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ToiletMaster

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Posts posted by ToiletMaster


  1. Hi guys,

     

    I'm making a simple script but everytime I click on the npc, it shows @Storage Failed. However normally typing @storage works.

     

    Here's the script

     

     

    splendide,202,133,4    script    Storage#TreasureBox    1940,{        atcommand "@storage";        end;                }

     

    initially I thought that my script was the one giving problems,

     

    then i tried this and it worked.

     

     

    splendide,202,133,4    script    Storage#TreasureBox    1940,{        atcommand "@die";        end;                }

     

     

    I hope someone could advise what I'm doing here, thanks!

     

    edit:

     

    sorry, din't know there was a openstorage; command, but still, it is weird that I'm unable to use this method though.


  2.  

                    while(input(.@novice,1,1000))                    {                                    mes ""+.npc_name"";                    mes "Please re-think about your choice. It's not making any sense!";                    close;                                        }                mes ""+.npc_name"";                mes "So..You want to get "+.@novice+" Novice Potion?";                next;                if(countitem(JELLOPY_ID) >= (.@novice*2)){                                    mes ""+.npc_name"";                    mes "Here you go!";                    delitem JELLOPY_ID,.@novice*2;                    getitem NOVICE_POTION_ID,.@novice;                    next;                    mes ""+.npc_name"";                    mes "Come back if you have more!";                    close;                }

    you can also set configuration(variables) for that multiplier...

     

     

    omg i cannot believe I missed that! I was just missing the *2 at two parts ._.

     

    thank you once again for pointing it out for me!


  3. Hi Guys,

     

    I understand the logic of changing 1:1 using the input command.

     

    example is

     

     

               	 while(input(.@novice,1,1000))                    {                                    mes ""+.npc_name$+"";                    mes "Please re-think about your choice. It's not making any sense!";                    close;                                        }                mes ""+.npc_name$+"";                mes "So.. you'll be exchanging a total amount of ^FF0000"+.@novice+"^000000 Empty bottles right?";                next;                if(countitem(713) >= .@novice){                                    mes ""+.npc_name$+"";                    mes "Here you go!";                    delitem 713,.@novice;                    getitem 569,.@novice;                    next;                    mes ""+.npc_name$+"";                    mes "Come back if you have more!";                    close;                    }

     

    But currently i'm stuck at saying, let's say 2 jellopies for 1 novice potion? I would prefer for it to be selectable but I can't seem to get the right logic out of it. Unless i set specifically like

     

    if(countitem(909) >= 20){ delitem 909 20;getitem 569 10;

    Right now i'm trying to put input option in as well, but 2 jellopies for 1 novice potion ._.

    If someone could enlighted me on this part it'd be great!


  4. Hi Guys,

     

    Here's one part of the script that i made, i was thinking of methods of shortening this, would there be anyway? as the 2nd part of the case is all duplicated except for the item IDs.

     

    I'm not really good with arrays, so if someone could provide me an example, I'd be really grateful!

     

     

     

           	 if(baselevel >= 5 && novice_ground == 1) {            mes ""+.npc_name$+"";            mes "Good job Leveling up! Go on! Take one item from my stash! It's on me!";            next;            switch(select("Cutter:Falchion:Mace:Main Gauche")){                                case 1:                mes ""+.npc_name$+"";                mes "You've selected ^FF0000Cutter^000000.";                mes "Are you sure?";                next;                switch(select("Yes:No")){                                                case 1:                        mes ""+.npc_name$+"";                        mes "Here you go!";                        getitem 13040,1;                        set novice_ground, 2;                        close;                                                case 2:                        mes ""+.npc_name$+"";                        mes "Come back once you've decided!";                        close;                                                        }                                    case 2:                mes ""+.npc_name$+"";                mes "You've selected ^FF0000Falchion^000000.";                mes "Are you sure?";                next;                switch(select("Yes:No")){                                                                case 1:                        mes ""+.npc_name$+"";                        mes "Here you go!";                        getitem 13415,1;                        set novice_ground, 2;                        close;                                                case 2:                        mes ""+.npc_name$+"";                        mes "Come back once you've decided!";                        close;                                                }                                case 3:                mes ""+.npc_name$+"";                mes "You've selected ^FF0000Mace^000000.";                mes "Are you sure?";                next;                switch(select("Yes:No")){                                                                case 1:                        mes ""+.npc_name$+"";                        mes "Here you go!";                        getitem 1545,1;                        set novice_ground, 2;                        close;                                                case 2:                        mes ""+.npc_name$+"";                        mes "Come back once you've decided!";                        close;                                                }                                case 4:                mes ""+.npc_name$+"";                mes "You've selected ^FF0000Main Gauche^000000.";                mes "Are you sure?";                next;                switch(select("Yes:No")){                                                                case 1:                        mes ""+.npc_name$+"";                        mes "Here you go!";                        getitem 13041,1;                        set novice_ground, 2;                        close;                                                case 2:                        mes ""+.npc_name$+"";                        mes "Come back once you've decided!";                        close;                                            }                                }            }

