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BugMeNot

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  1. Since disabling quests, NPCs and maps requires much manual (error-prone) editing of files, I wanted to find out if there is a simple switch (like commenting out that define for RENEWAL) which can achieve the same effect. The last option is to edit files as you suggest.
  2. Hello everyone, I want to setup a "really old school"/"classic" server with no rebirth/trans, specifically a server with "ep. 8.2 Ayothaya" only. Something along the lines of this thread. I tried searching around, found a few threads like this, this and this that deal with disabling *renewal* and *3rd-Jobs*. I've already done this and want to go a step further to disable rebirth/trans along with the associated content (maps, quests, the whole lot). Is there a quick toggle to do this? EDIT: I plan to eventually introduce trans-jobs and may be even renewal (so just using old eA server doesn't make sense). I want to disable trans at launch in the interest of balance and to have some time to sort out bugs etc. Disabling 2-2 Jobs is a nice to have, not really mandatory (ep. 8.2 had 2-2 jobs anyway) Thanks.
  3. finally it's working again..maybe i accidently deleted the column during cleanup before this thank you for helping me
  4. Hi all, Need help on database it seems all character is missing from selection menu and i cannot create any new character..either using my account or my friends account already try to restore from earlier backup but the problem still persist..i don't want to lose any of my progress screenshot of charserv: char in sql: thanks
  5. Oh, i misread Skorm's post for == instead of !=. My bad, good idea.
  6. Here. You could always use #storeall "namehere" you know. :3 http://pastebin.com/240Lgpdz
  7. BugMeNot

    Item trader

    Try this. Haven't tested it yet. But i'm pretty sure it'll work ^^, http://pastebin.com/d61B4exg
  8. hello everyone, i use a npc named "Forger.txt". the idea of this npc is that you do not need to search for another player do make elemental weapons, instead you talk to this npc. this npc uses items like a normal blacksmith and also has chance to fail like a normal blacksmith. so i like him very much. (thanks to the scripters: pang cake & mysterious). ...if you click this NPC he asks you if you want... 1) information (then he tells you what items you need) 2) forge something if you choose forge-something he asks what kind of weapon you want (dagger, hammer, axe etc) and after that what weapon in detail (blade, dirk, chain etc) and also how many star-crumbs you want to use and of course what element (fire, wind, water etc). - example: "do you want to forge?" -> YES "what weapon you like?" -> DAGGER "which dagger?" -> KNIFE "how many star-crumbs?" -> 0 "what element?" -> FIRE everything works fine. but there is a bug in the npc when i want to try make a damascus. if i do this: "do you want to forge?" -> YES "what weapon you like?" -> DAGGER "which dagger?" -> DAMASCUS "how many star-crumbs?" -> 0 ...he DOES-NOT! ask what element i want, instead he uses the element i used the last time i alked to him (to forge some other items). if i did not forge any other item before he just forges a non-elemental weapon. can anyone help me to fix this error ? thank you very much. //===== eAthena/rAthena Script ======================================= //= Weapon Forger //===== Template by: ========================================= //= Pang Cake //===== Modified by: ========================================= //= Mysterious //===== Current Version: ===================================== //= 1.2 //===== Compatible With: ===================================== //= eAthena / rAthena SVN //===== Description: ========================================= //= This NPC forges NAMELESS weapons, and can incorporate element stones and star crumbs. //= The forge chance is adjustable by changing the formula below. //===== Additional Comments: ======================================== //= v1.0 - Initial release [Pang Cake] //= v1.1 - Fixed a couple of things [Mysterious] //= v1.2 - Proper disclaimer [Mysterious] //============================================================ prontera,170,180,4 script The Forger 813,{ // ============= Configuration Settings ================== // Based on following forge success-rate formula: // ( 5 * Skill Level ) + ( Job Level / 5 ) + ( DEX / 10 ) + ( LUK / 10 ) + 50. set .ForgeSkLvl, 3; // Level of Forge Skill ( Forge Sword, Forge Mace, etc ). Recommended: 