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Everything posted by leertaste
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You have an normal account And if you use an (for example) Silver Premium Ticket you directly jump to silver premium without getting bronze before. But it should also be possible to upgrade your Accunt to gold (with Holy Egg) after using the Silver Premium Ticket. (Same with bronze) But it should also be possible to upgrade your Account to gold (with Gold Premium Ticket) after using the Silver Premium Ticket. (Same with bronze) (So you reach Gold/silver) Impossible: - Using Bronze premium ticket if your account status is even higher (silver/bronze) - Using Silver premium ticket if your account status is even higher (gold ticket) So you can't "downgrade" you'r premium status to any lower To say it in your words: Not restricted
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You need to edit the skillinfolist.LUA NOT the skillinfolist.LUB just use notepad++ or editor to edit this file
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It will just cost you 10 min of your time, come one
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Dude, it work's now Damn SQL Tables... Dude, you'r the best!!! Really EDIT: The Npc shows that I have first bronze, then silver, and then gold account, but the gm level isnt set to the level i setup in setup section Only on gold account I'll become GM Level 1 I restarted server after changing this The last thing are the 3 items :$ or teach me how to do and i do it on my own ))
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like this? npc/mobs/dungeons/beach_dun.txt beach_dun,0,0,0,0 boss_monster Tao Gunka 1583,2,18000000,600000,0 ?
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Error: (GM Level is'nt set to "set .bronze_AccLvl, 0;" anymore) I can't follow anymore o.o Does maybe other SQL Scripts I've loadet "kill" each other?
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Oh wow! You'r just great! All problems seem to be fixed except the upgrading one. When I use the "Holy Egg" the first time, I just get this error:
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You damn genius
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Oh maaaaa gaaaawd! I love you so much The most parts are working perfectly =) But i detected some errors i can't fix on my own :$ At first the SQL part When I open the script in my query browser this "error" expires: Line 28: Error Message: The next error appears: When I try to delete an account from sql tabe via npc my map_server gives this error message (I'm sure this error appears cause of the error in sql table line 28) Because of this my Status will not shown at NPC when I used the Holy Egg to increase account status to another This NPC already says: "You have an normal account"... but in my sql bronze_vip table is the account listed O.O Questions: 1.Am I supposed to create 3 Items? Every item will give me bronze/silver or gold status? Or do I have to upgrade all the way trough? 2.How can I set up no expire date? like an permanent premium account? And again Capuche, I love your work *_*
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This is what i meant^^ you could check which class you have and give the certain spirit skill so you don't have to create a single scroll for every class
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Why don't you use just one item for every class?^^
