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Posts posted by Chatterboy
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try YY-MM-DD
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Welcome to Parox Designs - FAST & REALIABLE
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Available - I can only do 3-5 projects at a time w/ my partner. Can finish a project before client's deadline.
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HM?
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This is my setup and it work
srcmapclif.c/* <--- Add#if PACKETVER >= 20120404 if( !(md->status.mode&MD_BOSS) ){ int i; for(i = 0; i < DAMAGELOG_SIZE; i++) {// must show hp bar to all char who already hit the mob. if( md->dmglog[i].id == sd->status.char_id ) { clif->monster_hp_bar(md, sd); break; } } }#endif */ <-- Add
srcmapmob.c/*==========================================* mob heal, update display hp info of mob for players*------------------------------------------*/void mob_heal(struct mob_data *md,unsigned int heal){ if (battle_config.show_mob_info&3) clif->charnameack (0, &md->bl);/* <-- Add#if PACKETVER >= 20120404 if( !(md->status.mode&MD_BOSS) ){ int i; for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob. if( md->dmglog[i].id ) { struct map_session_data *sd = map->charid2sd(md->dmglog[i].id); if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range clif->monster_hp_bar(md,sd); } } }#endif*/ <-- add}
srcmapmob.c if (battle_config.show_mob_info&3) clif->charnameack (0, &md->bl); if (!src) return;/* <-- Add#if PACKETVER >= 20120404 if( !(md->status.mode&MD_BOSS) ){ int i; for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob. if( md->dmglog[i].id ) { struct map_session_data *sd = map->charid2sd(md->dmglog[i].id); if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range clif->monster_hp_bar(md,sd); } } }#endif*/ <-- Add}
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Here compatible in Herc
turbo_roomc,136,98,4 script Novice vs. Zombie 4W_M_01,{ .@nvzName$ = "[^0000FFZombie Vs. Novice^000000]"; .@menu$ = "Join the event:Nothing!"; if (getgmlevel() >= .gmsetting) { .@menu$ = .@menu$ + ":Start Event"; } switch(select(.@menu$)){ case 1: if (BaseLevel > 1 || Class > 0){ mes .@nvzName$; mes "Novice Base Level 1 only can join the event..."; emotion e_sry; close; } if(.nvzStart == 1){ mes .@nvzName$; sc_end SC_ALL; sc_start SC_DEC_AGI,300000,10; percentheal 100,100; warp "quiz_01",42,369; end; } else if ( .nvzStart == 2 ) { mes .@nvzName$; mes "Too late, the event has already started"; close; } mes .@nvzName$; mes "No Event right now"; close; case 2: close; case 3: mes .@nvzName$; mes "start the event"; donpcevent strnpcinfo(0)+"::OnStart"; close; } // beginning Time OnClock0130:OnClock0830:OnClock1330:OnClock1730:OnClock1930:OnClock2230: OnStart: .nvzStart = 1; announce "Zombie Vs. Novice event Will begin in 3 minutes Please Make A Level 1 Novice Inorder To Join The Event",0; killmonsterall "quiz_01"; sleep 5000; announce "NPC entrance is in the Market right side name of NPC is ' Novice vs. Zombie '!",0; // enablenpc "Novice vs. Zombie"; sleep 55000; announce "Event Zombie Vs. Novice will begin in 2 minutes Please Make A Level 1 Novice Inorder To Join The Event",0; sleep 60000; announce "Event Zombie Vs. Novice will begin in 1 minute Please Make A Level 1 Novice Inorder To Join The Event",0; sleep 30000; mapannounce "quiz_01","In 30 seconds the monster will be started!",0; sleep 25000; announce "Event Zombie Vs. Novice will begin through ~5~",0; sleep 1000; announce "Event Zombie Vs. Novice will begin through ~4~",0; sleep 1000; announce "Event Zombie Vs. Novice will begin through ~3~",0; sleep 1000; announce "Event Zombie Vs. Novice will begin through ~2~",0; sleep 1000; announce "Event Zombie Vs. Novice will begin through ~1~",0; sleep 1000; announce "Event 'Zombie Vs. Novice' has begun!!",0,0x00FF00; .nvzStart = 2; initnpctimer; mapannounce "quiz_01","Round 