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Dolphin86

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Posts posted by Dolphin86

  1. Problem solved , this npc is set up by 5 sec delay from each clicks and vip detect are via items, just incase anyone needs it, here ya go credits goes to the owner of the script

    Spoiler
    //===== Cronus Script ===================================================
    //= Buffer VIP e não VIP
    //===== Criado para: ====================================================
    //= Projeto AerieRO.
    //===== Por: ============================================================
    //= Slicer
    //===== Versão Atual: ===================================================
    //= 0.4
    //===== Descrição: ======================================================
    //= Da buffs nos jogadores, diferenciando os grupos entre vips e comuns.
    //===== Changelog: ======================================================
    //= 0.1 - Script criado
    //= 0.2 - Adicionado checagem de level.
    //= 0.3 - Atualizado para checagem de grupos.
    //= 0.4 - Adicionado efeito.
    //= 0.4.1 - Criado diversas duplicatas nas principais cidades.
    //=======================================================================
    -	script	Healer	-1,{
    
    	if((getgroupid() < 1)) goto normal_player;
    	if (countitem(992) ) goto VIP;
    
    
    normal_player:
    
        if(#Healer_CD > gettimetick(2)) {
        mes "Please wait for 5 seconds. ";
        end;
        }
    
    		specialeffect2 EF_HEAL2;	
    		specialeffect2 EF_BLESSING;
    		percentheal 100,100; // CURA HP & SP 100%
    		atcommand "@identifyall";
    		atcommand "@repairall";
    		sc_start SC_BLESSING,600000,10; // Blessing +5
    		sc_start SC_INCREASEAGI,600000,10; // Increase Agi +5
    		set #Healer_CD,gettimetick(2) + 5;
    		end;
    		
    VIP:
    	    if(#Healer_CD > gettimetick(2)) {
    		mes "Please wait for 5 seconds. ";
    		end;
    		}
    	{
    		
    		set #Healer_CD,gettimetick(2) + 5;
    		
    		specialeffect2 EF_HEAL2;	
    		specialeffect2 EF_BLESSING;
    		percentheal 100,100; // CURA HP & SP 100%
    		atcommand "@identifyall";
    		atcommand "@repairall";
    		sc_start SC_BLESSING,600000,10; // Blessing +5
    		sc_start SC_INCREASEAGI,600000,10; // Increase Agi +5
    		specialeffect2 EF_ANGELUS; sc_start SC_ANGELUS,600000,10;
    		specialeffect2 EF_SUFFRAGIUM; sc_start SC_SUFFRAGIUM,600000,3;
    		specialeffect2 EF_IMPOSITIO; sc_start SC_IMPOSITIO,600000,5;
    		specialeffect2 EF_GLORIA; sc_start SC_GLORIA,600000,5;
    		specialeffect2 EF_MAGNIFICAT; sc_start SC_MAGNIFICAT,600000,5;
    		specialeffect2 EF_CHEMICALPROTECTIOn; sc_start SC_CP_WEAPON,600000,5;
    		sc_start SC_CP_ARMOR,600000,5;
    		sc_start SC_CP_SHIELD,600000,5;
    		sc_start SC_CP_HELM,600000,5;
    		specialeffect2 EF_ASSUMPTIO; sc_start SC_ASSUMPTIO,600000,5;
    		sc_start SC_ADRENALINE2,600000,1;
    		specialeffect2 EF_MAXPOWER; sc_start SC_MAXIMIZEPOWER,600000,5;
    		specialeffect2 EF_PERFECTION; sc_start SC_WEAPONPERFECTION,600000,5;
    		specialeffect2 EF_ENDURE; sc_start SC_ENDURE,600000,10;
    		sc_start SC_KAUPE,600000,3;
    		sc_start SC_KAITE,600000,7;
    		sc_start SC_STRFOOD,600000,5;
    		sc_start SC_AGIFOOD,600000,5;
    		sc_start SC_VITFOOD,600000,5;
    		sc_start SC_INTFOOD,600000,5;
    		sc_start SC_DEXFOOD,600000,5;
    		sc_start SC_LUKFOOD,600000,5;
    
    		switch ( CLASS ) {
    			case 18:
    			case 4019:
    			case 4071:
    			case 4078:
    				skilleffect "SL_ALCHEMIST",0;
    				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
    				break;
    			case 15:
    			case 4016:
    			case 4070:
    			case 4077:
    				skilleffect "SL_MONK",0;
    				sc_start4 SC_SPIRIT,9999999,5,447,0,0;
    				break;
    			case 4047:
    				skilleffect "SL_STAR",0;
    				sc_start4 SC_SPIRIT,9999999,5,448,0,0;
    				break;
    			case 16:
    			case 4017:
    			case 4067:
    			case 4074:
    				skilleffect "SL_SAGE",0;
    				sc_start4 SC_SPIRIT,9999999,5,449,0,0;
    				break;
    			case 14:
    			case 4015:
    			case 4066:
    			case 4073:
    				skilleffect "SL_CRUSADER",0;
    				sc_start4 SC_SPIRIT,9999999,5,450,0,0;
    				break;
    			case 23:
    			case 4190:
    				skilleffect "SL_SUPERNOVICE",0;
    				sc_start4 SC_SPIRIT,9999999,5,451,0,0;
    				break;
    			case 7:
    			case 4008:
    			case 4054:
    			case 4060:
    				skilleffect "SL_KNIGHT",0;
    				sc_start4 SC_SPIRIT,9999999,5,452,0,0; 
    				break;
    			case 9:
    			case 4010:
    			case 4055:
    			case 4061:
    				skilleffect "SL_WIZARD",0;
    				sc_start4 SC_SPIRIT,9999999,5,453,0,0;
    				break;
    			case 8:
    			case 4009:
    			case 4057:
    			case 4063:
    				skilleffect "SL_PRIEST",0;
    				sc_start4 SC_SPIRIT,9999999,5,454,0,0;
    				break;
    			case 19:
    			case 20:
    			case 4020:
    			case 4021:
    			case 4068:
    			case 4069:
    			case 4075:
    			case 4076:
    				skilleffect "SL_BARDDANCER",0;
    				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
    				break;
    			case 17:
    			case 4018:
    			case 4072:
    			case 4079:
    				skilleffect "SL_ROGUE",0;
    				sc_start4 SC_SPIRIT,9999999,5,456,0,0;
    				break;
    			case 12:
    			case 4013:
    			case 4059:
    			case 4065:
    				skilleffect "SL_ASSASIN",0;
    				sc_start4 SC_SPIRIT,9999999,5,457,0,0;
    				break;
    			case 10:
    			case 4011:
    				skilleffect "SL_BLACKSMITH",0;
    				sc_start4 SC_SPIRIT,9999999,5,458,0,0;
    				break;
    			case 11:
    			case 4012:
    			case 4056:
    			case 4062:
    				skilleffect "SL_HUNTER",0;
    				sc_start4 SC_SPIRIT,9999999,5,460,0,0;
    				break;
    			case 4049:
    				skilleffect "SL_SOULLINKER",0;
    				sc_start4 SC_SPIRIT,9999999,5,461,0,0;
    				break;
    			default:
    				break;
    		}
    	}
    }
    
