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//########################################################################## //By: ____ _ __ __ ____ _____ # // | \ ___ __ __ _ | | \ \ / /_ _ _ / ___\ / ____| # // | || | / _ \\ \ / /| || | \ \ / /| || \ | || | ___ | (___ # // | || || __/ \ \/ / | || |__ \ \/\/ / | || \| || |___|\ \___ \ # // __|____/__\___|__\__/__|_||____|_____\_/\_/__|_||_|\__|_\_____/_____) | # //|_____________________________________________________________________/ # // # //########################################################################## // # //== Dice Event # // # //########################################################################## // # //== Automatically starts a dice event every 30 minutes of every hour # // # //== Prize- Change 13723 to any item ID you want the winner to recieved # // # // Code Modify by : WordsUp // Credit still for mAisakaTaiga //########################################################################## - script Dice#announcer -1,{ OnInit: disablenpc "prtevent"; hideonnpc "Dice#evnt1"; end; OnMinute20: announce "Dice: We are going to have a Dice event.",0; sleep2 10000; announce "Dice: For those who wants to join, Please proceed Prontera 161 , 179 and enter the Warp Portal.",0; sleep2 10000; announce "Dice: After 1 Minute the Portal will close.",0; sleep2 10000; announce "Dice: So please go to Prontera 161 , 179 and enter the Warp Portal now if you want to join.",0; enablenpc "prtevent"; initnpctimer; end; OnTimer30000: announce "Dice: Last 30 seconds.",0; sleep2 5000; announce "Dice: If you want to join please enter the Warp Portal beside me here Prontera 161 , 179.",0; end; OnTimer50000: announce "Dice: Last 10 seconds.",0; end; OnTimer55000: announce "Dice: 5.",0; end; OnTimer56000: announce "Dice: 4.",0; end; OnTimer57000: announce "Dice: 3.",0; end; OnTimer58000: announce "Dice: 2.",0; end; OnTimer59000: announce "Dice: 1.",0; end; OnTimer60000: announce "Dice: Time's up.",0; end; OnTimer61000: disablenpc "prtevent"; donpcevent "Dice#evnt1::OnEnable"; stopnpctimer; end; OnTimer62000: announce "Dice: The next Dice event will begin after 30 minutes.",0; end; } //-------------------------------------------------- prontera,161,179,0 warp prtevent 2,2,quiz_01,204,90 //-------------------------------------------------- quiz_01,204,93,6 script Dice#evnt1 715,{ //-------------------------------------------------- mes "[Dice]"; mes "Please tell me your name"; next; input .@name$; if(.@name$ != strcharinfo(0)) { mes "[Dice]"; mes "Are you sure thats your character name?"; close; } mes "[Dice]"; mes "Congrats. You've won."; close2; announce "Dice: We have a winner, "+.@name$+".",0; getitem 20103,3; getitem 607,50; warp "prontera",156,174; hideonnpc "Dice#evnt1"; end; OnEnable: mapannounce "quiz_01","Dice: We are about to start the Dice event.",0; sleep2 10000; mapannounce "quiz_01","Dice: You MUST GO INSIDE THE BOX, because if you're caught standing on the stairs you'll be automatically disqualified.",0; sleep2 10000; mapannounce "quiz_01","Dice: That's that.. Now let's play...",0; sleep2 10000; goto L_Start; end; L_Start: if(getmapusers("quiz_01") == 1) goto L_Champ; if(getmapusers("quiz_01") == 0) goto L_None; if(getmapusers("quiz_01") > 1) { announce "Dice: . . . . .",0; set $@number, rand(1,4); sleep2 10000; announce "Dice: I have a number now. Please go to the box of the number you want.... GO!",0; sleep2 10000; announce "Dice: 5",0; sleep2 5000; announce "Dice: 4",0; sleep2 4000; announce "Dice: 3",0; sleep2 3000; announce "Dice: 2",0; sleep2 2000; announce "Dice: 1",0; sleep2 1000; announce "Dice: Time's up.",0; donpcevent "evnt#1::OnEnable"; announce "Dice: Winning number "+$@number+".",0; if(($@number != 1) && ($@number != 2) && ($@number != 3)) goto L_Lose1; if(($@number != 1) && ($@number != 2) && ($@number != 4)) goto L_Lose2; if(($@number != 1) && ($@number != 3) && ($@number != 4)) goto L_Lose3; if(($@number != 2) && ($@number != 3) && ($@number != 4)) goto L_Lose4; end; } L_Lose1: areawarp "quiz_01",183,81,191,59,"prontera",156,174; areawarp "quiz_01",195,81,203,59,"prontera",156,174; areawarp "quiz_01",207,81,215,59,"prontera",156,174; goto L_Start; end; L_Lose2: areawarp "quiz_01",183,81,191,59,"prontera",156,174; areawarp "quiz_01",195,81,203,59,"prontera",156,174; areawarp "quiz_01",219,81,227,59,"prontera",156,174;; goto L_Start; end; L_Lose3: areawarp "quiz_01",183,81,191,59,"prontera",156,174; areawarp "quiz_01",207,81,215,59,"prontera",156,174; areawarp "quiz_01",219,81,227,59,"prontera",156,174; goto L_Start; end; L_Lose4: areawarp "quiz_01",195,81,203,59,"prontera",156,174; areawarp "quiz_01",207,81,215,59,"prontera",156,174; areawarp "quiz_01",219,81,227,59,"prontera",156,174; goto L_Start; end; L_Champ: mapannounce "quiz_01","Dice: Come to me and tell me your name.",0; hideoffnpc "Dice#evnt1"; end; L_None: announce "No One Entered the Dice Event. Event Closed",0; hideonnpc "Dice#evnt1"; end; } - script evnt#1 -1,{ OnEnable: areawarp "quiz_01",182,94,228,88,"prontera",156,174; areawarp "quiz_01",185,87,188,82,"prontera",156,174; areawarp "quiz_01",197,87,200,82,"prontera",156,174; areawarp "quiz_01",209,87,212,82,"prontera",156,174; areawarp "quiz_01",221,87,224,82,"prontera",156,174; end; } // -- Mapflags quiz_01 mapflag nowarp quiz_01 mapflag nowarpto quiz_01 mapflag noteleport quiz_01 mapflag nosave quiz_01 mapflag nomemo quiz_01 mapflag nobranch quiz_01 mapflag noloot quiz_01 mapflag noskill quiz_01 mapflag nopenalty My dice event always keeps on guessing #2. Any idea whats happening?
