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Ricauter

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  1. @@RodRich at least we got it working
  2. was testing around, there was a mistake on the script, actually: if(getmonsterinfo(killedrid,0)==getmonsterinfo(1008,0)) doesn't work at all, so any monster you'd kill would increase the counter, the real script is like this: if(killedrid==1002) // and replace the 1002 for any monster ID that way, only the monster ID you choose would increase the counter.
  3. found it: /// Request to increase status (CZ_STATUS_CHANGE)./// 00bb <status id>.W <amount>.B/// status id:/// SP_STR ~ SP_LUK/// amount:/// Old clients send always 1 for this, even when using /str+ and the like./// Newer clients (2013-12-23 and newer) send the correct amount.void clif_parse_StatusUp(int fd,struct map_session_data *sd) { int increase_amount; increase_amount = RFIFOB(fd,4); if( increase_amount < 0 ) { ShowDebug("clif_parse_StatusUp: Negative 'increase' value sent by client! (fd: %d, value: %d)n", fd, increase_amount); } pc->statusup(sd, RFIFOW(fd,2), increase_amount);} but exactly what do I tweak ._.?
  4. hi! so, you know when you type for example /str+ 100 it will be gradually increasing your str by consuming stat points right? well for some reason with my client it does it automatically, like is goes straight to 100, so I want to know how to slow it down? since doing it that way when you level multiple stats really fast, it ends up spending more stat points than it should by rewarding way less stats, for example: in my server, max stat is 700, so you'd type /str+ 255 and str is 256 now, do it again, 511, do it again, 700, that's good, then you move to the second stat, 1st one to 256, 2nd one to 511, 3rd one to 668, and you have to type it a 4th time to get to 700,and when you're trying to increase the 3rd stat, the 1st one works, then the second /stat+ 255 only reaches 465, the 4rd one only 575, 5th time 652, 6th tyme 668 and so on... so you end up spending all your stat points in 3 stats to 700, when you have enough to get at least 4 stats to 700 and a 5th one to 100~ish. anybody knows how to make it so instead of jumping straight to 255, it goes 1 by 1, fast but still 1 by 1? PS: I'm using 2013-12-23ragexe
  5. oh... I feel stupid now but it works now, and I LOVE YOU FOR THAT
  6. by all the gods in heaven... doing this: - script test1 -1,{ OnNPCKillEvent: set .@map$, "prontera"; if(strcharinfo(3)==.@map$){ if(getmonsterinfo(killerid,1008)==getmonsterinfo(0,1008){ // aparently that las { doesn't have a closure... set f1ks,f1ks +1;// to count +1 kills; announce "PORINGS KILLED +1 ["+ f1ks +"/5]",3; } if (f1ks >= 5){ set f1ks,f1ks=0; //to reset the counter and buff sc_start 10, 240000,10; }}end;} it has an error when reloading again... [Error]: script error in file 'npc/test/test1.txt' line 5 column 60 parse_simpleexpr: unmatched ')' 2: OnNPCKillEvent: 3: set .@map$, "prontera"; 4: if(strcharinfo(3)==.@map$){ * 5: if(getmonsterinfo(killerid,1008)==getmonsterinfo(0,1008){ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^ 6: set f1ks,f1ks +1;// to count +1 kills; 7: announce "PORINGS KILLED +1 ["+ f1ks +"/5]",3; 8: }
  7. @@RodRich I tried this: - script test1 -1,{ OnNPCKillEvent: set .@map$, "prontera"; if(strcharinfo(3)==.@map$){ if(getmonsterinfo(killerid,1008)==1008){ // It has to be 1008 (poring's ID) else it will give me a: //[Error]: buildin_getmonsterinfo: Wrong Monster ID: 0 //[Error]: script:op_2: invalid data for operator C_EQ //[Debug]: Data: string value="null" //[Debug]: Data: number value=1008 //[Debug]: Source (NPC): test1 (invisible/not on a map) set f1ks,f1ks +1;// to count +1 kills; announce "PORINGS KILLED +1 ["+ f1ks +"/5]",3; } if (f1ks >= 5){ set f1ks,f1ks=0; //to reset the counter and buff sc_start 10, 240000,10; }}end;} but even with that, it gives me: [Error]: buildin_getmonsterinfo: Wrong Monster ID: 0
  8. nope... still getting: [Error]: script:op_2: invalid data for operator C_EQ [Debug]: Data: string value="prontera" [Debug]: Data: number value=0 [Debug]: Source (NPC): test1 (invisible/not on a map) what can that be? - script test1 -1,{ OnNPCKillEvent: if(strcharinfo(3)==prontera){ if(getmonsterinfo(killerid,1008)=='Poring'){ set f1ks,f1ks +1;// to count +1 kills; announce "PORINGS KILLED +1 ["+f1ks+"/5]",3; } if (f1ks >= 5){ set f1ks,f1ks=1; //to reset the counter and buff? sc_start 10, 240000,10; }}end;} edit: but I should tell you, the script loads perfectly, the error appears on the console as soon as I try to execute it, and by that I mean, when I kill a poring in prontera...