    // Duplicates
    //============================================================
    veil,115,117,4	duplicate(Healer)	Healer#veil	664
    alberta,25,240,6	duplicate(Healer)	Curandeira#alb	664
    aldebaran,135,118,6	duplicate(Healer)	Curandeira#alde	664
    amatsu,200,79,4	duplicate(Healer)	Curandeira#ama	664
    ayothaya,207,169,6	duplicate(Healer)	Curandeira#ayo	664
    comodo,184,158,6	duplicate(Healer)	Curandeira#com	664
    einbech,57,36,6	duplicate(Healer)	Curandeira#einbe	664
    einbroch,57,202,6	duplicate(Healer)	Curandeira#einbr	664
    geffen,115,72,6	duplicate(Healer)	Curandeira#gef	664
    gonryun,156,122,6	duplicate(Healer)	Curandeira#gon	664
    hugel,89,150,6	duplicate(Healer)	Curandeira#hug	664
    izlude,121,150,6	duplicate(Healer)	Curandeira#izl	664	//Pre-RE: (125,118)
    jawaii,250,139,4	duplicate(Healer)	Curandeira#jaw	664
    lighthalzen,149,100,6	duplicate(Healer)	Curandeira#lhz	664
    louyang,226,103,4	duplicate(Healer)	Curandeira#lou	664
    manuk,272,144,6	duplicate(Healer)	Curandeira#man	664
    mid_camp,203,289,6	duplicate(Healer)	Curandeira#mid	664
    moc_ruins,72,164,4	duplicate(Healer)	Curandeira#moc	664
    morocc,153,97,6	duplicate(Healer)	Curandeira#mor	664
    moscovia,220,191,4	duplicate(Healer)	Curandeira#mos	664
    niflheim,212,182,5	duplicate(Healer)	Curandeira#nif	664
    payon,179,106,4	duplicate(Healer)	Curandeira#pay	664
    prontera,158,192,5	duplicate(Healer)	Curandeira#prt	664
    rachel,125,116,6	duplicate(Healer)	Curandeira#rac	664
    splendide,201,153,4	duplicate(Healer)	Curandeira#spl	664
    thor_camp,249,74,4	duplicate(Healer)	Curandeira#thor	664
    umbala,105,148,3	duplicate(Healer)	Curandeira#umb	664
    veins,217,121,4	duplicate(Healer)	Curandeira#ve	664
    xmas,143,136,4	duplicate(Healer)	Curandeira#xmas	664
    yuno,164,45,4	duplicate(Healer)	Curandeira#yuno	664
    
    // Duplicates (Renewal)
    //============================================================
    brasilis,194,221,6	duplicate(Healer)	Curandeira#bra	664
    dewata,195,187,4	duplicate(Healer)	Curandeira#dew	664
    dicastes01,201,194,4	duplicate(Healer)	Curandeira#dic	664
    ecl_in01,45,60,4	duplicate(Healer)	Curandeira#ecl	664
    malangdo,132,114,6	duplicate(Healer)	Curandeira#mal	664
    malaya,227,204,6	duplicate(Healer)	Curandeira#ma	664

     

     

  2. as title i was trying to enable player to talk to the npc only 3 times, on between those 3x talk there is 5 seconds gap where player will have to wait, now after the player talked to the npc 3x,  he/she will need to wait 3 minutes until he /she can talk again with the npc, but i got confused to to set player from the 1st 5 sec wait to the 3 minute wait.. kindly guide me..

    Script:

    neko_isle,71,122,6	script	Green Tree	659,{
    
    	if(Pick == 0) goto Pick1;
    	if(Pick == 1) goto Pick2;
    	if(Pick == 2) goto Pick3;
    	if(Pick == 3) goto Pick4;
    	if(Pick == 4) goto Pick5;
    
    
    Pick1:
    	
    	if(#tree1_CD > gettimetick(2)) 
    	{mes "Please wait for 5 seconds. ";
        end;}
    	
    		getitem 512, 1;
    		set Pick,1;
    		set #tree1_CD,gettimetick(2) + 5;
    		end;
    		
    Pick2:
    	
    	if(#tree1_CD > gettimetick(2)) 
    	{mes "Please wait for 5 seconds. ";
        end;}
    	
    		getitem 512, 1;
    		set Pick,2;
    		set #tree1_CD,gettimetick(2) + 5;
    		end;
    
    Pick3:
    
    	if(#tree1_CD > gettimetick(2)) 
    	{mes "Please wait for 5 seconds. ";
        end;}
    	
    		getitem 512, 1;
    		set Pick,3;
    		set #tree1_CD,gettimetick(2) + 5;
    		end;
    		
    Pick4:
    
    	if(#tree1_CD > gettimetick(2)) 
    	{mes "Please wait for 5 seconds. ";
        end;}
    	
    		getitem 512, 1;
    		set Pick,4;
    		set #tree1load1_CD,gettimetick(2) + 20;
    		end;
    		
    Pick5:
    	if(#tree1load1_CD > gettimetick(2)) 
    	{mes "Empty, come back again in 3 minute. ";
        end;}
    	
    		getitem 512, 1;
    		set Pick,0;
    		set #tree1_CD,gettimetick(2) + 5;
    		end;
    		
    }

    the script had been changed totally from ground up, fixed the delay issue but came up with new problem by changing the timer / quest on players

    Nvm it works as it should, i did not notice the timer i edited with extra minutes...

  3. 2 hours ago, imat1 said:

    For height. Just increase the value of those zero besides x and y coordinates. Try set to 6 for valk npc.

    Spoiler
    IT_NONE = 0
    IT_BMP = 1
    IT_SPRITE = 2
    IT_SIGNBOARD = 3
    SignBoardList = {
    
    		{ "Default", 157, 278, 0, IT_BMP, "A?AuAIAI¡§¢®aAI¡§o¡§¡þ\\collection\\¨Ï¡ÀE¢®¨¡¡Ë¢çAo.bmp", "Cannot enter", "#0x009EBDFF" },
    		{ "veil", 108, 111, 1, IT_SIGNBOARD, "item\\suffragium.bmp", "  Endow Equipment", "#0x00FFFFFF" },
    		{ "veil", 116, 117, 2, IT_SIGNBOARD, "item\\suffragium.bmp", "  Healer", "#0x00FFFFFF" },
    		{ "veil", 123, 117, 3, IT_SIGNBOARD, "item\\suffragium.bmp", "  Kafra", "#0x00FFFFFF" },
    		{ "veil", 120, 116, 4, IT_SIGNBOARD, "item\\suffragium.bmp", "  Warper", "#0x00FFFFFF" }
    		
    }

     

    on which part??

  4. as title, when i click on my npc at 1st time it was working as it should, but when i click it on the 2nd time i got this delay

    Spoiler

    image.thumb.png.bdcb2b54bbea9fb52d12d3a30257fb5c.png

    script:

    Spoiler
    neko_isle,71,122,6	script	Green Tree	659,{
    
    	if(Pick == 1) goto Pick1;
    	if(Pick == 2) goto Pick2;
    	if(Pick == 3) goto Pick3;
    	else {
    		getitem 512, 1;
    		set Pick,1;
    		close;
    		}
    
    	Pick1:
    		if (gettimetick(2) > #COOLDOWN_PICK) {
    		#COOLDOWN_PICK += (gettimetick(2) + 3); // 3 seconds.
    		getitem 512, 1;
    		set Pick,2;
    		}
    		
    	Pick2:
    		if (gettimetick(2) > #COOLDOWN_PICK) {
    		#COOLDOWN_PICK += (gettimetick(2) + 3); // 3 seconds.
    		getitem 512, 1;
    		set Pick,3;
    		}
    	Pick3:
    		if (gettimetick(2) > #COOLDOWN_PICK) {
    		#COOLDOWN_PICK += (gettimetick(2) + 3); // 3 seconds.
    		getitem 512, 1;
    		set Pick,0;
    		}
    		
    	mes "Need to wait "+(#COOLDOWN_PICK - gettimetick(2))+" seconds.";
    	close;
    	}

     

    also i plan to make duplicate of this which each npc will give different items

  5. 36 minutes ago, Chaos92 said:

    The function you need is almost the same with default healer in rathena.

    https://github.com/rathena/rathena/blob/master/npc/custom/healer.txt

    .@Delay part.

