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Everything posted by Alayne
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Hi peoples, we've migrated our server recently to last revision, and now, we got LOTS and LOTS of error when reloading scripts, even in the official scripts. Most of them concern mobs, for instance: [Warning]: buildin_monster: Attempted to spawn non-existing monster class 1277 [Debug]: Source (NPC): Summoner#cr3 at job_cru (1,3) But when I check in pre-re database, the mob does exist... Does anybody have this problem?
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Change monsters stats and rewards according to size
Alayne replied to Alayne's question in Source Support
Thanks Annie, I'll give it a look then. Actually I've seen after I post this topic, but wasn't really sure it can fit to what I need. I'll try that. -
Hey guys. I'd like to add some little feature. i've got a script that spawn monsters of different size of the same id. i'd like the big one to have twice as much stats and exp reward as the normal one, and the small one to have half as much stats and exp. Can anybody help me to do that?
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I answer to my own question, but I needed to increase the MAX_PRODUCE_DB variable.
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Hello guys, I've got some problems adding new items to produce. I'd like to create a new produce category, which id is "34". Here's an example of what I've added: //-- Charm of Happiness <-- 1 Bookclip in Memory, 1 Squid Ink, 1 Slick Paper, 10 Amulette 12328,34,0,0,1024,1,7111,1,609,10 But no matter what, even if I have all the needed items, when I use the Bookclip in Memory, the item is consummed (I've changed it to consumable), but all it says is "you can't create item yet". Does anybody have any idea why? Do I need to change some source code to enable this new category?
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In fact, look great for me. Thanks, I'll try that, and get back to say if it worked. Good point for you AnnieRuru. I'll keep this source mod, that's an easy way to add some interesting feature. Thanks!
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Well actually I don't want all of them to get it. There's a...let's called that "group selection" made, and according to the group they choose, they obtain a new bunch of skills. That's why I need to add them this way, and not directly in db and client (as I've made for the other skills, that any player of this new class will have).
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Actually, I'm trying to add those skills to a custom class I've made, so that's not a question of already knowing the skills. I've already tried the "0" flag, but I'll give it another chance.
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Hi guys, here's a simple question, but I can't find the correct answer. I know you can add skills to a player throught the "skill" command. Here's my script line: skill .@skillIds[.@i], 1, 4; SkillIds containing a list of skills id (no way!!!), copied from another array: setarray $faction1_1SkillsIds[0], 98, 99, ... I've already checked that the skillIds are well filled. But I don't know why, no matter the flag I give to the command, the given skills won't appear in my skll window... Any idea why it would happens?
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I must be cursed...BrowEdit crashes when I open the map...Can you send me the files you found in pm? So I can check that? (or explain me how you've managed to search with those char x) ) Allright guys, solved the problem for this map! Finally. I've managed to get the name of the missing model and found them somewhere on the internet so, that's ok now. Got to get 2 more maps to work that freeze, but thanks anyway! Maybe one of you can try to use these maps, and tell me if you got a problem too? https://mega.nz/#!0p5RzaDS!uvBZ-ZQ2HIrTeT6SNaGvQ4WEr_TSY8s4edSbqKagwIw Thanks by advance Edit: Actually, I've handled the cs_lb map. Only the ars_fild11 remaining, and I know it's also a model pb! Log in cmd when executing brow: Error: [20:29:15] cRsmModel: Could not open 'c:program filesgravityrodatamo dela1┐▄║╬╝ÊÃ░└»└¹02.rsm' But I can't find this one... Edit2: nevermind, got it working ^^ Thanks all!
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Yep, that's the pb I got since my last modifications (adding some texture and updating some grf). But I don't know where these models (cause that's models, isn't it?) can be found...Got to update my data and rdata to be sure, but I don't understand why it works with older client, and not our more recent one....
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Hello again... SO here's all I've made, without success: -Remake the mapcache -Checked the Maps.conf and map_index.txt (both good) -Get the original file, to be sure it's not corrupted, and add it into data folder -Rebuild the files in browedit, to be sure they're not corrupted, and add it into data folder -Add the file in my grf, to be sure it's not a data folder reading error All that, without any success... So I'm a bit out of idea... Here's a link to one of the maps that cause me problems. There's others, with problem to load some resources which are already in the data or grf too... But let's start with this one... https://mega.nz/#!ZsgVVDQT!frSo29_NMf54zfI920ZySNOaLPajVd0CQ4Y_GeiUYWw Hope you'll find an idea with that...I don't have any more...
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Allright thanks to both of you, I'll check that with the client maker in my team, and get back with answers
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Hi guys, I've a problem on my server / client. We've added lots of maps, and a certain amount of them aren't loadable. Dunno why, the client doesn't crash, there's no gravity, but the client load to 100% and then...Simply freeze. nothing more, nothing less, the client stop answering. I really don't know how to look / search for that problem. Does anybody have an idea?