3 max. set .JLvl, 50; // Job level of the Forger NPC.Recommended: 70 max. set .ForDex, 80; // The dexterity stat of the Forge NPC. Recommended: 99 max. set .ForLuk, 80; // The luck stat of the Forge NPC.Recommended: 99 max. set .AnvMod, 5; // Anvil chance mods, e.g. 0 = Normal Anvil, 3 = Oridecon Anvil, 5 = Golden Anvil, 10 = Emperium Anvil. Recommended: 10 max. // Forge formula - don't fiddle with this one unless you want to change the formula. set .ForgeChance, ( .ForgeSkLvl * 5 ) + ( .JLvl / 5 ) + ( .ForDex / 10 ) + ( .ForLuk / 10 ) + .AnvMod + 50; // Misc. Configuration. set .GMBypassLv, 50; // Minimum GM level for ignoring item requirements. set .NameSet, 0; // Weapons will be forged with: 0 = Nameless, 1 = Invoking PC's name. set .PerfectChance, 0; // Set to 1 to enable 100% forge chance. // ============== End Configurations ================ mes "[^FF6600Forger^000000]"; mes "Hello, I am the Forger. If you provide the materials, I can forge weapons for you."; mes "Would you like me to forge you a weapon?"; switch( select( "Yes.:Information.:No." ) ) { case 1: break; case 2: next; mes "[^FF6600Forger^000000]"; mes "What weapons would you like to know about?"; switch( select( "Daggers.:1H Swords.:2H Swords.:Maces.:Spears.:Knuckles.:Axes.:Nothing." ) ) { case 1: mes "DAGGERS"; mes "^FF0099LEVEL ONE^000000:"; mes "Knife - ^FF00001x Iron, 10x Jellopies^000000."; mes "Cutter - ^FF000025x Iron^000000."; mes "Main Gauche - ^FF000050x Iron^000000."; mes "^FF0099LEVEL TWO^000000:"; mes "Dirk - ^FF000017x Steel^000000."; mes "Dagger - ^FF000030x Steel^000000."; mes "Stiletto - ^FF000040x Steel^000000."; mes "^FF0099LEVEL THREE^000000:"; mes "Gladius - ^FF00004x Oridecon, 40x Steel, 1x Sapphire^000000."; mes "Damascus - ^FF00004x Oridecon, 60x Steel, 1x Zircon^000000."; close; case 2: mes "1H SWORDS."; mes "^FF0099LEVEL ONE^000000:"; mes "Sword - ^FF00002x Iron^000000."; mes "Falchion - ^FF000030x Iron^000000."; mes "Blade - ^FF000045x Iron, 25x Tooth of Bat^000000."; mes "^FF0099LEVEL TWO^000000:"; mes "Rapier - ^FF000020x Steel^000000."; mes "Scimitar - ^FF000035x Steel^000000."; mes "Ring Pommel Saber - ^FF000040x Steel, 50x Wolf Claw^000000."; mes "^FF0099LEVEL THREE^000000:"; mes "Saber - ^FF00008x Oridecon, 5x Steel, 1x Opal^000000."; mes "Haedongum - ^FF00008x Oridecon, 10x Steel, 1x Topaz^000000."; mes "Tsurugi - ^FF00008x Oridecon, 15x Steel, 1x Garnet^000000."; mes "Flamberge - ^FF000016x Oridecon, 1x Cursed Ruby^000000."; close; case 3: mes "2H SWORDS."; mes "^FF0099LEVEL ONE^000000:"; mes "Katana - ^FF000035x Iron, 15x Horrendous Mouth^000000."; mes "^FF0099LEVEL TWO^000000:"; mes "Slayer - ^FF000025x Steel, 20x Decayed Nail^000000."; mes "Bastard Sword - ^FF000045x Steel^000000."; mes "^FF0099LEVEL THREE^000000:"; mes "Two-Handed Sword - ^FF000012x Oridecon, 10x Steel^000000."; mes "Broad Sword - ^FF000012x Oridecon, 10x Steel^000000."; mes "Claymore - ^FF000016x Oridecon, 20x Steel, 1x Cracked Diamond^000000."; close; case 4: mes "MACES."; mes "^FF0099LEVEL ONE^000000:"; mes "Club - ^FF00003x Iron^000000."; mes "Mace - ^FF000030x Iron^000000."; mes "^FF0099LEVEL TWO^000000:"; mes "Smasher - ^FF000020x Steel^000000."; mes "Flail - ^FF000033x Steel^000000."; mes "Chain - ^FF000040x Steel^000000."; mes "^FF0099LEVEL THREE^000000:"; mes "Morning Star - ^FF000085x Steel, 1x 1 Carat Diamond^000000."; mes "Sword Mace - ^FF0000100x Steel, 20x Sharp Scale^000000."; mes "Stunner - ^FF0000120x Steel, 1x Heroic Emblem^000000."; close; case 5: mes "SPEARS."; mes "^FF0099LEVEL ONE^000000:"; mes "Javelin - ^FF00003x Iron^000000."; mes "Spear - ^FF000035x Iron^000000."; mes "Pike - ^FF000070x Iron^000000."; mes "^FF0099LEVEL TWO^000000:"; mes "Guisarme - ^FF000025x Steel^000000."; mes "Glaive - ^FF000040x Steel^000000."; mes "Partizan - ^FF000055x Steel^000000."; mes "^FF0099LEVEL THREE^000000:"; mes "Trident - ^FF00008x Oridecon, 10x Steel, 1x Aquamarine^000000."; mes "Halberd - ^FF000012x Oridecon, 10x Steel^000000."; mes "Lance - ^FF000012x Oridecon, 3x Ruby, 2x Evil Horn^000000."; close; case 6: mes "KNUCKLES."; mes "^FF0099LEVEL ONE^000000:"; mes "Waghnak - ^FF0000160x Iron, 1x Pearl^000000."; mes "^FF0099LEVEL TWO^000000:"; mes "Knuckle Duster - ^FF000050x Steel^000000."; mes "Studded Knuckles - ^FF000065x Steel^000000."; mes "^FF0099LEVEL THREE^000000:"; mes "Fist - ^FF00004x Oridecon, 10x Ruby^000000."; mes "Claw - ^FF00008x Oridecon, 10x Topaz^000000."; mes "Finger - ^FF00004x Oridecon, 10x Opal^000000."; close; case 7: mes "AXES."; mes "^FF0099LEVEL ONE^000000:"; mes "Axe - ^FF000010x Iron^000000."; mes "Battle Axe - ^FF0000110x Iron^000000."; mes "^FF0099LEVEL TWO^000000:"; mes "Hammer - ^FF000030x Steel^000000."; mes "^FF0099LEVEL THREE^000000:"; mes "Buster - ^FF00004x Oridecon, 20x Steel, 30x Orcish Fang^000000."; mes "Two-Handed Axe - ^FF00008x Oridecon, 10x Steel, 1x Amethyst^000000."; close; case 8: mes "Come back when you would like to forge."; close; } case 3: mes "Alright, come back when you'd like me to forge."; close; } next; mes "[^FF6600Forger^000000]"; mes "What weapons would you like to forge?"; switch( select( "Daggers.:1H Swords.:2H Swords.:Maces.:Spears.:Knuckles.:Axes.:Nothing." ) ) { case 1: mes "Which ^FF0099DAGGER^000000 would you like me to produce?"; switch( select( "Knife (dmg 17):Cutter (dmg 30):Main Gauche (dmg 43):Dirk (dmg 59):Dagger (dmg 73):Stiletto (dmg 87):Gladius (dmg 105):Damascus (dmg 153)" ) ) { case 1: mes "You have selected ^FF0000KNIFE^000000."; set .ForgeID, 1201; break; case 2: mes "You have selected ^FF0000CUTTER^000000."; set .ForgeID, 1204; break; case 3: mes "You have selected ^FF0000MAIN GAUCHE^000000."; set .ForgeID, 1207; break; case 4: mes "You have selected ^FF0000DIRK^000000."; set .ForgeID, 1210; break; case 5: mes "You have selected ^FF0000DAGGER^000000."; set .ForgeID, 1213; break; case 6: mes "You have selected ^FF0000STILETTO^000000."; set .ForgeID, 1216; break; case 7: mes "You have selected ^FF0000GLADIUS^000000."; set .ForgeID, 1219; break; case 8: mes "You have selected ^FF0000DAMASCUS^000000."; set .ForgeID, 1222; break; } break; case 2: mes "Which ^FF00991H SWORD^000000 would you like me to produce?"; switch( select( "Sword (dmg 25):Falchion (dmg 39):Blade (dmg 53):Rapier (dmg 70):Scimitar (dmg 85):Ring Pommel Saber (dmg 100):Saber (dmg 115):Haedongum (dmg 120):Tsurugi (dmg 130):Flamberge (dmg 150)" ) ) { case 1: mes "You have selected ^FF0000SWORD^000000."; set .ForgeID, 1101; break; case 2: mes "You have selected ^FF0000FALCHION^000000."; set .ForgeID, 1104; break; case 3: mes "You have selected ^FF0000BLADE^000000."; set .ForgeID, 1107; break; case 4: mes "You have selected ^FF0000RAPIER^000000."; set .ForgeID, 1110; break; case 5: mes "You have selected ^FF0000SCIMITAR^000000."; set .ForgeID, 1113; break; case 6: mes "You have selected ^FF0000RING POMMEL SABER^000000."; set .ForgeID, 1122; break; case 7: mes "You have selected ^FF0000SABER^000000."; set .ForgeID, 1126; break; case 8: mes "You have selected ^FF0000HAEDONGUM^000000."; set .ForgeID, 1123; break; case 9: mes "You have selected ^FF0000TSURUGI^000000."; set .ForgeID, 1119; break; case 10: mes "You have selected ^FF0000FLAMBERGE^000000."; set .ForgeID, 1129; break; } break; case 3: mes "Which ^FF00992H SWORD^000000 would you like me to produce?"; switch( select( "Katana (dmg 60):Slayer (dmg 90):Bastard Sword (dmg 115):Two-Handed Sword (dmg 160):Broad Sword (dmg 140):Claymore (dmg 180)" ) ) { case 1: mes "You have selected ^FF0000KATANA^000000."; set .ForgeID, 1116; break; case 2: mes "You have selected ^FF0000SLAYER^000000."; set .ForgeID, 1151; break; case 3: mes "You have selected ^FF0000BASTARD SWORD^000000."; set .ForgeID, 1154; break; case 4: mes "You have selected ^FF0000TWO-HANDED SWORD^000000."; set .ForgeID, 1157; break; case 5: mes "You have selected ^FF0000BROAD SWORD^000000."; set .ForgeID, 1160; break; case 6: mes "You have selected ^FF0000CLAYMORE^000000."; set .ForgeID, 1163; break; } break; case 4: mes "Which ^FF0099MACE^000000 would you like me to produce?"; switch( select( "Club (dmg 23):Mace (dmg 37):Smasher (dmg 54):Flail (dmg 69):Chain (dmg 84):Morning Star (dmg 110):Sword Mace (dmg 130):Stunner (dmg 140)" ) ) { case 1: mes "You have selected ^FF0000CLUB^000000."; set .ForgeID, 1501; break; case 2: mes "You have selected ^FF0000MACE^000000."; set .ForgeID, 1504; break; case 3: mes "You have selected ^FF0000SMASHER^000000."; set .ForgeID, 1507; break; case 4: mes "You have selected ^FF0000FLAIL^000000."; set .ForgeID, 1510; break; case 5: mes "You have selected ^FF0000CHAIN^000000."; set .ForgeID, 1519; break; case 6: mes "You have selected ^FF0000MORNING STAR^000000."; set .ForgeID, 1513; break; case 7: mes "You have selected ^FF0000SWORD MACE^000000."; set .ForgeID, 1516; break; case 8: mes "You have selected ^FF0000STUNNER^000000."; set .ForgeID, 1522; break; } break; case 5: mes "Which ^FF0099SPEAR^000000 would you like me to produce?"; switch( select( "Javelin (dmg 28):Spear (dmg 44):Pike (dmg 74):Guisarme (dmg 84):Glaive (dmg 104):Partizan (dmg 124):Trident (dmg 150):Halberd (dmg 165):Lance (dmg 