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Showing content with the highest reputation on 10/26/18 in Posts

  1. View File bonus bXDefReturn bonus bXDefReturn Add resistances against return damages. ::Structure:: bonus bPhysicalDefReturn,n; +n% damage reduction against physical reflect attack bonus bMagicalDefReturn,n; +n% damage reduction against magical reflect attack ::Video:: Submitter Easycore Submitted 10/25/2018 Category Source Modifications Video https://youtu.be/fRXLDZAVZe8 Content Author Easycore  
    2 points
  2. Between rsu-kro-renewal-lite and rsu-kro-renewal-lite, no difference . ^^ (Just joking, difference between rsu-kro-renewal-lite and rsu-kro-rag-lite is that one is for renewal (rdata.grf) and the second for pre-re (data.grf, right?)
    2 points
  3. *getequipid({<equipment slot>,<char_id>}) This function returns the item ID of the item slot that calls the script on the invoking character or the specified equipment slot. If nothing is equipped there, it returns -1. Valid equipment slots are: EQI_COMPOUND_ON (-1) - Item slot that calls this script (In context of item script) EQI_ACC_L (0) - Accessory 1 EQI_ACC_R (1) - Accessory 2 EQI_SHOES (2) - Footgear (shoes, boots) EQI_GARMENT (3) - Garment (mufflers, hoods, manteaux) EQI_HEAD_LOW (4) - Lower Headgear (beards, some masks) EQI_HEAD_MID (5) - Middle Headgear (masks, glasses) EQI_HEAD_TOP (6) - Upper Headgear EQI_ARMOR (7) - Armor (jackets, robes) EQI_HAND_L (8) - Left hand (weapons, shields) EQI_HAND_R (9) - Right hand (weapons) EQI_COSTUME_HEAD_TOP (10) - Upper Costume Headgear EQI_COSTUME_HEAD_MID (11) - Middle Costume Headgear EQI_COSTUME_HEAD_LOW (12) - Lower Costume Headgear EQI_COSTUME_GARMENT (13) - Costume Garment EQI_AMMO (14) - Arrow/Ammunition EQI_SHADOW_ARMOR (15) - Shadow Armor EQI_SHADOW_WEAPON (16) - Shadow Weapon EQI_SHADOW_SHIELD (17) - Shadow Shield EQI_SHADOW_SHOES (18) - Shadow Shoes EQI_SHADOW_ACC_R (19) - Shadow Accessory 2 EQI_SHADOW_ACC_L (20) - Shadow Accessory 1 Notice that a few items occupy several equipment slots, and if the character is wearing such an item, 'getequipid' will return its ID number for either slot. Can be used to check if you have something equipped, or if you haven't got something equipped: if (getequipid(EQI_HEAD_TOP) == 2234) mes "What a lovely Tiara you have on"; else mes "Come back when you have a Tiara on"; close; You can also use it to make sure people don't pass a point before removing an item totally from them. Let's say you don't want people to wear Legion Plate armor, but also don't want them to equip if after the check, you would do this: if (getequipid(EQI_ARMOR) == 2341 || getequipid(EQI_ARMOR) == 2342) { mes "You are wearing some Legion Plate Armor, please drop that in your stash before continuing"; close; } // the || is used as an or argument, there is 2341 and 2342 cause there are // two different legion plate armors, one with a slot one without. if (countitem(2341) > 0 || countitem(2432) > 0) { mes "You have some Legion Plate Armor in your inventory, please drop that in your stash before continuing"; close; } mes "I will lets you pass."; close2; warp "place",50,50; end; --------------------------------------- *getequipname(<equipment slot>{,<char_id>}) Returns the jname of the item equipped in the specified equipment slot on the invoking character, or an empty string if nothing is equipped in that position. Does the same thing as getitemname(getequipid()). Useful for an NPC to state what your are wearing, or maybe saving as a string variable. See 'getequipid' for a full list of valid equipment slots. if ( getequipname(EQI_HEAD_TOP) != "" ) mes "So you are wearing a " + getequipname(EQI_HEAD_TOP) + " on your head"; else mes "You are not wearing any head gear"; Is because the refiner npc has the old positions of the equipment. You're getting those values because of this part. setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Head","Accessory 1","Accessory 2","Head 2","Head 3"; set .@menu$,""; for(set .@i,1; .@i<=10; set .@i,.@i+1) { if(getequipisequiped(.@i)) { set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; Change it to this, and it should work "not tested". setarray .@position$[0], "Accessory L","Accessory R","Shoes","Robe","Head Low","Head Mid","Head Top","Armor","Left hand","Right hand";
    1 point
  4. Only for allotid not include @autoloot like before so call @save to input all item you want to save and then load it using @load - script AutoSetting -1,{ end; OnLoadcommand: if (auto_settings & 1 << 0) atcommand "@alootid +"+auto_settings_alid_1; if (auto_settings & 1 << 0) atcommand "@alootid +"+auto_settings_alid_2; if (auto_settings & 1 << 0) atcommand "@alootid +"+auto_settings_alid_3; end; OnSavecommand: while(1) { switch( select( "@alootid "+auto_settings_alid_1+" "+auto_settings_alid_2+" "+auto_settings_alid_3+" ["+((auto_settings & 1 << 1) ?"^00C000ON^000000":"^FF0000OFF^000000")+"]" ) ) { case 1: if (auto_settings & 1 << 0) { auto_settings_alid_1 = 0; auto_settings_alid_2 = 0; auto_settings_alid_3 = 0; auto_settings = auto_settings^1 << 0; } else { mes "Input Item ID #1"; input .@itemid1; mes "Input Item ID #2"; input .@itemid2; mes "Input Item ID #3"; input .@itemid3; next; mes $cf$; mes "^808000==================================^000000"; mes "Item ID #1 ^0000FF"+getitemname(.@itemid1)+"^000000 ("+.@itemid1+")"; mes "Item ID #2 ^0000FF"+getitemname(.@itemid2)+"^000000 ("+.@itemid2+")"; mes "Item ID #3 ^0000FF"+getitemname(.@itemid3)+"^000000 ("+.@itemid3+")"; mes "^808000==================================^000000"; next; if (select("Cancel","Ok") == 1) close; auto_settings_alid_1 = .@itemid1; auto_settings_alid_2 = .@itemid2; auto_settings_alid_3 = .@itemid3; auto_settings = auto_settings|1 << 0; } break; } } end; OnInit: bindatcmd("save",strnpcinfo(0)+"::OnSavecommand",0,99); bindatcmd("load",strnpcinfo(0)+"::OnLoadcommand",0,99); end; }
    1 point
  5. @Haziel After merging my existing grf that i build from zackdreaver's file to all your grf's, I found that i still got palette errors specially when i tried changing my cloth color to 5 and above. This only happens on novice BTW.
    1 point
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