Leaderboard
Popular Content
Showing content with the highest reputation on 07/28/23 in all areas
-
rAthena compatible Client and Hexed is attached Full Client: http://rofull.gnjoy.com/RAG_SETUP_211105.exe (from: http://nemo.herc.ws/downloads) rAthena server https://github.com/rathena/rathena (master branch) I used the translation present in this repository https://github.com/llchrisll/ROenglishRE (master branch) I left a hexed patched with Nemo to help those who don't know how to do full diff. http://nemo.herc.ws/clients/2021-11-03_Ragexe_1635926200 I also used the latest version of opensetup http://nn.ai4rei.net/dev/opensetup You don't need to do anything, just compile the rAthena server which is already compatible with version 20211103 (packetver) Ragnarok.7z1 point
-
4CrAM - 4th Class rAthena Mod Welcome to the topic page for 4CrAM, a project that adds fully working support for 4th jobs (and other future trait era jobs) and all the systems that comes with them. This mod was started back in July of 2020 and slowly revealed to people a few months later as development progressed. The project's development is split into multiple phases with each one focusing on the development of certain things and as of the time of typing this 2 of the 3 phases are completed. With 6 of the 12 jobs completed I feel its time to fully reveal the project here to the public. So what are the 4th jobs and what do they offer? 4th jobs are a new era of jobs I like to call "Trait Era" jobs. These jobs are very unique compared to other jobs due to a number of new game mechanics that comes with them call the trait system and the AP system. To the right side you will see a lower half of the stats window with a bunch of new stats related info. This is the traits system and only trait era jobs can access it. When a player changes into a trait era job and levels above 200, they get trait or T.Status Points which can be spent on one of the 6 T.Stats which will increases the T.Sub-Stats and even affect regular sub-stats. This system adds a whole new layer to a character's build, allowing for a bigger variety of builds. T.Stats are also very powerful as the T.Sub-Stats they affect have a big impact on a character's performance. The other thing to the top left is a 3rd gauge that appears in the UI once you become one of these trait era jobs. This is the AP (Action Point) system. AP can be gained by using certain skills and is used as a requirement for casting some of the most powerful skills. You can even see a white bar below the character on screen right below the HP/SP bars. Finally, (not shown here as its not coded in yet) trait era jobs have access to new level 5 weapons and level 2 armors which offer more attack and defense increase per refine and also another new system called the ranking system which adds a rank mark on the equip, making the gains from refinements much higher. With all these new mechanics its clear that these jobs are much more powerful and more fun to play then the previous jobs and brings a new era to the world of RO. Im excited to finally reveal the project to the public and bring this new era to the private server community. However, unlike my previous project 3CeAM, 4CrAM is a closed source project that can only be accessed by purchasing access permissions to the repository's im hosting the code on. To keep it short, im treating this project as my job and a source of income due to these difficult times (Fuck you COVID). But on the bright side it means im able to spend most of my time working on this project instead of working at some place outside my home and having little time for the project. If your interested you can check out the project's facebook page and join my discord server where you can chat with the community, see screenshots of the progress, get announcements, and also get more info on the project and its pricing. 4CrAM Facebook Page https://www.facebook.com/4CrAM 4CrAM Discord Server https://discord.gg/K8wnRTZNFY1 point