1!",0; monster "quiz_01",42,369,"Zombie",1015,1; monster "quiz_01",52,369,"Zombie",1015,1; monster "quiz_01",30,369,"Zombie",1015,1; sleep 10000; mapannounce "quiz_01","Round 2!",0; monster "quiz_01",42,369,"Zombie-2",1015,2; monster "quiz_01",52,369,"Zombie",1015,2; monster "quiz_01",30,369,"Zombie",1015,2; sleep 10000; mapannounce "quiz_01","Round 3!",0; monster "quiz_01",42,369,"Zombie-3",1015,3; monster "quiz_01",52,369,"Zombie",1015,3; monster "quiz_01",30,369,"Zombie",1015,3; sleep 10000; mapannounce "quiz_01","Round 4!",0; monster "quiz_01",42,369,"Zombie-4",1015,4; monster "quiz_01",52,369,"Zombie",1015,4; monster "quiz_01",30,369,"Zombie",1015,4; end; OnTimer5000: if ( getmapusers("quiz_01") == 0 ) { killmonsterall "quiz_01"; announce "'Zombie Vs. Novice' has ended with Event, as all have died",0; disablenpc "Prize"; stopnpctimer; end; } else if ( getmapusers("quiz_01") > 1 ) { mapannounce "quiz_01",getmapusers("quiz_01") +" player still survive on Event.",0,0x00FF00;; initnpctimer; end; } initnpctimer; end; OnPCDieEvent: getmapxy .@mapnvz$,.@xnvz,.@ynvz,0; if ( .@mapnvz$ == "quiz_01") { sleep2 1; .nvzStart = 0; warp "prontera",155,183; atcommand "@alive "+ strcharinfo(0); dispbottom "you have lost..."; } sleep2 1000; if ( .@mapnvz$ == "quiz_01" && getmapusers("quiz_01") == 1 ) { mapannounce "quiz_01","You have won, approach please to npc Prize.",0; enablenpc "Prize"; killmonsterall "quiz_01"; stopnpctimer; end; } end; OnInit: .gmsetting = 60; // in which level the GMs can control this event ? disablenpc "Prize"; end;} quiz_01,42,369,3 script Prize 715,{ announce " " + strcharinfo (0) + " has won in Zombie Vs. Novice Event' ",0; getitem 7711,2; getitem 607,10; getitem 22860,2; .nvzStart = 0; warp "prontera",155,183; sleep2 250; disablenpc "Prize"; end;}
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Here is your Dice event, I modify it in a working scriupt
prontera,141,174,4 script Dice Event 4W_M_01,{ .@deName$ = "[^FF0000Dice Event^000000]"; .@menu$ = "Join the event:Cancel"; if (getgmlevel() >= .gmsetting) { .@menu$ = .@menu$ + ":Start Event"; } switch(select(.@menu$)){ case 1: if ( .dEstart == 1 ) { warp "quiz_01",204,89; end; } else if ( .dEstart == 2 ) { mes .@deName$; mes "Too late, the event has already started"; close; } mes .@deName$; mes "No Event right now"; close; case 2: close; case 3: mes .@deName$; mes "start the event"; donpcevent strnpcinfo(0)+"::OnStart"; close; }// Set what time it will Start...OnClock0800:OnClock2000:OnStart: .dEstart = 1; hideonnpc "Dice#evnt1"; announce "Dice Event: We are going to have a Dice Event",bc_all,0xFF7F50; sleep 1 * .seconds; announce "Dice Event: For those who want to join, please meet me @ the MARKET Place right side.",bc_all,0xFF7F50; //Edit to where would you place the warper sleep 1 * .seconds; announce "Dice Event: The Warper would be open for 1 minute",bc_all,0xFF7F50; sleep 30 * .seconds; announce "Dice Event: Last 30 Seconds.",bc_all,0xFF7F50; sleep 30 * .seconds;OnEnable: if(getmapusers("quiz_01")==1){ mapannounce "quiz_01","Dice: The Game will start minimum of TWO player...",bc_all,0xFF7F50; sleep 5 * .seconds; announce "Dice Event: Last Call. We are waiting for another challenger..",bc_all,0xFF7F50; sleep 10 * .seconds; announce "Dice Event: For those who want to join, please meet me @ the MARKET Place right side.",bc_all,0xFF7F50; //Edit to where would you place the warper sleep 20 * .seconds; announce "Dice Event: The Warper would be open for 1 minute",bc_all,0xFF7F50; sleep 30 * .seconds; announce "Dice Event: Last 30 Seconds.",bc_all,0xFF7F50; sleep 30 * .seconds; announce "Dice Event: Warper Closed.",bc_all,0xFF7F50; sleep 5 * .seconds; if(getmapusers("quiz_01")==1){ mapannounce "quiz_01","Dice: The Dice event is HALTED...",bc_all,0xFF7F50; warp "prontera",155,183; end; } } .dEstart = 2; mapannounce "quiz_01","Dice: We are about to start the Dice event.",0;sleep2 10000; mapannounce "quiz_01","Dice: But before we