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InfectedX

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Posts posted by InfectedX

  1. I see... Well as you said, I used that script to make a Thanatos tower revamped xD but if 2 of us are having this error... Then it's a bit hard to know why... Because logically is correct but idk why Rathena didn't get it... Anyway, I have 1 week working on this code... I hope I'll fix it soon 

  2. 6 hours ago, Tokei said:

     

    As you're clearly implementing Thanatos Tower, you might find some inspiration from when I wrote the script (though it uses quite a few custom script functions and it also has a custom hard mode, but it can probably still be of use). It's from kRO replay files, so the NPC coordinates should be very accurate.

     

    thanatos.txt 109.37 kB · 2 downloads

    This script is not working for me i tried to check what's different and yes, it is very different XD

    Has a lot of functions i don't have, but it could help... thx a lot... I still no success XD but i will keep trying... if i ever find a solution, i'll share...

    PS: Sorry!!! i think i click on edit, it wasn't my intention to make double post!

  3.  Hello, i'm making a script but i'm having problems with the rand command

    This is the error i have:
     

    [Error]: buildin_rand: range (0) is too small. No randomness possible.
    [Warning]: Script command 'rand' returned failure.
    [Debug]: Source (NPC): test#thts at 1@thts (156,371)
    [Debug]: Source (NPC): test#thts is located in: INSTANCING

    And this is my script... 

    	setarray 'floors[0],3,4,5,6;
    	setarray 'maps$[0],instance_mapname("3@thts"),instance_mapname("4@thts"),instance_mapname("5@thts"),instance_mapname("6@thts");
    	setarray 'xs[0],27,18,155,50;
    	setarray 'ys[0],44,97,100,18;
    	.@loop = getarraysize('floors);
    	for (.@i = 1; .@i <= .@loop ; .@i++) {
    		.@r = rand(getarraysize('floors));
    		'order[.@i] = 'floors[.@r];
    		deletearray 'floors[.@r],1;
    		'wm$[.@i] = 'maps$[.@r];
    		deletearray 'maps$[.@r],1;
    		'wx[.@i] = 'xs[.@r];
    		deletearray 'xs[.@r],1;
    		'wy[.@i] = 'ys[.@r];
    		deletearray 'ys[.@r],1;
    	}



    The purpose of the code is to randomly shuffle and assign properties (map name, X-coordinate, and Y-coordinate) to a set of floors in a tower instance i'm making. Here's a breakdown of the code:

    1. Initialize arrays for floors, map names, X-coordinates, and Y-coordinates.
    2. Determine the number of floors in the tower.
    3. Use a loop to randomly select a floor from the remaining options and assign its properties (map name, X-coordinate, and Y-coordinate).
    4. Remove the selected floor and its associated properties from the available options to avoid repetition.

    Possible reasons for issues in the code:
    - The algorithm relies on the 'rand' function to generate random numbers.
    - Confirm that the arrays are properly initialized and that the indices match between arrays.

    Could anyone here help me? what i'm doing wrong? xD

  4. On 12/24/2023 at 4:09 PM, LadyNanuia said:

    This issue has to do with layer priority, you can fix this in the lua files in the client.

    Thx You Know where may i find those Lua Files or the names to check them ?

     

    Thank you for your help 

     

    i search about the priority layer 

    but i dont know if is this or i have to search about the layer of the 4th job sprite layer

    	},
    	IsIgnoredRidingState = function(acc_id)
    	local Items_List = TB_Layer_Priority.Items_List
    	if nil ~= Items_List then
    		local Item_Tb = Items_List[acc_id]
    		if nil ~= Item_Tb and nil ~= Item_Tb.isIgnoreRiding then
    			return Item_Tb.isIgnoreRiding
    		end
    	end
    	return false
    end,
    	IsHelmRobe = function(acc_id)
    	local Items_List = TB_Layer_Priority.Items_List
    	if nil ~= Items_List then
    		local Item_Tb = Items_List[acc_id]
    		if nil ~= Item_Tb and nil ~= Item_Tb.isHelmRobe then
    			return Item_Tb.isHelmRobe
    		end
    	end
    	return false
    end
    }
    