-
That is from mapInfo_true_EN.lub if you are using Chris English Translation. Maybe you didnt copy the System folder part.1 point
-
1 point
-
Most probably because of the client files. Use english translation by Chris : https://github.com/llchrisll/ROenglishRE and dont forget to read the Wiki/Guides. Btw, use 2021 clients or latest for 4th job classes.1 point
-
Use this example: create npc script. - script Enchant Expert -1,{ //------------------------------------------------------------------------------------- // Enchant UI (RagExe 2021-11-03 or newer.) if ( countitem( 2375 ) || countitem( 2433 ) || countitem( 5808 ) || countitem( 2537 ) || countitem( 2729 ) || countitem( 2374 ) ) { item_enchant 68; end; } //------------------------------------------------------------------------------------- } // Duplicates //============================================================ prt_in,28,73,4 duplicate(Enchant Expert) Enchant Expert#prt VH_H_HUNTER_EV Add enchant in DB: rathena\db\import\item_enchant.yml # This file is a part of rAthena. # Copyright(C) 2022 rAthena Development Team # https://rathena.org - https://github.com/rathena # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program. If not, see <http://www.gnu.org/licenses/>. # ########################################################################### # Item Enchant Database ########################################################################### # # Item Enchant Settings # ########################################################################### # - Id Client side LUA index. # TargetItems: List of possible target items. # <item name> Item name of possible target item. # MinimumRefine Minimum refine of the target item. (Default: 0) # MinimumEnchantgrade Minimum enchant grade of the target item. (Default: 0) # AllowRandomOptions Enable random options in the target item. (Default: true) # Reset: Reset options. (Default: null) # Chance Chance of successful reset. (Default: 0) # Price Price for resetting enchants. (Default: 0) # Materials: Items required for resetting enchants. (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) # Order: Order in which the slots can be enchanted. # Overwriting via import will clear the currently defined order. # - Slot Number of the slot (0-3). # Slots: Enchant options. # - Slot Number of the slot (0-3). # Price Price required for the normal enchant process. (Default: 0) # Materials: Items required for the normal enchant process. (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) # Chance Base chance for the normal enchant process. (Default: 100000) # EnchantgradeBonus: Additional bonus chance increase per enchant grade. (Default: null) # - Enchantgrade Enchant grade required for the bonus. # Chance Additional chance that is added to the base chance. # Enchants: Available enchants for the normal enchant process per enchant grade. (Default: null) # - Enchantgrade Enchant grade of the item to be enchanted. # Items: Available enchants for the normal enchant process on the given enchant grade. (Default: null) # - Item Item name of the available enchant item. # Chance Chance to get this specific enchant item. # PerfectEnchants: Available perfect enchants (100% chance + selectable) for this slot. (Default: null) # - Item Item name of the available enchant item. # Price Price required for this perfect enchant. (Default: 0) # Materials: Items required for this perfect enchant. (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) # Upgrades: Available enchant upgrades for this slot. (Default: null) # - Enchant Item name of the enchant item available for upgrade. # Upgrade Item name of the enchant it can be upgrade to. # Price Price required for this enchant upgrade. (Default: 0) # Materials: Items required for this enchant upgrade (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) ########################################################################### Header: Type: ITEM_ENCHANT_DB Version: 1 Body: - Id: 68 TargetItems: Diabolus_Armor: true Diabolus_Boots: true Diabolus_Helmet: true Diabolus_Manteau: true Diabolus_Ring: true Diabolus_Robe: true Reset: Chance: 100000 Price: 3000000 Order: - Slot: 3 - Slot: 2 - Slot: 1 Slots: - Slot: 3 Price: 100000 Enchants: - Enchantgrade: 0 Items: - Item: Strength1 Chance: 12460 - Item: Inteligence1 Chance: 12470 - Item: Agility1 Chance: 12470 - Item: Vitality1 Chance: 12470 - Item: Luck1 Chance: 12460 - Item: Dexterity1 Chance: 12470 - Item: Strength2 Chance: 3500 - Item: Inteligence2 Chance: 3500 - Item: Agility2 Chance: 3500 - Item: Vitality2 Chance: 3500 - Item: Luck2 Chance: 3500 - Item: Dexterity2 Chance: 3500 - Item: Strength3 Chance: 700 - Item: Inteligence3 Chance: 700 - Item: Agility3 Chance: 700 - Item: Vitality3 Chance: 700 - Item: Luck3 Chance: 700 - Item: Dexterity3 Chance: 700 PerfectEnchants: - Item: Strength1 Price: 500000 - Item: Inteligence1 Price: 500000 - Item: Agility1 Price: 500000 - Item: Vitality1 Price: 500000 - Item: Luck1 Price: 500000 - Item: Dexterity1 Price: 500000 - Item: Strength2 Price: 1000000 - Item: Inteligence2 Price: 1000000 - Item: Agility2 Price: 1000000 - Item: Vitality2 Price: 1000000 - Item: Luck2 Price: 1000000 - Item: Dexterity2 Price: 1000000 - Item: Strength3 Price: 3000000 - Item: Inteligence3 Price: 3000000 - Item: Agility3 Price: 3000000 - Item: Vitality3 Price: 3000000 - Item: Luck3 Price: 3000000 - Item: Dexterity3 Price: 3000000 Upgrades: - Enchant: Strength1 Upgrade: Strength2 Price: 500000 - Enchant: Strength2 Upgrade: Strength3 Price: 1000000 - Enchant: Inteligence1 Upgrade: Inteligence2 Price: 500000 - Enchant: Inteligence2 Upgrade: Inteligence3 Price: 1000000 - Enchant: Agility1 Upgrade: Agility2 Price: 500000 - Enchant: Agility2 Upgrade: Agility3 Price: 1000000 - Enchant: Vitality1 Upgrade: Vitality2 Price: 500000 - Enchant: Vitality2 Upgrade: Vitality3 Price: 1000000 - Enchant: Luck1 Upgrade: Luck2 Price: 500000 - Enchant: Luck2 Upgrade: Luck3 Price: 1000000 - Enchant: Dexterity1 Upgrade: Dexterity2 Price: 500000 - Enchant: Dexterity2 Upgrade: Dexterity3 Price: 1000000 - Slot: 2 Price: 200000 Enchants: - Enchantgrade: 0 Items: - Item: Strength1 Chance: 12460 - Item: Inteligence1 Chance: 12470 - Item: Agility1 Chance: 12470 - Item: Vitality1 Chance: 12470 - Item: Luck1 Chance: 12460 - Item: Dexterity1 Chance: 12470 - Item: Strength2 Chance: 3500 - Item: Inteligence2 Chance: 3500 - Item: Agility2 Chance: 3500 - Item: Vitality2 Chance: 3500 - Item: Luck2 Chance: 3500 - Item: Dexterity2 Chance: 3500 - Item: Strength3 Chance: 700 - Item: Inteligence3 Chance: 700 - Item: Agility3 Chance: 700 - Item: Vitality3 Chance: 700 - Item: Luck3 Chance: 700 - Item: Dexterity3 Chance: 700 PerfectEnchants: - Item: Strength1 Price: 500000 - Item: Inteligence1 Price: 500000 - Item: Agility1 Price: 500000 - Item: Vitality1 Price: 500000 - Item: Luck1 Price: 500000 - Item: Dexterity1 Price: 500000 - Item: Strength2 Price: 1000000 - Item: Inteligence2 Price: 1000000 - Item: Agility2 Price: 1000000 - Item: Vitality2 Price: 1000000 - Item: Luck2 Price: 1000000 - Item: Dexterity2 Price: 1000000 - Item: Strength3 Price: 3000000 - Item: Inteligence3 Price: 3000000 - Item: Agility3 Price: 3000000 - Item: Vitality3 Price: 3000000 - Item: Luck3 