start the event here's how to play the game. . .",0;sleep2 10000; mapannounce "quiz_01","Dice: I'm only gonna say this once so read carefully.",0;sleep2 10000; mapannounce "quiz_01","Dice: I'm going to pick a number, 1 to 4. Then I'll do a count down from 5 to 0.",0;sleep2 10000; mapannounce "quiz_01","Dice: All you have to do is go to the box of the number you want.",0;sleep2 10000; mapannounce "quiz_01","Dice: Example, If I get the number of 4, All the players standing on numbers 1 to 3 will be warped back to town.",0;sleep2 10000; mapannounce "quiz_01","Dice: We will do it again and again until we only have 1 player left on the map.",0;sleep2 10000; mapannounce "quiz_01","Dice: Oh yeah! Before I forget you MUST GO INSIDE THE BOX, because if you're caught standing on the stairs you'll be automatically disqualified.",0;sleep2 10000; mapannounce "quiz_01","Dice: That's it.. Now let's play...",0;sleep2 10000; goto L_Start;end; L_Start: if(getmapusers("quiz_01") == 1) goto L_Champ; if(getmapusers("quiz_01") == 0) goto L_None; if(getmapusers("quiz_01") > 1) { announce "Dice: . . . . .",0; $@number = rand(1,4);sleep2 10000; announce "Dice: I have a number now. Please go to the box of the number you want.... GO!",0;sleep2 10000; announce "Dice: 5",0;sleep2 5000; announce "Dice: 4",0;sleep2 4000; announce "Dice: 3",0;sleep2 3000; announce "Dice: 2",0;sleep2 2000; announce "Dice: 1",0;sleep2 1000; announce "Dice: Time's up.",0; donpcevent "evnt#1::OnEnable"; announce "Dice: Winning number "+$@number+".",0; if(($@number != 1) && ($@number != 2) && ($@number != 3)) goto L_Lose1; if(($@number != 1) && ($@number != 2) && ($@number != 4)) goto L_Lose2; if(($@number != 1) && ($@number != 3) && ($@number != 4)) goto L_Lose3; if(($@number != 2) && ($@number != 3) && ($@number != 4)) goto L_Lose4; end;} L_Lose1: areawarp "quiz_01",183,81,191,60,"prontera",155,182; areawarp "quiz_01",195,81,203,60,"prontera",155,182; areawarp "quiz_01",207,81,215,60,"prontera",155,182; .dEstart = 0; goto L_Start;end; L_Lose2: areawarp "quiz_01",183,81,191,60,"prontera",155,182; areawarp "quiz_01",195,81,203,60,"prontera",155,182; areawarp "quiz_01",219,81,227,60,"prontera",155,182;; .dEstart = 0; goto L_Start;end; L_Lose3: areawarp "quiz_01",183,81,191,60,"prontera",155,182; areawarp "quiz_01",207,81,215,60,"prontera",155,182; areawarp "quiz_01",219,81,227,60,"prontera",155,182; .dEstart = 0; goto L_Start;end; L_Lose4: areawarp "quiz_01",195,81,203,60,"prontera",155,182; areawarp "quiz_01",207,81,215,60,"prontera",155,182; areawarp "quiz_01",219,81,227,60,"prontera",155,182; .dEstart = 0; goto L_Start;end; L_Champ: mapannounce "quiz_01","Dice: Come to me and get your Prize.",0; hideoffnpc "Dice#evnt1"; end; L_None: announce "No One Enters the Dice Event. Closed",0; hideonnpc "Dice#evnt1"; end; OnInit: .gmsetting = 60; // in which level the GMs can control this event ? .seconds = 1000; // for debug purpose only, how many mili-second = 1 second ?} - script evnt#1 -1,{ OnEnable:areawarp "quiz_01",182,94,228,88,"prontera",155,182;areawarp "quiz_01",185,87,188,82,"prontera",155,182;areawarp "quiz_01",197,87,200,82,"prontera",155,182;areawarp "quiz_01",209,87,212,82,"prontera",155,182;areawarp "quiz_01",221,87,224,82,"prontera",155,182;end;} quiz_01,204,93,6 script Dice#evnt1 715,{ .@dName$ = "[^FF0000Dice^000000]"; mes .@dName$; mes "Congrats. You've won."; close2; announce "Dice: We have a winner, "+.@name$+".",0; getitem 607,5; getitem 7711,2; warp "prontera",155,183; hideonnpc "Dice#evnt1"; .dEstart = 0; end; }// -- Mapflagsquiz_01 mapflag nowarpquiz_01 mapflag nowarptoquiz_01 mapflag noteleportquiz_01 mapflag nosavequiz_01 mapflag nomemoquiz_01 mapflag nobranchquiz_01 mapflag nolootquiz_01 mapflag noskillquiz_01 mapflag nopenalty
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Thanx for the info guyz!
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Fixed and updated
Hercules User can use
Running as of 04-12-2015...
