc_all; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; } end; OnPCDieEvent: getmapxy(.@mapa$,.@xi,.@yi,0); if($arenaon){ if(strcharinfo(3) == "fight_05" ) { announce "[Arena da Destruição]: "+strcharinfo(0)+" foi derrotado!",bc_all; $@qnton--; sleep2 2000; warp "kame_house",174,177; } if(.@mapa$ == "fight_05"){ if($@qnton < 1){ announce "Arena da Destruição: Ninguém ganhou a Arena de Combate!",bc_all; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } if($@qnton == 2){ announce "[Arena da Destruição]: O grande momento chegou! Restam apenas 2 guerreiros na ARENA! Quem irá vencer?",bc_all; end; } if($@qnton == 1) { if (isloggedin(killerrid)) { if (attachrid(killerrid)) { doevent strnpcinfo(0)+"::OnArenaPremio"; end; } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } } } end; OnArenaEvntOff: //fecha o evento set $arenaon,0; set $aberto,0; //desliga o pvp pvpoff "fight_05"; announce "[Arena da Destruição] Arena finalizada!", 0; mapwarp "fight_05","kame_house",174,177; end; OnArenaPremio: announce "[Arena da Destruição]: ACABOU! O ganhador da Arena da Destruição foi " + strcharinfo(0) + "!",bc_all; sleep2 2000; mapannounce "fight_05", "Parabéns! Você é o grande vencedor!", 0; getitem $@award, 1; //entrega o premio sleep2 1000; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; //closed event end; } //////////////////////////////////////// fight_05 mapflag nowarp fight_05 mapflag nowarpto fight_05 mapflag noteleport fight_05 mapflag nosave SavePoint fight_05 mapflag nomemo fight_05 mapflag nobranch fight_05 mapflag nopenalty fight_05 mapflag nostorage fight_05 mapflag pvp_noparty fight_05 mapflag pvp_noguild ////////////////////////////////////////
//===== Arena de Combate ========================================== kame_house,196,151,3 script [RR] Tenente 4_EP16_STOLZ,{ mes $npc$; mes "Olá "+strcharinfo(0)+"!"; mes "Deseja entrar na Arena de Combate da Destruição?"; next; switch(select("Entrar:Informações:Não, obrigado")){ case 1: mes $npc$; if($aberto == 1) goto entrar; if($aberto == 0) mes "As porta para a Arena de Combate estão fechadas. Evento abre a cada 3 horas..."; close; end; case 2: mes $npc$; mes "Na Arena de Combate nós testaremos sua força."; mes "Você ira para uma arena onde terá uma guerra, o ultimo(a) player sobrevivente será o vencedor."; mes "Lembrando que, não é fácil. Por isso, prepare-se bem."; mes "Não será permitido o uso de poções e iteus consumiveis que abram vantagens."; mes "Caso você sejá o ultimo sobrevivente da Arena de Combate, você será recompensado!"; close; case 3: close; end; } OnArenaEvnt: if($aberto == 0){ donpcevent strnpcinfo(0)+"::OnArenaEvnt2"; } else { dispbottom "Evento Cancelado!"; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; } end; //======================================================= init config's OnInit: $npc$ = "[ ^FF0000Red Rebbon^000000 ] ^9400D3 Tenente^000000 "; //nome npc bindatcmd "goarena",strnpcinfo(0)+"::OnArenaEvnt",99; waitingroom "Arena da Destruição",0; $@MaxMin = 1; // Minutos max pro jogador entrar na arena $@award = 1002; //id award end; //======================================================= end init entrar: announce "O jogador ["+strcharinfo(0)+"] entrou na Arena da Destruição!",bc_all; percentheal 100,100; warp "fight_05",0,0; end; OnArenaEvnt2: // Abre-Inicia A ARENA announce "[Arena de Combate] Arena da Destruição está ABERTA!",0; set $aberto,1; //evento aberto para os player entrar set $arenaon,1; pvpoff "fight_05"; for(.@i = $@MaxMin; .@i > 0; .@i--) { announce "Arena da Desrtuição começará em " + .