185)" ) ) { case 1: mes "You have selected ^FF0000JAVELIN^000000."; set .ForgeID, 1401; break; case 2: mes "You have selected ^FF0000SPEAR^000000."; set .ForgeID, 1404; break; case 3: mes "You have selected ^FF0000PIKE^000000."; set .ForgeID, 1407; break; case 4: mes "You have selected ^FF0000GUISARME^000000."; set .ForgeID, 1451; break; case 5: mes "You have selected ^FF0000GLAIVE^000000."; set .ForgeID, 1454; break; case 6: mes "You have selected ^FF0000PARTIZAN^000000."; set .ForgeID, 1457; break; case 7: mes "You have selected ^FF0000TRIDENT^000000."; set .ForgeID, 1460; break; case 8: mes "You have selected ^FF0000HALBERD^000000."; set .ForgeID, 1463; break; case 9: mes "You have selected ^FF0000LANCE^000000."; set .ForgeID, 1410; break; } break; case 6: mes "Which ^FF0099KNUCKLE^000000 would you like me to produce?"; switch( select( "Waghnakh (dmg 30):Knuckle Duster (dmg 50):Studded Knuckles (dmg 65):Fist (dmg 115):Claw (dmg 86):Finger (dmg 97)" ) ) { case 1: mes "You have selected ^FF0000WAGHNAKH^000000."; set .ForgeID, 1801; break; case 2: mes "You have selected ^FF0000KNUCKLE DUSTER^000000."; set .ForgeID, 1803; break; case 3: mes "You have selected ^FF0000STUDDED KNUCKLES^000000."; set .ForgeID, 1805; break; case 4: mes "You have selected ^FF0000FIST^000000."; set .ForgeID, 1807; break; case 5: mes "You have selected ^FF0000CLAW^000000."; set .ForgeID, 1809; break; case 6: mes "You have selected ^FF0000FINGER^000000."; set .ForgeID, 1811; break; } break; case 7: mes "Which ^FF0099AXE^000000 would you like me to produce?"; switch( select( "Axe (dmg 38):Battle Axe (dmg 80):Hammer (dmg 120):Buster (dmg 115):Two-Handed Axe (dmg 185)" ) ) { case 1: mes "You have selected ^FF0000AXE^000000."; set .ForgeID, 1301; break; case 2: mes "You have selected ^FF0000BATTLE AXE^000000."; set .ForgeID, 1351; break; case 3: mes "You have selected ^FF0000HAMMER^000000."; set .ForgeID, 1354; break; case 4: mes "You have selected ^FF0000BUSTER^000000."; set .ForgeID, 1357; break; case 5: mes "You have selected ^FF0000TWO-HANDED AXE^000000."; set .ForgeID, 1360; break; } break; case 8: mes "Okay, see you next time."; close; } if( getiteminfo( .ForgeID , 13 ) > 1 ) { set .ForgeChance, .ForgeChance - ( getiteminfo( .ForgeID , 13 ) * 10 ); } next; mes "[^FF6600Forger^000000]"; mes "How many ^FF0099Star Crumbs^000000 would you like to put in your weapon?"; switch( select( "1.:2.:3.:None." ) ) { case 1: mes "You wish to forge a ^FF0000VERY STRONG^000000 weapon."; set .SCFor, 1; set .ForgeChance, .ForgeChance - 15; break; case 2: mes "You wish to forge a ^FF0000VERY VERY STRONG^000000 weapon."; set .SCFor, 2; set .ForgeChance, .ForgeChance - 30; break; case 3: mes "You wish to forge a ^FF0000VERY VERY VERY STRONG^000000 weapon."; set .SCFor, 3; set .ForgeChance, .ForgeChance - 45; break; case 4: mes "You do not wish to put ^FF0099Star Crumbs^000000 in this weapon."; set .SCFor, 0; break; } if( .SCFor < 3 ) { next; mes "[^FF6600Forger^000000]"; mes "What ^FF0099element^000000 would you like to put into your weapon?"; switch( select( "^0000FFICE^000000.:^993300EARTH^000000.:^FF0000FIRE^000000.:^33CC00WIND^000000.:None." ) ) { case 1: mes "You wish to forge with ^0000FFMYSTIC FROZEN^000000."; set .EleFor, 1; set .ForgeChance, .ForgeChance - 20; break; case 2: mes "You wish to forge with ^993300GREAT NATURE^000000."; set .EleFor, 2; set .ForgeChance, .ForgeChance - 20; break; case 3: mes "You wish to forge with ^FF0000FLAME HEART^000000."; set .EleFor, 3; set .ForgeChance, .ForgeChance - 20; break; case 4: mes "You wish to forge with ^33CC00ROUGH WIND^000000."; set .EleFor, 4; set .ForgeChance, .ForgeChance - 20; break; case 5: mes "You do not wish to insert an element into your weapon."; set .EleFor, 0; break; } } if ( getgmlevel() < .GMBypassLv ) { callfunc ( "LOL_ChkSCEle", .EleFor ); setd ".ForgeItem", .ForgeID; set .forgeable, callfunc ( "LOL_Chk" + .ForgeItem + "i", .SCFor ); if ( .forgeable == 0 ) { next; mes "[^FF6600Forger^000000]"; mes "You do not have all the required materials. Please come back when you do."; close; } } if( .SCFor == 1 ) { setd ".StarCrumb$", "Very Strong "; } if( .SCFor == 2 ) { setd ".StarCrumb$", "Very Very Strong "; } if( .SCFor == 3 ) { setd ".StarCrumb$", "Very Very Very Strong "; } if( .EleFor == 1 ) { setd ".Element$", "Ice "; } if( .EleFor == 2 ) { setd ".Element$", "Earth "; } if( .EleFor == 3 ) { setd ".Element$", "Fire "; } if( .EleFor == 4 ) { setd ".Element$", "Wind "; } next; if( .PerfectChance == 1 ) { set .ForgeChance, 100; } mes "[^FF6600Forger^000000]"; mes "We are now ready to forge your ^FF0000" + .StarCrumb$ + .Element$ + getitemname( .ForgeID ) + "^000000, at a ^FF0000" + .ForgeChance + "^000000% chance."; mes "^009900ALL ITEMS WILL BE CONSUMED UPON EITHER FAILURE OR SUCCESS^000000. Continue?"; switch( select( "Yes.:No." ) ) { case 1: if( getgmlevel() < .GMBypassLv ) { callfunc ( "LOL_DelSCEle", .SCFor, .EleFor ); callfunc "LOL_Del" + .ForgeItem + "i"; } if( .ForgeChance >= rand( 100 ) ) { if( .NameSet == 1 ) { set .name3, getcharid( 0 ) & 65535; set .name4, getcharid( 0 ) >> 16; } set .lolface, .EleFor + ( ( .SCFor * 5 ) << 8 ); getitem2 .ForgeID, 1, 1, 0, 0, 255, .lolface, .name3, .name4; specialeffect 154; next; mes "[^FF6600Forger^000000]"; mes "There you go! Enjoy your new weapon!"; close; } else { specialeffect 155; next; mes "[^FF6600Forger^000000]"; mes "I am very sorry, item creation has ^FF0000failed^000000. Better luck next time."; close; } case 2: mes "[^FF6600Forger^000000]"; mes "Well alright, come back if you change your mind."; close; } } //Item-Check and Delete Functions! //STAR CRUMBS AND ELE. function script LOL_ChkSCEle { if( getarg( 0 ) == 1 && countitem( 995 ) < 1 ) { mes "[^FF6600Forger^000000]"; mes "You do not have the required ^0000FFMystic Frozen^000000. Come back when you do."; close; } if( getarg( 0 ) == 2 && countitem( 997 ) < 1 ) { mes "[^FF6600Forger^000000]"; mes "You do not have the required ^993300Great Nature^000000. Come back when you do."; close; } if( getarg( 0 ) == 3 && countitem( 994 ) < 1 ) { mes "[^FF6600Forger^000000]"; mes "You do not have the required ^FF0000Flame Heart^000000. Come back when you do."; close; } if( getarg( 0 ) == 4 && countitem( 996 ) < 1 ) { mes "[^FF6600Forger^000000]"; mes "You do not have the required ^33CC00Rough Wind^000000. Come back when you do."; close; } return; } function script LOL_DelSCEle { if( getarg( 0 ) != 0 ) { delitem 1000,getarg( 0 ); } if( getarg( 1 ) == 1 ) { delitem 995,1; } if( getarg( 1 ) == 2 ) { delitem 997,1; } if( getarg( 1 ) == 3 ) { delitem 994,1; } if( getarg( 1 ) == 4 ) { delitem 996,1; } return; } //DAGGERS: // -knife function script LOL_Chk1201i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 1 && countitem( 909 ) >= 10 ) { return 1; } else { return 0; } } function script LOL_Del1201i { delitem 998,1; delitem 909,10; return; } // -cutter function script LOL_Chk1204i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 25 ) { return 1; } else { return 0; } } function script LOL_Del1204i { delitem 998,25; return; } // -main gauche function script LOL_Chk1207i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 50 ) { return 1; } else { return 0; } } function script LOL_Del1207i { delitem 998,50; return; } // -dirk function script LOL_Chk1210i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 17 ) { return 1; } else { return 0; } } function script LOL_Del1210i { delitem 999,17; return; } // -dagger function script LOL_Chk1213i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 30 ) { return 1; } else { return 0; } } function script LOL_Del1213i { delitem 999,30; return; } // -stiletto function script LOL_Chk1216i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 40 ) { return 1; } else { return 0; } } function script LOL_Del1216i { delitem 999,40; return; } // -gladius function script LOL_Chk1219i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 40 && countitem( 984 ) >= 4 && countitem( 726 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1219i { delitem 984,4; delitem 999,40; delitem 726,1; return; } // -damascus function script LOL_Chk1222i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 60 && countitem( 984 ) >= 4 && countitem( 729 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1222i { delitem 984,4; delitem 999,60; delitem 729,1; return; } //ONE-HANDED SWORDS: // -sword function script LOL_Chk1101i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 2 ) { return 1; } else { return 0; } } function script LOL_Del1101i { delitem 998,2; return; } // -falchion function script LOL_Chk1104i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 30 ) { return 1; } else { return 0; } } function script LOL_Del1104i { delitem 998,30; return; } // -blade function script LOL_Chk1107i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 45 && countitem( 913 ) >= 25 ) { return 1; } else { return 0; } } function script LOL_Del1107i { delitem 998,45; delitem 913,25; return; } // -rapier function script LOL_Chk1110i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 20 ) { return 1; } else { return 0; } } function