//======================================================================================================//= Toasty's WoE Controller (formerly WoE Info Banner)//===== By: ============================================================================================//= ToastOfDoom (aka: iHeart)//===== Current Version: ===============================================================================//= 1.22//===== Description: ===================================================================================//= A WoE Controller function which controls castle based WoE by utilising npc events.//= Includes a NPC that provides information on the next WoE session//=//= This script is kinda @reloadscript/@loadnpc safe, provided that someone clicks the NPCs afterwards//= to start the OnInit function. That said..it is recommended that you don't use @reloadscript/@loadnpc//= but reset your server.//===== Changelog: =====================================================================================//= 1.22//= - Fixed an issue regarding the controller getting confused when using @reloadscript/loadnpc while//= WoE was still active. (thanks to annie for pointing out)//= 1.21//= - Fixed a misspelt variable name (thanks to rahuldev345 for pointing out)//= 1.20//= - Project renamed to 'Toasty's WoE Controller'. The script originally was only used to display WoE//= times then I 1st wrote it 3yrs ago and I feel it's purpose is more to control WoE these days. So//= name change to better reflect purpose.//= - Added support for novice WoE. Region teleport goes to the Novice Warper NPC (default in prontera)//= Change position in .region_maps, .region_x, .region_y if needed.//= - Region warp now only displays regions that have castles used at least once. (eg. If you don't//= configure any castles for Payon region, payon will not show up)//= - Optimised WoE Active/Inactive map notifier. Old method used too many loops for something that//= can happen alot.//= - Adjusted menus to be abit more friendly. 'next's will always display before 'menu's//= - Fixed bug with WoE autostarting when only configured for 2 sessions in one day//= - Added some nifty code that prevents catastrophic failure of the script if you try to run a trunk//= version on a stable server (ie. if you do, it will show an error message, but script will still//= run perfectly fine - check out WoEToggler function for those that want to peek at it =P)//= 1.11//= - Fixed timer glitch when players only configured sessions for one day of the week//= - Adjusted timer to show remaining time more accurately//= - Modified .num_woes calculation due to bug regarding 0's being counted as unset values in arrays//= 1.10//= - Expanded script to allow castle based configuration//= - Moved away from portal based woe control. Now using donpcevents to Onagitend/2 events. Provided//= castles are linked to the main agit commands in this manner, they will be controllable using this//= script.//= - Added an onLoadMap WoE available notifier. Can be disabled by setting .notify_woe to 0 in the//= CONFIG section.//= - Did some funky color coding.//= - Added Coordinate based warping per region (see .region_x & .region_y in the CONSTANTS section)//= 1.02//= - Added delwaitingroom to banner npc to prevent memory leaks from bug #2325//= - To reduce spamming of waitingroom packets to players banner NPC only now updates when the banner//= text changes. Thus min time between updates is now 1sec regardless of setting.//= - Added setting for rate which banner time is updated (.banner_refresh_rate) in the CONFIG section.//= - Added agitstart2/end2 to provide WoE2 support (Hope it works ;)//= 1.01//= - Hardcoded in refresh value for banner npc instead of getting it from config from WoEInfoBase. Had//= issues starting the script after @reloadscript/@loadnpc//======================================================================================================- script WoEInfoBase -1,{OnStartMenu:if(.init == 0)donpcevent strnpcinfo(3)+"::OnInit";OnStartMenu2:mes "The " + ((.state)?"^00DD00current":"^DD0000next") + "^000000 WoE session is: ";mes " ";mes "Day: ^0000DD" + .daysOfWeek$[.woe_day[.woe_index]];mes "^000000Start time: ^00DD00" + .woe_0_str$[.woe_index];mes "^000000End time: ^DD0000" + .woe_1_str$[.woe_index];mes "^000000Region:";set .@state_strs$, ".woe_state_str_" + .woe_state[.woe_index] + "$";for(set .@i, 0; .@i < .num_regions; set .@i, .@i + 1) {set .@output$, getd(.@state_strs$ + "[" + .@i + "]");if(.@output$ != "")mes "^000000- ^0000DD" + .