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Replace the Uppercase with lowercase
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Need help to correct this Devil Square script!!!
Alayne replied to dungpt8782's question in Script Support
if( instance_attachmap( "2@ds",.ds_instance ) == "" ){ npctalk "Devil Square reservation failed."; mes "- ^FF0000Reservation Failed!^000000"; instance_destroy( .ds_instance ); close; } It is used. As I've said, I've already fully tested and confirmed the script, everything works fine. On the other hand, the error you got occures when the running script hasn't been attached to an existing instance (instance_attach). But once more, this is done in the script I gave you (just checked, to be sure) -
Need help to correct this Devil Square script!!!
Alayne replied to dungpt8782's question in Script Support
Just as I asked, do you use the original 2@ds map? Or is it one you've created? -
- script CDR -1,{ //whisper npc:CDR anything to activate the GM Menu,OnWhisperGlobal:if(getgmlevel() < 80){end;}menu "Add Monster to System",iAddMob,"Change Drop Rate",iChangeDrop,"Cancel",iCancel;iAddMob:if(getarraysize(.MobOkay_ID)>=128){next; mes "You cannot add any more mobs to this system."; close;}next;mes "Please input the Monster ID you wish to add to this system";input .@id;next;mes "Are you sure you want to add: "+strmobinfo(1,.@id)+" to the system?";menu "Yes",-,"Input new ID",iAddMob,"Cancel",iCancel;set .MobOkay_ID[getarraysize(.MobOkay_ID)+1],.@id;next;mes "The Monster: "+strmobinfo(1,.@id)+" has been added to the system.";close;iChangeDrop:next;mes "Current Drop Rate: "+100/.MaxDropChance+"%";mes "Please input the new drop rate.";mes "*Note - Drop rate is determined by: 100/DropRate %*";mes "1 = 100%, 10 = 10%, 100 = 1%, 1000 = 0.1%, 10000 = 0.01%";input .@newdropchance;if(.@newdropchance <= 0){next; mes "Invalid Number"; close;}set .MaxDropChance,.@newdropchance;next;mes "Drop Rate has been changed.";mes "Current Drop Rate: "+100/.MaxDropChance+"%";close;OnInterIfInitOnce:setarray .MobOkay_ID[0],1002,1004,1005,1007,1008,1009,1010; //Replace XXXX with the ID's of the monsters you want to be affected by this script. Add more as necessariy. *Note only supports 128 different monsters*set .MaxDropChance,10; // 1 = 100% | 10 = 10% | 100 = 1% | 1000 = 0.1% | 10000 = 0.01% Basically, 100/.MaxDropChance = %end;OnNPCKillEvent:for(set @i,0; @i<getarraysize(.MobOkay_ID); set @i,@i+1){if (killedrid==.MobOkay_ID[@i]){goto iDropItemRate;}}end;iCancel:close;iDropItemRate:set @i,0;set @dropID,0;deletearray $@MobDrop_item[0],128;deletearray $@MobDrop_rate[0],128;set $@MobDrop_count,0;getmobdrops(killedrid);set .@MobDrop_count, $@MobDrop_count;copyarray .@MobDrop_item[0],$@MobDrop_item[0],.@MobDrop_count;copyarray .@MobDrop_rate[0],$@MobDrop_rate[0],.@MobDrop_count;goto iDropItemLoop;iDropItemLoop:set @i,rand(1,.MaxDropChance);if (@dropID == .@MobDrop_count){dispbottom "Success"; end;}if (@i==1 && .@MobDrop_rate[@dropID]<=1){ getitem .@MobDrop_item[@dropID],1; if(@dropID==8) { announce "[ "+strcharinfo(0)+" ]: got [ "+getitemname(.@MobDrop_item[@dropID])+" ] ( Chance: " + (100 / .MaxDropChance) + "% )",bc_all; } set @dropID,@dropID+1; goto iDropItemLoop;} if (@i<=.@MaxDropChance) { set @dropID,@dropID+1; goto iDropItemLoop; }end;} Here you are
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Yes the tomb will appear. But I don't know which name will be displayed, thought.
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You can't do that with a command. On the other hand, you can create a script which will wipe the mvp on each map on Init. Simply list the maps where an mvp has been spawned, and on OnInit event, go through this array in a loop and use killmonserall "mapx"; You can even bind it to a script command using bindatcommand if needed.
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Well I think that's pretty obvious. You're missing a table "bussara.rag". As far as I know, this is not an official one (never seen it before)
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Allright. Tag the topic in [Answered] then ^^
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Yes, you have to define them in item_group.conf if I'm not mistaken.
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If the scripts was in the emulator, I guess there should be the maps too. If needed, I can send it to you, it'll be easier than recreating it.
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Actually I don't really see the matching point with the Flavius script. You wan't it to be "made like" it?