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Hey guys... I'm using this "Stop the Clock" script: (eAthena) prontera,156,122,4 script Stop the Clock 102,{ if(.game == 1 && stopped != 1) { set stopped, 1; set @stopped, .i; message strcharinfo(0), "You stopped the clock at "+@stopped+"."; if(.lowest > @stopped) { set .lowest, @stopped; set .winner$, strcharinfo(0); } end; } else if(.game == 1) { message strcharinfo(0), "You already stopped the clock."; end; } set .name$, "[Event Manager]"; set .menu$, "Times:Information:Price:Leave"; if(strcharinfo(0) == .winner$) { set stopped, 0; mes .name$; mes "Here you get your price."; mes "Your Price is:"; mes "^ff0000"+$prize_amount+" "+getitemname($prize_id)+"^000000"; getitem $prize_id, $prize_amount; set .winner$, ""; close; } if(stopped == 1) { set stopped, 0; mes .name$; mes "You activated your char for the next round."; close; } if(getgmlevel() > 60) set .menu$, .menu$ + ":StartGame:SetPrice"; mes .name$; mes "Welcome to the ^ff0000Stop the Clock^000000."; next; switch(select(.menu$)) { case 1: mes .name$; mes "^ff0000Stop the Clock^000000 starts each day at:"; mes "^00800015:00^000000, ^00800018:00^000000 and ^00800021:00^000000 o'clock."; close; case 2: mes .name$; mes "^ff0000Stop the Clock^000000"; mes "is a game where you need to"; mes "click on me exactly when the counter reached 0."; next; mes .name$; mes "It counts down from ^0080001000^000000 to ^ff00000^000000."; next; mes .name$; mes "To win, you need to have the ^ff0000closest value to 0^000000 but at least ^ff0000below 50^000000."; next; mes .name$; mes "The winner will recieve a prize."; mes "^ff0000Don't forget to talk to me after the Event is over,"; mes "to reset your counter to take part on the next event.^000000"; close; case 3: mes .name$; mes "The Price is:"; mes "^ff0000"+$prize_amount+" "+getitemname($prize_id)+"^000000"; close; case 4: close; case 5: sleep2 100; close2; goto l_start; end; case 6: mes .name$; mes "Enter the item id of the prize:"; input $prize_id; next; mes .name$; mes "Enter the amount if items the winner will recieve:"; input $prize_amount; next; mes .name$; mes "The price id is: ^ff0000"+$prize_id+"^000000"; mes "^008000("+getitemname($prize_id)+")^000000."; mes "The amount is: ^ff0000"+$prize_amount+"^000000."; close; } OnClock1500: OnClock1800: OnClock2100: l_start: announce "[Aline]: We are going to start an Stop the Clock Event in 1 Minute at Prontera!",bc_all; sleep2 30000; announce "[Aline]: We are going to start in 30 Seconds!",bc_all; sleep2 20000; announce "[Aline]: Hurry up! Event starts in 10 Seconds!",bc_all; sleep2 5000; announce "[Aline]: Get Ready only 5 seconds left!",bc_all; sleep2 5000; announce "[Aline]: START!!!",bc_all; sleep2 5000; set .winner$, ""; set .game, 1; set .lowest, 1000; for(set .i, 1000; .i > 300;set .i, .i - 100) { announce ":: "+.i+" ::",bc_blue|bc_area; misceffect 377; sleep2 1000; } for(set .i, 300; .i > 50;set .i, .i - 10) { announce ":: "+.i+" ::",bc_blue|bc_area; misceffect 377; sleep2 100; } for(set .i, 50; .i > 0;set .i, .i - 1) { announce ":: "+.i+" ::",bc_blue|bc_area; misceffect 377; sleep2 10; } set .game, 0; if(.winner$ == "") { announce "Nobody hit the clock at the right moment. There is no winner.",bc_blue; end; } announce .winner$+" won Stop the Clock. He stopped it at "+.lowest+".",bc_blue; sleep2 5000; announce .winner$+"Please talk to me to get your price.",bc_blue; sleep2 5000; announce "To activate your char for the next round, please talk to me, too.",bc_all; end; } But when someone is talking to the Npc while the Event starts, my mapserver gives this errormessage: Can someone write a clean version of it or fix the bug please? I tried by myself but.. i failed xD Thanks!