Price: 3000000 - Item: Dexterity3 Price: 3000000 Upgrades: - Enchant: Strength1 Upgrade: Strength2 Price: 500000 - Enchant: Strength2 Upgrade: Strength3 Price: 1000000 - Enchant: Inteligence1 Upgrade: Inteligence2 Price: 500000 - Enchant: Inteligence2 Upgrade: Inteligence3 Price: 1000000 - Enchant: Agility1 Upgrade: Agility2 Price: 500000 - Enchant: Agility2 Upgrade: Agility3 Price: 1000000 - Enchant: Vitality1 Upgrade: Vitality2 Price: 500000 - Enchant: Vitality2 Upgrade: Vitality3 Price: 1000000 - Enchant: Luck1 Upgrade: Luck2 Price: 500000 - Enchant: Luck2 Upgrade: Luck3 Price: 1000000 - Enchant: Dexterity1 Upgrade: Dexterity2 Price: 500000 - Enchant: Dexterity2 Upgrade: Dexterity3 Price: 1000000 - Slot: 1 Price: 300000 Enchants: - Enchantgrade: 0 Items: - Item: Strength1 Chance: 12460 - Item: Inteligence1 Chance: 12470 - Item: Agility1 Chance: 12470 - Item: Vitality1 Chance: 12470 - Item: Luck1 Chance: 12460 - Item: Dexterity1 Chance: 12470 - Item: Strength2 Chance: 3500 - Item: Inteligence2 Chance: 3500 - Item: Agility2 Chance: 3500 - Item: Vitality2 Chance: 3500 - Item: Luck2 Chance: 3500 - Item: Dexterity2 Chance: 3500 - Item: Strength3 Chance: 700 - Item: Inteligence3 Chance: 700 - Item: Agility3 Chance: 700 - Item: Vitality3 Chance: 700 - Item: Luck3 Chance: 700 - Item: Dexterity3 Chance: 700 PerfectEnchants: - Item: Strength1 Price: 500000 - Item: Inteligence1 Price: 500000 - Item: Agility1 Price: 500000 - Item: Vitality1 Price: 500000 - Item: Luck1 Price: 500000 - Item: Dexterity1 Price: 500000 - Item: Strength2 Price: 1000000 - Item: Inteligence2 Price: 1000000 - Item: Agility2 Price: 1000000 - Item: Vitality2 Price: 1000000 - Item: Luck2 Price: 1000000 - Item: Dexterity2 Price: 1000000 - Item: Strength3 Price: 3000000 - Item: Inteligence3 Price: 3000000 - Item: Agility3 Price: 3000000 - Item: Vitality3 Price: 3000000 - Item: Luck3 Price: 3000000 - Item: Dexterity3 Price: 3000000 Upgrades: - Enchant: Strength1 Upgrade: Strength2 Price: 500000 - Enchant: Strength2 Upgrade: Strength3 Price: 1000000 - Enchant: Inteligence1 Upgrade: Inteligence2 Price: 500000 - Enchant: Inteligence2 Upgrade: Inteligence3 Price: 1000000 - Enchant: Agility1 Upgrade: Agility2 Price: 500000 - Enchant: Agility2 Upgrade: Agility3 Price: 1000000 - Enchant: Vitality1 Upgrade: Vitality2 Price: 500000 - Enchant: Vitality2 Upgrade: Vitality3 Price: 1000000 - Enchant: Luck1 Upgrade: Luck2 Price: 500000 - Enchant: Luck2 Upgrade: Luck3 Price: 1000000 - Enchant: Dexterity1 Upgrade: Dexterity2 Price: 500000 - Enchant: Dexterity2 Upgrade: Dexterity3 Price: 1000000 You need add item in Data\luafiles514\lua files\ItemDBNameTbl.lub and enchant in Data\luafiles514\lua files\Enchant\EnchantList.lub Example: ItemDBNameTbl.lub: F_Ein_Weapon_Hammer = 102124, Diabolus_Armor = 2375, Diabolus_Boots = 2433, Diabolus_Helmet = 5808, Diabolus_Manteau = 2537, Diabolus_Ring = 2729, Diabolus_Robe = 2374 EnchantList.lub: Table[68] = CreateEnchantInfo() Table[68]:SetSlotOrder(3, 2, 1) Table[68]:AddTargetItem("Diabolus_Armor") Table[68]:AddTargetItem("Diabolus_Boots") Table[68]:AddTargetItem("Diabolus_Helmet") Table[68]:AddTargetItem("Diabolus_Manteau") Table[68]:AddTargetItem("Diabolus_Ring") Table[68]:AddTargetItem("Diabolus_Robe") Table[68]:SetCondition(0, 0) Table[68]:ApproveRandomOption(true) Table[68]:SetReset(true, 100000, 3000000) Table[68]:SetCaution("Diabolus Set Enchantment\nSuccess Chance: 100%\nReset Chance: 100%, will not be destroyed on failure") Table[68].Slot[3]:SetRequire(100000) Table[68].Slot[3]:SetSuccessRate(100000) Table[68].Slot[3]:SetGradeBonus(1, 0) Table[68].Slot[3]:SetGradeBonus(2, 0) Table[68].Slot[3]:SetGradeBonus(3, 0) Table[68].Slot[3]:SetGradeBonus(4, 0) Table[68].Slot[3]:SetEnchant(0, "Èû1", 