     

        .@Delay = 0;    // Heal delay, in seconds

        if (@HD > gettimetick(2))
            end;

     

        if (.@Delay)
            @HD = gettimetick(2) + .@Delay;
        end;

    yes but then when add VIP feature, only vip can heal, normal player will stuck unable to move..

    script :

    Spoiler
    
    //===== rAthena Script =======================================
    //= Healer
    //===== By: ==================================================
    //= Euphy
    //===== Current Version: =====================================
    //= 1.1
    //===== Compatible With: =====================================
    //= rAthena Project
    //===== Description: =========================================
    //= Basic healer script.
    //===== Additional Comments: =================================
    //= 1.0 Initial script.
    //= 1.1 Aligned coordinates with @go.
    //============================================================
    
    -	script	Healer	-1,{
    
    	.@Price = 1000;	// Zeny required for heal
    	.@Buffs = 0;	// Also buff players? (1: yes / 0: no)
    	.@Delay = 10;	// Heal delay, in seconds
    
    	if (@HD > gettimetick(2))
    		end;
    	if (.@Price) {
    		message strcharinfo(0), "Healing costs " + callfunc("F_InsertComma",.@Price) + " Zeny.";
    		if (Zeny < .@Price)
    			end;
    		if (select("^0055FFHeal^000000:^777777Cancel^000000") == 2)
    			end;
    		Zeny -= .@Price;
    	}
    	specialeffect2 EF_HEAL2;
    	percentheal 100,100;
    	if (.@Buffs) {
    		specialeffect2 EF_INCAGILITY;
    		sc_start SC_INCREASEAGI,240000,10;
    		specialeffect2 EF_BLESSING;
    		sc_start SC_BLESSING,240000,10;
    	}
    	if ( countitem(.VIP_item) || rentalcountitem(.VIP_item) ) {
    		specialeffect2 EF_ANGELUS; sc_start SC_ANGELUS,600000,10;
    		specialeffect2 EF_SUFFRAGIUM; sc_start SC_SUFFRAGIUM,600000,3;
    		specialeffect2 EF_IMPOSITIO; sc_start SC_IMPOSITIO,600000,5;
    		specialeffect2 EF_GLORIA; sc_start SC_GLORIA,600000,5;
    		specialeffect2 EF_MAGNIFICAT; sc_start SC_MAGNIFICAT,600000,5;
    		specialeffect2 EF_CHEMICALPROTECTIOn; sc_start SC_CP_WEAPON,600000,5;
    		sc_start SC_CP_ARMOR,600000,5;
    		sc_start SC_CP_SHIELD,600000,5;
    		sc_start SC_CP_HELM,600000,5;
    		specialeffect2 EF_ASSUMPTIO; sc_start SC_ASSUMPTIO,600000,5;
    		sc_start SC_ADRENALINE2,600000,1;
    		specialeffect2 EF_MAXPOWER; sc_start SC_MAXIMIZEPOWER,600000,5;
    		specialeffect2 EF_PERFECTION; sc_start SC_WEAPONPERFECTION,600000,5;
    		specialeffect2 EF_ENDURE; sc_start SC_ENDURE,600000,10;
    		sc_start SC_KAUPE,600000,3;
    		sc_start SC_KAITE,600000,7;
    		sc_start SC_STRFOOD,600000,5;
    		sc_start SC_AGIFOOD,600000,5;
    		sc_start SC_VITFOOD,600000,5;
    		sc_start SC_INTFOOD,600000,5;
    		sc_start SC_DEXFOOD,600000,5;
    		sc_start SC_LUKFOOD,600000,5;
    
    		switch ( CLASS ) {
    			case 18:
    			case 4019:
    			case 4071:
    			case 4078:
    				skilleffect "SL_ALCHEMIST",0;
    				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
    				break;
    			case 15:
    			case 4016:
    			case 4070:
    			case 4077:
    				skilleffect "SL_MONK",0;
    				sc_start4 SC_SPIRIT,9999999,5,447,0,0;
    				break;
    			case 4047:
    				skilleffect "SL_STAR",0;
    				sc_start4 SC_SPIRIT,9999999,5,448,0,0;
    				break;
    			case 16:
    			case 4017:
    			case 4067:
    			case 4074:
    				skilleffect "SL_SAGE",0;
    				sc_start4 SC_SPIRIT,9999999,5,449,0,0;
    				break;
    			case 14:
    			case 4015:
    			case 4066:
    			case 4073:
    				skilleffect "SL_CRUSADER",0;
    				sc_start4 SC_SPIRIT,9999999,5,450,0,0;
    				break;
    			case 23:
    			case 4190:
    				skilleffect "SL_SUPERNOVICE",0;
    				sc_start4 SC_SPIRIT,9999999,5,451,0,0;
    				break;
    			case 7:
    			case 4008:
    			case 4054:
    			case 4060:
    				skilleffect "SL_KNIGHT",0;
    				sc_start4 SC_SPIRIT,9999999,5,452,0,0; 
    				break;
    			case 9:
    			case 4010:
    			case 4055:
    			case 4061:
    				skilleffect "SL_WIZARD",0;
    				sc_start4 SC_SPIRIT,9999999,5,453,0,0;
    				break;
    			case 8:
    			case 4009:
    			case 4057:
    			case 4063:
    				skilleffect "SL_PRIEST",0;
    				sc_start4 SC_SPIRIT,9999999,5,454,0,0;
    				break;
    			case 19:
    			case 20:
    			case 4020:
    			case 4021:
    			case 4068:
    			case 4069:
    			case 4075:
    			case 4076:
    				skilleffect "SL_BARDDANCER",0;
    				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
    				break;
    			case 17:
    			case 4018:
    			case 4072:
    			case 4079:
    				skilleffect "SL_ROGUE",0;
    				sc_start4 SC_SPIRIT,9999999,5,456,0,0;
    				break;
    			case 12:
    			case 4013:
    			case 4059:
    			case 4065:
    				skilleffect "SL_ASSASIN",0;
    				sc_start4 SC_SPIRIT,9999999,5,457,0,0;
    				break;
    			case 10:
    			case 4011:
    				skilleffect "SL_BLACKSMITH",0;
    				sc_start4 SC_SPIRIT,9999999,5,458,0,0;
    				break;
    			case 11:
    			case 4012:
    			case 4056:
    			case 4062:
    				skilleffect "SL_HUNTER",0;
    				sc_start4 SC_SPIRIT,9999999,5,460,0,0;
    				break;
    			case 4049:
    				skilleffect "SL_SOULLINKER",0;
    				sc_start4 SC_SPIRIT,9999999,5,461,0,0;
    				break;
    			default:
    				break;
    		}
    	
    	OnInit:
    	set .@Delay,10;
    	.VIP_item = 992; //itemId
    	end;
    	
    	
    	if (.@Delay)
    		@HD = gettimetick(2) + .@Delay;
    	end;
    	}
    }
    
    
    // Duplicates
    //============================================================
    alberta,25,240,6	duplicate(Healer)	Healer#alb	909
    aldebaran,135,118,6	duplicate(Healer)	Healer#alde	909
    amatsu,200,79,4	duplicate(Healer)	Healer#ama	909
    ayothaya,207,169,6	duplicate(Healer)	Healer#ayo	909
    comodo,184,158,6	duplicate(Healer)	Healer#com	909
    einbech,57,36,6	duplicate(Healer)	Healer#einbe	909
    einbroch,57,202,6	duplicate(Healer)	Healer#einbr	909
    geffen,115,72,6	duplicate(Healer)	Healer#gef	909
    gonryun,156,122,6	duplicate(Healer)	Healer#gon	909
    hugel,89,150,6	duplicate(Healer)	Healer#hug	909
    izlude,121,150,6	duplicate(Healer)	Healer#izl	909	//Pre-RE: (125,118)
    jawaii,250,139,4	duplicate(Healer)	Healer#jaw	909
    lighthalzen,152,100,6	duplicate(Healer)	Healer#lhz	909
    louyang,226,103,4	duplicate(Healer)	Healer#lou	909
    manuk,272,144,6	duplicate(Healer)	Healer#man	909
    mid_camp,203,289,6	duplicate(Healer)	Healer#mid	909
    moc_ruins,72,164,4	duplicate(Healer)	Healer#moc	909
    morocc,153,97,6	duplicate(Healer)	Healer#mor	909
    moscovia,220,191,4	duplicate(Healer)	Healer#mos	909
    niflheim,212,182,5	duplicate(Healer)	Healer#nif	909
    payon,179,106,4	duplicate(Healer)	Healer#pay	909
    prontera,162,193,4	duplicate(Healer)	Healer#prt	909
    rachel,125,116,6	duplicate(Healer)	Healer#rac	909
    splendide,201,153,4	duplicate(Healer)	Healer#spl	909
    thor_camp,249,74,4	duplicate(Healer)	Healer#thor	909
    umbala,105,148,3	duplicate(Healer)	Healer#umb	909
    veins,217,121,4	duplicate(Healer)	Healer#ve	909
    xmas,143,136,4	duplicate(Healer)	Healer#xmas	909
    yuno,164,45,4	duplicate(Healer)	Healer#yuno	909
    veil,116,117,4	duplicate(Healer)	Healer#veil	909
    
