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Everything posted by Alayne
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Instance_npcname, invalid instance NPC (instance_id -1, NPC name: -1)?
Alayne replied to Helena's question in Script Support
Well actually, all the use you have of the "instance_npcname" command are written the same way: instance_npcname(has_instance2("1@manp")) Basically, this can't work, as you don't specify an npc name to retrieve. So, replace all the call with some build this way instance_npcname(Entrance#man1, has_instance2("1@manp")) And everything should work. -
Hello Hercules members! Well it's been a while since I started using this board, and I've corrected a bunch of problem thanks to peoples here. Therefor, I've decided it was time for me to share some of my work. I'll release some contents from time to time, and once I'll found them clear enough to get used / shared. So basically, here's a showcase of the first release I'll made. It's not allready completely cleared now, but it'll soon be, so I'll start here with a showcase. So please, let me present you: Scaled Yggdrasil (I'm really a dumbass for banner and other picture editing so, sorry...No banner for my release ^^) Scaled Yggdrasil was initially created for a server which never really started, PYRO. It's basically a giant dungeon based over Sword Art Online, and adapted to Ragnarok and the North mythology. Basically, it's a 45 floors dungeons, which requires players to clear a floor to access to the following. There's a bit more than "simply" that, but it's the main idea. The dungeon itself count 45 floors, 9 town, and a total of 123 maps. All of them are bounded to free maps, or to existing ones. Therefor, you'll have to install 80 maps. I know it's really big, but that's the way I built it. I do not own any of those maps, and I greatly thanks all people who provide these maps to the community. Let's talk a bit more about the process itself. To start, you'll just have to speak to the Scientist, in prontera. He'll give you some explanations about the whole process, and, more than anything, will allow you to choose a game mode. Two modes are available: Easy and Hard. On Easy mode, you can visit any floor that has already been cleared by other players. On Hard mode, you'll have to clear each floor yourself to gain access to it. Of course, the final reward will be greater on hard mode. Once you'll accept to enter, you'll get warped to the Entrance area. There, the Cardinal System will explain you a bit more about how the dungeon works. Basically, the dungeon is constructed as a scaled version of Yggdrasil. You'll have to clear the 9 worlds to be known, each one counting 5 floors. For each floor (which can count several maps, and have it's own monsters), you'll have to fullfill a condition to grant access to a Power Stream. The Power Stream allows you to access to the Maze, the entry of the Floor Guardian place. By using it, you'll access to a map, where the System can bring you to the boss area. By killing it, you'll free the floor and grant access to the following one. Every step is explained through a tutorial, on the entrance map. Once the tutorial is complete (if the player choose to follow it), the real climbing starts. There's a lot more of things to talk about, but with this, the main system is defined. If peoples are interested into this release, I'll add more pictures and explain secondary contents (Teleportation system, death stone, crystals...)
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Well I've allready made those test in fact. But I'll answer point by point: So, 1 - yes, the name appeared to be correctly build through the debugmes 2 - yes too, as if I use the cutin command directly with the outputed name, it's displayed correctly 3 - Well I'm not sure to understand what you mean, as it's the same test as point 2 except it's in a menu, right? Thought I'll still give it a try out of sql command to be sure there's no conflict, even though i can see which.
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Hi. I just need a bit more of informations. What kind of infos should be displayed when using the command? The time before getting the next hourly points? The time before getting the "3 hour in a row" bonus?
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Sure, here's the treatment I use: set .@basePageName$, "GI_BookPage" + .@pageIndex + "_"; for (set .@i,.@startIndex; .@i<.@maxToDisplay; set .@i,.@i+1) { set .@compare, compare(.@idArrayInString$, ""+.@idCards[.@i]); if (.@compare == 0) { mes "^FF0000 " + .@i + " ~ " + .@name$[.@i] + "^000000"; } else { mes "^00FF00 " + .@i + " ~ " + .@name$[.@i] + "^000000"; } set .@basePageName$, .@basePageName$ + .@compare; } debugmes "page: " + .@basePageName$; cutin .@basePageName$, 2; It basically give something like I said on the start topic. If you need the complete thing (with the sql request, the args and so on, just tell me.
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Okay so I guess there's no solution for this issue. Thanks anyway.
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Hello peoples, here my problem today. I'm working on a script where peoples might collect cards through quest. I can actually do all that, but wanted the results to be display through cutin. I know it's a real pain in the ash, but I was even ready to compose all the combinaison that cards earning may need (which mean basically 5000 cutin, as there's 9 card per page, 100 cards to collect). I compose the name of the cutin to display according to variable results. For instance, as the first page contain cards 1 to 10, I loop through this values to compose a name like "GI_BookPage1_100101010" if the player concerned has cards 1, 4 6 and 8. This leads me to a cutin which corresponds to the page 1 with the specified cards. BUT, and that's the main issue, it won't display. I know the cutin worked, cause if I use the name manually it works, but through the composed name, it doesn't... Any idea?