     


  5.  

    To attach all party member. try :

     

    getpartymember getcharid(1), 2;for ( set .@i, 0; .@i < $@partymembercount; set .@i, .@i + 1 ) {	detachrid;	if ( attachrid($@partymemberaid[.@i]) ) {		// do whatever	}}

     

    Hi there Patskie! Thanks for replying the thread!

     

    However, upon using your command I can't seem to make it function well enough though.

     

    Here's an example of what I did in order to test it out.

     

     

           	 getpartymember getcharid(1), 2;            for ( set .@i, 0; .@i < $@partymembercount; set .@i, .@i + 1 ) {                detachrid;                if ( attachrid($@partymemberaid[.@i]) ) {                        set test, test+1;// do whatever                        donpcevent "Survival Waves#Sur::OnWave1";                        warpparty "guild_vs5", 0,0, getcharid(1);                        end;                }            }

     

    It doesn't place the test variable 1 on each character only the party leader that spoken to the npc.


  6. Bump for this, I can't seem to attach a party timer upon partywarp. Is there any possible solution for this?

     

    The only method I can think of would be placing a temporary variable for let's say 2 minutes for them to enter. However it would be even better if I can directly add a timer for everyone to enter in.


  7. I'm on my cellphone right now so I can't give a detailed reply to this.

     

    Maybe use detachrid then loop around all party members attaching an independent timer to them by attachrid and detachrid? Remember RID is account ID.

     

    Or I think you could attach'em a timer by using optional parameters of the timer functions.

     

    Or make the timer run in the npc then when it times out or whatever, do what you want to the party.

     

    Thanks for the reply!

     

    i've tried reading about http://rathena.org/wiki/Attachrid

     

    honestly speaking, I'm totally clueless what does it mean there, (not entirely though, i mean, i know what it does in the example, but not enough for me to relate back to the current script ._.)


  8.  

     

    Thanks! But wouldn't this be only 1 person? let's say If i place in a party and would like to add a timer to everyone.

    attach everybody and assign the timer ...

    I tried searching around but I can't seem to find anything ._.

     

    I've read alot from the Timers (Scripting) in the Wiki but mostly none of them does talk about party wise timers.

     

    however i definitely know it has something to do with

     

     

    $@partymembercid[]

     

    as it gets all the id of the members, problem is adding the timer >_> I'm clueless on adding it in at the moment


  9. you can do it in different way ...

    save the time in a variable ....

    #timer = gettimetick(1) + 180;  // account based@timer = gettimetick(1) + 180;  // player based ( delete upon logout )timer = gettimetick(1) + 180;   // player based ( wont delete upon logout )

    or you can use the quest stuff for checking...

    checkquest( <questid>,PLAYTIME )

    there still alot of method to do so .... depend on how you want it to work ...

     

    Thanks! But wouldn't this be only 1 person? let's say If i place in a party and would like to add a timer to everyone.

     

    Here's the current script that I have at the moment.

     

     