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I searched topics regarding this but I cant seem to find the right and exact way. How to enable .patch file? using Linux/Ubuntu, because I was on VNS and I want to enable a certain patch.
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Here is my itemdb: 4128,Golden_Bug_Card,Golden Thief Bug Card,6,20,,10,,,,,,,,32,,,,,{ bonus bNoMagicDamage,50; bonus bUseSPrate,100; },{},{} my item item.conf // Required level of bNoMagicDamage before Status Changes are blocked (Golden Thief Bug card). // For example, if left at 50. An item can give bNoMagicDamage,40; // which reduces magic damage by 40%, but does not blocks status changes. gtb_sc_immunity: 101 I want it to be 30%. But everything i tried. Neither of them works
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//===== eAthena Script ======================================= //= All-in-One NPC //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.3 //===== Description: ========================================= //= A compilation of commonly-used NPC scripts. //== Includes job changer, stylist, refiner, card remover, //== coin exchanger, rentals, resetter, platinum skills, //== sex changer, identifier, healer, buffer, and repairman. //============================================================ prontera,147,171,6 script All-in-One NPC 953,{ function Get_Platinum; function Equip_Menu; if (getarraysize(.OnClick)) { if (.OnClick[0]) { specialeffect2 313; percentheal 100,100; } if (.OnClick[1]) { specialeffect2 42; sc_start SC_BLESSING,600000,10; specialeffect2 37; sc_start SC_INCREASEAGI,600000,10; } if (.OnClick[2] && getbrokenid(1)) { specialeffect2 101; atcommand "@repairall"; } } set .@menu$,""; for (set .@i,0; .@i < getarraysize(.MainMenu$); set .@i,.@i+1) { if (.MenuOption & pow(2,.@i)) set .@menu$, .@menu$+" ~ "+.MainMenu$[.@i]; set .@menu$, .@menu$+":"; } switch(select(.@menu$)) { case 1: function Job_Menu; function A_An; if (checkfalcon() || checkcart() || checkriding()) { message strcharinfo(0),"Please remove your "+((checkfalcon())?"falcon":"")+((checkcart())?"cart":"")+((checkriding())?"Peco":"")+" before proceeding."; close; } if (.SkillPointCheck && SkillPoint) { message strcharinfo(0),"Please use all your skill points before proceeding."; close; } if (Class > 6 && Class < 22) { if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) { set .@blvl, .Rebirth[0]-BaseLevel; set .@jlvl, .Rebirth[1]-JobLevel; message strcharinfo(0),"You need "+((.@blvl>0)?.@blvl+" more base levels "+((.@jlvl>0)?"/ ":""):"")+((.@jlvl>0)?.@jlvl+" more job levels ":"")+"to rebirth."; close; } message strcharinfo(0),"Change into a High Novice?"; if(select(" ~ ^0055FFRebirth^000000: ~ ^777777Cancel^000000")==2) close; jobchange 4001; resetlvl(1); specialeffect2 432; close; } set .@eac, eaclass(); set .@j1, roclass(.@eac|EAJL_2_1); set .@j2,roclass(.@eac|EAJL_2_2); if (.@eac&EAJL_2) if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) { message strcharinfo(0),"No more jobs are available."; close; } if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) { if (JobLevel < .JobReq[0]) message strcharinfo(0),"A job level of "+.JobReq[0]+" is required to change into the 1st Class."; else switch(Class) { case 0: Job_Menu(11,1,2,3,4,5,6,23,4046,24,25,4023); case 4001: Job_Menu(6,4002,4003,4004,4005,4006,4007); case 4023: Job_Menu(7,4024,4025,4026,4027,4028,4029,4045); default: message strcharinfo(0),"An error has occurred."; break; } close; } if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) { message strcharinfo(0),"No more jobs are available."; close; } if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1]) { message strcharinfo(0),"A job level of "+.JobReq[1]+" is required to change into the 2nd Class."; close; } Job_Menu(2,.@j1,.@j2); end; function Job_Menu { set .@menu$,""; for(set .@i,1; .@i<=getarg(0); set .@i,.@i+1) set .@menu$, .@menu$+" ~ "+jobname(getarg(.@i))+":"; set .@menu$, .@menu$+" ~ ^777777Cancel^000000"; while(1) { set .@i, getarg(select(.@menu$),0); if (!.@i) close; if ((.@i == 23 || .@i == 4045) && BaseLevel < .SNovice) { message strcharinfo(0),"A base level of "+.SNovice+" is required to turn into a Super "+((.@i==23)?"Novice":"Baby")+"."; } else if (select(" ~ Change into ^0055FF"+jobname(.@i)+"^000000 class: ~ ^777777Go back^000000")==1) { message strcharinfo(0),"Became "+A_An(jobname(.@i))+"!"; jobchange .@i; specialeffect2 338; if (.Platinum) Get_Platinum; close; } } end; } function Get_Platinum { skill 142,1,0; switch(BaseClass) { case 0: if (Class !=23) skill 143,1,0; break; case 1: skill 144,1,0; skill 145,1,0; skill 146,1,0; break; case 2: skill 157,1,0; break; case 3: skill 147,1,0; skill 148,1,0; break; case 4: skill 156,1,0; break; case 5: skill 153,1,0; skill 154,1,0; skill 155,1,0; break; case 6: skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; break; default: break; } switch(roclass(eaclass()&EAJ_UPPERMASK)) { case 7: skill 1001,1,0; break; case 8: skill 1014,1,0; break; case 9: skill 1006,1,0; break; case 10: skill 1012,1,0; skill 1013,1,0; break; case 11: skill 1009,1,0; break; case 12: skill 1003,1,0; skill 1004,1,0; break; case 14: skill 1002,1,0; break; case 15: skill 1015,1,0; skill 1016,1,0; break; case 16: skill 1007,1,0; skill 1008,1,0; skill 1017,1,0; skill 1018,1,0; skill 1019,1,0; break; case 17: skill 1005,1,0; break; case 18: skill 238,1,0; break; case 19: skill 1010,1,0; break; case 20: skill 1011,1,0; break; default: break; } return; } function A_An { setarray .