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ewanjeli

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Everything posted by ewanjeli

  1. why dont use mobcount...
  2. you should follow these instruction until end...http://rathena.org/wiki/Custom_Items just follow do exactly as the instruction...
  3. i want to request script that make all town in server auto ressurate,auto buff and auto heal.. no matter anywhere in that town map
  4. can you give more information.. what you edited??
  5. - script invasion -1,{ OnInit: setarray .Map$[0],"prontera","payon","izlude","dicastes01"; end; //OnMinute00: OnWhisperGlobal: set .RandMap,rand( getarraysize( .Map$ ) ); set .mvp1,1658; set .mvp2,1648; set .mvp3,1751; set .mvp4,1312; set .boss,2600; set .ItemID,12484; announce "[ Rune-Midgard Guard ]: We have trouble here in the town " + .Map$[.RandMap] +"!", bc_all; sleep2 5000; announce "[ Rune-Midgard Guard ]: Everyone, we need your help to get rid of these monsters!", bc_all; monster .Map$[ .RandMap ],0,0,"Invasion Soldier",.mvp1,10,"::OnKilled"; monster .Map$[ .RandMap ],0,0,"Invasion Soldier",.mvp2,10,"::OnKilled"; monster .Map$[ .RandMap ],0,0,"Invasion Soldier",.mvp3,10,"::OnKilled"; monster .Map$[ .RandMap ],0,0,"Invasion Soldier",.mvp4,10,"::OnKilled"; end; OnKilled: if( mobcount( .Map$[.RandMap],strnpcinfo(0)+"::OnKilled" ) > 0 ){ mes "^008000 The Invasion Soldier is still alive! ^000000"; } else { announce "[ Rune-Midgard Guard ]: The " + strmobinfo(1,.boss) + " has spawned in " + .Map$[.RandMap] + "!", bc_all; monster .Map$[ .RandMap ],0,0,"Invasion Boss",.boss,1,strnpcinfo(0)+"::OnSpecialMobDead:"; } OnSpecialMobDead: announce strcharinfo(0)+" has fought off the Invasion and has been awarded a worthy prize!", bc_all; getitem .ItemID,3; end; } like this??. but it still spawn many boss.. and error
  6. yes it 1 boss in this script.. but in game it spawn 4 boss
  7. how to make boss spawn only 1 after all the mvp is kill?? thank in advance here my script - script invasion -1,{ OnInit: setarray .Map$[0],"prontera","payon","izlude","dicastes01"; end; //OnMinute00: OnWhisperGlobal: set .RandMap,rand( getarraysize( .Map$ ) ); set .mvp1,1658; set .mvp2,1648; set .mvp3,1751; set .mvp4,1312; set .boss,2600; set .ItemID,12484; announce "[ Rune-Midgard Guard ]: We have trouble here in the town " + .Map$[.RandMap] +"!", bc_all; sleep2 5000; announce "[ Rune-Midgard Guard ]: Everyone, we need your help to get rid of these monsters!", bc_all; monster .Map$[ .RandMap ],0,0,"Invasion Soldier",.mvp1,10,; monster .Map$[ .RandMap ],0,0,"Invasion Soldier",.mvp2,10,; monster .Map$[ .RandMap ],0,0,"Invasion Soldier",.mvp3,10,; monster .Map$[ .RandMap ],0,0,"Invasion Soldier",.mvp4,10,"::OnKilled"; end; OnKilled: if (mobcount("+.Map$[.RandMap]+", "Invasion Soldier") > 0) { mes "^008000 The Invasion Soldier is still alive! ^000000"; } else { announce "[ Rune-Midgard Guard ]: The " + strmobinfo(1,.boss) + " has spawned in " + .Map$[.RandMap] + "!", bc_all; monster .Map$[ .RandMap ],0,0,"Invasion Boss",.boss,1,strnpcinfo(0)+"::OnSpecialMobDead:"; } OnSpecialMobDead: announce strcharinfo(0)+" has fought off the Invasion and has been awarded a worthy prize!", bc_all; getitem .ItemID,3; end; }