    prontera,152,154,4    script    Survival Warper#Prt    73,{    set .register_num, 2;        getpartymember getcharid(1), 1;    getpartymember getcharid(1), 2;    if( !getcharid(1) || getcharid(3) != getpartyleader( getcharid(1),1 ) ){    mes "I only talk to the party leaders.";    close;    }    if ( $@partymembercount != .register_num ) {        mes "Please form a party of "+ .register_num +" to continue";        close;    }    for ( set .@i, 0; .@i < $@partymembercount; set .@i, .@i +1 )        if ( isloggedin( $@partymemberaid[.@i], $@partymembercid[.@i] ) )            set .@count_online, .@count_online +1 ;    if ( .@count_online != .register_num ) {        mes "All your party members must be online to continue";        close;    }    copyarray .@partymembercid, $@partymembercid, .register_num;    mes "[Survivalist]";    mes "Party Confirmed";    mes "^FF0000---------------^000000";    mes "Party Name: ^FF0000"+strcharinfo(1)+"^000000";    mes "Party Leader: ^FF0000"+strcharinfo(0)+"^000000";    next;    mes "[Survivalist]";    mes "Are you ready ?";    next; // careful here    switch(select("Yes I'm ready:No I'm Not")){        case 1:            getpartymember getcharid(1), 1;            if ( $@partymembercount != .register_num ) {                mes "You've made changes to your party !";                close;            }            for ( set .@i, 0; .@i < $@partymembercount; set .@i, .@i +1 ) {                if ( .@partymembercid[.@i] != $@partymembercid[.@i] ) {                    mes "You've made changes to your party !";                    close;                }            }//if i added a setquest here, would it be applicable to the party leader only? How can i make this to everyone in the party?//since my next command is warpparty. is there any way to achieve that?             donpcevent "Survival Waves#Sur::OnWave1";            warpparty "guild_vs5", 0,0, getcharid(1);            end;                    case 2:            mes "Come back once you're ready to survive the horror!";            close;        }    }    -    script    Survival Waves#Sur    -1,{    OnWave1:        killmonster "guild_vs5", ""+strnpcinfo(3)+"::OnWave";        sleep 3000;        mapannounce .map$,""+.npcname$+" Can you survive the horror?",0;        sleep 5000;        mapannounce .map$,""+.npcname$+" You'll be given 30 seconds in order to buff yourselves!",0;        sleep 5000;        mapannounce .map$,""+.npcname$+" Just Kidding, Prepare to die!",0;   	 // Summon all monsters in the '.monster_weak' array    for (.@i = 0; .@i < getarraysize(.monster_weak); .@i++)	    monster .map$, 0, 0, .weak_name$, .monster_weak[.@i], .wave1_amount, strnpcinfo(3) +"::OnWave";	   	 end;   	 OnWave:        if (mobcount(.map$, strnpcinfo(3) +"::OnWave") == 0){            mapannounce .map$,""+.npcname$+" You think you've won? Think again.!",0;            sleep 5000;            mapannounce .map$,""+.npcname$+" To be continued",0; //to be continued            end;}    else	    // Mob death event	    if (mobcount(.map$, strnpcinfo(3) +"::OnWave") <= .announce_start)		    announce "There are only "+ mobcount(.map$, "all") +" left in the map.", 1;    	 end;        OnInit:	    // Map name	    .map$ = "guild_vs5";	    // Mob count before announcements start	    .announce_start = 10;	    // Weak monster name	    .weak_name$ = "--ja--";	    // List of weak monster IDs	    setarray .monster_weak[0],  1301,1297,1403,1654,1268,1507,1830,1307,1302,1635,								    1655,1636,1777,1837,1656,1219,1502,1637,1262,1700,								    1320,1865,1657,1702,1829,1375,1204,1653,1416,1200,								    1197;	    // Amount of weak monsters to summon	    .wave1_amount = 2;        .npcname$ = "[Survival Master]:";}

  10.  

    this is how i use variables...

     

     

     

    $variable$$variable

    $@variable$@variable

     

    .variable$.variable

     

    .@variable$.@variable

     

    'variable$'variable

     

     

     


     

     

    guild_vs5,50,50,4    script    Sample    757,{mes "Hello";mes "You've caused monsters to be summoned!";close2;if( .mob_count ){	// Summon all monsters	for( .@i = 0; .@i < .monster_size; .@i++ )		monster .map$, 0, 0,"--ja--", .monster[.@i],.monster_amount[.@i], .npc_name"::OnWaveKill";	.mob_count = mobcount( .map$,.npc_name"::OnWaveKill" );	mapannounce .map$,"There are only "+.mob_count+" left! Good luck!", 0;}end;OnWaveKill:.mob_count--;if( .mob_count ){	mapannounce .map$,"There are only "+.mob_count+" left! Good luck!", 0;}end;OnInit:// Map name.map$ = "guild_vs5";// List of weak monster IDssetarray .monster,	1301,	1297;setarray .monster_amount,	100,	200;.monster_size = getarraysize( .monster );.npc_name$ = strnpcinfo(0);end;}

     

     

     

    Thanks a lot on clearing up on the variables part! Din't know the global could be used for various NPCs.