    -- Function #0
    GetLayerPriority = function(direction, layer, acc_id)
    	local Items_List = TB_Layer_Priority.Items_List
    	if nil ~= Items_List then
    		local Item_Tb = Items_List[acc_id]
    		if nil ~= Item_Tb then
    			if nil ~= Item_Tb.Direction and nil ~= Item_Tb.Direction[direction] then
    				return Item_Tb.Direction[direction]
    			elseif nil ~= Item_Tb.Default then
    				return Item_Tb.Default
    			end
    		end
    	end
    	if 2 == layer then
    		return TB_Layer_Priority.Default_Bottom
    	elseif 3 == layer then
    		return TB_Layer_Priority.Default_Top
    	elseif 4 == layer then
    		return TB_Layer_Priority.Default_Mid
    	elseif 8 == layer then
    		return TB_Layer_Priority.Default_Robe
    	end
    	return -1
    end

     

  5. On 12/15/2023 at 7:14 AM, JackTheGorrion said:

    solo te pasa con ese item o con todos

    lo que entiendo es que el item no esta hecho para 4 jobs

    Todo lo que sea costume Robe, en esa posicion especificamente, se sobrepone.

    Me explico, las alas, se ven como si salieran encima de mi cuando deberian salir por detras... xD

    En un warlock se veria asi:
    image.png.7fe514bbb0dddac946ecb09f80641d2c.png

    Pero en Arch Mage (4th job) se ve así:

    image.png.e6ec94c2d6195ed5fb24817bdbca6a54.png

    Y es así en todos los 4th jobs xD

  6. Hola Buenas 

    alguien me podria ayudar con lo siguiente

     

    tengo solamente objetos oficiales nada custom

    el problema es que al cambiar de job a 4th job, las costume garmet se sobreponen al sprite del personaje haciendo que se vean por enfrente de este 

     

    image.png.e92bc0f8248f63e6741f90ebc89e4ed4.png

     

    ya probe con otros jobs 3rd 2nd trascended 1st y no tengo ningun problema solamente con 4th job

     

    adjunto mas ejemplos 

    image.png.be4d5931b3c7ce339022d1ff9c4ae006.pngimage.png.36e2a0a3e7bd0f974d06e0723596dbd6.png

  7. Hello everyone

    can someone help me with this 

    all the costume garmets and garmets that have sprites show to me like this 

    only on the 4th class sprites 1st second and third class works well

    image.png.e92bc0f8248f63e6741f90ebc89e4ed4.png

    PD i dont have custom garmets or custom costumes all the files are the originals rathena ones 

    image.png.be4d5931b3c7ce339022d1ff9c4ae006.pngimage.png.36e2a0a3e7bd0f974d06e0723596dbd6.pngimage.png.3da6f3870d0eafa9b68b5278c6d73be6.png

     

    thx in advance for the help 

  8. 13 hours ago, Winterfox said:

    For your script: The OnNPCKillEvent only gets executed when the killed mob doesn't have an attached label. 
    For your YAML: You can't use tabs for indentation in YAML files, you also forgot to place a space between - and Index and between each parameter and its value.