script LOL_Del1110i { delitem 999,20; return; } // -scimitar function script LOL_Chk1113i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 35 ) { return 1; } else { return 0; } } function script LOL_Del1113i { delitem 999,35; return; } // -ring pommel saber function script LOL_Chk1122i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 40 && countitem( 920 ) >= 50 ) { return 1; } else { return 0; } } function script LOL_Del1122i { delitem 999,40; delitem 920,50; return; } // -saber function script LOL_Chk1126i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 5 && countitem( 984 ) >= 8 && countitem( 727 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1126i { delitem 984,8; delitem 999,5; delitem 727,1; return; } // -haedongum function script LOL_Chk1123i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 10 && countitem( 984 ) >= 8 && countitem( 728 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1123i { delitem 984,8; delitem 999,10; delitem 728,1; return; } // -tsurugi function script LOL_Chk1119i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 15 && countitem( 984 ) >= 8 && countitem( 718 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1119i { delitem 984,8; delitem 999,15; delitem 718,1; return; } // -flamberge function script LOL_Chk1129i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 984 ) >= 16 && countitem( 724 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1129i { delitem 984,16; delitem 724,1; return; } //TWO-HANDED SWORDS: // -katana function script LOL_Chk1116i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 35 && countitem( 958 ) >= 15 ) { return 1; } else { return 0; } } function script LOL_Del1116i { delitem 998,35; delitem 958,15; return; } // -slayer function script LOL_Chk1151i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 25 && countitem( 957 ) >= 20 ) { return 1; } else { return 0; } } function script LOL_Del1151i { delitem 999,25; delitem 957,20; return; } // -bastard sword function script LOL_Chk1154i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 45 ) { return 1; } else { return 0; } } function script LOL_Del1154i { delitem 999,45; return; } // -two-handed sword function script LOL_Chk1157i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 10 && countitem( 984 ) >= 12 ) { return 1; } else { return 0; } } function script LOL_Del1157i { delitem 984,12; delitem 999,10; return; } // -broad sword function script LOL_Chk1160i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 20 && countitem( 984 ) >= 12 ) { return 1; } else { return 0; } } function script LOL_Del1160i { delitem 984,12; delitem 999,20; return; } // -claymore function script LOL_Chk1163i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 20 && countitem( 984 ) >= 16 && countitem( 733 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1163i { delitem 999,20; delitem 984,16; delitem 733,1; return; } //MACES: // -club function script LOL_Chk1501i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 3 ) { return 1; } else { return 0; } } function script LOL_Del1501i { delitem 998,3; return; } // -mace function script LOL_Chk1504i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 30 ) { return 1; } else { return 0; } } function script LOL_Del1504i { delitem 998,30; return; } // -smasher function script LOL_Chk1507i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 20 ) { return 1; } else { return 0; } } function script LOL_Del1507i { delitem 999,20; return; } // -flail function script LOL_Chk1510i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 33 ) { return 1; } else { return 0; } } function script LOL_Del1510i { delitem 999,33; return; } // -chain function script LOL_Chk1519i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 45 ) { return 1; } else { return 0; } } function script LOL_Del1519i { delitem 999,45; return; } // -morning star function script LOL_Chk1513i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 85 && countitem( 730 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1513i { delitem 999,85; delitem 730,1; return; } // -sword mace function script LOL_Chk1516i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 100 && countitem( 963 ) >= 20 ) { return 1; } else { return 0; } } function script LOL_Del1516i { delitem 999,100; delitem 963,20; return; } // -stunner function script LOL_Chk1522i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 120 && countitem( 968 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1522i { delitem 999,120; delitem 968,1; return; } //SPEARS: // -javelin