     

    However I do have one more question though, would it be possible to give a timer to everyone in the party upon entering?

     

    so that they can't access while that timer is active. (If possible I'd like to use setquest)

     

    I tried replicating something similar to Endless Tower, however I only found out that Endless Tower timer is started when they clicked on the NPC.

     

    Would it be possible to get a timer on them as well as detect if anyone has the timer?

     

    (Sorry if this is becoming more of it like a request)


  11. @mleo

    nearly 99.99% working xD  ( wrong index number )

    set .@arrcount,getarraysize( $@monsteridweak );for( set .@i,0; .@i < .@arrcount; set .@i, .@i + 1 ){    monster "this",0,0,"--ja--",$@monsteridweak[.@i],100,strnpcinfo(3)+"::OnWave1";}

    and actually you dont really need to use a "Global Variable" in your case....

     

    To be honest I'm not too sure when to use Global Variable or not to, from my point of view, if I have multiple servers, then it'll show in all accounts?  I guess? >_>

     

    Correct me if i'm wrong still trying to learn my best here xD

     

     

    Well, since he's new on it I think we should explain some things before giving him the solution, isn't it?

     

    First of all you know what's an array and possibly miss a bit of how setarray works, but I'd advice you to fill up the arrays on their first position. The first position of an array is number 0, then number 1, 2, 3, etcetera. Why positions start on 0? I don't know very well; Why start setting on position 0? It's a mere convention and you can perfectly start setting at position 1. It could also simplify some calculations/processing later.

     

    That setarray literally said: start setting the array $@monsteridweak at index 1 (second position, remember first one is 0) with the values: 1301 for index 1,1297 for index 2,1403 for index 3, etcetera.

     

    Then, let's go to the summoning part: you tried to summon this piece of code:

    monster "this",0,0,"--ja--",$@monsteridweak[1],100,strnpcinfo(3)+"::OnWave1";

    which I think you know what it literally means, but let's go to the monster ID variable you passed. You're trying to summon the content of $@monsteridweak at index 1, which is just ID# 1301 and just summons that mob, and that's your issue. What to do to solve this? Just passing the $@monsteridweak variable? Wrong (that'll only summon the monster at position 0 if possible). You need a new tool for it, that's looping on the array till all desired monsters are summoned.

     

    How do you get the size of an array? With getarraysize, that gets all set positions except trailing zeros or empty strings (which by default mean unset variable), but getarraysize counts leading zeros or empty strings. You are already familiar with loops so, as examples:

    // Supposing empty arrays before setting. !!Position 0 is the first position of an array!!setarray .@myArray1[0],5,4,3,2,1; // myArray1 = 5,4,3,2,1 at positions 0,1,2,3,4 respectivelygetarraysize(.@myArray1); // Returns 5// Correct loop around .@myArray1for (set .@i, 0; .@i < getarraysize(.@myArray1); set .@i, .@i + 1) { // i varies from 0 to 4	whatever with .@myArray[i];}setarray .@myArray2[1],5,4,3,2,1; // myArray2 = 0,5,4,3,2,1 at positions 0,1,2,3,4,5 respectivelygetarraysize (.@myArray2); // Returns 6// Correct loop around .@myArray2for (set .@i, 1; .@i <= getarraysize(.@myArray1); set .@i, .@i + 1) { // i varies from 1 to 5, position 0 is skipped	whatever with .@myArray[i];}

     

    Since Via and others have already caught me up you have now a correct solution at the moment depending on what you want, but hope that this explanation has given you a bit of more insight if possible!

     

    P.S.: 31 filled up positions on the array... Multiplying by 100... You sure you want to summon 3100 monsters on the same map at once? O.O

     

    Definitely not! Thanks for the warning lol, Wouldn't want to try 3100 monsters in 1 map at a time lol.

     

    and Huge thanks for the amazing definition! There's some parts I'm still fuzzy about, but I believe by reading your description for the next hundred times I might get it xD (It's just me, i'm just slow in learning things and most of the time I need someone to guide me through ._.)

     

    This is yet another eye opener in the world of scripting thanks!