    // Duplicates (Renewal)
    //============================================================
    brasilis,194,221,6	duplicate(Healer)	Healer#bra	909
    dewata,195,187,4	duplicate(Healer)	Healer#dew	909
    dicastes01,201,194,4	duplicate(Healer)	Healer#dic	909
    ecl_in01,45,60,4	duplicate(Healer)	Healer#ecl	909
    malangdo,132,114,6	duplicate(Healer)	Healer#mal	909
    malaya,227,204,6	duplicate(Healer)	Healer#ma	909
    mora,55,152,4,6	duplicate(Healer)	Healer#mora	909

     

     

  6. On 10/9/2023 at 12:20 PM, Dolphin86 said:

    example?

    -- Original translation works of zackdreaver: https://github.com/zackdreaver/ROenglishRE
    -- Continuated by llchrisll at https://github.com/llchrisll/ROenglishRE
    -- This file can be distributed, used and modified freely
    -- This file shouldn't be claimed as part of your project, unless you fork it from https://github.com/llchrisll/ROenglishRE
    -- This file also only works if used in combination with the edited
    -- `data/luafiles514/lua files/signboardlist_f.lub`, which comes with this project!
    -- Last updated: 20230109
    
    SignBoardData = {
    	["입력안하셨습니다"] = "Cannot enter",
    	["  마일리지 스톤교환"] = "  Mileage Stone Exchange",
    	["  180Lv미만 출입금지"] = "  Entry: Level 180+",
    	["  190Lv미만 출입금지"] = "  Entry: Level 190+",
    	["  표본 환경 - 혹한"] = "  Specimen Environment - Cold",
    	["  표본 환경 - 화염"] = "  Specimen Environment - Flame",
    	["  표본 환경 - 초원"] = "  Specimen Environment - Grassland",
    	["  표본 환경 - 죽음"] = "  Specimen Environment - Death",
    	["  파라마켓"] = "  Paramarket",
    	["  기본 장비 지원"] = "  Basic Equipment Support",
    	["  중급 고급 무기 지원"] = "  Intermediate / Advanced Weapon Support",
    	["  고급 방어구 지원"] = "  Advanced Armor Support",
    	["  쉐도우 장비 대여"] = "  Shadow Equipment Rental",
    	["  낙원단 공간이동사"] = "  Eden Warper",
    	["   낙원단 공간이동사"] = "   Eden Warper",
    	["  여객선 승선"] = "  Ferry Service",
    	["  알베르타행"] = "  To Alberta",
    	["  난파선행"] = "  To Sunken Ship",
    	["  이즈루드행"] = "  To Izlude",
    	["  자와이행"] = "  To Jawai",
    	["  루티에행"] = "  To Lutie",
    	["  오딘신전 행"] = "  To Odin Temple",
    	["  휘겔 행"] = "  To Hugel",
    	["  용지성 행"] = "  To Louyang",
    	["  알베르타 행"] = "  To Alberta",
    	["  아마쯔 행"] = "  To Amatsu",
    	["  아요타야 행"] = "  To Ayothaya",
    	["  브라질리스 행"] = "  To Brasilis",
    	["  쿤룬 행"] = "  To Gonryun",
    	["  포트말라야 행"] = "  To Malaya",
    	["  데와타 행"] = "  To Dewata",
    	["  모스코비아 행"] = "  To Moscovia",
    	["  락 릿지 행"] = "  To Rock Ridge",
    	["  거북섬 행"] = "  To Turtle Dungeon",
    	["  라자냐 행"] = "  To Lasagna",
    	["  말랑도 행"] = "  To Malangdo",
    	["  소드 클랜"] = "  Sword Clan",
    	["  아크완드 클랜"] = "  Arc Wand Clan",
    	["  골든메이스 클랜"] = "  Golden Mace Clan",
    	["  크로스보우 클랜"] = "  Crossbow Clan",
    	["  결혼 신청"] = "  Marriage Application",
    	["  독립 도우미"] = "  Independent Helper",
    	["  비공정 출구"] = "  Exit",
    	["  유노-라헬 행"] = "  To Yuno-Rachel",
    	["  유노-이즈루드 행"] = "  To Yuno-Izlude",
    	["  이즈루드-라헬 행"] = "  Izlude to Rachel",
    	["  슈발츠발드 국내선"] = "  Schwartzvald Rebublic",
    	["  등급강화소"] = "  Grade Enhancement",
    	["  메가 부스터 지원"] = "  Mega Booster Support",
    	[" 부스터일루시온인챈트"] = " Booster Illusion Enchantment",
    	[" 부스터오토매틱인챈트"] = " Booster Automatic Enchantment",
    	[" 모험가 편의센터"] = " Adventurer Convenience Center",
    	["  차원 수호 기념관"] = "  Dimensional Guardian Memorial",
    	["  1차 전직 안내"] = "  1st Job Change Guide",
    	["  표본 환경 - 성전"] = "  Specimen Environment - Temple",
    	["  표본 환경 - 맹독"] = "  Specimen Environment - Venom",
    	["  표본 환경 - 영혼"] = "  Specimen Environment - Soul",
    }
    
    SignBoardIgnore = {
    	-- With this you can disable certain signboards by just declaring the Map and Coordinates
    	-- { "map", x, y },
    }
    
    -- Custom Signboards
    -- Uncommend the following 'dofile' line to read a different signboardlist outside of the CLS (Custom Lua Support)
    -- Note: The CLS for Signboards will still work even without this file.
    --
    -- dofile("System/Sign_Data_CLS.lua")

     

    yup this works, thanks, problem solved - make sure edit in GRF not in Client file lol...

     

    how to adjust the signboard heights ? 

    @Chaos92

     

    Spoiler

    image.thumb.png.296a174005c2a6a1a586f498b35dcb29.png

    mybe i just use normal NPC... still thanks

  7. 6 minutes ago, hendra814 said:
     

    i'm not sure for this, i check my offline files

    i can't found signboadlist.lub at data\luafiles514\lua files

    what i've found is signboardlist_f.lub

    and in this file i check it's refere to Sign_Data_EN.lub

     

    2023-10-09_114446.jpg

    this is whats inside "System,/Sign_Data_EN.lub" 

    which i had no idea how to edit it..