@i + " minutos!", 0; sleep 60000; } announce "[Arena de Combate] Arena da Destruição COMEÇOU!",0; //fecha o evento para não entrar mais ninguem set $aberto,0; //liga o pvp pvpon "fight_05"; set $@qnton,getmapusers("fight_05"); //pega a quantidade de usuarios que tem no mapa if($@qnton < 2){ announce "[Arena de Combate] Arena da Destruição foi encerrada por falta de lutadores!",bc_all; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; } end; OnPCDieEvent: getmapxy(.@mapa$,.@xi,.@yi,0); if($arenaon){ if(strcharinfo(3) == "fight_05" ) { announce "[Arena da Destruição]: "+strcharinfo(0)+" foi derrotado!",bc_all; $@qnton--; sleep2 2000; warp "kame_house",174,177; } if(.@mapa$ == "fight_05"){ if($@qnton < 1){ announce "Arena da Destruição: Ninguém ganhou a Arena de Combate!",bc_all; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } if($@qnton == 2){ announce "[Arena da Destruição]: O grande momento chegou! Restam apenas 2 guerreiros na ARENA! Quem irá vencer?",bc_all; end; } if($@qnton == 1) { if (isloggedin(killerrid)) { if (attachrid(killerrid)) { doevent strnpcinfo(0)+"::OnArenaPremio"; end; } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } } } end; OnArenaEvntOff: //fecha o evento set $arenaon,0; set $aberto,0; //desliga o pvp pvpoff "fight_05"; announce "[Arena da Destruição] Arena finalizada!", 0; mapwarp "fight_05","kame_house",174,177; end; OnArenaPremio: announce "[Arena da Destruição]: ACABOU! O ganhador da Arena da Destruição foi " + strcharinfo(0) + "!",bc_all; sleep2 2000; mapannounce "fight_05", "Parabéns! Você é o grande vencedor!", 0; getitem $@award, 1; //entrega o premio sleep2 1000; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; //closed event end; } //////////////////////////////////////// fight_05 mapflag nowarp fight_05 mapflag nowarpto fight_05 mapflag noteleport fight_05 mapflag nosave SavePoint fight_05 mapflag nomemo fight_05 mapflag nobranch fight_05 mapflag nopenalty fight_05 mapflag nostorage fight_05 mapflag pvp_noparty fight_05 mapflag pvp_noguild ////////////////////////////////////////
yeah, now it's great. LOL
Thanks for your help.
do you think the logic used to decremented the variable when a player dies, is good?
Because I just thought about a future error ... if a player quits, the variable will not be decremented, and this can cause a failure.
I thought about using "getmapusers" but, maybe he can make a mistake in counting, if he also counts the dead player on the map. o/ -
26 minutes ago, Cretino said:Not tested, but I think now is working fine.
//===== Arena de Combate ========================================== kame_house,196,151,3 script [RR] Tenente 4_EP16_STOLZ,{ mes $npc$; mes "Olá "+strcharinfo(0)+"!"; mes "Deseja entrar na Arena de Combate da Destruição?"; next; switch(select("Entrar:Informações:Não, obrigado")){ case 1: mes $npc$; if($aberto == 1) goto entrar; if($aberto == 0) mes "As porta para a Arena de Combate estão fechadas. Evento abre a cada 3 horas..."; close; end; case 2: mes $npc$; mes "Na Arena de Combate nós testaremos sua força."; mes "Você ira para uma arena onde terá uma guerra, o ultimo(a) player sobrevivente será o vencedor."; mes "Lembrando que, não é fácil. Por isso, prepare-se bem."; mes "Não será permitido o uso de poções e iteus consumiveis que abram vantagens."; mes "Caso você sejá o ultimo sobrevivente da Arena de Combate, você será recompensado!"; close; case 3: close; end; } OnArenaEvnt: if($aberto == 0){ donpcevent strnpcinfo(0)+"::OnArenaEvnt2"; } else { dispbottom "Evento Cancelado!"; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; } end; //======================================================= init config's OnInit: $npc$ = "[ ^FF0000Red Rebbon^000000 ] ^9400D3 Tenente^000000 "; //nome npc bindatcmd "goarena",strnpcinfo(0)+"::OnArenaEvnt",99; waitingroom "Arena da Destruição",0; $@MaxMin = 1; // Minutos max pro jogador entrar na arena $@award = 1002; //id award end; //======================================================= end init entrar: announce "O jogador ["+strcharinfo(0)+"] entrou na Arena da Destruição!",bc_all; percentheal 100,100; warp "fight_05",0,0; end; OnArenaEvnt2: // Abre-Inicia A ARENA announce "[Arena de Combate] Arena da Destruição está ABERTA!",0; set $aberto,1; //evento aberto para os player entrar set $arenaon,1; pvpoff "fight_05"; for(.@i = $@MaxMin; .@i > 0; .@i--) { announce "Arena da Desrtuição começará em " + .@i + " minutos!", 0; sleep 60000; } announce "[Arena de Combate] Arena da Destruição COMEÇOU!",0; //fecha o evento para não entrar mais ninguem set $aberto,0; //liga o pvp pvpon "fight_05"; set $@qnton,getmapusers("fight_05"); //pega a quantidade de usuarios que tem no mapa if($@qnton < 2){ announce "[Arena de Combate] Arena da Destruição foi encerrada por falta de lutadores!",bc_all; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; } end; OnPCDieEvent: getmapxy(.@mapa$,.@xi,.@yi,0); if($arenaon){ if(strcharinfo(3) == "fight_05" ) { announce "[Arena da Destruição]: "+strcharinfo(0)+" foi derrotado!",bc_all; $@qnton--; sleep2 2000; warp "kame_house",174,177; } if(.@mapa$ == "fight_05"){ if($@qnton < 1){ announce "Arena da Destruição: Ninguém ganhou a Arena de Combate!",bc_all; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } if($@qnton == 2){ announce "[Arena da Destruição]: O grande momento chegou! Restam apenas 2 guerreiros na ARENA! Quem irá vencer?",bc_all; end; } if($@qnton == 1) { if (isloggedin(killerrid)) { if (attachrid(killerrid)) { donpcevent strnpcinfo(0)+"::OnArenaPremio"; end; } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } } } end; OnArenaEvntOff: //fecha o evento set $arenaon,0; set $aberto,0; //desliga o pvp pvpoff "fight_05"; announce "[Arena da Destruição] Arena finalizada!", 0; mapwarp "fight_05","kame_house",174,177; end; OnArenaPremio: announce "[Arena da Destruição]: ACABOU! O ganhador da Arena da Destruição foi " + strcharinfo(0) + "!",bc_all; sleep2 2000; mapannounce "fight_05", "Parabéns! Você é o grande vencedor!", 0; getitem $@award; //entrega o premio sleep2 1000; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; //closed event end; } //////////////////////////////////////// fight_05 mapflag nowarp fight_05 mapflag nowarpto fight_05 mapflag noteleport fight_05 mapflag nosave SavePoint fight_05 mapflag nomemo fight_05 mapflag nobranch fight_05 mapflag nopenalty fight_05 mapflag nostorage fight_05 mapflag pvp_noparty fight_05 mapflag pvp_noguild ////////////////////////////////////////
//===== Arena de Combate ========================================== kame_house,196,151,3 script [RR] Tenente 4_EP16_STOLZ,{ mes $npc$; mes "Olá "+strcharinfo(0)+"!"; mes "Deseja entrar na Arena de Combate da Destruição?"; next; switch(select("Entrar:Informações:Não, obrigado")){ case 1: mes $npc$; if($aberto == 1) goto entrar; if($aberto == 0) mes "As porta para a Arena de Combate estão fechadas. Evento abre a cada 3 horas..."; close; end; case 2: mes $npc$; mes "Na Arena de Combate nós testaremos sua força."; mes "Você ira para uma arena onde terá uma guerra, o ultimo(a) player sobrevivente será o vencedor."; mes "Lembrando que, não é fácil. Por isso, prepare-se bem."; mes "Não será permitido o uso de poções e iteus consumiveis que abram vantagens."; mes "Caso você sejá o ultimo sobrevivente da Arena de Combate, você será recompensado!"; close; case 3: close; end; } OnArenaEvnt: if($aberto == 0){ donpcevent strnpcinfo(0)+"::OnArenaEvnt2"; } else { dispbottom "Evento Cancelado!"; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; } end; //======================================================= init config's OnInit: $npc$ = "[ ^FF0000Red Rebbon^000000 ] ^9400D3 Tenente^000000 "; //nome npc bindatcmd "goarena",strnpcinfo(0)+"::OnArenaEvnt",99; waitingroom "Arena da Destruição",0; $@MaxMin = 1; // Minutos max pro jogador entrar na arena $@award = 1002; //id award end; //======================================================= end init entrar: announce "O jogador ["+strcharinfo(0)+"] entrou na Arena da Destruição!",bc_all; percentheal 100,100; warp "fight_05",0,0; end; OnArenaEvnt2: // Abre-Inicia A ARENA announce "[Arena de Combate] Arena da Destruição está ABERTA!",0; set $aberto,1; //evento aberto para os player entrar set $arenaon,1; pvpoff "fight_05"; for(.@i = $@MaxMin; .@i > 0; .@i--) { announce "Arena da Desrtuição começará em " + .@i + " minutos!", 0; sleep 60000; } announce "[Arena de Combate] Arena da Destruição COMEÇOU!",0; //fecha o evento para não entrar mais ninguem set $aberto,0; //liga o pvp pvpon "fight_05"; set $@qnton,getmapusers("fight_05"); //pega a quantidade de usuarios que tem no mapa if($@qnton < 2){ announce "[Arena de Combate] Arena da Destruição foi encerrada por falta de lutadores!",bc_all; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; } end; OnPCDieEvent: getmapxy(.@mapa$,.@xi,.@yi,0); if($arenaon){ if(strcharinfo(3) == "fight_05" ) { announce "[Arena da Destruição]: "+strcharinfo(0)+" foi derrotado!",bc_all; $@qnton--; sleep2 2000; warp "kame_house",174,177; } if(.@mapa$ == "fight_05"){ if($@qnton < 1){ announce "Arena da Destruição: Ninguém ganhou a Arena de Combate!",bc_all; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } if($@qnton == 2){ announce "[Arena da Destruição]: O grande momento chegou! Restam apenas 2 guerreiros na ARENA! Quem irá vencer?",bc_all; end; } if($@qnton == 1) { if (isloggedin(killerrid)) { if (attachrid(killerrid)) { donpcevent strnpcinfo(0)+"::OnArenaPremio"; end; } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } else { donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; end; } } } } end; OnArenaEvntOff: //fecha o evento set $arenaon,0; set $aberto,0; //desliga o pvp pvpoff "fight_05"; announce "[Arena da Destruição] Arena finalizada!", 0; mapwarp "fight_05","kame_house",174,177; end; OnArenaPremio: announce "[Arena da Destruição]: ACABOU! O ganhador da Arena da Destruição foi " + strcharinfo(0) + "!",bc_all; sleep2 2000; mapannounce "fight_05", "Parabéns! Você é o grande vencedor!", 0; getitem $@award; //entrega o premio sleep2 1000; donpcevent strnpcinfo(0)+"::OnArenaEvntOff"; //closed event end; } //////////////////////////////////////// fight_05 mapflag nowarp fight_05 mapflag nowarpto fight_05 mapflag noteleport fight_05 mapflag nosave SavePoint fight_05 mapflag nomemo fight_05 mapflag nobranch fight_05 mapflag nopenalty fight_05 mapflag nostorage fight_05 mapflag pvp_noparty fight_05 mapflag pvp_noguild ////////////////////////////////////////
hi Cretino, Thanks for the answer..
I did a test with two fighters ... And when one of them dies, the prize label is not triggered.
the console error
[Error]: script_rid2sd: fatal error ! player not attached!
[Debug]: Function: strcharinfo (1 parameter):
[Debug]: Data: number value=0 -
guys, someone help me fix this script
it is not working properly.
sometimes he announces as a winner the player who is dead
gives the prize to the wrong player ... etc
this is a combat arena where the last to survive is the winner.
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18 minutes ago, Caspian said:Congratulations!