@output$;}next;if(getgmlevel() >= .gm_access)select("Warp to Castle Grounds","View Castle Owners","View all WoE times",((!.state)?"Start next WoE":"End current WoE"),((.state)?"":"Skip next WoE session"));elseselect("Warp to Castle Grounds","View Castle Owners","View all WoE times");switch(@menu) {case 1: //warpmes "Which region would you like to warp to?";next;select(.region_warp$[.woe_state[.woe_index]]);if(@menu < 1 || @menu > .num_regions)close;close2;warp .region_maps$[@menu - 1], .region_x[@menu - 1], .region_y[@menu - 1];end;case 2: //viewset .@woe_state_array$, ".woe_state_" + .woe_state[.woe_index];for(set .@i, 0; .@i < .num_regions; set .@i, .@i + 1) {set .@k, 0;set .@castles$, ".castles_" + .regions$[.@i] + "$";set .@castle_check, getd(.@woe_state_array$ + "[" + .@i + "]");while(.@castle_check && .@k < .num_castles[.@i]) {if(.@castle_check & (1 << .@k)) {set .@map$, getd(.@castles$+"["+.@k+"]");if (getcastledata(.@map$,1)) {dispbottom"The [" + getcastlename(.@map$) + "] castle of the [" +.region_names$[.@i] + "] region is currently held by the [" +getguildname(getcastledata(.@map$,1)) + "] guild.";} else {dispbottom "The [" + getcastlename(.@map$) + "] castle of the [" + .region_names$[.@i] + "] region is currently unoccupied.";}set .@castle_check, .@castle_check - (1 << .@k);}set .@k, .@k + 1;}}break;case 3: //woe timesfor(set .@i, 0; .@i < .num_woes; set .@i, .@i + 1) {dispbottom "- " + .daysOfWeek$[.woe_day[.@i]] + " " + .woe_0_str$[.@i] + "-" + .woe_1_str$[.@i];set .@woe_state_str_array$, ".woe_state_str_" + .woe_state[.@i] + "$";for(set .@k, 0; .@k < .num_regions; set .@k, .@k + 1) {set .@output$, getd(.@woe_state_str_array$ + "[" + .@k + "]");if(.@output$ != "")dispbottom " " + .@output$;}}break;case 4: //start next;if(getgmlevel() <.gm_access) close;mes "^FF0000Are you sure you want to " + ((!.state)?"start the next WoE session?":"end the current WoE session?");next;if(select("Yes:No") == 2) break;set .remainTime, 0; //might not work sometimes...you have like a 500ms window out of 505ms i guess..sleep2 .timer_refresh_rate; //wait abit so the menu doesn't screw up (how long it takes for the timer to update)break;case 5: //skip next;if(getgmlevel() <.gm_access || .state) close;mes "^FF0000Are you sure you want to skip the next WoE session^000000";next;if(select("Yes:No") == 2) break;if(.state) { //you really can't do this with woe activenext;mes "Sorry, in the time you took making your decision, WoE started";mes "Please either manually end it first or wait";break;}set .woe_index, (.woe_index + 1) % .num_woes;donpcevent strnpcinfo(3)+"::OnUpdateCountTick";sleep2 .timer_refresh_rate;break;default: close;}goto OnStartMenu2;OnInit://-----------------------------------------------------------------------------------------////CONFIG START ////-----------------------------------------------------------------------------------------//set .gm_access, 60;//WoE timings needs to be ordered ascendingly unless you want to do weird//stuff like skip a region every other week or so...//Also times can't overlap. Uses second of day(gettimetick(1)) for timing// eg 1am -> 3600, 2:30pm -> 52200, midnight -> 86400 (anything past that doesn't work)//Note: woe_0 is start times, woe_1 is end times. Ignore how it's called but// don't change it either since it's dynamically used// Also..woe has to end on the same day it starts (it's easier that way..)setarray .woe_day[0], 0, 0, 1, 2, 2, 3, 4, 4, 5, 6, 6;setarray .woe_0[0], 68400,75600,68400,68400,75600,68400,68400,75600,68400,68400,75600;setarray .woe_1[0], 72000,79200,72000,72000,79200,72000,72000,79200,72000,72000,79200;setarray .woe_state[0], 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10;//WoE state settings. Every WoE session can be defined as a particular state of castle configuration.//.woe_state_#[%] = $// # - state number// % - region number// $ - binary representation of castles that are active for that region in that state (// (ie. 0 is no castles, 5 is castle 0 and 2 (2^0 + 2^2 = 5))setarray .woe_state_0[0],1,0,0,0,0,0,0;setarray .woe_state_1[0],0,0,0,0,0,0,1;setarray .woe_state_2[0],0,8,0,0,0,0,0;setarray .woe_state_3[0],0,0,0,2,0,0,0;setarray .woe_state_4[0],0,0,0,0,0,0,2;setarray .woe_state_5[0],4,0,0,0,0,0,0;setarray .woe_state_6[0],0,2,0,0,0,0,0;setarray .woe_state_7[0],0,0,0,0,0,0,4;setarray .woe_state_8[0],8,0,0,0,0,0,0;setarray .woe_state_9[0],16,0,0,0,0,0,0;setarray .woe_state_10[0],0,0,0,0,0,0,8;//Setting for if script handles WoE controller function. Disable agit_controller.txt if you are using this.