12460) Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®1", 12470) Table[68].Slot[3]:SetEnchant(0, "¾îÁú1", 12470) Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»1", 12470) Table[68].Slot[3]:SetEnchant(0, "·°1", 12460) Table[68].Slot[3]:SetEnchant(0, "µ¦1", 12470) Table[68].Slot[3]:SetEnchant(0, "Èû2", 3500) Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®2", 3500) Table[68].Slot[3]:SetEnchant(0, "¾îÁú2", 3500) Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»2", 3500) Table[68].Slot[3]:SetEnchant(0, "·°2", 3500) Table[68].Slot[3]:SetEnchant(0, "µ¦2", 3500) Table[68].Slot[3]:SetEnchant(0, "Èû3", 700) Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®3", 700) Table[68].Slot[3]:SetEnchant(0, "¾îÁú3", 700) Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»3", 700) Table[68].Slot[3]:SetEnchant(0, "·°3", 700) Table[68].Slot[3]:SetEnchant(0, "µ¦3", 700) Table[68].Slot[3]:AddPerfectEnchant("Èû1", 500000) Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®1", 500000) Table[68].Slot[3]:AddPerfectEnchant("¾îÁú1", 500000) Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»1", 500000) Table[68].Slot[3]:AddPerfectEnchant("·°1", 500000) Table[68].Slot[3]:AddPerfectEnchant("µ¦1", 500000) Table[68].Slot[3]:AddPerfectEnchant("Èû2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("¾îÁú2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("·°2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("µ¦2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("Èû3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("¾îÁú3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("·°3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("µ¦3", 3000000) Table[68].Slot[3]:AddUpgradeEnchant("Èû1", "Èû2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("Èû2", "Èû3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("·°1", "·°2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("·°2", "·°3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000) Table[68].Slot[2]:SetRequire(200000) Table[68].Slot[2]:SetSuccessRate(100000) Table[68].Slot[2]:SetGradeBonus(1, 0) Table[68].Slot[2]:SetGradeBonus(2, 0) Table[68].Slot[2]:SetGradeBonus(3, 0) Table[68].Slot[2]:SetGradeBonus(4, 0) Table[68].Slot[2]:SetEnchant(0, "Èû1", 12460) Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®1", 12470) Table[68].Slot[2]:SetEnchant(0, "¾îÁú1", 12470) Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»1", 12470) Table[68].Slot[2]:SetEnchant(0, "·°1", 12460) Table[68].Slot[2]:SetEnchant(0, "µ¦1", 12470) Table[68].Slot[2]:SetEnchant(0, "Èû2", 3500) Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®2", 3500) Table[68].Slot[2]:SetEnchant(0, "¾îÁú2", 3500) Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»2", 3500) Table[68].Slot[2]:SetEnchant(0, "·°2", 3500) Table[68].Slot[2]:SetEnchant(0, "µ¦2", 3500) Table[68].Slot[2]:SetEnchant(0, "Èû3", 700) Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®3", 700) Table[68].Slot[2]:SetEnchant(0, "¾îÁú3", 700) Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»3", 700) Table[68].Slot[2]:SetEnchant(0, "·°3", 700) Table[68].Slot[2]:SetEnchant(0, "µ¦3", 700) Table[68].Slot[2]:AddPerfectEnchant("Èû1", 500000) Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®1", 500000) Table[68].Slot[2]:AddPerfectEnchant("¾îÁú1", 500000) Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»1", 500000) Table[68].Slot[2]:AddPerfectEnchant("·°1", 500000) Table[68].Slot[2]:AddPerfectEnchant("µ¦1", 500000) Table[68].Slot[2]:AddPerfectEnchant("Èû2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("¾îÁú2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("·°2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("µ¦2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("Èû3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("¾îÁú3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("·°3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("µ¦3", 