  8. i got error here my mob_db2.txt 2600,Extreme_Monter,Extreme Monster,Extreme Monster,1000,800000000000,800000000000,1000000000,1000000000,1,100000,10000000,120,120,500,500,100,500,500,500,1,1,1000,1,2,80,181,70,30,1,14171,1000,13590,1000,12927,1000,13589,1000,7086,1000,14171,1000,13590,1000,12927,1000,13589,1000,25052,1000,1000,0,0,0,0,0,0 //ID,Sprite_Name ,kROName ,iROName ,LV ,HP ,SP ,EXP ,JEXP ,Range1,ATK1,ATK2,DEF,MDEF,STR,AGI,VIT,INT,DEX,LUK,Range2,Range3,Scale,Race,Element,Mode,Speed,aDelay,aMotion,dMotion,MEXP,MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per,Drop1id,Drop1per,Drop2id,Drop2per,Drop3id,Drop3per,Drop4id,Drop4per,Drop5id,Drop5per,Drop6id,Drop6per,Drop7id,Drop7per,Drop8id,Drop8per,Drop9id,Drop9per,DropCardid,DropCardper please help me
  9. i think you can edit it directly from iteminfo.lua but not from iteminfo.lub. but the best way using that converter...
  10. problem solved... problem is with trunk/db/pre-re/skill_require_db.txt
  11. the problem solved... it my silly mistake
  12. can i ask something do canform ur server has 877 npc sprite..
  13. do you have iteminfo.lub in your ro_file/system/ ?? if you use new client you need to edit that file...
  14. you still need to edit both num2cardillustnametable.txt and iteminfo.lub if you dont found num2cardillustnametable.txt you need to create the txt file yourself then you need to convert everything in data file to iteminfo.lua using Item Converter
  15. can anyone help me... stat error...
  16. i dont know because it give by the hosting... but i use renewal kro.... latest one
  17. rathena, this is my job changer //===== rAthena Script ======================================= //= Job Master //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.3 //===== Compatible With: ===================================== //= rAthena SVN r16114+ //===== Description: ========================================= //= A fully functional job changer. //===== Additional Comments: ================================= //= 1.1 Fixed reset on Baby job change. [Euphy] //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. [Euphy] //= 1.3 Kagerou/Oboro added. [Euphy] //============================================================ dicastes01,188,183,6 script Job Master 123,{ mes "[Job Master]"; Lzero: if(Class >= 4054 && Class <= 4085) goto L_max; if(SkillPoint != 0) goto L_stats; if(Upper == 1 && Class >= Job_Lord_Knight && Class <= Job_Paladin2) goto L_Third; if(JobLevel < 10) goto L_LvError; switch(Class){ case Job_Novice_High: case Job_Baby: case Job_Novice: skill 142,1,0; skill 143,1,0; mes "Welcome, please select the job you wish to change into"; if(lastJob != 0 && Class == Job_Novice_High){ switch(lastJob){ case Job_Knight: case Job_Crusader: set @target_job, Job_Swordman_High; break; case Job_Monk: case Job_Priest: set @target_job, Job_Acolyte_High; break; case Job_Alchemist: case Job_Blacksmith: set @target_job, Job_Merchant_High; break; case Job_Rogue: case Job_Assassin: set @target_job, Job_Thief_High; break; case Job_Wizard: case Job_Sage: set @target_job, Job_Mage_High; break; case Job_Hunter: case Job_Bard: case Job_Dancer: set @target_job, Job_Archer_High; break; } } else { switch(select("Swordsman","Mage","Archer","Acolyte","Merchant","Thief", "Super Novice","Taekwon","Gunslinger","Ninja")){ case 7: if(Class == Job_Novice_High) goto L_noReq; if($@JC_SupNovM > BaseLevel) goto L_BvError; if(Upper == 2) set @target_job, Job_Super_Baby; else set @target_job, Job_SuperNovice; break; case 8: if(Class == Job_Novice_High) goto L_noReq; if(Upper == 2) goto L_noReq; set @target_job, Job_Taekwon; break; case 9: case 10: if(Class == Job_Novice_High || Upper == 2) goto L_noReq; set @target_job, @menu + 15; break; default: set @target_job, @menu; if(Class == Job_Novice_High) set @target_job, @target_job + 4001; break; } } mes "Are you sure you want to change to " + JobName(@target_job) + "?"; if(select("No","Yes") == 2){ callfunc "Job_Change", @target_job; if(@target_job == Job_Gunslinger || @target_job == Job_Ninja || @target_job == Job_Taekwon) { callfunc "F_ClearJobVar"; } else { if($@JC_Plat) goto L_GivePlat; } } close; break; default: if(JobLevel < $@JC_MinimumJB) goto L_LvError; deletearray @job_opt, getarraysize(@job_opt); if(Class < Job_Knight || Class == Job_Taekwon || (Class > Job_Baby && Class < Job_Baby_Knight) || (Class > Job_Novice_High && Class < Job_Lord_Knight)){ if(lastJob != 0){ set @target_job, lastJob + 4001; } else { switch(Class){ case Job_Swordman_High: case Job_Baby_Swordman: case Job_Swordman: set @job_opt[0], Job_Knight; set @job_opt[1], Job_Crusader; break; case Job_Mage_High: case Job_Baby_Mage: case Job_Mage: set @job_opt[0], Job_Wizard; set @job_opt[1], Job_Sage; break; case Job_Archer_High: case Job_Baby_Archer: case Job_Archer: set @job_opt[0], Job_Hunter; if(Sex == 0) set @job_opt[1], Job_Dancer; else set @job_opt[1], Job_Bard; break; case Job_Acolyte_High: case Job_Baby_Acolyte: case Job_Acolyte: set @job_opt[0], Job_Priest; set @job_opt[1], Job_Monk; break; case Job_Merchant_High: case Job_Baby_Merchant: case Job_Merchant: set @job_opt[0], Job_Blacksmith; set @job_opt[1], Job_Alchemist; break; case Job_Thief_High: case Job_Baby_Thief: case Job_Thief: set @job_opt[0], Job_Assassin; set @job_opt[1], Job_Rogue; break; default: set @job_opt[0], Job_Star_Gladiator; set @job_opt[1], Job_Soul_Linker; break; } mes "Welcome, please select the job you wish to change into"; set @target_job, @job_opt[select(JobName(@job_opt[0]), JobName(@job_opt[1]))-1]; if(Class > Job_Novice_High && Class < Job_Lord_Knight) set @target_job, @target_job + 4001; } mes "Are you sure you want to change to " + JobName(@target_job) + "?"; if(select("No","Yes")==2){ callfunc "Job_Change", @target_job; if(@target_job == Job_Star_Gladiator || @target_job == Job_Soul_Linker) { callfunc "F_ClearJobVar"; } else { if($@JC_Plat) goto L_GivePlat; } } close; } if(checkfalcon() || checkcart() || checkriding()) goto L_remove; if((Class >=Job_Knight) && (Class <=Job_Crusader2)){ mes "Choose your next step"; if(select("Reborn","Become a 3rd Class")==1){ if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh; set lastJob, Class; if(Class == Job_Knight2){ set lastJob, Job_Knight; } else { if(Class == Job_Crusader2){ set lastJob, Job_Crusader; } } jobchange Job_Novice_High; resetlvl(1); skill 142,1,0; skill 143,1,0; close; } switch(Class){ case Job_Knight: set @target_job, 4054; break; case Job_Crusader: set @target_job, 4066; break; case Job_Monk: set @target_job, 4070; break; case Job_Priest: set @target_job, 4057; break; case Job_Alchemist: set @target_job, 4071; break; case Job_Blacksmith: set @target_job, 4058; break; case Job_Rogue: set @target_job, 4072; break; case Job_Assassin: set @target_job, 4059; break; case