    Here is an example of the YAML:

    Header:
      Type: MAP_DROP_DB
      Version: 2
    
    Body:
          - Map: lhz_dun_n
            Globaldrops:
            - Index: 0
              Item: Bio_Reseearch_Docu
              Rate: 2
            - Index: 1
              Item: Bio_Test_Fragment
              Rate: 2

     

    The map_drop configuration work for mobs with different names? or does it only apply to mobs without specific tags?

    for example the name of the mobs on tomb of fallen and bio lab 3 and 4

     

  9. Hi guys, 

    im trying make a specific drop on lhz_dun_n but for some reason it doens work 

    	Example1
    //	OnNPCKillEvent:
    //		setarray .@mob_idd, 3227, 3231, 3232, 3209, 3210, 3212, 3226, 3228, 3229, 3230, 3208, 3211, 3213;
    //
    //		if (rand(100) < 1) { // 1% de probabilidad
    //			// Realiza un segundo control para verificar si el NPC muerto es uno de los monstruos específicos
    //			if (isinarray(killedrid, .@mob_idd)) {
    //				.@itemm_id = F_Rand(25786, 25787);
    //				getitem .@itemm_id, 1;
    //			}
    //		}
    //	end;
    //}
                              
             Example 2                 
    	//OnNPCKillEvent:
    	//	if (rand(100) < 100) { // 1% de probabilidad
    	//		// Realiza un segundo control de mapa
    	//		if (strnpcinfo(3) == "lhz_dun_n") {
    	//			.@itemm_id = F_Rand(25786,25787);
    	//			getitem .@itemm_id, 1;
    	//		}
    	//	}
    	// end;
            // }

    i have been trying with this 2 codes but i doesnt work 

    i also try the mapdrops but i dont know how to insert de info correct

    - Map: lhz_dun_n
    	Globaldrops:
    	-Index:0
    	 Item:Bio_Reseearch_Docu
    	 Rate:2
    	-Index:1
    	 Item:Bio_Test_Fragment
    	 Rate:2

    i also do a 3rd one more in a more simple way, dont send an error but didnt drop anything
     

    
    OnNPCKillEvent:
    
    if ( strcharinfo( 3 ) == "lhz_dun_n"&& rand( 100 ) < 5 ) end;
    
    getitem 25786, 1;
    getitem 25787, 1;
    
    

     

     

    Thx in advance for the help 

  10. 13 hours ago, Chaos92 said:

    my question again.. what is your /db/item_db.yml content ?

    This:

     