I love Resident Evil!
You've done a great job making these maps!
thanks Caspian
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Hi ... I've finished a series of maps recently, inspired by a horror story theme. The main map is a modern city,
freely inspired by Raccon City (RE)
with classic places such as the famous Mansion of RE1 and also the raccon city police station.
A map made for RO, but the idea was to remove all the medieval elements, to maintain a modern aesthetic, to approach our present world.
I've posted here the city and also the mansion ...
I recently finished the police departmentRPD - Raccoon City Police Department
B01
first floor with several rooms
B02
second floor with several other rooms
Now there are 3 huge maps
The city, the mansion and the police departmentRPD
MANSION
CITY
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6 hours ago, Kenpachi said:Hi.
Untested; just converted to Hercules!
OnPCSkillUseEvent.diff 2.87 kB · 1 download
getskillname.diff 1004 B · 1 download
~Kenpachi
thanks Kenpachi! it's working perfectly.
Thanks for your help ❤️ O/ -
guys, can someone help me
Does anyone have this function for hercules?
Or can convert to use in herc.
I tried to convert but the server is crashing when using any skill
~bad 😢
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Hi
I wanted to do a Barter shophowever, in the same npc, put a menu for the player to choose which Barter shop he wants to enter ....
How can I do this?exmp:
switch(select("- Shop 1:- Shop 2:- Shop 3:- not..thanks..")) { case 1: callshop " Shop 1",1; end; case 2: callshop " Shop 2",1; end; case 3: callshop " Shop 3",1; end; case 4: end; } OnInit: { sellitem White_Herb, 100, Red_Potion, 2; sellitem Blue_Herb, 200, Red_Potion, 3; sellitem Green_Herb, 100, Red_Potion, 4; sellitem White_Herb, 100, Red_Potion, 1; end; }
How to call Barter shop and separate items in shop ?
it's possible?
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On 2/11/2020 at 3:57 AM, Kenpachi said:Hi.
Maybe a little bit late, but...
You can disguise a player with the changelook() script command. Just use an item's OnEquipScript/OnUnequipScript.
An example to disguise the player as Swordman when equipping Hat.
{ Id: 2220 AegisName: "Hat" Name: "Hat" Type: "IT_ARMOR" Buy: 1000 Weight: 200 Def: 2 Loc: "EQP_HEAD_TOP" ViewSprite: 16 OnEquipScript: <" changelook(LOOK_BASE, Job_Swordman); "> OnUnequipScript: <" changelook(LOOK_BASE, Class); "> }
{ Id: 2220 AegisName: "Hat" Name: "Hat" Type: "IT_ARMOR" Buy: 1000 Weight: 200 Def: 2 Loc: "EQP_HEAD_TOP" ViewSprite: 16 OnEquipScript: <" changelook(LOOK_BASE, Job_Swordman); "> OnUnequipScript: <" changelook(LOOK_BASE, Class); "> }
But this works only with jobs. If you have custom body sprites, you have to add them as new jobs.
~Kenpachi
oh, thanks for answering kenpachi ...
It is a pity, as this greatly limits the use of this resource.
You can exchange only for the clothes of the classes.I wanted to understand how a Dreesroom works, as it exchanges a sprite of the class for another sprite of the same class ...
Body Sprite A and Body B Sprite2 different body for each renewal class
it may be possible to add more options besides A and B
And it may also be possible to do this using itemI don't know ... I'm just thinking about logic
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Guys, can someone help me with an idea
I made an NPC with some missions and that creates an instance
In one of the missions the player needs to use a certain skill an amount "x" on a given map (in the instance)example: Use Stormgust 50 times
So, I'm thinking about how to make this count
Does anyone have any ideas?
