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Posts posted by quakeman00
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how to?
i have no idea where skills are stored andi want to enable the disabled skills again
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at the risk of getting a warning, i feel like this issue need to be adressed by someone more competent than me to prevent the use of a binary value that limit the amount of dungeon and town to 30. the code is native from rathena's custom npc and in my opinion should have been fixed a long time ago considering how little room it give for improovement and extra dungeons
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anthell02,41,258,4 script Egg Reaction 557,1,8,{ end; OnTouch: if (countitem(574) > 0){ mes "Our Precious Eggs!"; next; delitem 574,1; hideonnpc "Egg Reaction"; close; } else { } close; }
what im looking to do here is make the npc ract when the player is holding an egg , but if the npc react , it will disable itself for 15 minutes. when the npc react , it will spawn a maya purple and removing an egg from the player's inventory and being unresponsive for 15 minutes. when the 15 minute timer end , the maya purple vanish "or die whitout droping any loot" i dont know which or how. this is what ive managed to figure for myself but hiding the npc dosent stop it from reacting. also if its posible to spawn the maya purple AFTER the window is closed so it dosent kill the players who brought the egg
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nvm made my own
prontera,150,193,6 script Third Job Changer 10192,{ mes "Welcome!"; mes "I am here to fix third job quest issues. It includes ninja and gunslingers."; mes "You need to be base level 99, job 70 and up, you need to be rebirth and 1250000 zeny."; next; switch(select("Proceed:Cancel")){ case 1: if (BaseLevel > 98 && JobLevel > 69 ){ if (Zeny > 1249999){ if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your " + ((checkfalcon()) ? "falcon" : "") + ((checkcart()) ? "cart" : "") + ((checkriding()) ? "Peco" : "") + ((ismounting()) ? "mount" : "") + " before proceeding."; close; } if (.SkillPointCheck && SkillPoint) { mes "Please use all your skill points before proceeding."; close; } if (Class == Job_Lord_Knight){ callfunc "Job_Change",Job_Rune_Knight_T; } else if (Class == Job_Paladin){ callfunc "Job_Change",Job_Royal_Guard_T; } else if (Class == Job_High_Wizard){ callfunc "Job_Change",Job_Warlock_T; } else if (Class == Job_Professor){ callfunc "Job_Change",Job_Sorcerer_T; } else if (Class == Job_Sniper){ callfunc "Job_Change",Job_Ranger_T; } else if (Class == Job_Clown){ callfunc "Job_Change",Job_Minstrel_T; } else if (Class == Job_Gypsy){ callfunc "Job_Change",Job_Wanderer_T; } else if (Class == Job_High_Priest){ callfunc "Job_Change",Job_Arch_Bishop_T; } else if (Class == Job_Champion){ callfunc "Job_Change",Job_Sura_T; } else if (Class == Job_Whitesmith){ callfunc "Job_Change",Job_Mechanic_T; } else if (Class == Job_Creator){ callfunc "Job_Change",Job_Genetic_T; } else if (Class == Job_Assassin_Cross){ callfunc "Job_Change",Job_Guillotine_Cross_T; } else if (Class == Job_Stalker){ callfunc "Job_Change",Job_Shadow_Chaser_T; } else if (Class == Job_Gunslinger){ callfunc "Job_Change",Job_Rebellion; } else if (Class == Job_Ninja){ if (Sex == SEX_MALE) { callfunc "Job_Change",Kagerou; } else if(Sex == SEX_FEMALE) { callfunc "Job_Change",Job_Oboro; } } else { mes "Your class is not elligible for the use of my services."; close; } Zeny -= 1250000; } else{ mes "You do not have the proper amount of money to proceed."; close; } } else{ mes "You do not have the proper levels to proceed."; close; } case 2: close; } }
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1 minute ago, Cyro said:
You use job changer npc from rathena custom npc folder
third class.. not all class
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since most of the third class dosent work with rathena emulator due to ethier misclick on questions from npc for third class or auto pop up third class windows not showing.
so i was wondering if there already where or if someone could make a npc for job change for third class whitout the loss of stats ive noticed with by using commands
requirement base level 99 or more , job 70 or more and MUST BE REBORN + 2 500 000z
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ive changed permissions and commands and players still cant duel and use /where , what did i do wrong?
also what charcommands do?