//For if you want to use something else to handle your woe stuff but only this script//to show info (1 - on, 0 - off...duh)set .active_woe, 1;//WoE inactive on map notifier. Basically notifies player if the castle they are entering is//WoE active or notset .notify_woe, 1;//-----------------------------------------------------------------------------------------////CONFIG END ////-----------------------------------------------------------------------------------------////-----------------------------------------------------------------------------------------////CONSTANTS START - Don't touch this unless you know what you are doing ////-----------------------------------------------------------------------------------------////castle maps by regionsetarray .castles_prtg$[0],"prtg_cas01","prtg_cas02","prtg_cas03","prtg_cas04","prtg_cas05";setarray .castles_payg$[0],"payg_cas01","payg_cas02","payg_cas03","payg_cas04","payg_cas05";setarray .castles_gefg$[0],"gefg_cas01","gefg_cas02","gefg_cas03","gefg_cas04","gefg_cas05";setarray .castles_aldeg$[0],"aldeg_cas01","aldeg_cas02","aldeg_cas03","aldeg_cas04","aldeg_cas05";setarray .castles_arug$[0],"arug_cas01","arug_cas02","arug_cas03","arug_cas04","arug_cas05";setarray .castles_schg$[0],"schg_cas01","schg_cas02","schg_cas03","schg_cas04","schg_cas05";setarray .castles_novi$[0],"nguild_alde","nguild_gef","nguild_pay","nguild_prt";//woe kill functions for each castlesetarray.woe_kill_prtg$[0],"Agit#prtg_cas01::Onagitend","Agit#prtg_cas02::Onagitend","Agit#prtg_cas03::Onagitend","Agit#prtg_cas04::Onagitend","Agit#prtg_cas05::Onagitend";setarray.woe_kill_payg$[0],"Agit#payg_cas01::Onagitend","Agit#payg_cas02::Onagitend","Agit#payg_cas03::Onagitend","Agit#payg_cas04::Onagitend","Agit#payg_cas05::Onagitend";setarray.woe_kill_gefg$[0],"Agit#gefg_cas01::Onagitend","Agit#gefg_cas02::Onagitend","Agit#gefg_cas03::Onagitend","Agit#gefg_cas04::Onagitend","Agit#gefg_cas05::Onagitend";setarray.woe_kill_aldeg$[0],"Agit#aldeg_cas01::Onagitend","Agit#aldeg_cas02::Onagitend","Agit#aldeg_cas03::Onagitend","Agit#aldeg_cas04::Onagitend","Agit#aldeg_cas05::Onagitend";setarray.woe_kill_arug$[0],"Manager#aru01_02::Onagitend2","Manager#aru02_02::Onagitend2","Manager#aru03_02::Onagitend2","Manager#aru04_02::Onagitend2","Manager#aru05_02::Onagitend2";setarray.woe_kill_schg$[0],"Manager#sch01_02::Onagitend2","Manager#sch02_02::Onagitend2","Manager#sch03_02::Onagitend2","Manager#sch04_02::Onagitend2","Manager#sch05_02::Onagitend2";setarray .woe_kill_novi$[0],"Agit_N01::Onagitend","Agit_N02::Onagitend","Agit_N03::Onagitend","Agit_N04::Onagitend";//region prefixssetarray .regions$[0],"prtg","payg","gefg","aldeg","arug","schg","novi";//region infosetarray .region_names$[0],"Prontera", "Payon", "Geffen", "Aldebaran", "Arunafeltz", "Schwarzwald", "Novice Castles";setarray .region_maps$[0],"prt_gld", "pay_gld", "gef_fild13", "alde_gld", "aru_gld", "sch_gld", "prontera";//coords to warp player to region (0 is random)setarray .region_x[0],0, 0, 0, 0, 0, 0, 148;setarray .region_y[0],0, 0, 0, 0, 0, 0, 163;setarray .waitMsg$[0], "WoE Starts: ", "WoE Ends: ";setarray .startMsg$[0], "WoE is Starting", "WoE is Ending";set .ticks_in_day, 86400; //mmm...magic numberssetarray .daysOfWeek$[0], "Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday";set .timer_refresh_rate, 500; //how many ms per timer refresh...keep less than 1000 (in milliseconds)set .change_state_sleep, 3000; //how long to show "WoE is Start|End-ing" msg for in ms. (in milliseconds)//Make sure WoE sessions are longer than this xDset .banner_refresh_rate, 10; //how many seconds per banner refresh...keep 1 or above (in seconds)//-----------------------------------------------------------------------------------------////CONSTANTS END ////-----------------------------------------------------------------------------------------//set .num_regions, getarraysize(.regions$);set .num_woes, getarraysize(.woe_1);//force WoE to end if activecallfunc "WoEToggler", 0;for(set .@i, 0; .@i < .num_regions; set .@i, .@i + 1) {//count num castles per regionset .num_castles[.@i], getarraysize(getd(".castles_" + .regions$[.@i] + "$"));}//convert timestamps to readable formatfor(set .@i, 0; .@i < .num_woes; set .@i, .@i + 1){set .@hrs, .woe_0[.@i] / 3600;set .@mins, .woe_0[.@i] % 3600 / 60;set .@output$, ((.@hrs % 12)?.@hrs:12) + ":" + ((.@mins < 10)?"0"+.@mins:.@mins) + " " + ((.@hrs > 12)?"PM":"AM");set .woe_0_str$[.@i], .@output$;set .@hrs, .woe_1[.@i] / 3600;set .@mins, .woe_1[.@i] % 3600 / 60;set .@output$, ((.@hrs % 12)?.@hrs:12) + ":" + ((.@mins < 10)?"0"+.@mins:.@mins) + " " + ((.@hrs > 12)?"PM":"AM");set .woe_1_str$[.@i], .@output$;}//calc number of woe states and consolidate states to create list of castles usedset .num_states, 0;while(getarraysize(getd(".woe_state_" + (.num_states)))) {set .@state$, ".woe_state_" + .num_states;set .@i, 0;while(.@i < getarraysize(getd(.@state$))) {set .castleUsage[.@i], .castleUsage[.@i] | getd(.@state$ + "[" + .@i + "]");set .@i, .@i + 1;}set .num_states, .num_states + 1;}for(set .@i, 0; .@i < .num_states; set .@i, .@i + 1) {set .@woe_state_array$, ".woe_state_" + .@i;for(set .@k, 0; .@k < .num_regions; set .@k, .@k + 1) {if(.castleUsage[.@k] > 0) {set .@castles$, ".castles_" + .regions$[.@k] + "$";set .@castle_check, getd(.