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Hello Community! I looked up for many Premium-Systems but I was very unhappy with them so I request for a new one [information: I'm using eAthena so please put it in usable syntax for me ] What I want in this Premium System? I want 3 different types of Premium Accounts: [+ SQL Tables for Each Account Type] SQL Tables will include: ID, Account ID, Start Date, End Date, Status (activ/passiv) 1. Bronze 2. Silver 3. Gold It should be possible giving this Premium type via Itemscript (callfunc) - if your status is normal you can use: bronze premium upgrade/silver premium upgrade/gold premium upgrade - if your status is bronze you can use: silver premium upgrade/gold premium upgrade - if your status is silver you can use: gold premium upgrade - if your status is gold you cant use any upgrade (as long your status wont be set back to normal(if expire date)) What are these types differences? Bronze: Standart Exp is 100% - Bronze will set this up to 125% // configureable like on the headear of the script [settings] give an variable for using special function in other npcs (x) Silver: Standart Exp is 100% - Silver will set this up to 150% // configureable like on the headear of the script [settings] Itemrate will increased by 5% // configureable like on the headear of the script [settings] give an variable for using special function in other npcs (xy) Gold: Standart Exp is 100% - Gold will set this up to 200% (Doubled Exp Rate) // configureable like on the headear of the script [settings] Itemrate will increased by 10% // configureable like on the headear of the script [settings] give an variable for using special function in other npcs (xxy) Enable the use of some extra @commands (maybe changing gm level of user to level 1) Variable example: (maybe name these variables = AccLvL1(bronze), AccLvL2(silver), AccLvL3(gold)) Normal Account can't use the Jobmaster (because variable is missing) Bronze User can't use the Jobmaster (cause given variable is not useable for jobmaster/missing) Silver User can use the Jobmaster (but he will need to pay some zenys) Gold User can use the Jobmaster (without paying) (I'm NOT requesting the Npc. It was just an example what the variables will be used for) Expire Date: I want an expire date to be configurable (also can set the bronze/silver/gold account permanently) In sql table it could be configured (end date = 0) and if the premium status expired it should be shown at disbottom At Login: Everytime you login it should be displayed what type of account you have (dispbottom) (only if theres a type/NOT on normal account type) and, if configured, the expire date or sth. like how long the premium status will hold on to. NPC: Maybe you can add an NPC where an User can see: - his account status (Normal/Bronze/Silver/Gold) and (if given) the expire date of it (also display if the type of premium is set for permanent) - a list of members having an premium account [bronze/Silver/Gold] Example: if normal Hello [NAME] you have an normal account. Get an [iTEMNAME] to get a premium account. if premium: Hello [NAME] you have an [sTATUS ACCOUNT] and it's permanent/ and it will expire in [TIME Days, Hours, Minutes] What an Admin (gm lvl 99) can do: - delete someones premium status - add a premium status for someone I hope this is detailed enough so no questions will get over me It would be so freaking awesome if someone could script this for me! I'm sure many users would implement this in their servers! Please please please
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how to implement this in eAthena?
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oh your right in my sql tables (guild) the max guild member is still set up to 16 but as far as i skill guild extension up to level 1 the max. guild member switches to 2 and everything works fine can u explain now, what exactly to do?
