RodRich
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Everything posted by RodRich
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I see... just put an "end" at every cases, above the announce. Like this: case 1: setmapflag .weathermaps$[.@r],mf_snow; announce "The snow is falling from the sky!",bc_blue|bc_all; end;
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Lol... I'm sorry... Just change this line: .weathermaps$[0],"Prontera"; //Add here the maps you want to: setarray .weathermaps$[0],"Prontera"; //Add here the maps you want
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Switch back I think is not a good option. And I didn't know that there is already a client > 2015-11 '-'
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I want that so hard either!! *-*
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Ok...that's is simple I didn't test it, try it and tell me if that works - script AutoWeather -1,{ OnInit: .weathermaps$[0],"Prontera"; //Add here the maps you want end; OnMinute13: //Every hour on this minute the weather will change randomly .@effect = rand(1,7); for(set .@r,0; .@r<getarraysize(.weathermaps$); .@r++){ switch(.@effect){ case 1: setmapflag .weathermaps$[.@r],mf_snow; case 2: setmapflag .weathermaps$[.@r],mf_clouds; case 3: setmapflag .weathermaps$[.@r],mf_clouds2; case 4: setmapflag .weathermaps$[.@r],mf_fog; case 5: setmapflag .weathermaps$[.@r],mf_fireworks; case 6: setmapflag .weathermaps$[.@r],mf_sakura; case 7: setmapflag .weathermaps$[.@r],mf_leaves; } } end; }
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Haha, I had follow this topic when I had not much kwnon about!! =D Tell me which maps do you want these effects, and do you want it get a weather random every hour?!
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Is there someone who can solve this: I'm getting these errors when I play the hexed. I've tried to change this lua file many times, or even the spreditinfo path. I've tried to change the diff options, or even launch a hexed with any diff patch. I don't know what else could I do. @edit Problem solved. It was a problem on my jobinheritlist.lub, I've changed that and it worked!! ---------------------------------------------------------- Now i've noted that message command should display a message on top of character, but it is doing the same of a dispbottom!! Is one who knows how to solve that?
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Just a note: the mob_db converter engine doesn't convert the mobs that are //commented
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We had this done a while ago, check my signature. And yours code is really messy. First: This code isn't mine. Second: I don't know why did think this messy!! (I guess you don't know what is a .dff!!) Third: The deference between this code and yours (or even the AnnieRuru's code) is: This is a modification from the original "dispbottom", that you'll can use the paramter color as a optional paramter!! =/ Hmm... another thing: I had seen your topic first, and I tryied to apply your modification but I got some error in the log and used the fuction!! (that's worked, but there was some errors) And I appreciated this one a lot, because you just need to modificate a single file, while your own you have to change many!! So that's my opinion!!
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Hey guys!! I'm bringin here, the source modification I wanted: a guy from the Cronus board made this, It's will change the default dispbottom to a dispbottom color, with a optional parameter!! Example: dispbottom "Hello everyone!!"; //Displays a message on default color dispbottom "I wanted this so bad!",0xFF1493 //Displays a pink message Link to patch I don't know if you can apply dis .patch in your Hercules emulator, I think you should apply this manually!! **Sorry for my english!! And thanks AnnieRuru, the SlexFire (who made's this modification) has wrote credits to you!!
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Hey @@AnnieRuru This is awsome!! I'm using this src modification, and I am very pleased about the result... but I was thinking is possible to replace the normal "dispbottom" to "dispobottomcolor" ... I guess yes... but the point is: I wanna know how I could make the parameter <color> an optional parameter, if I write without a parameter it would auto-fill with a default color!! is it possible?? (I'm sorry about this question, but I'm not good with source!!) **Apollogies about my english!!
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He meant, he has fixed!!
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Hahahaaaa, rindo por 2 anos: "funfe" kkkkkkkkkkkkkkkkkkkkkkkk vc ganhou o trofeu "Joel Santana!!" kkkkkkkkk Foi mal, mas é que não aguentei!! rsrs ----------------------------------------------------------------- I'm sorry guys, he's my friend, I'm just laughing a lil bit of his english!! B.t.w: Mine's isn't good as well, but you don't mind what he tried!! jajajaja
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@@Astron You should post a SS from you map-log, or type here what is its error!!