I've been thinking about on that NPC who tests the damage on Imperium, I don't know ... -
16 hours ago, meko said:It's IOT_CHAR, not IM_CHAR
.@char = getcharid(CHAR_ID_CHAR); .@account = getcharid(CHAR_ID_ACCOUNT); .@map_name$ = "mapname"; // the map you want to instance .@instance_name$ = sprintf("%s@%i%d", .@map_name$, .@char, gettime(GETTIME_SECOND)); // a unique name for your instance .@instance = instance_create(.@instance_name$, .@account, IOT_CHAR); // create the instance and attach it to the char .@instanced_map_name$ = sprintf("%s@%i", .@map_name$, .@instance); // a unique name for the instanced map .@map$ = instance_attachmap(.@map_name$, .@instance, false, .@instanced_map_name$); // attach the instanced map to your instance instance_timeout(600, 1, .@instance); // alive and idle timeout, in seconds // setup is ready so init the instance and warp the player instance_init(.@instance); warpchar(.@map$, 20, 20, .@char); // the (x,y) starting point
.@char = getcharid(CHAR_ID_CHAR); .@account = getcharid(CHAR_ID_ACCOUNT); .@map_name$ = "mapname"; // the map you want to instance .@instance_name$ = sprintf("%s@%i%d", .@map_name$, .@char, gettime(GETTIME_SECOND)); // a unique name for your instance .@instance = instance_create(.@instance_name$, .@account, IOT_CHAR); // create the instance and attach it to the char .@instanced_map_name$ = sprintf("%s@%i", .@map_name$, .@instance); // a unique name for the instanced map .@map$ = instance_attachmap(.@map_name$, .@instance, false, .@instanced_map_name$); // attach the instanced map to your instance instance_timeout(600, 1, .@instance); // alive and idle timeout, in seconds // setup is ready so init the instance and warp the player instance_init(.@instance); warpchar(.@map$, 20, 20, .@char); // the (x,y) starting point
oh nice!!! thanks Meko
Solved -
[ Create instance for just one player ]
guys
I created an npc with several quests and that creates an instance and teleports the player to the map ...
Everything works normal if the player has a group, but if I attach the instance to the player it does not teleport.
IM_NONE: Attached to no one.
IM_CHAR: Attached to a single character.
IM_PARTY: Attached to a party (default instance mode).
IM_GUILD: Attached to a guild.
IM_CLAN: Attached to a clan.
It creates the instance, however when attaching the instance in the player (and not in the group) the script does not execute the instance_enter Is it possible to do that?
attach only one player? (without being in a group)
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10 hours ago, Ridley said:There is a limit in polygons, I just can't remember the exact amount. You need to split it into smaller parts and then puzzle it together.
ok Ridley, thanks, i will divide them into smaller parts. I think this will be the only solution. Thanks.
5 hours ago, Naruto said:glue all the models together using the weld or merge option in your 3d modeler
then wrap them all on the same texture
thats 1 polygon
sorry, but you have no idea what was asked in the post. it doesn't make any sense to "merge" or "weld" my models of 60k polygon.
hugs
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6 hours ago, Naruto said:merge/weld them together
I didn't understand your answer
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On 1/14/2020 at 5:15 PM, Naruto said:Yeah thats easy pokerag does it one their custom bodies
its just a matter of this....
dunno why iro never made shoulder pad spikes and stuff, I guess making costumes for 1 specific job is tough when everyone kinda has a different body shape like how the dancer has her hand on her hips and stuff
I didn't understand your answer
and I also didn't understand the giff. -
What is the limit of polygons in a model?
Is there a limit of polygons per map?
I have 3 models with 60k polygons each ... And the client is not working (client 2019)
it crashes when trying to display the models.I used the proOptmize modifier, but it still didn't work.
Are there any other customer restrictions regarding 3D models other than polygons?
sprite / weapon animation info
in Source Support
Posted
Hi guys
I'm looking for information about the relationship between the weapon subtype (that the player has equipped) and the attack animation of the sprite.
We all know the SPRITE of a class has 3 types of attack:
attack animation 1 attack animation 2 (no weapon) attack animation 3 (weapon)
depending on the weapon (weapon subtype) the player has equipped, the sprite shows an attack.
A murderer for example, if he is using a Katar, the animation will be the attack2, if he is using a knife, then the animation will be the attack1 ...
Maybe this is coded on the client side ... But, maybe there is a way to manipulate this from the source, through the subtype of the weapon
Does anyone have information about this?
hahahaha it would be nice to be able to choose
weapon subtype :