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As the title says: I modified one of the official iRo Daily Quests: [swab the Deck] (Scripted by Rikimaru) Here is the script: // // == /==/ /==/ /=/ /==/ /==/ /==/ /==/ / /===/ / /==/ /==/=====/==/ // // == /==/ /==/ /=/ /==/ /==/ /==/ /==/ /========/ /==/ /==///////==/ // ================ rAthena Script ================================================== // ============== Information ======================================================= // = iRO Daily Quest : Swab the Deck // = Made by : // = Rikimaru [Edited by Leertaste] //===== Current Version: =============================================== //= 1.5 //===== Compatible With: =============================================== //= any rAthena/eAthena SVN //===== Description: =================================================== //= The iRO Daily Quest : Swab the Deck //= Usefull for having fun in a Server with a Mini Quest //= Has a counter of 24 Hours until the Players can do the Quest again. //===== Additional Comments: =========================================== //= 1.3 Finished Scripting all NPC's [Rikimaru] //= 1.4 Fixed a saved Variable Typo [Rikimaru] //= 1.5 Modified complete script [Leertaste] //====================================================================== //============== DO NOT REMOVE MY CREDITS AND CLAIM MY WORK AS YOURS === alberta,104,60,5 script [Quest] Rats 748,{ //============================= Settings ========================== set .@npcname$,"[Quest] Rats"; set .BeadID,6222; //======================= End ===================================== mes .@npcname$; mes "Hello " + strcharinfo(0) + ""; mes "What do you want today?"; next; goto h_menu; h_menu: menu "Give me some ^008000Rat Balls^000000", RATBALLS_GO, "Exchange my ^FF0000Mystic Rat Balls^000000", RATBALLS_EXC, "Buy (with ^000088Shiny Beads^000000)", SHINY_USE, "Leave", L_partir; RATBALLS_GO: if(gettimetick(2) - #ratballs < (60 * 60 * 24)) { mes .@npcname$; mes "I'm sorry but you have to wait"; mes "24 Hours until you can get some"; mes "^008000Rat Balls^000000 again!"; next; goto h_menu; } mes .@npcname$; mes "With these ^008000Rat Balls^000000 you'll have"; mes "to go to the Alberta Ship."; mes "^ffffff_^000000"; mes "You'll find some rats there..."; next; mes .@npcname$; mes "All you have to do is to"; mes "get the ^008000Rat Balls^000000 to kill those"; mes "damn Rats... I hate them!"; next; mes .@npcname$; mes "Here take this"; mes "and come back when you've finished.."; getitem 20247,5; set #ratballs,gettimetick(2); close; RATBALLS_EXC: if(countitem(20248) == 0){ mes .@npcname$; mes "Sorry but you don't have any"; mes "^FF0000Mystic Rat Balls^000000 to exchange..."; mes "Just ask me if you have some..."; next; goto h_menu; } mes .@npcname$; mes "So, how many ^FF0000Mystic Rat Balls^000000"; mes "(You have: ^008000"+(countitem(20248)) +"^000000)"; mes "do you want to exchange to"; mes "^000088Shiny Beads^000000?"; mes "^ffffff_^000000"; mes "(If you input 0 , you're going to cancel the deal)"; next; input @beadamount; if(countitem(20248) < @beadamount) goto l_noitem; if (@beadamount == 0) { close; } mes .@npcname$; mes "Do you really want to exchange:"; mes ""+ @beadamount +" ^FF0000Mystic Rat Balls^000000"; mes "for"; mes ""+ @beadamount +" ^000088Shiny Beads^000000?"; next; switch(select("Yes:Change Amount:Back to Menu:Leave")) { case 1: mes .@npcname$; mes "Okay converting... ... ..."; next; if(countitem( 20248 ) < @beadamount) goto l_noitem; delitem 20248,@beadamount; getitem .BeadID,@beadamount; set BaseExp,+50000; // Change EXP here set JobExp,+40000; // Change EXP here goto h_menu; case 2: goto RATBALLS_EXC; case 3: goto h_menu; case 4: goto L_partir; l_noitem: mes .@npcname$; mes "I'm sorry, but you don't have"; mes "the entered amount of"; mes "^FF0000Mystic Rat Balls^000000 (^FF0000"+ @beadamount +"^000000)!"; mes "You only have ^008000"+(countitem(20248)) + "^000000!"; next; goto RATBALLS_EXC; } SHINY_USE: setarray @ItemID[0],5692,5170,5691,5578; // Items that can be bought setarray @Cost[0],50,50,50,30; // Item costs setarray @itemcount[0],1,1,1,1; // Amount of getting items when buy mes .