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Yep, figure this out thanks to Datsgir answer. That's the right answer, but not the one I was expecting...To match to my need, I'll to do...dunno...Thousands of cutin XD
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But doesn't the cutin only show an image out of window? I use them for npc display nothing more. Edit:oh okay i've seen the use in a movable window...badly it will be hard for my use...got to think of it
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Hello people! I'd like to know if any of you may have an idea on how to do a window of this kind: I don't want to use this window in particular, but something that works this way. I should be able to configure 10 tabs, each one being a "page" of a book. Does anybody have an idea? I thought of using Cash Shop, but that's not exactly that I think (didn't tried yet thought) Thanks
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Back to the business, with some news!
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Hi guys! I'm currently creating a custom addon which enable to compound newly created item in weapons. Everything works great, but I don't know how I can make the shards (the cards) visible in weapon detail windows? Anybody knows how to do that? Thanks!
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Oh great!That's exactly what I was looking for. i've used "warp" script command for years and years now, without knowing this three special name exists...And as my scripts need to warp player in several places according to their active feature... Perfect, I'll give it a try. Thanks a lot, Garr.
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Hi guys, here's my problem. I've got a LOT of scripts which need to return player to their save point. The problem is, I don't want to give them the load command, otherwise they'd use it instead of items I'd like them to farm and drop. How can I use the load command without authorizing them to manually type it? Is there a solution?
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Hi there, a player on my server reported that when using ctrl+% map, the "You" that should be displayed is replaced with "Yo'. Does anybody knows how to correct that? Thanks!
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Hi there, Here's a list of bug some of my players raised me. Does anybody ever encounter one of them? And/or knows how to correct them? - Leech end poison seems to not work correctly. It should deals damage to a target and heal the caster. Actually it deals damage to player but does not heal. Moreover, if you use it against monster, it will heal them (we tried against orc zombie on orc ladies in order to prevent bug with the undead status). - Oblivion curse poison does not work at all. It should prevent SP regen and Skill usage. - Pyrexia poison should blind for 300 sec. It actually blind for ~30 - 40 sec. The damage works fine. - Warlock's Summon ball of XXX seems not functionning correctly. You can summon 5 ball of each at lvl 1 instead of 1 per skill lvl.
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Hello, perfect, that's what I was looking for. It doesn't work as I wanted, thought, cause the skills windows mixed together, but thanks anyway ^^
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Hi guys, I don't really know if that's the right place to ask about it but, I'd like to remove the Class 1 skills from 3rd classes skill tree. For instance, I'd like the Rune Knight to NOT have the skills from Knight. How can I do that? I've tried to modify the skills from skill_tree.conf for this: But the skills still are available in the skill window... I know how to remove one skill from a skill tree classes (for instance, I've removed Full Throtle from RK class by modifying skilltreeview.lua), but I don't how to remove a complete "class" tree from another one. Is that even possible? Any idea?
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Already tried too, sorry...Still doesn't work...
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Yep, the diff is used with 30000 for values (at first, I used a 30010 value, but then, the hat even crash. Here it just doesn't show...) I'm really out of idea...Thanks anyway for your response guys
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Already tried. I've copied pasted the really last version I've used, but I've already tried it. Same problem.
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Hi guys, First, I know this has already been asked. But even by looking over all the topic I've been able to found, following 3 differents guides...I can't succeed in making it work.. So here's my point. I'm simply trying to add hats. I've modified all client files: iteminfo.lua: [30009] = { unidentifiedDisplayName = "Aquaring Hat", unidentifiedResourceName = "????????????", unidentifiedDescriptionName = { "An unknown hat." }, identifiedDisplayName = "Aquaring Hat", identifiedResourceName = "aquaring_hat", identifiedDescriptionName = { "A costume mask known as Aquaring Hat" }, slotCount = 0, ClassNum = 0 }, accessoryid: ACCESSORY_Aquaring_Hat = 1013, accname: [ACCESSORY_IDs.ACCESSORY_Aquaring_Hat] = "aquaring_hat", And the corresponding item_db2: { Id: 30009 AegisName: "Aquaring Hat" Name: "Aquaring Hat" Type: 5 Buy: 20 Weight: 800 Def: 3 Loc: 256 EquipLv: 40 View: 1013 }, The item is available. I can get it, move it, drop it, pick it, equip it. Everything works, except the fact that when it's equiped, it doesn't show... I guess that's a problem of view id, cause if I use 224 in item_db2, the feather beret sprite shows up... I really don't get it... Any idea?
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Hi guys, I've got a script that can apply a bonus to player for a certain duration. is it possible to display a skill icon (one of those displayed on the right of the screen) with scripts? Thanks!
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Allright, finally got the problem...In pre-re mode, there's a reading on mob_db.txt, and not mob_db.conf. But this simply doesn't exist...
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Well yes, but for the mob db we even use the official one, the one given in the emulator...