@woe_state_array$ + "[" + .@k + "]");if(.@castle_check == 0) { //region not in this state//region warp menu stringset .region_warp$[.@i], .region_warp$[.@i] + "^DD0000" + .region_names$[.@k] + "^000000:";continue;} else {if(.@castle_check >= ((1 << .num_castles[.@k]) - 1)) {//includes all castles...just list as region.setd(".woe_state_str_" + .@i + "$[" + .@k + "]", .region_names$[.@k]);//region warp menu stringset .region_warp$[.@i], .region_warp$[.@i] + "^00DD00" + .region_names$[.@k] + "^000000:";} else {set .@j, 0;set .@output$, "";while(.@j < .num_castles[.@k]) {if(.@castle_check & (1 << .@j)) {set .@output$, .@output$ + getcastlename(getd(.@castles$+"["+.@j+"]"));set .@castle_check, .@castle_check - (1 << .@j);if(.@castle_check) {if(.@output$ != "")set .@output$, .@output$ + ", ";} elsebreak;}set .@j, .@j + 1;}setd(".woe_state_str_" + .@i + "$[" + .@k + "]", .region_names$[.@k] + " ("+ .@output$ + ")");//region warp menu stringset .region_warp$[.@i], .region_warp$[.@i] + "^00DD00" + .region_names$[.@k] + " ("+ .@output$ + ")^000000:";}}} else {set .region_warp$[.@i], .region_warp$[.@i] + ":";}}}donpcevent strnpcinfo(3)+"::OnFindCurIndex";donpcevent strnpcinfo(3)+"::OnUpdateCountTick";if(.active_woe) {if(.notify_woe) {//set mapflag for all castle mapsfor(set .@i, 0; .@i < .num_regions; set .@i, .@i + 1) {set .@region_array$, ".castles_" + .regions$[.@i] + "$";for(set .@k, 0; .@k < .num_castles[.@i]; set .@k, .@k + 1) {setmapflag getd(.@region_array$ + "[" + .@k + "]"), mf_loadevent;setd(".loadmap_region_" + getd(.@region_array$ + "[" + .@k + "]"), .@i + 1);setd(".loadmap_castleIndex_" + getd(.@region_array$ + "[" + .@k + "]"), .@k);}}}//activates WoE if neededdonpcevent strnpcinfo(3)+"::OnDoWoE";}//flag that init occuredset .init, 1;OnWoETimer://timer stuffwhile (1) {set .remainTime, .count_tick - gettimetick(2);set .bannerTimer, .remainTime - (.remainTime % .banner_refresh_rate) + .banner_refresh_rate;set .min, .bannerTimer / 60;set .sec, .bannerTimer - .min * 60;set .hr, .min / 60;set .min, .min - .hr * 60;set .roomMsg$, .waitMsg$[.state] + .hr + ":" + ((.min < 10 )?"0":"") + .min + ":" + ((.sec < 10 )?"0":"") + .sec;sleep .timer_refresh_rate;if(.remainTime <= 0) {if(.active_woe) {donpcevent strnpcinfo(3)+"::OnDoWoE";}set .roomMsg$, .startMsg$[.state];set .woe_index, (.woe_index + .state) % .num_woes; //go to next index if neededset .state, (.state + 1) % 2; //flip statedonpcevent strnpcinfo(3)+"::OnUpdateCountTick";sleep .change_state_sleep;}}end; //obligatory end =DOnUpdateCountTick:set .count_tick, getd(".woe_" + .state + "[" + .woe_index + "]");set .count_tick, gettimetick(2) + .count_tick - gettimetick(1) + (.woe_day[.woe_index] - gettime(4) + 7) % 7 * .ticks_in_day;if(gettimetick(2) > .count_tick)set .count_tick, .count_tick + 7 * .ticks_in_day;end;OnFindCurIndex:set .@cur_day, gettime(4);set .@cur_tick, gettimetick(1);set .woe_index, 0;set .state, 0;for(set .@i, 0; .@i < .num_woes; set .@i, .@i + 1) {if(.woe_day[.@i] < .@cur_day)continue;if(.woe_day[.@i] == .@cur_day) {if(.woe_0[.@i] >= .@cur_tick) {set .woe_index, .@i;set .state, 0;break;}if(.woe_1[.@i] >= .@cur_tick) {set .woe_index, .@i;set .state, 1;break;}}if(.woe_day[.@i] > .@cur_day) {set .woe_index, .@i;set .state, 0;break;}}end;//On map notifier//Comment out OnPCLoadMapEvent label if .notify_woe is disabled to prevent unnecessary triggeringOnPCLoadMapEvent:if(.state && .notify_woe) {getmapxy(.@map$, .@x, .@y, 0);set .@region, getd(".loadmap_region_" + .@map$) - 1;if(.@region >= 0) {set .@castleIndex, getd(".loadmap_castleIndex_" + .@map$);if(getd(".woe_state_" + .woe_state[.woe_index] + "[" + .@region + "]") & 1 << .@castleIndex)dispbottom "The [" + getcastlename(.@map$) + "] castle is available for conquering during this WoE session";elsedispbottom "The [" + getcastlename(.@map$) + "] castle is NOT available for conquering during this WoE session";}}end;//------------------------------------------------------------------------------// WoE Controller Stuff Here//------------------------------------------------------------------------------OnDoWoE:if((.state == 0 && .init) || (.state == 1 && !agitcheck())) { //startingcallfunc "WoEToggler", 1;//kills WoE in all castles that shouldn't have WoEset .@woe_state_array$, ".woe_state_" + .woe_state[.woe_index];for(set .@i, 0; .@i < .num_regions; set .@i, .@i + 1) {set .@castles$, ".castles_" + .regions$[.@i] + "$";set .@castle_check, getd(.@woe_state_array$ + "[" + .@i + "]");for(set .@k, 0; .@k < .num_castles[.@i]; set .@k, .@k + 1) {set .@map$, getd(.@castles$+"["+.@k+"]");if((.@castle_check & (1 << .@k)) == 0) {donpcevent getd(".woe_kill_" + .regions$[.@i] + "$[" + .