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Tio Akima

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  1. Like
    Tio Akima reacted to Hyroshima in Add cooldown dynamically on npcs   
    I made this function for a friend and it can be useful in general. 
    basically allows you to add wait time for something in npc, you can put different times in the same npc using the reference names.
    a utility to put in Global_Functions
     
    //== Function F_SetNpcCD ================================ // Add cooldown to access specific functions of a pc but not limited //== // callfunc "F_SetNpcCD","reference_name",time_in_seconds{,cooldown type}; // Examples: // callfunc("F_SetNpcCD","name_example0",45) // Adds 45 second cooldown at player level // callfunc("F_SetNpcCD","name_example1",85,1) // Adds 1 minute 25 second cooldown at player level // callfunc("F_SetNpcCD","name_example2",120,2) // Adds 2-minute cooldown at account level function script F_SetNpcCD { set .@var$,(countstr(getarg(0)," ")?replacestr(getarg(0)," ","_"):getarg(0)); set .@time,getarg(1); set .@type,getarg(2,0); setd(""+(.@type==2?"#":"")+""+.@var$+"_time",gettimetick(2)+.@time); return; } //== Function F_GetNpcCD ================================ // Check npc access cooldown //== // callfunc "F_GetNpcCD","name_example"{,cooldown type}; // Examples: // callfunc("F_GetNpcCD","name_example0") // returns "NPC Cooldown: 00H:00M:45s (player)" // callfunc("F_GetNpcCD","name_example1",1) // returns "NPC Cooldown: 00H:01M:25s (player)" // callfunc("F_GetNpcCD","name_example2",2) // returns "NPC Cooldown: 00H:02M:00s (account)" function script F_GetNpcCD { set .@var$,(countstr(getarg(0)," ")?replacestr(getarg(0)," ","_"):getarg(0)); set .@type,getarg(1,0); if(gettimetick(2) < getd(""+(.@type==2?"#":"")+""+.@var$+"_time")) { set .@ts,getd(""+(.@type==2?"#":"")+""+.@var$+"_time")-gettimetick(2); set .@h,.@ts/3600; set .@m,(.@ts%3600)/60; set .@s,.@ts%60; dispbottom "NPC Cooldown: "+(.@h<10?"0"+.@h:.@h)+"H:"+(.@m<10?"0"+.@m:.@m)+"M:"+(.@s<10?"0"+.@s:.@s)+"s ("+(.@type==2?"account":"player")+")"; end; } return; }  
  2. Like
    Tio Akima got a reaction from brunosc in [showcase] Pokemon League Map + Yugi-oh Duel Map   
    Pokemon League Map

    Hi, I'm doing some duel maps.
    pokemon league map, can be used as a duel map or map for any event, depending on your creativity.
     

     

     

     

     

     

     
     
    Did you see the dueling map of the yugi-oh?
    Haven't seen it yet?
    can also be used for dueling, or for any event that is
    map print:


    Yugi-oh duel map

     

     

     

     

     
     
      
  3. Like
    Tio Akima got a reaction from Ridley in [showcase] Pokemon League Map + Yugi-oh Duel Map   
    Pokemon League Map

    Hi, I'm doing some duel maps.
    pokemon league map, can be used as a duel map or map for any event, depending on your creativity.
     

     

     

     

     

     

     
     
    Did you see the dueling map of the yugi-oh?
    Haven't seen it yet?
    can also be used for dueling, or for any event that is
    map print:


    Yugi-oh duel map

     

     

     

     

     
     
      
  4. Like
    Tio Akima got a reaction from sirmiles20 in [Showcase] Survival - The infected city   
    Hi ... I've finished a series of maps recently, inspired by a horror story theme. The main map is a modern city, freely inspired by Raccon City (RE)
    with classic places such as the famous Mansion of RE1 and also the raccon city police station.
    A map made for RO, but the idea was to remove all the medieval elements, to maintain a modern aesthetic, to approach our present world.

    The second map is MANSION (freely inspired)
    This map has 4 floors (two extremely large 2 floors (150x150), 1 small floor and basement.
    The maps are well detailed and with the possibility to compose a series of quest's and events.


    There are many possibilities. It can be used as an instance, as main city, map for events
    (such as zombie invazion, undead, savior, vips events, hunter), quests, etc. just be creative.
    Tell me your opinion, maybe you can help me improve.
    Thank you.
    ps: The police department is not ready yet.*****
    (Some images to better illustrate)
     
    THE CITY










    Now some images of the Mansion with 4 floors
    I like it when the maps are well filled, with no empty spaces, and with many details,
    something that suggests that there is life there, with dirt and trash on the floor, etc ...
    01F and 02F












    03F and basement



     





  5. Upvote
    Tio Akima got a reaction from Samuel in Medieval Tavern - [FREE MAP]   
    View File Medieval Tavern - [FREE MAP]
    Hi.
    I am Tio Akima.
     