    Spoiler
    -- Original translation works of zackdreaver: https://github.com/zackdreaver/ROenglishRE
    -- Continuated by llchrisll at https://github.com/llchrisll/ROenglishRE
    -- This file can be distributed, used and modified freely
    -- This file shouldn't be claimed as part of your project, unless you fork it from https://github.com/llchrisll/ROenglishRE
    -- This file also only works if used in combination with the edited
    -- `data/luafiles514/lua files/signboardlist_f.lub`, which comes with this project!
    -- Last updated: 20230109
    
    SignBoardData = {
    	["입력안하셨습니다"] = "Cannot enter",
    	["  마일리지 스톤교환"] = "  Mileage Stone Exchange",
    	["  180Lv미만 출입금지"] = "  Entry: Level 180+",
    	["  190Lv미만 출입금지"] = "  Entry: Level 190+",
    	["  표본 환경 - 혹한"] = "  Specimen Environment - Cold",
    	["  표본 환경 - 화염"] = "  Specimen Environment - Flame",
    	["  표본 환경 - 초원"] = "  Specimen Environment - Grassland",
    	["  표본 환경 - 죽음"] = "  Specimen Environment - Death",
    	["  파라마켓"] = "  Paramarket",
    	["  기본 장비 지원"] = "  Basic Equipment Support",
    	["  중급 고급 무기 지원"] = "  Intermediate / Advanced Weapon Support",
    	["  고급 방어구 지원"] = "  Advanced Armor Support",
    	["  쉐도우 장비 대여"] = "  Shadow Equipment Rental",
    	["  낙원단 공간이동사"] = "  Eden Warper",
    	["   낙원단 공간이동사"] = "   Eden Warper",
    	["  여객선 승선"] = "  Ferry Service",
    	["  알베르타행"] = "  To Alberta",
    	["  난파선행"] = "  To Sunken Ship",
    	["  이즈루드행"] = "  To Izlude",
    	["  자와이행"] = "  To Jawai",
    	["  루티에행"] = "  To Lutie",
    	["  오딘신전 행"] = "  To Odin Temple",
    	["  휘겔 행"] = "  To Hugel",
    	["  용지성 행"] = "  To Louyang",
    	["  알베르타 행"] = "  To Alberta",
    	["  아마쯔 행"] = "  To Amatsu",
    	["  아요타야 행"] = "  To Ayothaya",
    	["  브라질리스 행"] = "  To Brasilis",
    	["  쿤룬 행"] = "  To Gonryun",
    	["  포트말라야 행"] = "  To Malaya",
    	["  데와타 행"] = "  To Dewata",
    	["  모스코비아 행"] = "  To Moscovia",
    	["  락 릿지 행"] = "  To Rock Ridge",
    	["  거북섬 행"] = "  To Turtle Dungeon",
    	["  라자냐 행"] = "  To Lasagna",
    	["  말랑도 행"] = "  To Malangdo",
    	["  소드 클랜"] = "  Sword Clan",
    	["  아크완드 클랜"] = "  Arc Wand Clan",
    	["  골든메이스 클랜"] = "  Golden Mace Clan",
    	["  크로스보우 클랜"] = "  Crossbow Clan",
    	["  결혼 신청"] = "  Marriage Application",
    	["  독립 도우미"] = "  Independent Helper",
    	["  비공정 출구"] = "  Exit",
    	["  유노-라헬 행"] = "  To Yuno-Rachel",
    	["  유노-이즈루드 행"] = "  To Yuno-Izlude",
    	["  이즈루드-라헬 행"] = "  Izlude to Rachel",
    	["  슈발츠발드 국내선"] = "  Schwartzvald Rebublic",
    	["  등급강화소"] = "  Grade Enhancement",
    	["  메가 부스터 지원"] = "  Mega Booster Support",
    	[" 부스터일루시온인챈트"] = " Booster Illusion Enchantment",
    	[" 부스터오토매틱인챈트"] = " Booster Automatic Enchantment",
    	[" 모험가 편의센터"] = " Adventurer Convenience Center",
    	["  차원 수호 기념관"] = "  Dimensional Guardian Memorial",
    	["  1차 전직 안내"] = "  1st Job Change Guide",
    	["  표본 환경 - 성전"] = "  Specimen Environment - Temple",
    	["  표본 환경 - 맹독"] = "  Specimen Environment - Venom",
    	["  표본 환경 - 영혼"] = "  Specimen Environment - Soul",
    }
    
    SignBoardIgnore = {
    	-- With this you can disable certain signboards by just declaring the Map and Coordinates
    	-- { "map", x, y },
    }
    
    -- Custom Signboards
    -- Uncommend the following 'dofile' line to read a different signboardlist outside of the CLS (Custom Lua Support)
    -- Note: The CLS for Signboards will still work even without this file.
    --
    -- dofile("System/Sign_Data_CLS.lua")

     

     

  8. 4 minutes ago, hendra814 said:

    are the 2 NPC using same parameter?

    This is NPC 1:

    Spoiler
    veil,116,117,5	script	Healer	992,{
    
    if (.@COOLDOWN_REWARD > gettimetick(2)) end;
    
    specialeffect2 EF_HEAL2; percentheal 100,100;
    	specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,600000,10;
    	specialeffect2 EF_BLESSING; sc_start SC_BLESSING,600000,10;
    	
    	if ( countitem(.VIP_item) || rentalcountitem(.VIP_item) ) {
    		specialeffect2 EF_ANGELUS; sc_start SC_ANGELUS,600000,10;
    		specialeffect2 EF_SUFFRAGIUM; sc_start SC_SUFFRAGIUM,600000,3;
    		specialeffect2 EF_IMPOSITIO; sc_start SC_IMPOSITIO,600000,5;
    		specialeffect2 EF_GLORIA; sc_start SC_GLORIA,600000,5;
    		specialeffect2 EF_MAGNIFICAT; sc_start SC_MAGNIFICAT,600000,5;
    		specialeffect2 EF_CHEMICALPROTECTIOn; sc_start SC_CP_WEAPON,600000,5;
    		sc_start SC_CP_ARMOR,600000,5;
    		sc_start SC_CP_SHIELD,600000,5;
    		sc_start SC_CP_HELM,600000,5;
    		specialeffect2 EF_ASSUMPTIO; sc_start SC_ASSUMPTIO,600000,5;
    		sc_start SC_ADRENALINE2,600000,1;
    		specialeffect2 EF_MAXPOWER; sc_start SC_MAXIMIZEPOWER,600000,5;
    		specialeffect2 EF_PERFECTION; sc_start SC_WEAPONPERFECTION,600000,5;
    		specialeffect2 EF_ENDURE; sc_start SC_ENDURE,600000,10;
    		sc_start SC_KAUPE,600000,3;
    		sc_start SC_KAITE,600000,7;
    		sc_start SC_STRFOOD,600000,5;
    		sc_start SC_AGIFOOD,600000,5;
    		sc_start SC_VITFOOD,600000,5;
    		sc_start SC_INTFOOD,600000,5;
    		sc_start SC_DEXFOOD,600000,5;
    		sc_start SC_LUKFOOD,600000,5;
    