@k + "]");}}}announce "The War Of Emperium has begun!",bc_all;donpcevent strnpcinfo(3)+"::OnDisplayOwners";} else { //endingif(agitcheck()) {callfunc "WoEToggler", 0;announce "The War Of Emperium is over!",bc_all;donpcevent strnpcinfo(3)+"::OnDisplayOwners";}}end;OnDisplayOwners: //displays based on current regionset .@woe_state_array$, ".woe_state_" + .woe_state[.woe_index];for(set .@i, 0; .@i < .num_regions; set .@i, .@i + 1) {set .@k, 0;set .@castle_check, getd(.@woe_state_array$ + "[" + .@i + "]");set .@castles$, ".castles_" + .regions$[.@i] + "$";while(.@castle_check && .@k < .num_castles[.@i]) {if(.@castle_check & (1 << .@k)) {set .@map$, getd(.@castles$+"["+.@k+"]");if (getcastledata(.@map$,1)) {announce"The [" + getcastlename(.@map$) + "] castle of the [" +.region_names$[.@i] + "] region is currently held by the [" +getguildname(getcastledata(.@map$,1)) + "] guild.",bc_all;} else {announce"The [" + getcastlename(.@map$) + "] castle of the [" +.region_names$[.@i] + "] region is currently unoccupied.",bc_all;}set .@castle_check, .@castle_check - (1 << .@k);}set .@k, .@k + 1;}}end;}prontera,163,194,4 script WoE Info 837,{if(getwaitingroomstate(3, strnpcinfo(3)) == -1)donpcevent strnpcinfo(3)+"::OnInit";doevent "WoEInfoBase::OnStartMenu";end;OnInit:while (1) {//only updates if msg is differentset .banner$, getwaitingroomstate(4, strnpcinfo(3));if(getvariableofnpc(.roomMsg$, "WoEInfoBase") != .banner$) {delwaitingroom;waitingroom getvariableofnpc(.roomMsg$, "WoEInfoBase"), 0;}sleep 500;}end;}//zomg! it duplicates!!//phtownall,203,192,3 duplicate(WoE Info) WoE Info#2winfo 835//---------------------------------------------------------------------------------------------------------------------//These two functions handle WoE's activation/deactivation. Since stable does not have agitstart2/agitend2,//using the trunk version will result in catastrophic failure of the script. Double declaration of the following//functions fixes this (you will get warning messages though)function script WoEToggler { // = 0|1if(getarg(0)) {agitstart;} else {agitend;}return;}//if stable script will fail parsing this function, but the rest of the script will still be usablefunction script WoEToggler { // = 0|1if(getarg(0)) {agitstart;agitstart2;} else {agitend;agitend2;}return;}
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cant run in win8
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really nice
how to run in this part:
StateIconList[EFST_IDs.EFST_MOVHASTE_INFINITY] = {
haveTimeLimit = 1, posTimeLimitStr = 1, descript = {
{"%s", COLOR_TIME},
{"Increases Movement Speed"}
}
}
Prob: the time doesnt show instead %s only (ingame)
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Hi,
Can you help me where I can find the restricted.txt file and the skill_nocast file
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Hi Sir/Ma'am,
I want to create a mass dummy account, about 20 to 30 using the cp_createlog table.
I test it first by inserting 1 account in the table, unfortunately it can't be log in saying that it was unregistered.
I hope that you'll reply asap. Thanks and more power.
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same to mine
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Welcome to the Harmony installer.
Harmony Package: C:/Users/Me/Desktop/Server/
Please select your server folder (eAthena)
eAthena folder: C:/Users/Me/Desktop/trunk/
Scanning eAthena folder ... OK
Preparing patch ... array(3) {
[0]=>
string(16) "obj_all/socket.o"
[1]=>
string(22) " obj_all/harmonycore.o"
[2]=>
array(1) {
[0]=>
string(1) "c"
}
}
string(1) "c"
Error:
Makefiles: Patching failed: Array ©
Press enter to continue...---------------------------------------------------------------
Here is mine too
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is there a way use like
2012 Version: Thorpatcher.exe/neoncube/etc. --> 2012-04-10RagexeRe.exe
2013 Version: Rolex --> 2013-05-15aRagexe.exe (very confusius version) or this 2013 use thor-->role-->2013-05-15aRagexe.exe ? too many third party apps...
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I use rolex nothing shows up even any pop up.
is there a way use like
2012 Version: Thorpatcher.exe/neoncube/etc. --> 2012-04-10RagexeRe.exe
2013 Version: Rolex --> 2013-05-15aRagexe.exe (very confusius version) or this 2013 use thor-->role-->2013-05-15aRagexe.exe ? too many third party apps...
Can you make a single exe like 2012-04-10RagexeRe?
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Yeah it is!
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I download the client.exe and the diff patcher have error this is the error. Just a small box with a ok button..
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Is there any EXE for free and working?
Trinity Networks - Starting @ $10 - berry 'BER Promos!
in Paid Services
Posted
no they still on the business https://trinitynetworks.net