function script LOL_Chk1401i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 3 ) { return 1; } else { return 0; } } function script LOL_Del1401i { delitem 998,3; return; } // -spear function script LOL_Chk1404i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 35 ) { return 1; } else { return 0; } } function script LOL_Del1404i { delitem 998,35; return; } // -pike function script LOL_Chk1407i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 70 ) { return 1; } else { return 0; } } function script LOL_Del1407i { delitem 998,70; return; } // -guisarme function script LOL_Chk1451i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 25 ) { return 1; } else { return 0; } } function script LOL_Del1451i { delitem 999,25; return; } // -glaive function script LOL_Chk1454i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 40 ) { return 1; } else { return 0; } } function script LOL_Del1454i { delitem 999,40; return; } // -partizan function script LOL_Chk1457i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 55 ) { return 1; } else { return 0; } } function script LOL_Del1457i { delitem 999,55; return; } // -trident function script LOL_Chk1460i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 10 && countitem( 984 ) >= 8 && countitem( 720 ) >= 5 ) { return 1; } else { return 0; } } function script LOL_Del1460i { delitem 984,8; delitem 999,10; delitem 720,5; return; } // -halberd function script LOL_Chk1463i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 10 && countitem( 984 ) >= 12 ) { return 1; } else { return 0; } } function script LOL_Del1463i { delitem 984,12; delitem 999,10; return; } // -lance function script LOL_Chk1410i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 984 ) >= 12 && countitem( 723 ) >= 3 && countitem( 923 ) >= 2 ) { return 1; } else { return 0; } } function script LOL_Del1410i { delitem 984,12; delitem 723,3; delitem 923,2; return; } //KNUCKLES: // -waghnakh function script LOL_Chk1801i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 160 && countitem( 722 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1801i { delitem 998,160; delitem 722,1; return; } // -knuckle duster function script LOL_Chk1803i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 50 ) { return 1; } else { return 0; } } function script LOL_Del1803i { delitem 999,50; return; } // -studded knuckles function script LOL_Chk1805i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 65 ) { return 1; } else { return 0; } } function script LOL_Del1805i { delitem 999,65; return; } // -fist function script LOL_Chk1807i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 984 ) >= 4 && countitem( 723 ) >= 10 ) { return 1; } else { return 0; } } function script LOL_Del1807i { delitem 984,4; delitem 723,10; return; } // -claw function script LOL_Chk1809i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 984 ) >= 8 && countitem( 728 ) >= 10 ) { return 1; } else { return 0; } } function script LOL_Del1809i { delitem 984,8; delitem 728,10; return; } // -finger function script LOL_Chk1811i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 984 ) >= 4 && countitem( 727 ) >= 10 ) { return 1; } else { return 0; } } function script LOL_Del1811i { delitem 984,4; delitem 727,10; return; } //AXES: // -axe function script LOL_Chk1301i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 10 ) { return 1; } else { return 0; } } function script LOL_Del1301i { delitem 998,10; return; } // -battle axe function script LOL_Chk1351i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 998 ) >= 110 ) { return 1; } else { return 0; } } function script LOL_Del1351i { delitem 998,110; return; } // -hammer function script LOL_Chk1354i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 30 ) { return 1; } else { return 0; } } function script LOL_Del1354i { delitem 999,30; return; } // -buster function script LOL_Chk1357i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 20 && countitem( 984 ) >= 4 && countitem( 922 ) >= 30 ) { return 1; } else { return 0; } } function script LOL_Del1357i { delitem 984,4; delitem 999,20; delitem 922,30; return; } // -two-handed axe function script LOL_Chk1360i { if( countitem( 1000 ) >= getarg( 0 ) && countitem( 999 ) >= 10 && countitem( 984 ) >= 8 && countitem( 719 ) >= 1 ) { return 1; } else { return 0; } } function script LOL_Del1360i { delitem 999,10; delitem 984,8; delitem 719,1; return; }
  9. it is perfect now, thank you. this new version allows continue refining with 6+ (or lower) items, and stops if the item hits +10. that is like it should be.