    		switch ( CLASS ) {
    			case 18:
    			case 4019:
    			case 4071:
    			case 4078:
    				skilleffect "SL_ALCHEMIST",0;
    				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
    				break;
    			case 15:
    			case 4016:
    			case 4070:
    			case 4077:
    				skilleffect "SL_MONK",0;
    				sc_start4 SC_SPIRIT,9999999,5,447,0,0;
    				break;
    			case 4047:
    				skilleffect "SL_STAR",0;
    				sc_start4 SC_SPIRIT,9999999,5,448,0,0;
    				break;
    			case 16:
    			case 4017:
    			case 4067:
    			case 4074:
    				skilleffect "SL_SAGE",0;
    				sc_start4 SC_SPIRIT,9999999,5,449,0,0;
    				break;
    			case 14:
    			case 4015:
    			case 4066:
    			case 4073:
    				skilleffect "SL_CRUSADER",0;
    				sc_start4 SC_SPIRIT,9999999,5,450,0,0;
    				break;
    			case 23:
    			case 4190:
    				skilleffect "SL_SUPERNOVICE",0;
    				sc_start4 SC_SPIRIT,9999999,5,451,0,0;
    				break;
    			case 7:
    			case 4008:
    			case 4054:
    			case 4060:
    				skilleffect "SL_KNIGHT",0;
    				sc_start4 SC_SPIRIT,9999999,5,452,0,0; 
    				break;
    			case 9:
    			case 4010:
    			case 4055:
    			case 4061:
    				skilleffect "SL_WIZARD",0;
    				sc_start4 SC_SPIRIT,9999999,5,453,0,0;
    				break;
    			case 8:
    			case 4009:
    			case 4057:
    			case 4063:
    				skilleffect "SL_PRIEST",0;
    				sc_start4 SC_SPIRIT,9999999,5,454,0,0;
    				break;
    			case 19:
    			case 20:
    			case 4020:
    			case 4021:
    			case 4068:
    			case 4069:
    			case 4075:
    			case 4076:
    				skilleffect "SL_BARDDANCER",0;
    				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
    				break;
    			case 17:
    			case 4018:
    			case 4072:
    			case 4079:
    				skilleffect "SL_ROGUE",0;
    				sc_start4 SC_SPIRIT,9999999,5,456,0,0;
    				break;
    			case 12:
    			case 4013:
    			case 4059:
    			case 4065:
    				skilleffect "SL_ASSASIN",0;
    				sc_start4 SC_SPIRIT,9999999,5,457,0,0;
    				break;
    			case 10:
    			case 4011:
    				skilleffect "SL_BLACKSMITH",0;
    				sc_start4 SC_SPIRIT,9999999,5,458,0,0;
    				break;
    			case 11:
    			case 4012:
    			case 4056:
    			case 4062:
    				skilleffect "SL_HUNTER",0;
    				sc_start4 SC_SPIRIT,9999999,5,460,0,0;
    				break;
    			case 4049:
    				skilleffect "SL_SOULLINKER",0;
    				sc_start4 SC_SPIRIT,9999999,5,461,0,0;
    				break;
    			default:
    				break;
    		}
    	if (.@Delay) set .@COOLDOWN_REWARD, gettimetick(2)+.@Delay;
    	}
    	
    	mes "Please wait, come back again after "+(#COOLDOWN_REWARD - gettimetick(2))+" seconds.";
    	close;
    	
    OnInit:
    	set .@Delay,10;
    	.VIP_item = 992; //itemId
    	end;
    }

     

    This is NPC 2:

    Spoiler
    neko_isle,71,122,6	script	Green Tree	659,{
    
    		if (gettimetick(2) > #COOLDOWN_REWARD) {
    		#COOLDOWN_REWARD += (gettimetick(2) + 3); // 3 seconds.
    		getitem 512, 1;
    		set Pick,1;
    					}
    		
    		
    	if(Pick == 1){
    		if (gettimetick(2) > #COOLDOWN_REWARD) {
    		#COOLDOWN_REWARD += (gettimetick(2) + 3); // 3 seconds.
    		getitem 512, 1;
    		set Pick,2;
    					}
    		}
    		
    		if(Pick == 2){
    		if (gettimetick(2) > #COOLDOWN_REWARD) {
    		#COOLDOWN_REWARD += (gettimetick(2) + 3); // 3 seconds.
    		getitem 512, 1;
    		set Pick,3;
    					}
    		}
    		
    		if(Pick == 3){
    		if (gettimetick(2) > #COOLDOWN_REWARD) {
    		#COOLDOWN_REWARD += (gettimetick(2) + 3); // 3 seconds.
    		getitem 512, 1;
    		set Pick,0;
    					}
    		}
    
    	mes "Need to wait "+(#COOLDOWN_REWARD - gettimetick(2))+" seconds.";
    	close;
    	}

     

     

  9. Spoiler
    4 minutes ago, hendra814 said:

    sorry are you already did this one

    image.png.4224c637af7bd98b86399e0e4216d29f.png

    No i did not edit any of it yet on that part, just post it so u could show me how to edit it properly. and about the picture you have send, i would preffer to use ro own signboard, the brown color if posible

    @hendra814

  10. 6 minutes ago, hendra814 said:

    try this but sorry i can't test it

    veil,116,117,5	script	Healer	992,{
    
    if (.@COOLDOWN_REWARD > gettimetick(2)) end;
    
    specialeffect2 EF_HEAL2; percentheal 100,100;
    	specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,600000,10;
    	specialeffect2 EF_BLESSING; sc_start SC_BLESSING,600000,10;
    	
    	if ( countitem(.VIP_item) || rentalcountitem(.VIP_item) ) {
    		specialeffect2 EF_ANGELUS; sc_start SC_ANGELUS,600000,10;
    		specialeffect2 EF_SUFFRAGIUM; sc_start SC_SUFFRAGIUM,600000,3;
    		specialeffect2 EF_IMPOSITIO; sc_start SC_IMPOSITIO,600000,5;
    		specialeffect2 EF_GLORIA; sc_start SC_GLORIA,600000,5;
    		specialeffect2 EF_MAGNIFICAT; sc_start SC_MAGNIFICAT,600000,5;
    		specialeffect2 EF_CHEMICALPROTECTIOn; sc_start SC_CP_WEAPON,600000,5;
    		sc_start SC_CP_ARMOR,600000,5;
    		sc_start SC_CP_SHIELD,600000,5;
    		sc_start SC_CP_HELM,600000,5;
    		specialeffect2 EF_ASSUMPTIO; sc_start SC_ASSUMPTIO,600000,5;
    		sc_start SC_ADRENALINE2,600000,1;
    		specialeffect2 EF_MAXPOWER; sc_start SC_MAXIMIZEPOWER,600000,5;
    		specialeffect2 EF_PERFECTION; sc_start SC_WEAPONPERFECTION,600000,5;
    		specialeffect2 EF_ENDURE; sc_start SC_ENDURE,600000,10;
    		sc_start SC_KAUPE,600000,3;
    		sc_start SC_KAITE,600000,7;
    		sc_start SC_STRFOOD,600000,5;
    		sc_start SC_AGIFOOD,600000,5;
    		sc_start SC_VITFOOD,600000,5;
    		sc_start SC_INTFOOD,600000,5;
    		sc_start SC_DEXFOOD,600000,5;
    		sc_start SC_LUKFOOD,600000,5;
    
    		switch ( CLASS ) {
    			case 18:
    			case 4019:
    			case 4071:
    			case 4078:
    				skilleffect "SL_ALCHEMIST",0;
    				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
    				break;
    			case 15:
    			case 4016:
    			case 4070:
    			case 4077:
    				skilleffect "SL_MONK",0;
    				sc_start4 SC_SPIRIT,9999999,5,447,0,0;
    				break;
    			case 4047:
    				skilleffect "SL_STAR",0;
    				sc_start4 SC_SPIRIT,9999999,5,448,0,0;
    				break;
    			case 16:
    			case 4017:
    			case 4067:
    			case 4074:
    				skilleffect "SL_SAGE",0;
    				sc_start4 SC_SPIRIT,9999999,5,449,0,0;
    				break;
    			case 14:
    			case 4015:
    			case 4066:
    			case 4073:
    				skilleffect "SL_CRUSADER",0;
    				sc_start4 SC_SPIRIT,9999999,5,450,0,0;
    				break;
    			case 23:
    			case 4190:
    				skilleffect "SL_SUPERNOVICE",0;
    				sc_start4 SC_SPIRIT,9999999,5,451,0,0;
    				break;
    			case 7:
    			case 4008:
    			case 4054:
    			case 4060:
    				skilleffect "SL_KNIGHT",0;
    				sc_start4 SC_SPIRIT,9999999,5,452,0,0; 
    				break;
    			case 9:
    			case 4010:
    			case 4055:
    			case 4061:
    				skilleffect "SL_WIZARD",0;
    				sc_start4 SC_SPIRIT,9999999,5,453,0,0;
    				break;
    			case 8:
    			case 4009:
    			case 4057:
    			case 4063:
    				skilleffect "SL_PRIEST",0;
    				sc_start4 SC_SPIRIT,9999999,5,454,0,0;
    				break;
    			case 19:
    			case 20:
    			case 4020:
    			case 4021:
    			case 4068:
    			case 4069:
    			case 4075:
    			case 4076:
    				skilleffect "SL_BARDDANCER",0;
    				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
    				break;
    			case 17:
    			case 4018:
    			case 4072:
    			case 4079:
    				skilleffect "SL_ROGUE",0;
    				sc_start4 SC_SPIRIT,9999999,5,456,0,0;
    				break;
    			case 12:
    			case 4013:
    			case 4059:
    			case 4065:
    				skilleffect "SL_ASSASIN",0;
    				sc_start4 SC_SPIRIT,9999999,5,457,0,0;
    				break;
    			case 10:
    			case 4011:
    				skilleffect "SL_BLACKSMITH",0;
    				sc_start4 SC_SPIRIT,9999999,5,458,0,0;
    				break;
    			case 11:
    			case 4012:
    			case 4056:
    			case 4062:
    				skilleffect "SL_HUNTER",0;
    				sc_start4 SC_SPIRIT,9999999,5,460,0,0;
    				break;
    			case 4049:
    				skilleffect "SL_SOULLINKER",0;
    				sc_start4 SC_SPIRIT,9999999,5,461,0,0;
    				break;
    			default:
    				break;
    		}
    	if (.@Delay) set .@COOLDOWN_REWARD, gettimetick(2)+.@Delay;
    	}
    	