    This is one of my works in creating maps / graphs.
    Available to the community. (free)
     
    Medieval Tavern Map
    Map made in Browedit (Thanks Borf)
    3d models made in 3D Max

    Any error / bug let me know so I can fix it.
    Submitter Tio Akima Submitted 05/18/20 Category Maps & Textures  
  6. Like
    Tio Akima got a reaction from Caspian in Medieval Tavern - [FREE MAP]   
    View File Medieval Tavern - [FREE MAP]
    Hi.
    I am Tio Akima.
     
    This is one of my works in creating maps / graphs.
    Available to the community. (free)
     
    Medieval Tavern Map
    Map made in Browedit (Thanks Borf)
    3d models made in 3D Max

    Any error / bug let me know so I can fix it.
    Submitter Tio Akima Submitted 05/18/20 Category Maps & Textures  
  7. Like
    Tio Akima got a reaction from SyncMaster in [Showcase] RPD - Raccoon City Police Department   
    Hi ... I've finished a series of maps recently, inspired by a horror story theme. The main map is a modern city,
    freely inspired by Raccon City (RE)
    with classic places such as the famous Mansion of RE1 and also the raccon city police station.
    A map made for RO, but the idea was to remove all the medieval elements, to maintain a modern aesthetic, to approach our present world.

    I've posted here the city and also the mansion ...
    I recently finished the police department
     
     RPD - Raccoon City Police Department
     

     
    B01

     
    first floor with several rooms
     
     

     

     

     

     

     

     

     
     
    B02

     
    second floor with several other rooms
     

     
     

     
     

     
     

     

     

     

     

     
     

     
     
    Now there are 3 huge maps
    The city, the mansion and the police department
     

    RPD

    MANSION

    CITY

     

     

     
     
     
  8. Like
    Tio Akima got a reaction from eitopop in [Showcase] Survival - The infected city   
    Hi ... I've finished a series of maps recently, inspired by a horror story theme. The main map is a modern city, freely inspired by Raccon City (RE)
    with classic places such as the famous Mansion of RE1 and also the raccon city police station.
    A map made for RO, but the idea was to remove all the medieval elements, to maintain a modern aesthetic, to approach our present world.

    The second map is MANSION (freely inspired)
    This map has 4 floors (two extremely large 2 floors (150x150), 1 small floor and basement.
    The maps are well detailed and with the possibility to compose a series of quest's and events.


    There are many possibilities. It can be used as an instance, as main city, map for events
    (such as zombie invazion, undead, savior, vips events, hunter), quests, etc. just be creative.
    Tell me your opinion, maybe you can help me improve.
    Thank you.
    ps: The police department is not ready yet.*****
    (Some images to better illustrate)
     
    THE CITY










    Now some images of the Mansion with 4 floors
    I like it when the maps are well filled, with no empty spaces, and with many details,
    something that suggests that there is life there, with dirt and trash on the floor, etc ...
    01F and 02F












    03F and basement



     





  9. Like
    Tio Akima reacted to Cretino in doubt about weight   
    I think the 'problem' is the character inventory size.
    The client send the message 'You're overweight', but really you don't have space in your inventory.
  10. Like
    Tio Akima reacted to Kenpachi in callfunc Heal group in area   
    Hi.
     
    //members id getpartymember(getcharid(CHAR_ID_PARTY), 1); You have to use type 2 instead of 1 to get the account ID of all party members instead of their char IDs.
    (The getunits() command will collect the GID of found units, which is the account ID for player type units. (BL_PC))
    Additionally you should immediately save the IDs  and the member count to prevent other scripts from interfering with your data.
    // Get party data. getpartymember(getcharid(CHAR_ID_PARTY), 2); .@p_mem_cnt = $@partymembercount; copyarray(.@p_mem_aid[0], $@partymemberaid[0], .@p_mem_cnt);
                                                                                                                                                                                                                                                                                                                                
     
    .@range= 10; This should be 5 for a 10x10 area. When setting this to 10, your area is 20x20.
     