@A$[0],"a","e","i","o","u"; set .@B$, "_"+getarg(0); for(set .@i,0; .@i<5; set .@i,.@i+1) if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0); return "a "+getarg(0); } case 2: setarray .@Look[1],7,1,6; set .@s, select(" ~ Cloth color: ~ Hairstyle: ~ Hair color"); set .@Revert, getlook(.@Look[.@s]); set .@Style,1; while(1) { setlook .@Look[.@s], .@Style; message strcharinfo(0),"This is style #"+.@Style+"."; set .@menu$, " ~ Next (^0055FF"+((.@Style!=.Styles[.@s])?.@Style+1:1)+"^000000): ~ Previous (^0055FF"+((.@Style!=1)?.@Style-1:.Styles[.@s])+"^000000): ~ Jump to...: ~ Revert to original (^0055FF"+.@Revert+"^000000)"; switch(select(.@menu$)) { case 1: set .@Style, ((.@Style!=.Styles[.@s])?.@Style+1:1); break; case 2: set .@Style, ((.@Style!=1)?.@Style-1:.Styles[.@s]); break; case 3: message strcharinfo(0),"Choose a style between 1 - "+.Styles[.@s]+"."; input .@Style,0,.Styles[.@s]; if (!.@Style) set .@Style, rand(1,.Styles[.@s]); break; case 4: set .@Style, .@Revert; setlook .@Look[.@s], .@Revert; break; } } end; case 3: function Refine_Item; if (.EnrichedRefine) if (select(" ~ Normal Refiner: ~ Enriched Refiner")==2) { Equip_Menu(1); setarray .@Materials[0],7619,7620,7620,7620,7620; setarray .@Safe[0],7,7,7,7,7; set .@WLv, getequipweaponlv(@i); message strcharinfo(0),"Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i); if(select(" ~ Refine item (2 * ^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ ^777777Cancel^000000")==2) close; Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv], 1); close; } Equip_Menu(1); setarray .@Materials[0],985,1010,1011,984,984; setarray .@Safe[0],7,7,7,7,7; set .@WLv, getequipweaponlv(@i); set .@SafeCount, .@Safe[.@WLv]-getequiprefinerycnt(@i); message strcharinfo(0),"Item: +"+getequiprefinerycnt(@i)+" "+getequipname(@i); switch(select(" ~ Refine once (^0055FF"+getequippercentrefinery(@i)+"^000000% success): ~ Refine multiple times (up to "+(10-getequiprefinerycnt(@i))+"): ~ Refine to safe limit ("+((.@SafeCount>0)?.@SafeCount+" refines":"^777777disabled^000000")+"): ~ ^777777Cancel^000000")) { case 1: Refine_Item(1, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]); close; case 2: input .@Refines; if (.@Refines+getequiprefinerycnt(@i) > 10 || .@Refines < 1) message strcharinfo(0),"Invalid number ("+.@Refines+")."; else Refine_Item(.@Refines, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]); close; case 3: if (.@SafeCount < 1) message strcharinfo(0),"The item has already reached the safe limit."; else Refine_Item(.@SafeCount, .@Materials[.@WLv], .RP[.@WLv], .@Safe[.@WLv]); close; case 4: close; } function Equip_Menu { setarray .@pos$[1],"Upper Headgear","Armor","Left hand","Right hand","Garment","Footgear","Left Accessory","Right Accessory","Mid Headgear","Lower Headgear"; set .@menu$,""; for (set .@i,1; .@i <= 10; set .@i,.@i+1) { if (getequipisequiped(.@i)) set .@menu$, .@menu$+.@pos$[.@i]+" [^0055FF"+getequipname(.@i)+"^000000]"; set .@menu$, .@menu$+":"; } set @i, select(.@menu$); if (!getequipisequiped(@i)) { message strcharinfo(0),"Nothing is equipped there!"; close; } if (getarg(0)) { if (!getequipisenableref(@i)) { message strcharinfo(0),getequipname(@i)+" cannot be refined."; close; } if (getequiprefinerycnt(@i) >= 10 ) { message strcharinfo(0),"+"+getequiprefinerycnt(@i)+" "+getequipname(@i)+" cannot be refined any further."; close; } } return; } function Refine_Item { message strcharinfo(0),"I'll need "+getarg(0)+"x "+getitemname(getarg(1))+" and "+getarg(0)*getarg(2)+" Zeny."; if (countitem(getarg(1)) < getarg(0) || Zeny < getarg(0)*getarg(2)) { sleep2 500; message strcharinfo(0),"Come back when you have the required materials."; close; } if (getequiprefinerycnt(@i)+getarg(0) > getarg(3)) { sleep2 500; message strcharinfo(0),"The item will be refined above the safe limit. It may break."; } sleep2 500; if(select(" ~ ^0055FFContinue^000000: ~ ^777777Cancel^000000")==2) close; set .@j, getarg(0); while(.@j) { delitem getarg(1), 1; set Zeny, Zeny-getarg(2); if (getarg(4,0)) { if (getequippercentrefinery(@i) <= rand(100) && getequippercentrefinery(@i) <= rand(100)) { message strcharinfo(0),getequipname(@i)+" broke while refining."; failedrefitem @i; close; } } else { if (getequippercentrefinery(@i) <= rand(100)) { message strcharinfo(0),getequipname(@i)+" broke while refining."; failedrefitem @i; close; } } successrefitem @i; set .@j, .@j-1; } message strcharinfo(0),"All done!"; close; } case 4: if (.Prices[0]) message strcharinfo(0),"It costs "+.Prices[0]+" Zeny to remove cards, 1 Star Crumb and 1 Yellow Gemstone"; Equip_Menu(0); if (Zeny < .Prices[0]) { message strcharinfo(0),"You don't have enough Zeny."; close; } set .@j,getequipcardcnt(@i); if (!.@j) { message strcharinfo(0),"There are no cards compounded to "+getequipname(@i)+"."; close; } if (!checkweight(4001,(.@j+1))) { message strcharinfo(0),"You're carrying too many items!"; close; } message strcharinfo(0),"Item: "+getequipname(@i); if (select(" ~ Remove "+.