    	mes "Please wait, come back again after "+(#COOLDOWN_REWARD - gettimetick(2))+" seconds.";
    	close;
    	
    OnInit:
    	set .@Delay,10;
    	.VIP_item = 992; //itemId
    	end;

     

    [Error]: Missing 1 right curlys at file 'npc/custom/healer.txt', line '145'.

    after add the missing curly, now it pop up the msg and become unlimited clicks / heal

    Spoiler

    image.thumb.png.54ae2219d891ed528df8add8eab11110.png

    btw i have another npc using similar script, think that might be the couse?

  11. 2 minutes ago, hendra814 said:

    for this you must edit file Sign_data at system folder too

    example?

    -- Original translation works of zackdreaver: https://github.com/zackdreaver/ROenglishRE
    -- Continuated by llchrisll at https://github.com/llchrisll/ROenglishRE
    -- This file can be distributed, used and modified freely
    -- This file shouldn't be claimed as part of your project, unless you fork it from https://github.com/llchrisll/ROenglishRE
    -- This file also only works if used in combination with the edited
    -- `data/luafiles514/lua files/signboardlist_f.lub`, which comes with this project!
    -- Last updated: 20230109
    
    SignBoardData = {
    	["입력안하셨습니다"] = "Cannot enter",
    	["  마일리지 스톤교환"] = "  Mileage Stone Exchange",
    	["  180Lv미만 출입금지"] = "  Entry: Level 180+",
    	["  190Lv미만 출입금지"] = "  Entry: Level 190+",
    	["  표본 환경 - 혹한"] = "  Specimen Environment - Cold",
    	["  표본 환경 - 화염"] = "  Specimen Environment - Flame",
    	["  표본 환경 - 초원"] = "  Specimen Environment - Grassland",
    	["  표본 환경 - 죽음"] = "  Specimen Environment - Death",
    	["  파라마켓"] = "  Paramarket",
    	["  기본 장비 지원"] = "  Basic Equipment Support",
    	["  중급 고급 무기 지원"] = "  Intermediate / Advanced Weapon Support",
    	["  고급 방어구 지원"] = "  Advanced Armor Support",
    	["  쉐도우 장비 대여"] = "  Shadow Equipment Rental",
    	["  낙원단 공간이동사"] = "  Eden Warper",
    	["   낙원단 공간이동사"] = "   Eden Warper",
    	["  여객선 승선"] = "  Ferry Service",
    	["  알베르타행"] = "  To Alberta",
    	["  난파선행"] = "  To Sunken Ship",
    	["  이즈루드행"] = "  To Izlude",
    	["  자와이행"] = "  To Jawai",
    	["  루티에행"] = "  To Lutie",
    	["  오딘신전 행"] = "  To Odin Temple",
    	["  휘겔 행"] = "  To Hugel",
    	["  용지성 행"] = "  To Louyang",
    	["  알베르타 행"] = "  To Alberta",
    	["  아마쯔 행"] = "  To Amatsu",
    	["  아요타야 행"] = "  To Ayothaya",
    	["  브라질리스 행"] = "  To Brasilis",
    	["  쿤룬 행"] = "  To Gonryun",
    	["  포트말라야 행"] = "  To Malaya",
    	["  데와타 행"] = "  To Dewata",
    	["  모스코비아 행"] = "  To Moscovia",
    	["  락 릿지 행"] = "  To Rock Ridge",
    	["  거북섬 행"] = "  To Turtle Dungeon",
    	["  라자냐 행"] = "  To Lasagna",
    	["  말랑도 행"] = "  To Malangdo",
    	["  소드 클랜"] = "  Sword Clan",
    	["  아크완드 클랜"] = "  Arc Wand Clan",
    	["  골든메이스 클랜"] = "  Golden Mace Clan",
    	["  크로스보우 클랜"] = "  Crossbow Clan",
    	["  결혼 신청"] = "  Marriage Application",
    	["  독립 도우미"] = "  Independent Helper",
    	["  비공정 출구"] = "  Exit",
    	["  유노-라헬 행"] = "  To Yuno-Rachel",
    	["  유노-이즈루드 행"] = "  To Yuno-Izlude",
    	["  이즈루드-라헬 행"] = "  Izlude to Rachel",
    	["  슈발츠발드 국내선"] = "  Schwartzvald Rebublic",
    	["  등급강화소"] = "  Grade Enhancement",
    	["  메가 부스터 지원"] = "  Mega Booster Support",
    	[" 부스터일루시온인챈트"] = " Booster Illusion Enchantment",
    	[" 부스터오토매틱인챈트"] = " Booster Automatic Enchantment",
    	[" 모험가 편의센터"] = " Adventurer Convenience Center",
    	["  차원 수호 기념관"] = "  Dimensional Guardian Memorial",
    	["  1차 전직 안내"] = "  1st Job Change Guide",
    	["  표본 환경 - 성전"] = "  Specimen Environment - Temple",
    	["  표본 환경 - 맹독"] = "  Specimen Environment - Venom",
    	["  표본 환경 - 영혼"] = "  Specimen Environment - Soul",
    }
    
    SignBoardIgnore = {
    	-- With this you can disable certain signboards by just declaring the Map and Coordinates
    	-- { "map", x, y },
    }
    
    -- Custom Signboards
    -- Uncommend the following 'dofile' line to read a different signboardlist outside of the CLS (Custom Lua Support)
    -- Note: The CLS for Signboards will still work even without this file.
    --
    -- dofile("System/Sign_Data_CLS.lua")

     

  12. i was trying to add delay to prevent player spamming healer just for 10 sec and this happen..

    Spoiler

    1.thumb.png.44b991dee8fd10ad5f32174ab3537ef0.png

    script:

    Spoiler
    veil,116,117,5	script	Healer	992,{
    
    if (gettimetick(2) > #COOLDOWN_REWARD) {
    
    #COOLDOWN_REWARD += (gettimetick(2) + 10); // 10 seconds.
    