     

     

    Here's my method, which utilizes your array and makes it a little easier to reconfigure (if needed):

     

    guild_vs5,57,47,4    script    Wave Mobs#rand::wave_mobs    73,{    // Dialogue    mes "Hello";    mes "You've caused monsters to be summoned!";    close2;        // Summon all monsters in the '.monster_weak' array    for (.@i = 0; .@i < getarraysize(.monster_weak); .@i++)        monster .map$, 0, 0, .weak_name$, .monster_weak[.@i], .weak_amount, strnpcinfo(3) +"::OnWave";            end;   	 OnWave:        // Mob death event        if (mobcount(.map$, strnpcinfo(3) +"::OnWave") <= .announce_start)            announce "There are only "+ mobcount(.map$, "all") +" left! Good luck!", 0;                end;        OnInit:        // Map name        .map$ = "guild_vs5";                // Mob count before announcements start        .announce_start = 95;                // Weak monster name        .weak_name$ = "--ja--";                // List of weak monster IDs        setarray .monster_weak[0],    1301,1297,1403,1654,1268,1507,1830,1307,1302,1635,                                    1655,1636,1777,1837,1656,1219,1502,1637,1262,1700,                                    1320,1865,1657,1702,1829,1375,1204,1653,1416,1200,                                    1197;                // Amount of weak monsters to summon        .weak_amount = 100;            end;}

     


     

    You should consider reading a little more on looping through arrays in the documentation or on Wiki. The basic concept of using a for loop with your array(s) is that you'll essentially run the same sequence of code through your array indexes until each index has been used.

     

    for (.@i = 0; .@i < getarraysize(.monster_weak); .@i++)

     

    This loop says, "Start .@i off with the value 0. For each loop in which .@i is less than the array size of the array .monster_weak, run the script on the first line below (or within curlies { } below), then increase the current value of .@i by 1."

     

    Now, this might seem like a mouthful at first, but it really starts to make sense once you understand the relation between array indexes and the usage of an incrementation variable (.@i, in this case) in your script.

     

    The first value of an array is at the index 0; this means that an array set up like this:

     

    setarray .array[0], 123, 231, 321;

     

    ...will have its first index value (.array[0]) as 123, its second index value (.array[1]) as 231, and its third index value (.array[2]) as 321. When we go through the array with a loop, we start .@i off at 0 so that we can use .@i as a place holder for the array and start reading from the first index (.array[0]) with .array[.@i]. Here's an example of this usage:

     

    for (.@i = 0; .@i < getarraysize(.array); .@i++)    mes .array[.@i];    close;

     

    This loop will display an NPC message dialogue with the value of the current index being referred to. The final product will look something like:

     

    123

    231

    321

     

    ...followed by a close button. If you wanted to do more, enclose your looped script within curlies { }, like you would with an if statement.

     


     

    Regarding getarraysize():

    This script command returns a value with the size of an array - the amount of indexes an array has. Our array .array has three indexes, therefore it has an array size of 3. Since there is no value for .array[3], we can safely use the condition .@i < getarraysize(.array) within the for

    loop's expression; this also allows us to increase the amount of values

    our array has without having to modify the loop directly.

     


     

    To reiterate what @Emistry said, you can just use permanent NPC variables (.variable_name) instead of global variables - that is, unless you intend to use your arrays in such a way that permanent NPC variables would not suffice.

     

    Thanks for the explanation as well! Your script does look much better xD but I still have quite an amount of things to edit actually xD.

     

    Hopefully once i'm done I won't have 4800 lines >_> or perhaps any errors xD Thanks again!

     

    You're all wonderful people in this great community!


  12. Hi there guys!

     

    Yet another question from me, hope you guys don't mind!

     

    This time I'm stuck at something.

     

    I've started using setarray as it really simplifies alot of things!

    However I can't seem to spawn all the monster I wanted for this time. it only summons the first ID that I specified on the script.

     

    Here's the current script.

     

     

    guild_vs5,57,47,4    script    npc#hihi    73,{    set $@map$,"guild_vs5";    setarray $@Monsteridweak[1],1301,1297,1403,1654,1268,1507,1830,1307,1302,1635,1655,1636,1777,1837,1656,1219,1502,1637,1262,1700,1320,1865,1657,1702,1829,1375,1204,1653,1416,1200,1197;    mes "Hello";    monster "this",0,0,"--ja--",$@monsteridweak[1],100,strnpcinfo(3)+"::OnWave1";    close;        OnWave1:    if(mobcount($@map$,strnpcinfo(3)+"::OnWave1") <= 95) goto L_announce;    end;        L_announce:    announce "There are only "+mobcount($@map$ , "all")+" left! Good luck!",0;    end;        }

     

     

     


  13. I understand most of the commands used and how they are being used in the script.

     

    However one thing I'm not too sure would be the reason of using

     

    @i++

     

    example on above

     

    for (@i = 82000; @i < 82267; @i++)

    If someone could clarify on this that would be amazing! As i'm thinking why can't it end at 82267;   ?