@j+" card(s): ~ ^777777Cancel^000000")==2) close; set Zeny, Zeny-.Prices[0]; successremovecards @i; delitem 1000,1; delitem 715,1; message strcharinfo(0),"Cards successfully removed!"; close; case 5: message strcharinfo(0),"Coins are worth "+.Coin[1]+" Zeny each."; switch(select(" ~ Zeny to coins: ~ Coins to Zeny: ~ Close")) { case 1: message strcharinfo(0),"How many coins do you want?"; input .@coins,0,(1000000000/.Coin[1]); if (.@coins*.Coin[1] > Zeny) { message strcharinfo(0),"You don't have enough Zeny."; close; } if (!checkweight(.Coin[0],.@coins)) { message strcharinfo(0),"You don't have enough inventory space."; close; } set Zeny, Zeny-(.Coin[1]*.@coins); getitem .Coin[0], .@coins; message strcharinfo(0),"Purchased "+.@coins+" coins."; close; case 2: message strcharinfo(0),"How many coins do you want to trade in?"; input .@coins,0,(1000000000/.Coin[1]); if (countitem(.Coin[0]) < .@coins) { message strcharinfo(0),"You don't have that many coins!"; close; } if ((Zeny+(.Coin[1]*.@coins)) > 1000000000) { message strcharinfo(0),"You have too much Zeny!"; close; } delitem .Coin[0], .@coins; set Zeny, Zeny+(.Coin[1]*.@coins); message strcharinfo(0),"Exchanged "+.@coins+" coins."; close; case 3: close; } case 6: if (.Prices[2]) message strcharinfo(0),"It costs "+.Prices[2]+" Zeny to rent."; set .@i, select(" ~ Cart: ~ Falcon: ~ Peco"); if (Zeny < .Prices[2]) { message strcharinfo(0),"You don't have enough Zeny."; close; } if (.@i==1 && !checkcart() && getskilllv(39)) setcart; else if (.@i==2 && !checkfalcon() && getskilllv(127)) setfalcon; else if (.@i==3 && !checkriding() && getskilllv(63)) setriding; else { message strcharinfo(0),"You do not meet skill the requirements to rent."; close; } set Zeny, Zeny-.Prices[2]; close; case 7: if (.Prices[1]) message strcharinfo(0),"It costs "+.Prices[1]+" Zeny to reset stats or skills."; set .@i, select(" ~ Stat reset: ~ Skill reset: ~ Cancel"); if (.@i==3) close; if (Zeny < .Prices[1]) { message strcharinfo(0),"You don't have enough Zeny."; close; } set Zeny, Zeny-.Prices[1]; if (.@i==1) ResetStatus; else ResetSkill; message strcharinfo(0),((.@i==1)?"Stats":"Skills")+" reset!"; close; case 8: Get_Platinum; specialeffect2 441; message strcharinfo(0),"Platinum skills received!"; close; case 9: set .@Var$, ".SexChange"+((Sex)?"F":"M"); if (getarraysize(getd(.@Var$))) { message strcharinfo(0),"To turn into a "+((Sex)?"female":"male")+" you need the following items:"; sleep2 1000; for(set .@i,0; .@i<getarraysize(getd(.@Var$)); set .@i,.@i+2) { message strcharinfo(0),getd(.@Var$+"["+(.@i+1)+"]")+"x "+getitemname(getd(.@Var$+"["+.@i+"]")); if (countitem(getd(.@Var$+"["+.@i+"]")) < getd(.@Var$+"["+(.@i+1)+"]")) set .@nreq,1; sleep2 500; } if (.@nreq) close; } if(select(" ~ Change into a "+((Sex)?"female":"male")+": ~ Cancel")==2) close; if (getarraysize(getd(.@Var$))) for(set .@i,0; .@i<getarraysize(getd(.@Var$)); set .@i,.@i+2) delitem getd(.@Var$+"["+.@i+"]"), getd(.@Var$+"["+(.@i+1)+"]"); changesex; end; case 10: setarray .@Total[0],0,0; getinventorylist; for(set .@i,0; .@i<@inventorylist_count; set .@i,.@i+1) { if (@inventorylist_identify[.@i]) continue; if (Zeny < .Prices[3]) { dispbottom "It costs "+.Prices[3]+" to identify an item."; break; } set Zeny, Zeny-.Prices[3]; delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0; getitem @inventorylist_id[.@i],1; setarray .@Total[0], .@Total[0]+1, .@Total[1]+.Prices[3]; } if (!.@Total[0]) { message strcharinfo(0),"No items identified."; close; } specialeffect2 154; message strcharinfo(0),"Identified "+.@Total[0]+" items"+((.@Total[1])?" for "+.@Total[1]+" Zeny":"")+"."; close; } OnInit: // --------------------- Config --------------------- setarray .MainMenu$[0], // Set menu options! "Change Jobs", // [1] "Stylist", // [2] "Refiner", // [4] "Remove Cards", // [8] "Exchange Coins", // [16] "Rentals", // [32] "Reset Stats/Skills", // [64] "Platinum Skills", // [128] "Change Sex", // [256] "Identify All"; // [512] set .MenuOption,1|2|4|8|16|32|64|128|256|512; setarray .OnClick[0],1,1,1; // When clicked: heal [0], buff [1], repair [2] (1: yes / 0: no) setarray .Styles[1],553,37,250; // Maximum dye, hair style, and hair color setarray .Coin[0],677,10000000; // Coin item ID, coin price setarray .Prices[0],50000,10000,0,100; // Zeny to remove cards [0], reset [1], rent [2], identify [3] setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth setarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd class set .SNovice,45; // Minimum base level to turn into Super Novice set .SkillPointCheck,0; // Force player to use up all skill points? (1: yes / 0: no) set .Platinum,1; // Get platinum skills automatically? (1: yes / 0: no) set .EnrichedRefine,1; // Allow enriched refiner option? (1: yes / 0: no) setarray .RP[0],2000,50,200,5000,20000; // Zeny for armor, lv1, lv2, lv3, lv4 refines setarray .SexChangeF[0],2213,1,1558,1,7152,50; // Items to turn into Female (ID,Count) setarray .SexChangeM[0],5016,1,2241,1,1017,50; // Items to turn into Male (ID,Count) // -------------------------------------------------- end; } dicastes01,195,161,4 duplicate(All-in-One NPC) All-in-One NPC#1 953 Sir Can you edit this that Removes the Enriched refiner and also It wont do multiple refine. Only until +7 sir?