@npcname$; mes "Hello ["+strcharinfo(0)+"]"; mes "Here you'r going to pay with:"; mes "^000088Shiny Beads^000000!"; mes "Do you want to buy some items?"; next; if (select("Yes, sure","No, nevermind!") == 2) goto h_menu; Buying: mes .@npcname$; mes "Item = Cost"; for( set .@i, 0; .@i < getarraysize(@ItemID); set .@i, .@i + 1 ) { mes "^0000ff"+@itemcount[.@i]+"x "+getitemname(@ItemID[.@i])+"^000000 = ^00aa00"+@Cost[.@i]+"^000000"; if( .@i < 1 ) set .@menu$, getitemname(@ItemID[.@i]); else set .@menu$, .@menu$+":"+getitemname(@ItemID[.@i]); } next; select(.@menu$); set @choice, @menu - 1; mes @npcname$; if(countitem(.BeadID) <@Cost[@choice]) { mes .@npcname$; mes "You can't buy this!"; mes "You'll need more:"; mes "^000088Shiny Beads^000000 (You have: ^008000"+(countitem(6222)) +"^000000)"; mes "for:"; mes "'"+getitemname(@ItemID[@choice])+"' (Costs: ^FF0000"+@Cost[@choice]+"^000000)"; next; goto BUY_MORE; } mes .@npcname$; mes "Are you realy sure to trade"; mes "'^ff0000"+getitemname(@ItemID[@choice])+"^000000' (Costs: ^008000"+@Cost[@choice]+"^000000)"; mes "for"; mes "^00aa00"+@Cost[@choice]+"^000000 ^000088Shiny Beads^000000? (You have: ^008000"+(countitem(6222)) +"^000000)"; next; if(select("No! Cancel!:Yes, trade me!") == 1 ) { next; goto BUY_MORE; } set .@new, .BeadID - @Cost[@choice]; if( .@new < 0 ) set .@new, 0; delitem .BeadID,@Cost[@choice]; getitem @ItemID[@choice], @itemcount[@choice]; mes .@npcname$; mes "The Trade was succesfull. Have fun with the Item!"; next; goto BUY_MORE; close; BUY_MORE: mes .@npcname$; mes "Do you want to buy something other?"; next; switch(select("Yes:Leave:Back to Menu")) { case 1: goto Buying; case 2: goto L_partir; case 3: goto h_menu; } L_partir: mes .@npcname$; mes "Have a nice day."; close; } Things you'll need to edit: Server Side item_db2.txt: IDs can be edited (must be edited in script too) item_trade.txt IDs must be edit as all blue IDs mob_db2.txt mob_avail.txt pet_db2.txt IDs can be edited (must be edited in script and item_db2 too) Custom Mob Spawn: Client Side idnum2itemdesctable.txt idnum2itemdisplaynametable.txt idnum2itemresnametable.txt Link to the original Script: http://rathena.org/board/topic/61446-rikimarus-iro-official-daily-quests/
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Oh damn me.. I edited the totally wrong folder... I was in: src/char/int_guild.c but I needed to edit in: src/char_sql/int_guild.c It was kinda late... haha SOLVED EDIT: Next problem i have... now everythings works fine, but if i create a new guild (max guild member = 11) i receive an error at my mapserver: That means if I create a new guild.. the max guild member at beginning is still set up to 16 O.O What to do?
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Very often I'm using teleport I get an gravity Error: Does anyone knows where this error is coming from? I thought sth. about updating data and rdata.grf but they'r up to date... I'm using client: 2010-7-21a RagexeRe Help please
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do u know, where the script for this is defined? maybe i can edit that O.O because i don't want a chance of 0,01 i want a chance of 0,1 you know?
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but other items will announced too, doesnt they?
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seems not working for me^^
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Hey guys^^ like the title says: Im looking for an scipt that gives an announce to the server when a card was dropped thank you <3
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nice that works but where's the announce when it failed? (( ah i see it only appears, when the gear breaks =) this sould appear also when i fail when using protection scroll^^
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this only works with rathena? =) 'cause im using eathena^^