Job_Wizard: set @target_job, 4055; break; case Job_Sage: set @target_job, 4067; break; case Job_Hunter: set @target_job, 4056; break; case Job_Bard: set @target_job, 4068; break; case Job_Dancer: set @target_job, 4069; break; } mes "Are you sure you want to change to " + JobName(@target_job) + "?"; if(select("No","Yes")==2){ if(BaseLevel < 99 || JobLevel < 50) goto L_cantCh; callfunc "Job_Change", @target_job; specialeffect2 514; specialeffect2 381; setlook 7,0; } close; } mes "I'm sorry, there are no further classes for your job."; close; } L_Third: if(checkfalcon() || checkcart() || checkriding()) goto L_remove; mes "Are you sure you want to change to 3rd Class?"; if(select("Yes","No")==1){ if(BaseLevel < 99 || JobLevel < 70) goto L_cantCh; switch(Class){ case Job_Lord_Knight: set @target_job, 4060; break; case Job_Paladin: set @target_job, 4073; break; case Job_Champion: set @target_job, 4077; break; case Job_High_Priest: set @target_job, 4063; break; case Job_Creator: set @target_job, 4078; break; case Job_Whitesmith: set @target_job, 4064; break; case Job_Stalker: set @target_job, 4079; break; case Job_Assassin_Cross: set @target_job, 4065; break; case Job_High_Wizard: set @target_job, 4061; break; case Job_Professor: set @target_job, 4074; break; case Job_Sniper: set @target_job, 4062; break; case Job_Clown: set @target_job, 4075; break; case Job_Gypsy: set @target_job, 4076; break; } mes "Are you sure you want to change to " + JobName(@target_job) + "?"; if(select("No","Yes") == 2){ callfunc "Job_Change", @target_job; specialeffect2 514; specialeffect2 381; setlook 7,0; skill 142,1,0; // First Aid if (BaseClass == Job_Novice) { skill 143,1,0; // Play Dead } else if (BaseClass == Job_Swordman) { skill 144,1,0; // Moving HP-Recovery skill 145,1,0; // Fatal Blow skill 146,1,0; // Auto Berserk } else if (BaseClass == Job_Mage) { skill 157,1,0; // Energy Coat } else if (BaseClass == Job_Archer) { skill 147,1,0; // Arrow Crafting skill 148,1,0; // Arrow Repel } else if (BaseClass == Job_Merchant) { skill 153,1,0; // Cart Revolution skill 154,1,0; // Change Cart skill 155,1,0; // Crazy Uproar } else if (BaseClass == Job_Thief) { skill 149,1,0; // Sand Attack skill 150,1,0; // Back Slide skill 151,1,0; // Find Stone skill 152,1,0; // Stone Fling } else if (BaseClass == Job_Acolyte) { skill 156,1,0; // Holy Light } if (Class == Job_Knight || Class == Job_Lord_Knight || Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Rune_Knight2 || Class == Job_Rune_Knight_T2 || Class ==Job_Baby_Rune || Class == Job_Baby_Rune2) { skill 1001,1,0; // Charge Attack skill 144,1,0; // Moving HP-Recovery skill 145,1,0; // Fatal Blow skill 146,1,0; // Auto Berserk } else if (Class == Job_Crusader || Class == Job_Paladin || Class == Job_Royal_Guard || Class == Job_Royal_Guard_T || Class == Job_Royal_Guard2 || Class == Job_Royal_Guard_T2 || Class == Job_Baby_Guard || Class == Job_Baby_Guard2) { skill 1002,1,0; // Shrink skill 144,1,0; // Moving HP-Recovery skill 145,1,0; // Fatal Blow skill 146,1,0; // Auto Berserk } else if (Class == Job_Wizard || Class == Job_High_Wizard || Class == Job_Warlock || Class == Job_Warlock_T || Class == Job_Baby_Warlock) { skill 1006,1,0; // Sight Blaster skill 157,1,0; // Energy Coat } else if (Class == Job_Sage || Class == Job_Professor || Class == Job_Sorcerer || Class == Job_Sorcerer_T || Class == Job_Baby_Sorcerer) { skill 1007,1,0; // Create Elemental Converter skill 1008,1,0; // Elemental Change Water skill 1017,1,0; // Elemental Change Earth skill 1018,1,0; // Elemental Change Fire skill 1019,1,0; // Elemental Change Wind skill 157,1,0; // Energy Coat } else if (Class == Job_Hunter || Class == Job_Sniper || Class == Job_Ranger || Class == Job_Ranger_T || Class == Job_Ranger2 || Class == Job_Ranger_T2 || Class == Job_Baby_Ranger || Class == Job_Baby_Ranger2) { skill 1009,1,0; // Phantasmic Arrow skill 147,1,0; // Arrow Crafting skill 148,1,0; // Arrow Repel } else if (Class == Job_Bard || Class == Job_Clown || Class == Job_Minstrel || Class == Job_Minstrel_T || Class == Job_Baby_Minstrel) { skill 1010,1,0; // Pang Voice skill 147,1,0; // Arrow Crafting skill 148,1,0; // Arrow Repel } else if (Class == Job_Dancer || Class == Job_Gypsy || Class == Job_Wanderer || Class == Job_Baby_Wanderer) { skill 1011,1,0; // Wink of Charm } else if (Class == Job_Blacksmith || Class == Job_Whitesmith || Class == Job_Mechanic || Class == Job_Mechanic_T || Class ==Job_Mechanic2 || Class == Job_Mechanic_T2 || Class == Job_Baby_Mechanic || Class == Job_Baby_Mechanic2) { skill 1012,1,0; // Unfair Trick skill 1013,1,0; // Greed skill 153,1,0; // Cart Revolution skill 154,1,0; // Change Cart skill 155,1,0; // Crazy Uproar } else if (Class == Job_Alchemist || Class == Job_Creator || Class == Job_Genetic || Class == Job_Genetic_T || Class == Job_Baby_Genetic) { skill 238,1,0; // Bioethics skill 153,1,0; // Cart Revolution skill 154,1,0; // Change Cart skill 155,1,0; // Crazy Uproar } else if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) { skill 1003,1,0; // Sonic Acceleration skill 1004,1,0; // Throw Venom Knife skill 149,1,0; // Sand Attack skill 150,1,0; // Back Slide skill 151,1,0; // Find Stone skill 152,1,0; // Stone Fling } else if (Class == Job_Rogue || Class == Job_Stalker || Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) { skill 1005,1,0; // Close Confine skill 149,1,0; // Sand Attack skill 150,1,0; // Back Slide skill 151,1,0; // Find Stone skill 152,1,0; // Stone Fling } else if (Class == Job_Priest || Class == Job_High_Priest || Class == Job_Arch_Bishop || Class == Job_Arch_Bishop_T || Class == Job_Baby_Bishop) { skill 1014,1,0; // Redemption } else if (Class == Job_Monk || Class == Job_Champion || Class == Job_Sura || Class == Job_Sura_T || Class == Job_Baby_Sura) { skill 1015,1,0; // Ki Translation skill 1016,1,0; // Ki Explosion skill 156,1,0; // Holy Light } close; } } close; L_GivePlat: if (BaseClass==Job_SuperNovice) goto L_sSuperN; if (BaseClass==Job_Swordman) goto L_sSword; if (BaseClass==Job_Mage) goto L_sMage; if (BaseClass==Job_Archer) goto L_sArcher; if (BaseClass==Job_Acolyte) goto L_sAcolyte; if (BaseClass==Job_Merchant) goto L_sMerchant; if (BaseClass==Job_Thief) goto L_sThief; if (BaseClass==Job_Knight) goto L_sKnigh; if (BaseClass==Job_Crusader) goto L_sCrusader; if (BaseClass==Job_Assassin) goto L_sAssassin; if (BaseClass==Job_Rogue) goto L_sRogue; if (BaseClass==Job_Wizard) goto L_sWizard; if (BaseClass==Job_Sage) goto L_sSage; if (BaseClass==Job_Hunter) goto L_sHunter; if (BaseClass==Job_Bard) goto L_sBard; if (BaseClass==Job_Dancer) goto L_sDancer; if (BaseClass==Job_BlackSmith) goto L_sBlackSmith; if (BaseClass==Job_Priest) goto