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what to put on that one sir? I really dont have idea
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Here is my group.txt. I tried to put mi: true mobinfo: true monsterinfo: true but none of the three works I already tried @reloadscript but nothing works /* Player groups configuration file --------------------------------- This file defines "player groups" and their privileges. Each group has its id and name, lists of available commands and other permissions, and a list of other groups it inherits from. Group settings -------------- <id> Unique group number. The only required field. <name> Any string. If empty, defaults to "Group <id>". It is used in several @who commands. <level> Equivalent of GM level, which was used in revisions before r15572. You can set it to any number, but usually it's between 0 (default) and 99. Members of groups with lower level can not perform some actions/commands (like @kick) on members of groups with higher level. It is what script command getgmlevel() returns. Group level can also be used to override trade restrictions (db/item_trade.txt). <commands> A group of settings <command name> : <bool> or <commandname> : [ <bool>, <bool> ] First boolean value is for atcommand, second one for charcommand. If set to true, group can use command. If only atcommand value is provided, false is assumed for charcommand. If a command name is not included, false is assumed for both atcommand and charcommand. For a full list of available commands, see: doc/atcommands.txt. Command names must not be aliases. <log_commands> Boolean value. If true then all commands used by the group will be logged to atcommandlog. If setting is omitted in a group definition, false is assumed. Requires 'log_commands' to be enabled in 'conf/log_athena.conf'. <permissions> A group of settings <permission> : <bool> If a permission is not included, false is assumed. For a full list of available permissions, see: doc/permissions.txt <inherit> A list of group names that given group will inherit commands and permissions from. Group names are case-sensitive. Inheritance results ------------------- Both multiple inheritance (Group 2 -> Group 1 and Group 3 -> Group 1) and recursive inheritance (Group 3 -> Group 2 -> Group 1) are allowed. Inheritance rules should not create cycles (eg Group 1 inherits from Group 2, and Group inherits from Group 1 at the same time). Configuration with cycles is considered faulty and can't be processed fully by server. Command or permission is inherited ONLY if it's not already defined for the group. If group inherits from multiple groups, and the same command or permission is defined for more than one of these groups, it's undefined which one will be inherited. Syntax ------ This config file uses libconfig syntax: [url="http://www.hyperrealm.com/libconfig/libconfig_manual.html#Configuration-Files"]http://www.hyperreal...iguration-Files[/url] Upgrading from revisions before r15572 ------------------------------------- [url="http://rathena.org/board/index.php?showtopic=58877"]http://rathena.org/b...showtopic=58877[/url] */ groups: ( { id: 0 /* group 0 is the default group for every new account */ name: "Player" level: 0 inherit: ( /*empty list*/ ) commands: { /* no commands by default */ commands: true help: true rates: true uptime: true iteminfo: true whodrops: true time: true storage: true allskill: true mi: true /* feature commands */ noask: true autoloot: true alootid: true autotrade: true request: true go: true warp: true } permissions: { /* without this basic permissions regular players could not trade or party */ can_trade: true can_party: true } }, { id: 1 name: "Super Player" inherit: ( "Player" ) /* can do everything Players can and more */ level: 0 commands: { /* informational commands */ commands: true charcommands: true help: true rates: true uptime: true showdelay: true exp: true mobinfo: true iteminfo: true whodrops: true time: true jailtime: true hominfo: true homstats: true showexp: true showzeny: true whereis: true /* feature commands */ refresh: true noask: true noks: true main: true autoloot: true alootid: true autotrade: true request: true go: true } permissions: { } }, { id: 2 name: "Support" inherit: ( "Super Player" ) level: 1 commands: { version: true where: true jumpto: true who: true who2: true who3: true whomap: true whomap2: true whomap3: true users: true broadcast: true localbroadcast: true } log_commands: true permissions: { receive_requests: true view_equipment: true } }, { id: 3 name: "Script Manager" inherit: ( "Support" ) level: 1 commands: { tonpc: true hidenpc: true shownpc: true loadnpc: true unloadnpc: true npcmove: true addwarp: true } log_commands: true permissions: { any_warp: true } }, { id: 4 name: "Event Manager" inherit: ( "Support" ) level: 1 commands: { monster: true monstersmall: true monsterbig: true killmonster2: true cleanmap: true item: [true, true] zeny: [true, true] disguise: [true, true] undisguise: [true, true] size: [true, true] raise: true raisemap: true day: true night: true skillon: true skilloff: true pvpon: true pvpoff: true gvgon: true gvgoff: true allowks: true me: true marry: true divorce: true } log_commands: true permissions: { can_trade: false any_warp: true } }, { id: 10 name: "Law Enforcement" inherit: ( "Support" ) level: 2 commands: { hide: true follow: true kick: true disguise: true fakename: true option: true speed: true warp: true kill: true recall: true ban: true block: true jail: true jailfor: true mute: true storagelist: true cartlist: true itemlist: true stats: true } log_commands: true permissions: { join_chat: true kick_chat: true hide_session: true who_display_aid: true hack_info: true any_warp: true view_hpmeter: true } }, { id: 99 name: "Admin" level: 99 inherit: ( "Support", "Law Enforcement" ) commands: { /* not necessary due all_commands: true */ } log_commands: true permissions: { can_trade: true can_party: true all_skill: false all_equipment: false skill_unconditional: false use_check: true use_changemaptype: true all_commands: true } } )
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Thanks guys! I Already Solved this one.. But i got another request: here is my script prontera,144,168,6 script TCG Exchanger 117,{ mes "[TCG Exchanger]"; mes "Hello there."; mes "I can change your Berry Tickets and ZileRO Points to TCG or TCG to Premium Tickets and ZileRO Points"; mes "Which do you need?"; menu "Berry to Ticket",t_trade, "Ticket to Berry",b_trade, "I dont need anything",-; next; mes "[TCG Exchanger]"; mes "Very well, have a nice day."; close; t_trade: next; if(countitem(607) < 300) goto t_fail; //if (checkweight(607,300) == 0 ) goto t_OverWeight; delitem 607,300; mes "[berry Changer]"; mes "Ok, here's Your ^0000FFPremium Ticket^000000."; getitem 25613,1; close; t_fail: next; mes "[berry Changer]"; mes "I'm terribly sorry, but you do not have enough berry for this ticket."; next; mes "[berry Changer]"; mes "Please come back when you have the correct ammount."; close; b_trade: next; if(countitem(25613) < 1) goto b_fail; if (checkweight(607,300) == 0 ) goto t_OverWeight; delitem 25613,1; mes "[berry Changer]"; mes "Ok, here's Your ^0000FF300 Yggdrasil Berry^000000."; getitem 607,300; close; b_fail: next; mes "[berry Changer]"; mes "It seems you don't have that ticket."; close; t_Overweight: next; mes "[berry Changer]"; mes "It seems you are overweight."; close; } I want two items to be traded 100 Coins and 15 Berry Tickets --> 1 TCG: and the other: 1 TCG --> 100 Coins and 15 Berry Tickets Is this possible? I tried experimenting but cant make it work.
