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  1. Updated to 1.8.7.7: Updated the encryption library for added security. This new version may not work in older clients (hard to test on my end, do let me know). This version requires Microsoft Visual C++ 2022 (x86): https://aka.ms/vs/17/release/vc_redist.x86.exe This is also required for your players. It is usually already installed for most, but some may not have it. The previous version of the encryption required VC++ 2010 (x86). A custom approach as mentioned in the above post (https://rathena.org/board/topic/77080-grf-grf-editor/?do=findComment&comment=432591) will always be more secure. If you do decide to rename cps.dll to something else, then you'll have to ensure your previous encryption cps.dll no longer exists. Otherwise, this will be pointless. You can leave the regular cps.dll from Gravity, that will not conflict.
    2 points
  2. Greetings, I would like to share some of my scripts here, so I decided to make a github repository for scripts. It's not much but I will gradually update/increase the size of my collection ^^ You can report bugs in my github and also make requests there, I will make it in my free times ( Depends on the request ) Note : I use a lot of personal functions(I like to make my script as short as possible - lazy) and I don't know if some parts of the scripts have the missing functions just bump me in github if it's missing. Github Repository : Click Me Rathena Requests/Others : Dynamic MVP Points Item Swap Function Costume Drop Autoloot Setting Invasion Script Instance @cooldown Recycle NPC Custom Illusion Moonlight 17.1 Illusion Custom Latest Update : March 13, 2021
    1 point
  3. This is my first Map Edit. I'm new in Mapping. With this Map your space is used efficient Nothing special but for people who like it classic. prontera.rar
    1 point
  4. View File @restock - get items from storage with a command My take on the @restock command. This script allows you to set a list of item to restock from your storage, for example 100 blue gemstones and 300 white potions. When using the command, a ticket item will be consumed to get the specified items from storage. This script is so that you'll always have the needed quantity of items in the list. for example, if you have 22 gemstones in your inventory and you use @restock, you'll get the 78 gemstones missing to the full 100 any feedback is appreciated. Submitter Mastagoon Submitted 01/21/2021 Category Utilities Video Content Author Mastagoon  
    1 point
  5. Não entendi porque da ignorância, você é retardado? Não sabe ler? Eu quis saber como faz pra adquirir, e nem foi a voce que dirigi minha pesgunta, mas obrigado pela resposta.
    1 point
  6. 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
  7. Did you try setcell walkable into it? (Not sure it's work but you can try)
    1 point
  8. You will also need to update the position of all NPCs manually though.
    1 point
  9. Update your mapcache. You can use this tool to update it.
    1 point
  10. how can i edit map cache with map cache maker? tried made a new map cache, but still i cannot cross the middle prontera
    1 point
  11. Once you've added files to a map cache, add them to the map_index.txt file (found in the db folder), and maps_athena.conf (found in the conf folder). Then restart your server and voila, the maps should now be loaded in-game. Make sure they're also in your clientside data (data folder or GRF) so you don't crash on load of the maps in question.
    1 point
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