  14. It's supposed that SC_CASH_RECEIVEITEM gives a "bonus" that multiplies drop rate by the number you entered divided by 100 (it is, if you give an SC_CASH_RECEIVEITEM with 200 you get twice as much item drops; if you give 150 you get one and a half as much), so I just followed the simple idea that if you give that status with a parameter 0 it'll multiply all drops by zero, thus negating all drops.

     

    As I said I (still have) no means of testing that script (so I don't even know if it works) but I highly reccommend a source mod for that since you can modify wherever you want.

     

    You did give me an idea on this part though,

     

    I changed the configuration to provide @autoloot 0

     

    that disables the autoloot regardless so it works in the end as well xD

     

    Thanks again!


  15. Wow thanks for the assistance everyone!

     

    This really is an eye opener in many ways lol

     

    thanks again! If there are other methods I wouldn't mind seeing it though xD It really is something great to learn seeing all of these lol

     

    @Emistry,

     

    Thanks for the script shortening! This is really really short compared to 4800 lines lol !


  16. Hi there!

     

    as I'm still new towards scripting, most commands I used in my scripts are kind of bad and repetitive.

     

    I was  thinking whether it could be shorten? Currently the script holds 4000+ lines.

     

    http://justpaste.it/5t3n

     

    (side reminder, the script works fine without any issues, currently I'm just exploring methods to reduce the script size if possible)


  17.  

    Hmmm... Then, if idle_no_share doesn't work (I can't test it ATM since I'm on my cellphone) I can only think about trying to make a script that, when inactive (use checkidle() script command) gives them an unlimited time negative (or 0, IDK) bubble gum effect (SC_CASH_RECEIVEITEM) for negating any item drops that gets removed when the user is no longer idle or logs out.

     

    What I don't know is if autocasted skills remove the idle time check (in that case you could just see if player's position changes). In any case I'd recommend a source mod rather than a script but here's a sample script with the assumption autocasted skills don't remove your idle status if you want to keep with this anyways (put this inside a NPC and add the tabs since Mobile UI ignores tabs):

     

    - script noafk -1,{OnInit:set .afktime, 3*60; // 3 minutes in SECONDSset .sampletime, 5*1000; // 5 seconds in milliseconds, make it higher if this causes your server freezeend;OnPCLoginEvent:sleep2 (.afktime * 1000) - .sampletime + 10; // Delaying the first check until player can actually be AFK plus a little threshold, you could safely remove this line but saves you some processingaddtimer .sampletime,strnpcinfo(3)+"::OnCheckAFK";end;OnCheckAFK:deltimer strnpcinfo(3)+"::OnCheckAFK";if (checkidle() >= .afktime && ! @idle) {set @idle, 1;sc_start SC_CASH_RECEIVEITEM, -1, 0; // Rates x0 for this guy}else if (checkidle() <= .afktime && @idle) {set @idle, 0; // Removing idle penalty for this guysc_end SC_CASH_RECEIVEITEM;}addtimer .sampletime,strnpcinfo(3)+"::OnCheckAFK";end;}

    Can't test it for obvious reasons so try it yourself (after adding proper tabs) and give me the feedback.

     

     

    extremely sorry for the late reply =_=

     

    I thought I've replied already but apparently my internet got cut off i guess which din't make the reply go through.

     

    Anyway, I've tested it, but upon afking, I see the sc_start sc_cash_receiveitem?

     

    Meaning upon afking i get more drop rate? Should be disabling the autoloot instead of providing the bonus haha


  18. did you open the ports on your VPS to allow the web hosting link to come back to your website?

     

    assuming you're using CentOS on your VPS,

     

    you could try pressing setup and see opening up the ports to allow the SQL data to come in.


  19. idle_no_share works both with party shared exp and drops (autolooted or not). I think this won't work on AFKchemists but a source mod could do wonders about this last point.

     

    Usually, if you're AFK you can't manage to kill monsters lol

     

    Thanks for the reply,

     

    but trust me, the player's will work wonders on this lol, example loli ruri card, orc lord card, and many other cards that are able to deflect damage. they just pump max int and leave their character there.

     

    That's why I'm kind of looking for a solution to solve that lol.

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