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Ive tried sir But when i tried to reload it. I cant talk to the NPC
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Yes sir I've used your script. But my problem is I want to make two choices. Berry -> berry tickets berry tickets -> TCG That script only makes Berry -> berry tickets Because ive tried editing your script but nothing works.
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Thank you sir. But how to make the person revive at prontera. not on guild_vs1?
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When i warp to any of the three. The pvp is off And after the person died. It wont warp back to prontera but instead it goes to guild_vs1
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Sir this is my ygg converter -> berry tickets. What i want to have is there would be two options to choose from. one is from: YGG -> Berry Tickets and the other from: Berry Tickets --> YGG Thankyou sir DOes anyone have this?
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Ive tried sir. when i type @mobinfo Raydric and Baphomet. still 35%
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Thanks sir. Already solved this
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I've already disable renewal. I edited my mobs.db in pre-re folder with this in prt_maze.txt prt_maze03,100,100,80,80 monster Baphomet Jr. 1101,40,0,0,0 after i type @reloadmobdb, the respawn rate is stil 25. How do i change it to 40?
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//-------------------------------------------------------------- // rAthena Battle Configuration File // Originally Translated by Peter Kieser <[email protected]> // Made in to plainer English by Ancyker //-------------------------------------------------------------- // Note 1: Value is a config switch (on/off, yes/no or 1/0) // Note 2: Value is in percents (100 means 100%) //-------------------------------------------------------------- // If an item is dropped, does it go stright into the users inventory? (Note 1) item_auto_get: no // How long does it take for an item to disappear from the floor after it is dropped? (in miliseconds) flooritem_lifetime: 60000 // Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds) item_first_get_time: 3000 // Grace time during which only the first and second person who did the most damage to a monster can get the item? (in milliseconds) // (Takes effect after item_first_get_time elapses) item_second_get_time: 1000 // Grace time during which only the first, second and third person who did the most damage to a monster can get the item? (in milliseconds) // (Takes effect after the item_second_get_time elapses) item_third_get_time: 1000 // Grace time to apply to MvP reward items when the Most Valuable Player can't get the prize item and it drops on the ground? (in milliseconds) mvp_item_first_get_time: 10000 // Grace time for the first and second MvP so they can get the item? (in milliseconds) // (Takes effect after mvp_item_first_get_time elapses) mvp_item_second_get_time: 10000 // Grace time for the first, second and third MvP so they can get the item? (in milliseconds) // (Takes effect after mvp_item_second_get_time elapses) mvp_item_third_get_time: 2000 // Item drop rates (Note 2) // The rate the common items are dropped (Items that are in the ETC tab, besides card) item_rate_common: 10000 item_rate_common_boss: 10000 item_drop_common_min: 10000 item_drop_common_max: 10000 // The rate healing items are dropped (items that restore HP or SP) item_rate_heal: 10000 item_rate_heal_boss: 10000 item_drop_heal_min: 10000 item_drop_heal_max: 10000 // The rate at which usable items (in the item tab) other then healing items are dropped. item_rate_use: 10000 item_rate_use_boss: 10000 item_drop_use_min: 10000 item_drop_use_max: 10000 // The rate at which equipment is dropped. item_rate_equip: 10000 item_rate_equip_boss: 10000 item_drop_equip_min: 10000 item_drop_equip_max: 10000 // The rate at which cards are dropped item_rate_card: 10000 item_rate_card_boss: 3500 item_drop_card_min: 3500 item_drop_card_max: 10000 // The rate adjustment for the MVP items that the MVP gets directly in their inventory item_rate_mvp: 1000000 item_drop_mvp_min: 10000 item_drop_mvp_max: 10000 // The rate adjustment for card-granted item drops. item_rate_adddrop: 10000 item_drop_add_min: 10000 item_drop_add_max: 10000 // Rate adjustment for Treasure Box drops (these override all other modifiers) item_rate_treasure: 10000 item_drop_treasure_min: 10000 item_drop_treasure_max: 10000 // Use logarithmic drops? (Note 1) // Logarithmic drops scale drop rates in a non-linear fashion using the equation // Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5)) // Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables) // Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used: // Y: Original Drop Rate // X: Rate drop modifier (eg: item_rate_equip) // X\Y | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 // -----+--------------------------------------------------------------- // 50 | 0.01 0.01 0.03 0.06 0.11 0.30 0.62 1.30 3.49 7.42 15.92 // 100 | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 // 200 | 0.02 0.04 0.09 0.18 0.35 0.84 1.61 3.07 7.16 13.48 25.13 // 500 | 0.05 0.09 0.22 0.40 0.74 1.65 3.00 5.40 11.51 20.00 33.98 // 1000 | 0.10 0.18 0.40 0.73 1.30 2.76 4.82 8.28 16.47 26.96 42.69 // 2000 | 0.20 0.36 0.76 1.32 2.28 4.62 7.73 12.70 23.58 36.33 53.64 // 5000 | 0.50 0.86 1.73 2.91 4.81 9.11 14.45 22.34 37.90 53.91 72.53 //10000 | 1.00 1.67 3.25 5.28 8.44 15.24 23.19 34.26 54.57 72.67 91.13 //20000 | 2.00 3.26 6.09 9.59 14.83 25.49 37.21 52.55 77.70 97.95 100% //50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100% item_logarithmic_drops: no // Can the monster's drop rate become 0? (Note 1) // Default: no (as in official servers). drop_rate0item: no // Makes your LUK value affect drop rates on an absolute basis. // Setting to 100 means each luk adds 0.01% chance to find items // (regardless of item's base drop rate). drops_by_luk: 0 // Makes your LUK value affect drop rates on a relative basis. // Setting to 100 means each luk adds 1% chance to find items // (So at 100 luk, everything will have double chance of dropping). drops_by_luk2: 0 // The rate of monsters dropping ores by the skill Ore Discovery (Default is 100) finding_ore_rate: 100 // Whether or not Marine Spheres and Floras summoned by Alchemist drop items? // This setting has three available values: // 0: Nothing drops. // 1: Only marine spheres drop items. // 2: All alchemist summons drop items. alchemist_summon_reward: 1 // Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) *** // This can be set to any value between 0~10000. // Note: It also announces STEAL skill usage with rare items // 0 = don't show announces at all // 1 = show announces for 0.01% drop chance items // 333 = show announces for 3.33% or lower drop chance items // 10000 = show announces for all items rare_drop_announce: 0 Ive tested everything. But is it possible that Normal Monsters will drop cards = 100% and Boss Monsters / Mini-boss will drop 30%?