    # This file is a part of rAthena.
    #   Copyright(C) 2021 rAthena Development Team
    #   https://rathena.org - https://github.com/rathena
    #
    # This program is free software: you can redistribute it and/or modify
    # it under the terms of the GNU General Public License as published by
    # the Free Software Foundation, either version 3 of the License, or
    # (at your option) any later version.
    #
    # This program is distributed in the hope that it will be useful,
    # but WITHOUT ANY WARRANTY; without even the implied warranty of
    # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
    # GNU General Public License for more details.
    #
    # You should have received a copy of the GNU General Public License
    # along with this program. If not, see <http://www.gnu.org/licenses/>.
    #
    ###########################################################################
    # Item Database
    ###########################################################################
    #
    # Item Settings
    #
    ###########################################################################
    # - Id                      Item ID.
    #   AegisName               Server name to reference the item in scripts and lookups, should use no spaces.
    #   Name                    Name in English for displaying as output.
    #   Type                    Item type. (Default: Etc)
    #   SubType                 Weapon, Ammo or Card type. (Default: 0)
    #   Buy                     Buying price. When not specified, becomes double the sell price. (Default: 0)
    #   Sell                    Selling price. When not specified, becomes half the buy price. (Default: 0)
    #   Weight                  Item weight. Each 10 is 1 weight. (Default: 0)
    #   Attack                  Weapon's attack. (Default: 0)
    #   MagicAttack             Weapon's magic attack. (Default: 0)
    #   Defense                 Armor's defense. (Default: 0)
    #   Range                   Weapon's attack range. (Default: 0)
    #   Slots                   Available slots in item. (Default: 0)
    #   Jobs                    Jobs that can equip the item. (Map default is 'All: true')
    #   Classes                 Upper class types that can equip the item. (Map default is 'All: true')
    #   Gender                  Gender that can equip the item. (Default: Both)
    #   Locations               Equipment's placement. (Default: None)
    #   WeaponLevel             Weapon level. (Default: 1 for Weapons)
    #   ArmorLevel              Armor level. (Default: 1 for Armors)
    #   EquipLevelMin           Minimum required level to equip. (Default: 0)
    #   EquipLevelMax           Maximum level that can equip. (Default: 0)
    #   Refineable              If the item can be refined. (Default: false)
    #   Gradable                If the item can be graded. (Default: false)
    #   View                    View sprite of an item. (Default: 0)
    #   AliasName               Another item's AegisName that will be sent to the client instead of this item's AegisName. (Default: null)
    #   Flags:                  Item flags. (Default: null)
    #     BuyingStore           If the item is available for Buyingstores. (Default: false)
    #     DeadBranch            If the item is a Dead Branch. (Default: false)
    #     Container             If the item is part of a container. (Default: false)
    #     UniqueId              If the item is a unique stack. (Default: false)
    #     BindOnEquip           If the item is bound to the character upon equipping. (Default: false)
    #     DropAnnounce          If the item has a special announcement to self on drop. (Default: false)
    #     NoConsume             If the item is consumed on use. (Default: false)
    #     DropEffect            If the item has a special effect on the ground when dropped by a monster. (Default: None)
    #   Delay:                  Item use delay. (Default: null)
    #     Duration              Duration of delay in seconds.
    #     Status                Status Change used to track delay. (Default: None)
    #   Stack:                  Item stack amount. (Default: null)
    #     Amount                Maximum amount that can be stacked.
    #     Inventory             If the stack is applied to player's inventory. (Default: true)
    #     Cart                  If the stack is applied to the player's cart. (Default: false)
    #     Storage               If the stack is applied to the player's storage. (Default: false)
    #     GuildStorage          If the stack is applied to the player's guild storage. (Default: false)
    #   NoUse:                  Conditions when the item is unusable. (Default: null)
    #     Override              Group level to override these conditions. (Default: 100)
    #     Sitting               If the item can not be used while sitting. (Default: false)
    #   Trade:                  Trade restrictions. (Default: null)
    #     Override              Group level to override these conditions. (Default: 100)
    #     NoDrop                If the item can not be dropped. (Default: false)
    #     NoTrade               If the item can not be traded. (Default: false)
    #     TradePartner          If the item can not be traded to the player's partner. (Default: false)
    #     NoSell                If the item can not be sold. (Default: false)
    #     NoCart                If the item can not be put in a cart. (Default: false)
    #     NoStorage             If the item can not be put in a storage. (Default: false)
    #     NoGuildStorage        If the item can not be put in a guild storage. (Default: false)
    #     NoMail                If the item can not be put in a mail. (Default: false)
    #     NoAuction             If the item can not be put in an auction. (Default: false)
    #   Script                  Script to execute when the item is used/equipped. (Default: null)
    #   EquipScript             Script to execute when the item is equipped. (Default: null)
    #   UnEquipScript           Script to execute when the item is unequipped or when a rental item expires. (Default: null)
    ###########################################################################
    
    Header:
      Type: ITEM_DB
      Version: 3
    
    Footer:
      Imports:
      - Path: db/pre-re/item_db.yml
        Mode: Prerenewal
      - Path: db/re/item_db.yml
        Mode: Renewal
      - Path: db/import/item_db.yml

     

  11. 11 hours ago, Chaos92 said:

    have u reloaditemdb after change or edit itemdb ? it should be reloaded first then it will take effect.

    and what is your /db/item_db.yml content ?

    Of course I did...

     

    I only have 1 item...

     

    Header:
      Type: ITEM_DB
      Version: 3
    
      Body:
        - Id: 1000282
          AegisName: EpisodClear16
          Name: Episode 16 Clear Ticket
          Type: Usable
          Trade:
            NoDrop: true
            NoTrade: true
            NoSell: true
            NoCart: true
            NoGuildStorage: true
            NoMail: true
            NoAuction: true

    That's it... I just changed the ETC to Usable... (I already explained...) 