  9. @@RodRich now it went past 1st line but: [Warning]: script_get_val: cannot access instance variable ''prontera'', defaulting to 0 [Error]: script:op_2: invalid data for operator C_EQ [Debug]: Data: string value="prontera" [Debug]: Data: number value=0 [Debug]: Source (NPC): test1 (invisible/not on a map) I'll try on another map and update you on it
  10. yes xD but I mean the problem is that the console is saying that there's a syntax error on the 1st line, and that it doesn't recognize the OnNPCKillEvent: syntax I know it was OnNPCKillEvent, but why doesn't it recognize it as valid?
  11. I did it like this: -<tab>Script<tab>test1<tab>-1,{<tab>OnNPCKillEvent:<tab><tab>if(strcharinfo(3)== 'prontera'){<tab><tab><tab>if(getmonsterinfo(killerid,1973) == 'Poring'){<tab><tab><tab>set f1@ks,f1@ks +1;// to count +1 kills<tab><tab><tab>announce "PORINGS KILLED +1 ["f1@ks"/5]",3}<tab>if (f1@ks > 5){<tab><tab>set f1@ks,1; //to reset the counter and buff<tab><tab>sc_start 10, 240000,10;}}end;} and I'm getting the same errors
  12. thanks! but now while testing I ran intro some issues D: I'm trying the code BUT I'm getting this eror on the console: [Error]: npc_parsesrcfile: Unable to parse, probably a missing TAB in file 'npc/test/test.txt', line '1'. Skipping line... * w1=prontera * w2=Script * w3=FASE1,-1{ * w4=[Error]: npc_parsesrcfile: Unknown syntax in file 'npc/test/test.txt', line '3'. Stopping... * w1=OnNPCKillEvent: * w2= * w3= * w4= here's how it goes: prontera Script TEST1,-1{ OnNPCKillEvent: if(strcharinfo(3)== 'prontera'){ if(getmonsterinfo(killerid == 1973) == 'Poring'){ set f1@ks,f1@ks +1;// to count +1 kills announce "PORINGS KILLED +1 ["f1@ks"/5]",3 } if (f1@ks > 5){ set f1@ks,0; //to reset the counter and buff sc_start 10, 240000,10;}end;}} what did I do wrong?
  13. @@RodRich sorry, an old blue box, or an old card album, or any of those items
  14. @@RodRich oh right, and how do I do the counter thing? would it be something like OnNPCKillEvent:if(strcharinfo(3)== 'map'){if(getmonsterinfo(killedrid,0) == 'monstername'){ set mymobkills,mymobkills +1;// to count +1 kills }end; if (mymobkills > 99){ set mymobkills,0; //to reset the counter and buff? sc_start 39, 60,5;}end; right? and how can I make it execute a roullette? like I want it to give a random drop from an OBB without giving the OBB?
  15. Just a question: what you mean with 'X' >>> number of mobs, or a specifc one?? a specific one
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