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Should be "for" instead "or" for (set .@i,0; .@i < $@partymembercount; .@i++ ){
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still error on line 22 Could you show me that??
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change to for (set .@i,0; .@i < $@partymembercount; .@i++ ){
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I guess the error could have changed in the log!! Could you send another ss I think I already where is it!!
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Try this way: morocc,155,99,4 script party_dungeon_warper 96,{ set .@nom$,"["+strnpcinfo(0)+"]"; mes .@nom$; mes "Hello there, I'm in charge of managing the entrance to "+.dungeon_name$+"."; next; mes .@nom$; mes "I can only give access to a party of ^0000ff"+.min_party_size+" players or more^000000."; mes "Only the ^0000ffparty leader^000000 can ask for the entrance access."; mes ""; mes "^ff0000It costs "+.amount+" "+getitemname(.item)+" to reserve an access.^000000"; next; mes .@nom$; if (.Dungeon) { //someone is in the dungeon mes "A group of "+.PlayerCount+" players has currently access to the dungeon"; mes .AlivePlayerCount+" of them are still alive"; mes "^0000ff"+.WaitingCount+"^000000 group(s) are waiting for the entrance access."; } else mes "No one is currently in the dungeon."; mes ""; mes "What do you want to do?"; getpartymember getcharid(1),1 ; getpartymember getcharid(1),2; for ( .@i = 0; .@i < $@partymembercount; .@i++ ) if ( isloggedin( $@partymemberaid[.@i], $@partymembercid[.@i] ) ) .@count_online++; set .@DungeonReserved,0; for (.@i = 0 ; .@i < getarraysize(.PartyIDs) ; .@i++) if (getcharid(1) == .PartyIDs[.@i]) .@DungeonReserved = 1; switch(select("Enter the dungeon:Reserve access:Leave")) { next ; mes .@nom$; case 1: if (!.@DungeonReserved) { //the dugeon isn't reserved yet mes "You didn't reserve access yet."; mes "Please reserve access before entering the dungeon."; close; } else if (.PartyIDs[0] != getcharid(1)) { //dungeon reserved but in the waiting room mes "You are in the waiting list sir, you cannot enter the dungeon yet."; mes "Your position in the waiting list : ^0000ff"+callsub(S_Position,getcharid(1))+"^000000."; mes "You will be informed when you can enter the dungeon."; close; } else if (@dungeon == 0) { //player already died in the dungeon mes "You already died in the dungeon and so cannot enter it again."; close; } else if (@warped == 1) { //player warped out of the dungeon mes "You warped out of the dungeon and so cannot enter it again."; close; } set @warped,1; set .PlayerCount,.@count_online; .EnteredPlayers++ ; .AlivePlayerCount++; warp .warpzone$,.warpx,.warpy; end; case 2: if (.@DungeonReserved) { //has already reserved access mes "You already reserved access to the dungeon."; mes "Your position in the waiting list : ^0000ff"+callsub (S_Position,getcharid(1))+"^000000."; if (callsub (S_Position,getcharid(1))) mes "You will be informed when you can enter the dungeon."; close; } else if (.@count_online < .min_party_size) { //not enough players online or not in a party mes "You need a party of "+.min_party_size+" players online to reserve the dungeon."; close; } else if (getpartyleader(getcharid(1),1) != getcharid(3)) { //not party leader mes "Only the party leader can reserve access to the dungeon."; close; } else if (getarraysize(.PartyIDs)) { //people already waiting setarray .PartyIDs[getarraysize(.PartyIDs)] , getcharid(1); mes "You successfully reserved the entrance."; mes "Your position in the waiting list : ^0000ff"+callsub (S_Position,getcharid(1))+"^000000."; mes "You will be informed when you can enter the dungeon."; close; } if (countitem(.item) < .amount) { mes "You don't have "+.amount+" "+getitemname(.item)+"."; mes "^ff0000It costs "+.amount+" "+getitemname(.item)+" to reserve an access.^000000"; close; } delitem .item,.amount; set .Dungeon,1; setarray .PartyIDs[0] , getcharid(1); mes "^ff0000You can now enter the dungeon.