    I did reloaditemdb...

    Quote

    There is no "import/item_db.yml" when i reload with command @reloaditemdb

    Is not loading the import files 

  12. 1 hour ago, Chaos92 said:

    from your lines, there are no db/import/item_db.yml lines there. Please double check.


    Let me explain myself... again:

    The error reported is item_db.yml from import folder is not loading.

    My evidence is that code I posted:

    [Status]: Loading '5023' entries in 'db/re/item_db_usable.yml'
    [Status]: Done reading '5023' entries in 'db/re/item_db_usable.yml'
    [Status]: Loading '10633' entries in 'db/re/item_db_equip.yml'
    [Status]: Done reading '10633' entries in 'db/re/item_db_equip.yml'
    [Status]: Loading '7685' entries in 'db/re/item_db_etc.yml'
    [Status]: Done reading '7685' entries in 'db/re/item_db_etc.yml'
    [Status]: Done reading '304' entries in 'db/re/item_noequip.txt'.
    [Status]: Done reading '0' entries in 'db/import/item_noequip.txt'.
    [Status]: Loading '249' entries in 'db/re/item_randomopt_db.yml'
    [Status]: Done reading '249' entries in 'db/re/item_randomopt_db.yml'
    [Status]: Loading '102' entries in 'db/re/item_randomopt_group.yml'
    [Status]: Done reading '102' entries in 'db/re/item_randomopt_group.yml'
    [Status]: Loading '1594' entries in 'db/re/item_group_db.yml'
    [Status]: Done reading '1594' entries in 'db/re/item_group_db.yml'
    [Status]: Loading '3964' entries in 'db/re/item_combos.yml'
    [Status]: Done reading '6005' entries in 'db/re/item_combos.yml'
    [Status]: Loading '1' entries in 'db/import/item_combos.yml'
    [Status]: Done reading '1' entries in 'db/import/item_combos.yml'
    [Status]: Loading '179' entries in 'db/re/laphine_synthesis.yml'
    [Status]: Done reading '179' entries in 'db/re/laphine_synthesis.yml'
    [Status]: Loading '97' entries in 'db/re/laphine_upgrade.yml'
    [Status]: Done reading '97' entries in 'db/re/laphine_upgrade.yml'
    [Status]: Loading '70' entries in 'db/re/item_reform.yml'
    [Status]: Done reading '70' entries in 'db/re/item_reform.yml'
    [Status]: Loading '98' entries in 'db/re/item_enchant.yml'
    [Status]: Done reading '98' entries in 'db/re/item_enchant.yml'
    [Status]: Loading '23' entries in 'db/re/item_packages.yml'
    [Status]: Done reading '23' entries in 'db/re/item_packages.yml'
    [Status]: Done reading '42' entries in 'db_roulette'.
    [Status]: Loading '8' entries in 'db/import/item_cash.yml'
    [Status]: Done reading '8' entries in 'db/import/item_cash.yml'
    [Status]: Done reading '0' entries in 'sales'.

    There is no "import/item_db.yml" when i reload with command @reloaditemdb

    which means is not loading import item data base.

     

    I tested in game with a custom item, also with an existing item (I changed it from etc, to Usable to test) And if i use @iteminfo command to see the change, it still says ETC item type instead of Usable type.

    My question is: Why is not taking the import/item_db.yml? what can I do?

    I have a clean version of rathena...