3000000) Table[68].Slot[2]:AddUpgradeEnchant("Èû1", "Èû2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("Èû2", "Èû3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("·°1", "·°2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("·°2", "·°3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000) Table[68].Slot[1]:SetRequire(300000) Table[68].Slot[1]:SetSuccessRate(100000) Table[68].Slot[1]:SetGradeBonus(1, 0) Table[68].Slot[1]:SetGradeBonus(2, 0) Table[68].Slot[1]:SetGradeBonus(3, 0) Table[68].Slot[1]:SetGradeBonus(4, 0) Table[68].Slot[1]:SetEnchant(0, "Èû1", 12460) Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®1", 12470) Table[68].Slot[1]:SetEnchant(0, "¾îÁú1", 12470) Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»1", 12470) Table[68].Slot[1]:SetEnchant(0, "·°1", 12460) Table[68].Slot[1]:SetEnchant(0, "µ¦1", 12470) Table[68].Slot[1]:SetEnchant(0, "Èû2", 3500) Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®2", 3500) Table[68].Slot[1]:SetEnchant(0, "¾îÁú2", 3500) Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»2", 3500) Table[68].Slot[1]:SetEnchant(0, "·°2", 3500) Table[68].Slot[1]:SetEnchant(0, "µ¦2", 3500) Table[68].Slot[1]:SetEnchant(0, "Èû3", 700) Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®3", 700) Table[68].Slot[1]:SetEnchant(0, "¾îÁú3", 700) Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»3", 700) Table[68].Slot[1]:SetEnchant(0, "·°3", 700) Table[68].Slot[1]:SetEnchant(0, "µ¦3", 700) Table[68].Slot[1]:AddPerfectEnchant("Èû1", 500000) Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®1", 500000) Table[68].Slot[1]:AddPerfectEnchant("¾îÁú1", 500000) Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»1", 500000) Table[68].Slot[1]:AddPerfectEnchant("·°1", 500000) Table[68].Slot[1]:AddPerfectEnchant("µ¦1", 500000) Table[68].Slot[1]:AddPerfectEnchant("Èû2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("¾îÁú2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("·°2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("µ¦2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("Èû3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("¾îÁú3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("·°3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("µ¦3", 3000000) Table[68].Slot[1]:AddUpgradeEnchant("Èû1", "Èû2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("Èû2", "Èû3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("·°1", "·°2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("·°2", "·°3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000)1 point
-
https://github.com/rathena/rathena/pull/7024 Expanded 4th not yet implemented, still in PR.1 point
-
Version 4.2
5968 downloads
Support All classes including new Mounts, Oboro, Kagerou and costumes! Yay!. =3 The palettes are ranged from 0 to 35. For this pack to look the best you must use my corrected classes sprites ! These palettes are from my big 700 palette pack ! If you want more clothes dyes, you may consider asking for one of my Paletting services (More than 700 Palettes, Races and Colors! :3). Thank you very much!Free1 point -
Read our Wiki article about areamonster. Syntax: areamonster <"map name">, <x1>, <y1>, <x2>, <y2>, <"display name">, <mob id>, <amount>[, <"event label">]; Example: areamonster "prt_fild08", 50, 50, 100, 100, "Poring", 1002, 10, strnpcinfo(3) +"::OnPoringDeath"; Spawn 10 Poring (1002) named "Poring" in a rectangular area between coordinates 50, 50 and 100, 100 on the map "prt_fild08". When it is killed, run the event label "OnPoringDeath" in (this NPC name).1 point