  10. thank you for your work Skorm, but the problem is not solved, i tried your changed NPC and if i fail upgrade (item changes from +7 to +6) there is the question "...do you want to try again?" and if i choose "yes" it seems to check the items bonus and says "...sorry, i only refine items level +7 to +9" and the talk-window closes like before. on iRO npc he does not check item level if i "try again". so there i can upgrade +6 (or lower) items too if i do not exit talk-window.
  11. hello, in rAthena r17337 there is a HD_refiner npc added. the hd_refiner upgrades your items "if it is +7 to +9". if upgrade fails item loses 1 point. ...so here is the problem: 1) on iRO if i try to upgrade a +7 item (and fail) the item is +6, but the talk-window with the npc restarts so i can try again bring it up again to +7 if i have enough hd_oridecon. 2) in rAthena if i try to upgrade a +7 item (and fail) the item is +6 and the talk-window closes (exits) automaticly. if i talk to the npc again he says "sorry your item is not high enough" because it is now +6. how can i make the npc-script so like in iRO ? the file is in: npc/re/merchants/hd_refiner.txt (r17337+) thank you ------------------------------------------------------ *edit*: here is a picture from gravitys site explaining the npc: (source: http://www.playragnarok.com/news/eventdetail.aspx?id=79)
  12. BugMeNot

    No-IP

    hello, if its only for friends you can use hamachi. - you intall hamachi - friends install hamachi - use hamachi-IP to connect if it still does not work or you want other people to connect maybe its a error in data.grf (wrong ip adress). - use a grf programm to unpack data.grf - change IP in clientinfo.xml. - use a grf programm to pack data.grf *edit*: -SkittleNugget-, maybe you can look at my question in the forum about ASPD ?
  13. hello everyone, i use rAthena Revision: 17203. i noticed with my knight the following: weapon: claymore, agi 82 dex 42, aspd 159 unbuffed. ...159 ? really ? whats going on that seems insanely slow. it seems like a big bug in the game for me. even with berserker-pot and twohandquiken im "only" at 165. i remeber playin on official euro (pre renewal) and had more aspd with my little swordman! so i browsed the internet to look up why that is and found this thread here: http://forums.irowiki.org/showthread.php?t=52590 there they talk renewal changes and (for example) about this things: 1) "It's much easier to get mid-high range aspd" 2) "120 agi knight with 2handsword without THQ : 181 aspd" also they post a aspd-table: Dex = 20 Agi ASPD 010 159 020 163 030 166 040 168 050 170 060 172 070 173 080 175 090 176 100 178 110 179 120 180 130 182 140 183 150 184 160 185 170 186 180 187 190 188 200 189 210 190that sounds MUCH faster then what i have with my rAthena. i made a gamemaster charakter and gave him agi 120+3. he has 162 aspd with a twohandsword. so much slower then what the people talk in that forum about renewal.so i searched again to find more info and found this thread here: http://rathena.org/board/topic/63256-renewal-aspdkro-based-need-help/page-2 malufett seems a depeloper for rAthena and in his screenshot (page 2, scroll down) he has indeed "only" 167 apsd with max agi (150). but that that seems so wrong for me. i mean 150 agi ? he also says that he uses KRO aspd but do this people there really play with such a superslow attack ? i cant believe that. so my questions are: - why is the rAthena (2hand knight) aspd so slow, is it a bug ? - why seems iro renewal (2hand knight) aspd much faster - how can i change it so i have iro aspd thank you very much.
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