  13. I just wanted to add a custom Item to import/item_db.yml and is not taking it when I do @reloaditemdb... :

     

    [Status]: Loading '5023' entries in 'db/re/item_db_usable.yml'
    [Status]: Done reading '5023' entries in 'db/re/item_db_usable.yml'
    [Status]: Loading '10633' entries in 'db/re/item_db_equip.yml'
    [Status]: Done reading '10633' entries in 'db/re/item_db_equip.yml'
    [Status]: Loading '7685' entries in 'db/re/item_db_etc.yml'
    [Status]: Done reading '7685' entries in 'db/re/item_db_etc.yml'
    [Status]: Done reading '304' entries in 'db/re/item_noequip.txt'.
    [Status]: Done reading '0' entries in 'db/import/item_noequip.txt'.
    [Status]: Loading '249' entries in 'db/re/item_randomopt_db.yml'
    [Status]: Done reading '249' entries in 'db/re/item_randomopt_db.yml'
    [Status]: Loading '102' entries in 'db/re/item_randomopt_group.yml'
    [Status]: Done reading '102' entries in 'db/re/item_randomopt_group.yml'
    [Status]: Loading '1594' entries in 'db/re/item_group_db.yml'
    [Status]: Done reading '1594' entries in 'db/re/item_group_db.yml'
    [Status]: Loading '3964' entries in 'db/re/item_combos.yml'
    [Status]: Done reading '6005' entries in 'db/re/item_combos.yml'
    [Status]: Loading '1' entries in 'db/import/item_combos.yml'
    [Status]: Done reading '1' entries in 'db/import/item_combos.yml'
    [Status]: Loading '179' entries in 'db/re/laphine_synthesis.yml'
    [Status]: Done reading '179' entries in 'db/re/laphine_synthesis.yml'
    [Status]: Loading '97' entries in 'db/re/laphine_upgrade.yml'
    [Status]: Done reading '97' entries in 'db/re/laphine_upgrade.yml'
    [Status]: Loading '70' entries in 'db/re/item_reform.yml'
    [Status]: Done reading '70' entries in 'db/re/item_reform.yml'
    [Status]: Loading '98' entries in 'db/re/item_enchant.yml'
    [Status]: Done reading '98' entries in 'db/re/item_enchant.yml'
    [Status]: Loading '23' entries in 'db/re/item_packages.yml'
    [Status]: Done reading '23' entries in 'db/re/item_packages.yml'
    [Status]: Done reading '42' entries in 'db_roulette'.
    [Status]: Loading '8' entries in 'db/import/item_cash.yml'
    [Status]: Done reading '8' entries in 'db/import/item_cash.yml'
    [Status]: Done reading '0' entries in 'sales'.

     

    So i did what you proposed and nothing... not working...

    On 6/22/2023 at 11:18 AM, Ichigo HikariRO said:

    I have been using yml files for a long time, but today when updating the emulator, the import/item_db.yml does not load normally.

     

    In case it happens to someone.
    It is already solved, for some reason, in the yml file I deleted the last line, and it should be blank, otherwise it fails.

     

  14. Los luas no salen como tal ? osea, la nueva barra abajo de la experiencia no me aparece a mi, y las skills me salen encimadas con la pestaña de 3rd job, con iconos que nada que ver y sin descripciones

  15. Weird, I have the same issue...

     

    I just have a question here, I used all the patches you used to diff this client, and I still got errors about luas on RecommendedQuestInfoLoad (yep, I use the kro EN translation...) when I open the client, 

    image.png.98dd120524e31912c73052b55de170ab.png

     

    Also this:

    image.png.0b7fcc1399a6f69ec8dd29bd848c44a9.png

     

    image.png.89b5f4bdebb3b2d039dabb50cd7520bf.png

     

    image.png.9332f689d6cc135fd7b38dd60c0aa780.png

     

    And it doesn't recognize the ongoing quest lub...

    image.thumb.png.8cd91f303536eb83494e6047200cceb3.png

    image.png.d1bb4fa2d4fccffa5b7d05c4a4e92f01.png

     

    which is  really weird... because I followed your list... do you mind helping a bit?

     

    Maybe sharing the log file for nemo? 

     

    I would gladly use the patched client you share here, but i'm not happy with the licence screen or service selection... also I would like to have the name of my server on the window title ?

     

    Regards.

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