^000000"; mes "If none of the party members enter the dungeon before "+.delay+" minutes, the dungeon will be automatically closed."; initnpctimer ; .TimeDelay = 0; addrid(2,0,.PartyIDs[0]) ; @dungeon = 1 ; @warped = 0; end; case 3: end; } OnTimer300000: set .TimeDelay,1; if (.AlivePlayerCount == 0) callsub S_NextParty; end; S_Position: for (.@i = 0 ; .@i < getarraysize(.PartyIDs) ; .@i++) if (.PartyIDs[.@i] == getarg(0)) .@j = .@i; return .@j; S_CheckCount: debugmes "checkcount"; if (.AlivePlayerCount == 0 /*|| (.Delay && .AlivePlayerCount == .EnteredPlayers)*/) callsub S_NextParty; return; S_NextParty: addrid(2,0,.PartyIDs[0]); announce "Everyone is dead, you lost access to the dungeon."; deletearray .PartyIDs[0],1; if (.PartyIDs[0]) { detachrid ; addrid(2,0,.PartyIDs[0]); announce "Your party can now enter the dungeon.",bc_self; announce "Please enter it before a "+.delay+" minutes delay, else you will loose access.",bc_self; initnpctimer; .TimeDelay = 0; } end; OnPCDieEvent: getmapxy(.@map$,.@x,.@y,0); if (.@map$ == .warpzone$) @dungeon = 0 ; .AlivePlayerCount -= 1 ; warp .exitzone$,.exitx,.exity ; callsub S_CheckCount; end; OnPCLogoutEvent: //if player logs out in the dungeon, he's counted as dead getmapxy(.@map$,.@x,.@y,0); if (.@map$ == .warpzone$) @dungeon = 0 ; .AlivePlayerCount -= 1 ; callsub S_CheckCount; end; OnPCLoginEvent: //if player logs in in the dungeon, he's warped out of it getmapxy(.@map$,.@x,.@y,0); if (.@map$ == .warpzone$) warp .exitzone$,.exitx,.exity; end; OnInit://===============================set this up========================================== set .dungeon_name$,"the Fire dungeon"; set .item,671; //item required (gold coin) set .amount,1; //amount required set .min_party_size,1; //minimum amount of players needed to enter the dungeon set .delay,5; //delay after wich dungeon is closed if all the players in it are dead set .warpzone$,"mus_arena01" ; set .warpx,62 ; set .warpy,48; //entrance warp coordinates .exitzone$ = "mus_arena03" ; .exitx = 116 ; .exity = 193; //exit coordinates//=============================end of user setup====================================== mapwarp .warpzone$,.exitzone$,.exitx,.exity; .Dungeon = .PlayerCount = .AlivePlayerCount = .WaitingCount = 0; setarray .PartyIDs[0],0;}
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@@Garr May you explain better for me, what does this modification do? Because I'm lil bit afraid about change the src!! I wanted make this without change src!! For everyone who wants could download my script!
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Did you insert the <tab>'s ??? instead of <space bar> you should use <tab> in here: morocc,155,99,4<tab>script<tab>party_dungeon_warper<tab>96,{ If, have already, please send a screenshot from the map log
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@@Mumbles I guess you didn't understand... I've read your full post, but the question is: I know you made a way to summon a random mvp, but just 1!! So you can "guess" the mvp's name. But in my case, I summon many mvp at same time, then when its calls the Label, I can't use a variable with a mvp's name, 'cause it will be always the same name!! Sorry for my english, but I guess you could understand!!
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I undestand your quote... but this just work if I summon just one monster!! My script summons many monsters, that's why is hard to do the npc Announce the mob name!! Because is the same label for all of them!!
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That's true, I hadn't thought this way!! that's better than before. But I don't know why, the other one isn't working. It should work in both ways!! The first one checks the monster name's, and the second one checks the monster ID's But..
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Hahah, no problem!! Hey, I've just saw this line, it can bring you problem: set f1ks,f1ks=0; test in your npc, if this doesn't give error, just forgot... but If does, do this way: set f1ks,0;