                                                                                                                                                                                                                                                                                                                                
     
    .@count = getunits((BL_MOB | BL_PC), .@units, -1, .@m$, max(0, .@x - .@range), max(0, .@y - .@range), .@x + .@range, .@y + .@range); Any reason to get monster type units (BL_MOB), too? 😯 If you only want to heal party members you should only collect player type units (BL_PC).
    Also better use false for <limit>. -1 works, too, but is less readable.
    .@count = getunits(BL_PC, .@units, false, .@m$, max(0, .@x - .@range), max(0, .@y - .@range), .@x + .@range, .@y + .@range);
                                                                                                                                                                                                                                                                                                                                

     
    And finally you have to add a nested loop to your loop to compare the account IDs. (Loop through found units and for each iteration loop through party members.)
    for (.@i = 0; .@i < .@count; .@i++) { dispbottom(".@units[" + .@i + "]: " + .@units[.@i]); //debug - print the user id (getunits) for (.@j = 0; .@j < .@p_mem_cnt; .@j++) { dispbottom(".@p_mem_aid[" + .@j + "]: " + .@p_mem_aid[.@j]); //debug - print the user id (getpartymember) if (.@units[.@i] == .@p_mem_aid[.@j]) { dispbottom("Party member found. Try healing!"); //debug - party member found if (attachrid(.@p_mem_aid[.@j])) { percentheal(.@porcent, .@porcent); specialeffect(310, AREA, playerattached()); } } } }  
     
    That's just a quick draft. Syntax errors are for free. 😋


    ~Kenpachi
  11. Like
    Tio Akima reacted to Kenpachi in [bug] dispbottom   
    Hi.

    The dispbottom() messages were hidden due to misconfigured chat filters.
     
     
    ~Kenpachi
  12. Like
    Tio Akima reacted to Cretino in combat arena error   
    I made some changes, now is working fine.
     
    OnPCDieEvent part:
     
    OnPCLogoutEvent part:
     
  13. Like
    Tio Akima reacted to Cretino in combat arena error   
    'getmapusers' only will count a 'dead player' if he still in the map... but you already added this:
    When a player die, it send back to 'kame_house',
     
    Now about the the quit players you can do this:
    Add:
     
    And change these:
     
    OnPCDieEvent part:
     
    Enter arena part:
     
    I think is it, not tested.
  14. Like
    Tio Akima reacted to Cretino in combat arena error   
    I made a little mistake, now is tested and working:
     
  15. Like
    Tio Akima got a reaction from Hyroshima in [Showcase] RPD - Raccoon City Police Department   
    Hi ... I've finished a series of maps recently, inspired by a horror story theme. The main map is a modern city,
    freely inspired by Raccon City (RE)
    with classic places such as the famous Mansion of RE1 and also the raccon city police station.
    A map made for RO, but the idea was to remove all the medieval elements, to maintain a modern aesthetic, to approach our present world.

    I've posted here the city and also the mansion ...
    I recently finished the police department
     
     RPD - Raccoon City Police Department
     

     
    B01

     
    first floor with several rooms
     
     

     

     

     

     

     

     

     
     
    B02

     
    second floor with several other rooms
     

     
     

     
     

     
     

     

     

     

     

     
     

     
     
    Now there are 3 huge maps
    The city, the mansion and the police department
     

    RPD

    MANSION

    CITY

     

     

     
     
     
  16. Like
    Tio Akima got a reaction from Caspian in [Showcase] RPD - Raccoon City Police Department   
    Hi ... I've finished a series of maps recently, inspired by a horror story theme. The main map is a modern city,
    freely inspired by Raccon City (RE)
    with classic places such as the famous Mansion of RE1 and also the raccon city police station.
    A map made for RO, but the idea was to remove all the medieval elements, to maintain a modern aesthetic, to approach our present world.

    I've posted here the city and also the mansion ...
    I recently finished the police department
     
     RPD - Raccoon City Police Department
     

     
    B01

     
    first floor with several rooms
     
     

     

     

     

     

     

     

     
     
    B02

     
    second floor with several other rooms
     

     
     

     
     

     
     

     

     

     

     

     
     

     
     
    Now there are 3 huge maps
    The city, the mansion and the police department
     

    RPD

    MANSION

    CITY

     

     

     
     
     
  17. Like
    Tio Akima reacted to Kenpachi in OnPCSkillUseEvent + getskillname   
    Hi.
     
    Untested; just converted to Hercules!
    OnPCSkillUseEvent.diff
    getskillname.diff
     
     
    ~Kenpachi
  18. Like
    Tio Akima got a reaction from Hyroshima in Barter shop doubt   
    @4144 
    @Hyroshima
     