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//===== rAthena Script ======================================= //= Euphy's Quest Shop //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.4c //===== Compatible With: ===================================== //= rAthena SVN r16862+ //===== Description: ========================================= //= A dynamic quest shop based on Lunar's, with easier config. //= Includes support for multiple shops & cashpoints. //= Item Preview script by ToastOfDoom. //============================================================ prontera,164,164,4 script Quest Shop 998,{ function Add; function Chk; function Slot; function A_An; if (.Shops$ == "") set .@i, select(.menu$); else set .@i,1; dispbottom "Select one item at a time."; callshop "qshop"+.@i,1; npcshopattach "qshop"+.@i; end; function Add { if (getitemname(getarg(1)) == "null") { debugmes "Quest reward #"+getarg(1)+" invalid (skipped)."; return; } for(set .@n,5; .@n<127; set .@n,.@n+2) { if (!getarg(.@n,0)) break; if (getitemname(getarg(.@n)) == "null") { debugmes "Quest requirement #"+getarg(.@n)+" invalid (skipped)."; return; } } for(set .@i,2; .@i<.@n; set .@i,.@i+1) set getd(".q_"+getarg(1)+"["+(.@i-2)+"]"), getarg(.@i); npcshopadditem "qshop"+getarg(0),getarg(1),((.ShowZeny)?getarg(3):0); return; } function Chk { if (getarg(0) < getarg(1)) { set @qe0,1; return "^FF0000"; } else return "^00FF00"; } function Slot { set .@s$,getitemname(getarg(0)); switch(.ShowSlot) { case 1: if (!getitemslots(getarg(0))) return .@s$; case 2: if (getiteminfo(getarg(0),2) == 4 || getiteminfo(getarg(0),2) == 5) return .@s$+" ["+getitemslots(getarg(0))+"]"; default: return .@s$; } } function A_An { setarray .@A$[0],"a","e","i","o","u"; set .@B$, "_"+getarg(0); for(set .@i,0; .@i<5; set .@i,.@i+1) if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0); return "a "+getarg(0); } OnBuyItem: set .@q[0],@bought_nameid; copyarray .@q[1],getd(".q_"+@bought_nameid+"[0]"),getarraysize(getd(".q_"+@bought_nameid+"[0]")); if (!.@q[1]) { message strcharinfo(0),"An error has occurred."; end; } mes "[Quest Shop]"; mes "Reward: ^0055FF"+((.@q[1]>1)?.@q[1]+"x ":"")+Slot(.@q[0])+"^000000"; mes "Requirements:"; if (.@q[2]) mes " > "+Chk(Zeny,.@q[2])+.@q[2]+" Zeny^000000"; if (.@q[3]) mes " > "+Chk(getd(.Points$[0]),.@q[3])+.@q[3]+" "+.Points$[1]+" ("+getd(.Points$[0])+"/"+.@q[3]+")^000000"; if (.@q[4]) for(set .@i,4; .@i<getarraysize(.@q); set .@i,.@i+2) mes " > "+Chk(countitem(.@q[.@i]),.@q[.@i+1])+((.DisplayID)?"{"+.@q[.@i]+"} ":"")+Slot(.@q[.@i])+" ("+countitem(.@q[.@i])+"/"+.@q[.@i+1]+")^000000"; next; set @qe1, getiteminfo(.@q[0],5); set @qe2, getiteminfo(.@q[0],11); addtimer 1000, strnpcinfo(1)+"::OnEnd"; while(1) { switch(select(" ~ Purchase ^0055FF"+getitemname(.@q[0])+"^000000:"+((((@qe1&1) || (@qe1&256) || (@qe1&512)) && @qe2 > 0 && !@qe6)?" ~ Preview...":"")+": ~ ^777777Cancel^000000")) { case 1: if (@qe0) { mes "[Quest Shop]"; mes "You're missing one or more quest requirements."; close; } if (!checkweight(.@q[0],.@q[1])) { mes "[Quest Shop]"; mes "^FF0000You need "+(((.@q[1]*getiteminfo(.@q[0],6))+Weight-MaxWeight)/10)+" additional weight capacity to complete this trade.^000000"; close; } if (.@q[2]) set Zeny, Zeny-.@q[2]; if (.@q[3]) setd .Points$[0], getd(.Points$[0])-.@q[3]; if (.@q[4]) for(set .@i,4; .@i<getarraysize(.@q); set .@i,.@i+2) delitem .@q[.@i],.@q[.@i+1]; getitem .@q[0],.@q[1]; if (.Announce) announce strcharinfo(0)+" has created "+A_An(getitemname(.@q[0]))+"!",0; specialeffect2 699; close; case 2: set @qe3, getlook(LOOK_HEAD_BOTTOM); set @qe4, getlook(LOOK_HEAD_TOP); set @qe5, getlook(LOOK_HEAD_MID); set @qe6,1; if (@qe1&1) changelook LOOK_HEAD_BOTTOM, @qe2; if (@qe1&256) changelook LOOK_HEAD_TOP, @qe2; if (@qe1&512) changelook LOOK_HEAD_MID, @qe2; break; case 3: close; } } OnEnd: if (@qe6) { changelook LOOK_HEAD_BOTTOM, @qe3; changelook LOOK_HEAD_TOP, @qe4; changelook LOOK_HEAD_MID, @qe5; } for(set .@i,0; .@i<7; set .@i,.@i+1) setd "@qe"+.@i,0; end; OnInit: freeloop(1); // --------------------- Config --------------------- // Custom points, if needed: "<variable>","<name to display>" setarray .Points$[0],"#CASHPOINTS","Cash Points"; set .Announce,1; // Announce quest completion? (1: yes / 0: no) set .ShowSlot,1; // Show item slots? (2: all equipment / 1: if slots > 0 / 0: never) set .DisplayID,0; // Show item IDs? (1: yes / 0: no) set .ShowZeny,1; // Show Zeny cost, if any? (1: yes / 0: no) // Shop categories, if needed: "<Shop 1>","<Shop 2>"{,...