L_sPriest; if (BaseClass==Job_Monk) goto L_sMonk; close; L_sSuperN: skill 142,1,0; close; L_sSword: skill 142,1,0; skill 144,1,0; skill 145,1,0; skill 146,1,0; close; L_sMage: skill 142,1,0; skill 157,1,0; close; L_sArcher: skill 142,1,0; skill 147,1,0; skill 148,1,0; close; L_sAcolyte: skill 142,1,0; skill 156,1,0; close; L_sMerchant: skill 142,1,0; skill 153,1,0; skill 154,1,0; skill 155,1,0; close; L_sThief: skill 142,1,0; skill 149,1,0; skill 150,1,0; skill 151,1,0; skill 152,1,0; close; L_sKnight: skill 1001,1,0; close; L_sCrusader: skill 1002,1,0; close; L_sAssassin: skill 1003,1,0; skill 1004,1,0; close; L_sRogue: skill 1005,1,0; close; L_sWizard: skill 1006,1,0; close; L_sSage: skill 1007,1,0; close; L_sHunter: skill 1009,1,0; close; L_sBard: skill 1010,1,0; close; L_sDancer: skill 1011,1,0; close; L_sBlackSmith: skill 1012,1,0; skill 1013,1,0; close; L_sPriest: skill 1014,1,0; close; L_sMonk: skill 1015,1,0; skill 1016,1,0; close; L_cantCh: mes "I'm sorry, you do not meet the requirements to change"; mes "Please come again soon!"; close; L_LvError: mes "I'm sorry, you do not seem to have enough Job Levels"; mes "Please come again soon!"; close; L_BvError: mes "I'm sorry, you do not seem to have enough Base Levels"; mes "Please come again soon!"; close; L_noReq: mes "I'm sorry, you do not meet the requirements to change"; mes "Please come again soon!"; close; L_max: mes "I'm sorry, there are no further classes for your job."; close; L_stats: mes "I'm sorry, please use up all your skill points before changing jobs"; mes "Would you like to remove all remaining skill point?!"; menu "Yes.",Lystat,"No.",LNstat; close; Lystat: set SkillPoint, 0; goto Lzero; LNstat: end; L_remove: mes "Please remove your cart,falcon or peco"; mes "Please come again soon!"; close; OnInit: // Variable Setup set $@JC_MinimumJB, 40; //Minimum job level for changing between 2nd and advance Class (Default : 40) set $@JC_Plat, 1; //Give Platinum skills on Jobchange (Default : 1-yes) set $@JC_SupNovM, 45; //Base Level to change into Super Novice (Default : 45) end; }
  18. player when change to 2nd or 3rd job cannot up 2nd or 3rd skill... can someone help me
  19. i need jobmaster that can : super novice can rebirth and job rebirth and select any high 1st class 3rd job can rebirth and job rebirth. please.
  20. thx it Emistry work but i change something else too setarray .@dx[0], -1, 0, 1,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1; setarray .@dy[0], -2,-2,-2,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2; to setarray .@dx[0], -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 5, 6, 7; setarray .@dy[0], -7,-7,-7,-7,-7,-7,-7,-7,-7,-7,-7,-7,-7,-7,-7,-7,-6,-6,-6,-6,-6,-6,-6,-6,-6,-6,-6,-6,-6,-6,-6,-6,-5,-5,-5,-5,-5,-5,-5,-5,-5,-5,-5,-5,-5,-5,-5,-5,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-4,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7; it done
  21. thx Capuche and Emistry... but still it dont heal char 3 cell from the npc
  22. sorry Emistry, but i dont understand what you mean by this? but i need jus to expand this array to 15x15 cell setarray .@dx[0], -1, 0, 1,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1; setarray .@dy[0], -2,-2,-2,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2;
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