    Thank you for your help! it worked. ty
     
    [SOLVED]
  19. Like
    Tio Akima reacted to Hyroshima in Barter shop doubt   
    try this way:
    - trader Shop1 FAKE_NPC,{ OnInit: tradertype(NST_BARTER); sellitem White_Herb, 100, Red_Potion, 2; sellitem Blue_Herb, 200, Orange_Potion, 3; end; } - trader Shop2 FAKE_NPC,{ OnInit: tradertype(NST_BARTER); sellitem Green_Herb, 100, Red_Potion, 4; sellitem White_Herb, 100, Orange_Potion, 1; end; } - trader Shop3 FAKE_NPC,{ OnInit: tradertype(NST_BARTER); sellitem Apple, -1, Orange_Potion, 1; sellitem Praetorian_Shield, 100, Berserk_Potion, 10; end; } prontera,159,284,4 trader Barter Shop 4_M_KID1,{ mes "Select the shop for open!"; switch(select("Shop 1:Shop 2:Shop 3")) { case 1: close2; openshop "Shop1"; break; case 2: close2; openshop "Shop2"; break; case 3: close2; openshop "Shop3"; break; } end; }  
  20. Like
    Tio Akima reacted to 4144 in Barter shop doubt   
    try use two or more npcs. Even at same position if you want shops hidden.
     
    also for barter shops you must set shop type. in your example type is missing
  21. Upvote
    Tio Akima reacted to Kenpachi in costume item (body sprite)   
    Hi.
     
    Maybe a little bit late, but...
    You can disguise a player with the changelook() script command. Just use an item's OnEquipScript/OnUnequipScript.
    An example to disguise the player as Swordman when equipping Hat.
    { Id: 2220 AegisName: "Hat" Name: "Hat" Type: "IT_ARMOR" Buy: 1000 Weight: 200 Def: 2 Loc: "EQP_HEAD_TOP" ViewSprite: 16 OnEquipScript: <" changelook(LOOK_BASE, Job_Swordman); "> OnUnequipScript: <" changelook(LOOK_BASE, Class); "> } But this works only with jobs. If you have custom body sprites, you have to add them as new jobs.
     
     
    ~Kenpachi
  22. Like
    Tio Akima reacted to meko in Create instance for just one player   
    It's IOT_CHAR, not IM_CHAR
    .@char = getcharid(CHAR_ID_CHAR); .@account = getcharid(CHAR_ID_ACCOUNT); .@map_name$ = "mapname"; // the map you want to instance .@instance_name$ = sprintf("%s@%i%d", .@map_name$, .@char, gettime(GETTIME_SECOND)); // a unique name for your instance .@instance = instance_create(.@instance_name$, .@account, IOT_CHAR); // create the instance and attach it to the char .@instanced_map_name$ = sprintf("%s@%i", .@map_name$, .@instance); // a unique name for the instanced map .@map$ = instance_attachmap(.@map_name$, .@instance, false, .@instanced_map_name$); // attach the instanced map to your instance instance_timeout(600, 1, .@instance); // alive and idle timeout, in seconds // setup is ready so init the instance and warp the player instance_init(.@instance); warpchar(.@map$, 20, 20, .@char); // the (x,y) starting point
  23. Like
    Tio Akima got a reaction from Naruto in jobchange and sc_end   
    when i use pc-> jobchange () it finishes some SC_ (sc originals) and my sc_ custom it doesn't finish ...
    The idea is that he will stop finishing all SCs
     

     
    the two original sc_ he is finalizing ... I can not understand why he finalizes these two, and my custom not
     
    I looked at the whole pc->jobchange() function
    And I found this condition that from status_change_end,
    I left commented //
     
    // if ((job & MAPID_UPPERMASK) != (sd->job & MAPID_UPPERMASK)) { //Things to remove when changing class tree. // const int class_idx = pc->class2idx(sd->status.class); // short id; // for (i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[class_idx][i].id) > 0; i++) { //Remove status specific to your current tree skills. // enum sc_type sc = status->skill2sc(id); // if (sc > SC_COMMON_MAX && sd->sc.data[sc]){ // status_change_end(&sd->bl, sc, INVALID_TIMER); // } // } // } but it did not work
    the strange thing is that it finish (sc_end) only the original sc
    in sc_config they are set the same
    with these flags
    Flags: { NoDeathReset: true NoDispelReset: true NoClearanceReset: true NoMadoReset: true }  
     
    @EDIT SOLVED! 
  24. Like
    Tio Akima reacted to Cretino in GID Error   
    The actual 'getunitdata' has no support for player units.
    This is why you receive this message error.
    If you want to get values from player units, you'll need to make a source modification.
    I made one, you can test if you want.
     
    getunitdata_pc_type.diff
  25. Like
    Tio Akima reacted to meko in get npc name   
    use strnpcinfo() like
    strnpcinfo(NPC_NAME_UNIQUE, "", npc id)  
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