}; // Duplicate dummy data for any additional shops (bottom of script). // If no categories, use the second line instead (remove //). setarray .Shops$[1],"Headgears"; // set .Shops$,"n/a"; // Add(<shop number>,<reward ID>,<reward amount>,<Zeny cost>,<point cost>, // <required item ID>,<required item amount>{,...}); // Shop number corresponds with order above (default is 1). // Note: Do NOT use a reward item more than once! // Add(1,5022,1,0,0,7086,1,969,10,999,40,1003,50,984,2); // Add(1,5032,1,0,0,1059,250,2221,1,2227,1,7063,600); // Add(1,5027,1,0,0,2252,1,1036,400,7001,50,4052,1); // Add(1,5045,1,0,0,2252,1,1054,450,943,1200); Add(1,30001,1,0,0,948,300,950,250,931,250,998,250,607,50); Add(1,30002,1,0,0,932,300,7063,300,994,250,919,200,607,100); Add(1,30003,1,0,0,7154,250,11520,250,7001,300,7448,250,1036,200,607,50); Add(1,30005,1,0,0,7507,250,7317,250,7003,250,746,200,934,100,607,50); Add(1,30007,1,0,0,1035,300,963,200,7100,300,990,250,7033,200,607,100); // Add(1,20003,1,0,0,1039,300,12040,200,7106,250,7198,300,1037,200,607,100); // Add(1,20015,1,0,0,2254,5,7111,400,7292,300,7097,350,1056,200,607,100); // Add(1,20013,1,0,0,2255,5,7119,350,1060,300,7326,250,579,200,607,100); // Add(1,20012,1,0,0,748,500,7189,350,7095,300,2656,250,7320,200,607,100); // Add(1,20014,1,0,0,748,500,7189,350,7095,300,7301,300,7159,250,607,100); setarray .Shops$[1],"Wings"; // set .Shops$,"n/a"; // Add(<shop number>,<reward ID>,<reward amount>,<Zeny cost>,<point cost>, // <required item ID>,<required item amount>{,...}); // Shop number corresponds with order above (default is 1). // Note: Do NOT use a reward item more than once! // Add(1,5022,1,0,0,7086,1,969,10,999,40,1003,50,984,2); // Add(1,5032,1,0,0,1059,250,2221,1,2227,1,7063,600); // Add(1,5027,1,0,0,2252,1,1036,400,7001,50,4052,1); // Add(1,5045,1,0,0,2252,1,1054,450,943,1200); Add(1,30000,1,0,0,734,200,737,250,1006,300,607,50); Add(1,30004,1,0,0,7507,250,7317,250,7003,250,746,200,7197,100,607,50); Add(1,30006,1,0,0,7507,250,7317,250,7003,250,746,200,926,100,607,50); Add(1,30008,1,0,0,7161,300,7753,250,7323,250,1059,300,607,100); Add(1,30009,1,0,0,1039,300,12040,200,7106,250,7198,300,1037,200,607,100); Add(1,30010,1,0,0,2254,5,7111,400,7292,300,7097,350,1056,200,607,100); Add(1,30011,1,0,0,2255,5,7119,350,1060,300,7326,250,579,200,607,100); Add(1,30012,1,0,0,748,500,7189,350,7095,300,2656,250,7320,200,607,100); Add(1,30013,1,0,0,748,500,7189,350,7095,300,7301,300,7159,250,607,100); Add(1,30014,1,0,0,748,500,7189,350,7095,300,7301,300,7159,250,607,100); Add(1,30015,1,0,0,748,500,7189,350,7095,300,7301,300,7159,250,607,100); // -------------------------------------------------- freeloop(0); set .menu$,""; for(set .@i,1; .@i<=getarraysize(.Shops$); set .@i,.@i+1) { set .menu$, .menu$+.Shops$[.@i]+":"; npcshopdelitem "qshop"+.@i,909; } end; } // -------- Dummy data (duplicate as needed) -------- - shop qshop1 -1,909:-1 - shop qshop2 -1,909:-1 - shop qshop3 -1,909:-1 I've edit my script so I can choose two options, Headgears and Wings but when i Tried to reload it all i saw is the option 'Headgears'. Can you help me with this?
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idnum2itemresnametable.txt 30000#New_Black_Fairy_Wings# 30001#_upgtraveler# 30002#_sheriff# 30003#_orcishhelm# 30004#_devilwings# 30005#_yellowvalkyriehelms# 30006#_phoenixwings# 30007#_Tobi_Mask# 30008#_demonwings#
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neoncube sir any help? i can wear the item but cant see the item being wore. ive patched accname.lub and accessoryid.lub but i guess they were not compiled.
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Before i make a patchfile I've made my own Server.grf and put all the custom items into it and all of the items are working. No errors. But after I made a patchfile and let my patcher patch it all i see is apple with named "unknown item" EDIT: I tried to extract my .grf after the patch, and it seems the files that I made on the patcher were not being compiled into my .grf even though I got no errors in patching
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Ive maked a patch and upload it. But my players only saw an apple which marked "unknown item" please help me with this
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I really cant find neoncube.file I tried to make a new patchfile and name it "2012-08-12.gpf" i typed .gpf SOLVED: THanks guys!
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First of all i created 2012-08-12 and the extension is .grf