    specialeffect2 EF_HEAL2; percentheal 100,100;
    	specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,600000,10;
    	specialeffect2 EF_BLESSING; sc_start SC_BLESSING,600000,10;
    	
    	if ( countitem(.VIP_item) || rentalcountitem(.VIP_item) ) {
    		specialeffect2 EF_ANGELUS; sc_start SC_ANGELUS,600000,10;
    		specialeffect2 EF_SUFFRAGIUM; sc_start SC_SUFFRAGIUM,600000,3;
    		specialeffect2 EF_IMPOSITIO; sc_start SC_IMPOSITIO,600000,5;
    		specialeffect2 EF_GLORIA; sc_start SC_GLORIA,600000,5;
    		specialeffect2 EF_MAGNIFICAT; sc_start SC_MAGNIFICAT,600000,5;
    		specialeffect2 EF_CHEMICALPROTECTIOn; sc_start SC_CP_WEAPON,600000,5;
    		sc_start SC_CP_ARMOR,600000,5;
    		sc_start SC_CP_SHIELD,600000,5;
    		sc_start SC_CP_HELM,600000,5;
    		specialeffect2 EF_ASSUMPTIO; sc_start SC_ASSUMPTIO,600000,5;
    		sc_start SC_ADRENALINE2,600000,1;
    		specialeffect2 EF_MAXPOWER; sc_start SC_MAXIMIZEPOWER,600000,5;
    		specialeffect2 EF_PERFECTION; sc_start SC_WEAPONPERFECTION,600000,5;
    		specialeffect2 EF_ENDURE; sc_start SC_ENDURE,600000,10;
    		sc_start SC_KAUPE,600000,3;
    		sc_start SC_KAITE,600000,7;
    		sc_start SC_STRFOOD,600000,5;
    		sc_start SC_AGIFOOD,600000,5;
    		sc_start SC_VITFOOD,600000,5;
    		sc_start SC_INTFOOD,600000,5;
    		sc_start SC_DEXFOOD,600000,5;
    		sc_start SC_LUKFOOD,600000,5;
    
    		switch ( CLASS ) {
    			case 18:
    			case 4019:
    			case 4071:
    			case 4078:
    				skilleffect "SL_ALCHEMIST",0;
    				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
    				break;
    			case 15:
    			case 4016:
    			case 4070:
    			case 4077:
    				skilleffect "SL_MONK",0;
    				sc_start4 SC_SPIRIT,9999999,5,447,0,0;
    				break;
    			case 4047:
    				skilleffect "SL_STAR",0;
    				sc_start4 SC_SPIRIT,9999999,5,448,0,0;
    				break;
    			case 16:
    			case 4017:
    			case 4067:
    			case 4074:
    				skilleffect "SL_SAGE",0;
    				sc_start4 SC_SPIRIT,9999999,5,449,0,0;
    				break;
    			case 14:
    			case 4015:
    			case 4066:
    			case 4073:
    				skilleffect "SL_CRUSADER",0;
    				sc_start4 SC_SPIRIT,9999999,5,450,0,0;
    				break;
    			case 23:
    			case 4190:
    				skilleffect "SL_SUPERNOVICE",0;
    				sc_start4 SC_SPIRIT,9999999,5,451,0,0;
    				break;
    			case 7:
    			case 4008:
    			case 4054:
    			case 4060:
    				skilleffect "SL_KNIGHT",0;
    				sc_start4 SC_SPIRIT,9999999,5,452,0,0; 
    				break;
    			case 9:
    			case 4010:
    			case 4055:
    			case 4061:
    				skilleffect "SL_WIZARD",0;
    				sc_start4 SC_SPIRIT,9999999,5,453,0,0;
    				break;
    			case 8:
    			case 4009:
    			case 4057:
    			case 4063:
    				skilleffect "SL_PRIEST",0;
    				sc_start4 SC_SPIRIT,9999999,5,454,0,0;
    				break;
    			case 19:
    			case 20:
    			case 4020:
    			case 4021:
    			case 4068:
    			case 4069:
    			case 4075:
    			case 4076:
    				skilleffect "SL_BARDDANCER",0;
    				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
    				break;
    			case 17:
    			case 4018:
    			case 4072:
    			case 4079:
    				skilleffect "SL_ROGUE",0;
    				sc_start4 SC_SPIRIT,9999999,5,456,0,0;
    				break;
    			case 12:
    			case 4013:
    			case 4059:
    			case 4065:
    				skilleffect "SL_ASSASIN",0;
    				sc_start4 SC_SPIRIT,9999999,5,457,0,0;
    				break;
    			case 10:
    			case 4011:
    				skilleffect "SL_BLACKSMITH",0;
    				sc_start4 SC_SPIRIT,9999999,5,458,0,0;
    				break;
    			case 11:
    			case 4012:
    			case 4056:
    			case 4062:
    				skilleffect "SL_HUNTER",0;
    				sc_start4 SC_SPIRIT,9999999,5,460,0,0;
    				break;
    			case 4049:
    				skilleffect "SL_SOULLINKER",0;
    				sc_start4 SC_SPIRIT,9999999,5,461,0,0;
    				break;
    			default:
    				break;
    		}
    	}
    	end;
    	}
    	
    	mes "Please wait, come back again after "+(#COOLDOWN_REWARD - gettimetick(2))+" seconds.";
    	close;
    	
    OnInit:
    	.VIP_item = 992; //itemId
    	end;
    }

     

    help?

  13. Hello i would like to request a script, as my scripting level is below then 2/10, here are the brief what i plan the npc to do

    1. Player must be right next to npc to talk to the npc
    2. Player will need an item to even talk to npc
    3. Once the player able to talk to the npc with required item, player will not be able to move for 3 seconds or talk to any other npc, and there will be a progress bar above player and clarification text of Mining (kindly qoute these part so i change it later), example = Mining IIIIIIII--- 
    4. Player can only talk or move again after he sucsess his previous mining, or talk to any nearby mining npc, and he can only talk / mine at maximum 3x on that npc (mining)
    5. If some how player only mined 2 times, the next player can only mined 1x
    6. If the player have mined 3 time from the npc, the npc will gone (hidenpc)
    7. Only after 3 minutes after player have exhousted the 3x mining, the npc will re-apear again at the same spot, with fresh 3 item to be mined
    8. I plan to use this npc for serval type tiers of mining, like tier 1 mining spot, tier 2 mining spot, and rest goes on
    9. Each tier will drop diffrent type of items and the npc name will be diffrent, and require diffrent type of item before player can talk to npc

    i would be very much appreciate the efforts for those who willing to script my npc script request, thank you so much.  

  14. i just edited a custom tree sprites, but somehow it can only be view in full in max zoom out, when zoom in only half of 1/3 of the tree missing, can someone guide me how to fix this please ? 

    Thanks !

    Zoom Out

    Spoiler

    1.thumb.png.a2b150cf205fceb67693f0ed4015d827.png

    zoom in :

    Spoiler

    2.thumb.png.aadd68d9d5baac6cd0b324854d202bd7.png

     Act :

    Spoiler

    3.thumb.png.5e8cfee82e06c218068b4928751346cf.png

     

    • Upvote 1
  15. my server was fine before, but i figure i want to update it to the latest version currently, my server is Pre-re so i just overwrite pre re over renewal and upload all the rest of the file data i repack them and put on my thor web for patching, next thing i know in login screen i cant see my server name, try login but nothing happen just freeze and the game close..

     

    Spoiler

    image.thumb.png.bd8e15ea437c4c62974c0aa11e85a47d.png

    kindly guide me on which part i get it wrong...

     

    Edited / solution : I found out that the server read clientinfo, while i was using silentinfo, so i just copy the details from my silentinfo to clientinfo, reupload the new file, delete my .dat file, redownload everything, and it works now, on nemo there on search box just type in "load"

    this here was the issue

    Spoiler

    image.thumb.png.9e1d8a5e46a36c58774d202931d3300a.png

    thanks to @caos51 for pointing out the problem

  16. hello, 1st of all i know very clearly there are some mining script here in rathena, but i need some adjustment that would fit to my needs.

    here are the details :

    Spoiler

    1. When player interact with the miner, they need to wait for 3 second to gain items from the miner player gone need mining axe (example)

    2. There will be only 10 item that can be mined from the npc, once the miner npc have given out all 10 items the npc will be removed

    3. After 3 minute the miner npc will spawn back at the same location where it was with fresh 10 items to be harvested

    4. In any case if a player mined only 3 items only, the next player can only mined 7 more times

    5. There is a random chance of getting nothing

    6. This is if it is possible, player can use some commands like @mine or something then the player will start mine all nearby mine automatic until he/she move the char manually.

    7. Also need a duplicate since i will put the mine npc almost in the whole map and other map, with different tiers of mines and different item drop   

     

    thank you so much for helping me out.

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