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Hey guys^^ I've got this script: prt_in,63,60,4 script Refiner 85,{ set .Scroll,7199;//'Protection Scroll' item id set .back,0; //when use 'Protection Scroll' //-1,-2,-3... -->back to level 1,2,3...(MAX:10) if refine fail //1,2,3... --> reduce level 1,2,3.... if refine fail set @use2,0; set @rate,0; set @typr,0; set @menu2,0; set @use3,0; function CHose ; function nZeny { switch(getequipweaponlv(getarg(0))) { case 1: return 500; case 2: return 2000; case 0: case 3: case 4: return 5000; default: return 0; } } function nItem { if(getarg(1)==1){ switch(getequipweaponlv(getarg(0))) { case 0: return 985; case 1: return 1010; case 2: return 1011; case 3: case 4: return 984; default: return 0; } }else{ switch(getequipweaponlv(getarg(0))) { case 0: return 6241; case 1: case 2: case 3: case 4: return 6240; default: return 0; } } } function nRate { function aRate { return getarg(getarg(0,0)+1,0); } switch(getequipweaponlv(getarg(0))) { case 0: return aRate(getarg(1), 100,100,100,100,60, 40,40,20,20,10, 50,30,20,10,10, 10,10,10,10,10); case 1: return aRate(getarg(1), 100,100,100,100,100, 100,100,60,40,20, 70,70,50,50,30, 30,20,20,10,10); case 2: return aRate(getarg(1), 100,100,100,100,100, 100,60,40,20,20, 70,50,50,30,30, 20,20,10,10,10); case 3: return aRate(getarg(1), 100,100,100,100,100, 60,50,20,20,20, 50,50,30,30,20, 20,10,10,10,10); case 4: return aRate(getarg(1), 100,100,100,100,60, 40,40,20,20,10, 50,30,30,20,20, 10,10,10,10,10); } } function sRater { mes "[Successful rate]["+set(@rate,(nRate(@typr,getequiprefinerycnt(@typr))+(@use2>6000?10:0)))+"%]"; return; } if(select("Refine","Close")==2) close; set @typr,select(""+getequipname(1),""+getequipname(2),""+getequipname(3),""+getequipname(4),""+getequipname(5),""+getequipname(6)); callsub OnCon; sRater; if(select("^000088Refine now^000000","^FF3355Don't refine^000000")==2) close; callsub OnCon2; OnCon: if(!getequipisenableref(@typr)) { mes "I can't refine this !..."; close; } if(getequiprefinerycnt(@typr)>=10) { mes "It's not possible to refine this better than +10."; close; } if(Zeny<nZeny(@typr)) { mes "You don't have enough Zeny. Your Zeny is lower than "+nZeny(@typr)+"."; close; } if( @use3 ) { if( !countitem(@use3) ) { mes "You don't have any "+getitemname(@use3)+"."; close; } }else{ if( !countitem(set(@use2,nItem(@typr,select("^FF3355Use normal Ore!^000000","^000088Use purified Ore!^000000"))))) { mes "You don't have any "+getitemname(@use2)+"."; close; } set @use3,@use2; } return; OnCon2: if(.Scroll) { if( @menu2==2 ) { if(!countitem(.Scroll)) { mes "You don't have a Protection Scroll."; close; } }else{ if( select("^FF3355Go ahead without protection Scroll!^000000.","^000088Use Protection Scroll!^000000.")==2) { if(!countitem(.Scroll)) { mes "your don't have Protection Scroll."; close; } }else mes " "; } } set Zeny,Zeny-nZeny(@typr); if(.Scroll) { if( @menu==2 || @menu2==2 ) if( @rate >= 100 ) mes "100% of success, so automatically cancel using the protection scroll"; else delitem .Scroll,1; } delitem @use2,1; if(.Scroll) { if( @menu==2 || @menu2==2 ) { if(@rate<rand(1,100)) { if(.back<0) { getitem2 getequipid(@typr),1,1,-(.back<-10?-10:.back),0,getequipcardid(@typr,0),getequipcardid(@typr,1),getequipcardid(@typr,2),getequipcardid(@typr,3); failedrefitem @typr; close; }else{ set .@D,set(.@D,getequiprefinerycnt(@typr)-.back)<0?0:.@D; if(getequiprefinerycnt(@typr)<=10) { getitem2 getequipid(@typr),1,1,.@D,0,getequipcardid(@typr,0),getequipcardid(@typr,1),getequipcardid(@typr,2),getequipcardid(@typr,3); failedrefitem @typr; close; }else while(getequiprefinerycnt(@typr)!=.@D)successrefitem @typr; } }else successrefitem @typr; CHose(@use2,@menu); } } if(@rate<rand(1,100)) { failedrefitem @typr; close; }else successrefitem @typr; CHose(@use2,@menu); function CHose { set @menu2,@menu2?@menu2:@menu; set @use3,@use3?@use3:@use2; next; sRater; if( select("[^000088continue^000000]","[^FF3355End^000000]") == 2 ) close; else callsub OnCon,1; callsub OnCon2; } } It's an protection scroll refining script, where you can use protection scrolls so the item will not be destroyt when refining more then +4 and I want it to be edited so a announce will appear after the +7 of refining.. for example im gonna refine tidal shoes more than +7 = announce will appear: "[NAME] tried to refine his [EQUIP/WEAPON] to [REFINE GRADE] and [FAILED/SUCCEED] can u help me please?