groups: ( { id: 0 /* group 0 is the default group for every new account */ name: "Player" level: 0 inherit: ( /*empty list*/ ) commands: { /* no commands by default */ autotrade: true autoloot: true me: true alootid: true autoloottype: true breakguild: true commands: true help: true rates: true uptime: true showdelay: true exp: true mobinfo: true iteminfo: true whodrops: true time: true jailtime: true hominfo: true homstats: true showexp: true showzeny: true whereis: true charcommands: true where: true kill: true who: true } permissions: { /* without this basic permissions regular players could not trade or party */ can_trade: true can_party: true command_enable: true } },
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the wrapa script just wont work for the rachel dungeon , and i have a feeling its due to the entry number for the dungeon unlock
if anyone can find the cause it would be apreciated , i tried changing the maximum dungeon from 30 to 80 but the result is still the same , the wrapa unlock EVERY DUNGEON when i use the helper in rachel
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thx , with this i found the information i needed to make my skill point remover / giver so it give the proper amount of skillpoint back acording to its class so that if someone accidentaly skill point away too much they can fix thier mistakes
and the npc is working thx alot
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ive seen plenty of script with job and class commands but i havent seen any that know if youre base job (merchant , swordman , ninja , taekwon, ect...) 2nd job(knight , rune knight , orobo, soul linker, ect..) or third job ( guillotine cross, royal guard ect...)
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i want a npc that dont do all the flashy things most refine npc script out there does i just want him to take 1 item
then refine a player selected piece of equipement of thier choice (normal, shadow gear and costume included) +1 at 100% chance up to +20 maximum
prontera,158,193,4 script LunarPumpkin Trader 877,{
cutin "nyuang_2",2;
mes "[Lily]";
mes "Here is the list of items";
mes "required.";
mes "^F995001 +1 Refine Ticket^000000";
next;
if (countitem(57005) > 0){
<insert script here>
delitem 57005,1;
close2;
cutin "",255;
end;
}
else {
mes "[Lily]";
mes "Oh - unfortunately";
mes "You have not brought";
mes "enough items";
close2;
cutin "",255;
end;
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Is there a list of commands that can be done with npc?
things like killing the player
removing or adding only 1 skill poing
spawning a monster
hiding and unhiding a npc
broadcasting to the entire server , ect
delayed command too like hiding the npc for 30 minutes
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what would be the changes id have to make if i wanted to take a mob instead ? there seem to be more room for it and mob id can also be used as npc. so i need all the animations in the act file or just1 front and 1 back still frame be enough for idle.
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ive reduced to 10220, still nto working
and its only a few after default npc
also whats under 10000? can io do 9999?
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16 december 2016
also i justy found all these npc / item / spells and other things on cont.txt
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4_F_ANYA 10193
4_M_SEIREN_UC 10194
4_M_GUNSLINGER2 10195
4_M_GUNSLINGER3 10196
4_M_REBELLION2 10197
4_M_REBELLION3 10198
4_F_GUNSLINGER2 10199
4_F_GUNSLINGER3 10200...
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i edited the max npc number to 30000 on the server side.
but yet there has to be a step on the server side to confirm that the npc exist
and the question about the lua still stand , where do i put them?
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dosent work with 17000
is there anything i sould do on server side to make them apear?
and these .lub goes in datainfo folder or in the lua file fodler , some grf have them in datainfo but other grf have them in the lua file
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its not that tho :/ and now that there is an answer nobody will look at it and help me so ill have to reopen another question
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i have added the .spr and .act in the npc folder on my grf.
then i edited
jobentity.lub
JT_4_F_GENEROSITYWORKDONE = 7000,
jobname.lub
[jobtbl.JT_4_F_GENEROSITYWORKDONE] = "4_F_GENEROSITYWORKDONE",
and npc.identity.lub
JT_4_F_GENEROSITYWORKDONE = 7000,
what now? i dont get whats missing for it to show in the game
and no its not entity limit , i can spawn monster and npc with entry beyond 10000
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that answered for the items but not for the npc
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i have set items whitin the id 57000 and 57004 and 2 npc with 57000 and 57001
the sprites , .act , and even description and npcindentity file have been edited for them but i dont know wtf to do now , even witha patch they dont show up in the game "unknown item and invisible npc" but they exist in the grf file
also the items are misc , not armor
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any way to close a question by myself? someone else answered outside this forum
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i want to make these very rare box to give a random item (wich ive already coded) so i dont need help with this but i also want them to disguise the player as a random monster from a list ill make and broadcast the box opening to all players.
57003,Uncommon_Lunar_Pumpkin_Box,Uncommon Lunar Pumpkin Box,2,2,,200,,,,,0xFFFFFFFF,63,2,,,,,,{ getrandgroupitem(IG_LPumpkinBox2,1); getitem 611,1; },{},{}
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most costumes already sprited for head will not work if put on armor or acessories and only wings need to be bound to "robe" on the body so could it be possible to turn one of the costume body slot, like armor, into a head slot to wear a 4th costume "that 4th slot will need to be edited manually on each items that need to be assigned there" but im ok with it , there is plenty of aura like items like decoration of time or decoration of music or little aquarium or vicious mind that could be assigned to this slot whitout actually touching the hats.
unerfing hocus pocus
in Source Support
Posted
thx