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Stupeflix

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  1. so how will I fix it? and I think my items are working good.. but when I put that in the quest npc.. and pick the preview item.. it crashes..
  2. //===== rAthena Script ======================================= //= Euphy's Quest Shop //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.6 //===== Compatible With: ===================================== //= rAthena SVN r16862+ //===== Description: ========================================= //= A dynamic quest shop based on Lunar's, with easier config. //= Includes support for multiple shops & cashpoints. //= Item Preview script by ToastOfDoom. //============================================================ // Shop NPCs -- supplying no argument displays entire menu. // callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}}; //============================================================ prontera,148,174,6 script Quest Shop#1 998,{ callfunc "qshop"; } // Script Core //============================================================ - script quest_shop -1,{ function Add; function Chk; function Slot; function A_An; OnInit: freeloop(1); // ----------------------------------------------------------- // Basic shop settings. // ----------------------------------------------------------- set .Announce,1; // Announce quest completion? (1: yes / 0: no) set .ShowSlot,1; // Show item slots? (2: all equipment / 1: if slots > 0 / 0: never) set .ShowID,0; // Show item IDs? (1: yes / 0: no) set .ShowZeny,0; // Show Zeny cost, if any? (1: yes / 0: no) set .MaxStack,100; // Max number of quest items purchased at one time. // ----------------------------------------------------------- // Points variable -- optional quest requirement. // setarray .Points$[0],"<variable name>","<display name>"; // ----------------------------------------------------------- setarray .Points$[0],"#CASHPOINTS","Cash Points"; // ----------------------------------------------------------- // Shop IDs -- to add shops, copy dummy data at bottom of file. // setarray .Shops$[1],"<Shop 1>","<Shop 2>"{,...}; // ----------------------------------------------------------- setarray .Shops$[1],"Headgears","Wings"; // ----------------------------------------------------------- // Quest items -- do NOT use a reward item more than once! // Add(<shop ID>,<reward ID>,<reward amount>, // <Zeny cost>,<point cost>, // <required item ID>,<required item amount>{,...}); // ----------------------------------------------------------- Add(1,25101,1,30000000,0,983,15,1020,300,7161,50,5057,2,7297,10); //Black Valkyrie Helm Add(1,25102,1,30000000,0,983,7,1020,100,7161,20,5057,1,7297,5); //Black Victory Wings Add(1,25103,1,30000000,0,2280,1,1048,400,7005,150,1006,200); //Black Hokage Hat Add(1,25120,1,30000000,0,2280,1,1048,350,7005,120,975,10); //Red Hokage Hat Add(1,25121,1,50000000,0,5025,1,980,50,2254,5,6394,300,7036,10,4430,1); //Phoenix Flame Helm Add(2,25100,1,20000000,0,979,20,1916,50,7445,300,6405,300,949,500); //Shaman Wing Add(2,25104,1,30000000,0,949,500,916,300,983,10,7297,10); //Fallen Wings Add(2,25105,1,30000000,0,949,500,916,300,736,100,982,20); //Angel Wings // ----------------------------------------------------------- freeloop(0); set .menu$,""; for(set .@i,1; .@i<=getarraysize(.Shops$); set .@i,.@i+1) { set .menu$, .menu$+.Shops$[.@i]+":"; npcshopdelitem "qshop"+.@i,909; } end; OnMenu: set .@size, getarraysize(@i); if (!.@size) set .@i, select(.menu$); else if (.@size == 1) set .@i, @i[0]; else { for(set .@j,0; .@j<.@size; set .@j,.@j+1) set .@menu$, .@menu$+.Shops$[@i[.@j]]+":"; set .@i, @i[select(.@menu$)-1]; } deletearray @i[0],getarraysize(@i); if (.Shops$[.@i] == "") { message strcharinfo(0),"An error has occurred."; end; } dispbottom "Select one item at a time."; callshop "qshop"+.@i,1; npcshopattach "qshop"+.@i; end; OnBuyItem: // .@q[] : RewardID, BoughtAmt, RewardAmt, BaseAmt, ReqZeny, ReqPts, { ReqItem, ReqAmt, ... } setarray .@q[0],@bought_nameid[0],((@bought_quantity[0] > .MaxStack)?.MaxStack:@bought_quantity[0]); copyarray .@q[3],getd(".q_"+.@q[0]+"[0]"),getarraysize(getd(".q_"+.@q[0])); set .@q[2],.@q[1]*.@q[3]; if (!.@q[2] || .@q[2] > 30000) { message strcharinfo(0),"You can't purchase that many "+getitemname(.@q[0])+"."; end; } mes "[Quest Shop]"; mes "Reward: ^0055FF"+((.@q[2] > 1)?.@q[2]+"x ":"")+Slot(.@q[0])+"^000000"; mes "Requirements:"; if (.@q[4]) mes " > "+Chk(Zeny,.@q[4]*.@q[1])+(.@q[4]*.@q[1])+" Zeny^000000"; if (.@q[5]) mes " > "+Chk(getd(.Points$[0]),.@q[5]*.@q[1])+(.@q[5]*.@q[1])+" "+.Points$[1]+" ("+getd(.Points$[0])+"/"+(.@q[5]*.@q[1])+")^000000"; if (.@q[6]) for(set .@i,6; .@i<getarraysize(.@q); set .@i,.@i+2) mes " > "+Chk(countitem(.@q[.@i]),.@q[.@i+1]*.@q[1])+((.ShowID)?"{"+.@q[.@i]+"} ":"")+Slot(.@q[.@i])+" ("+countitem(.@q[.@i])+"/"+(.@q[.@i+1]*.@q[1])+")^000000"; next; setarray @qe[1], getiteminfo(.@q[0],5), getiteminfo(.@q[0],11); if (((@qe[1] & 1) || (@qe[1] & 256) || (@qe[1] & 512)) && @qe[2] > 0) set .@preview,1; addtimer 1000, strnpcinfo(0)+"::OnEnd"; while(1) { switch(select(" ~ Purchase ^0055FF"+getitemname(.@q[0])+"^000000:"+((.@preview && !@qe[6])?" ~ Preview...":"")+": ~ ^777777Cancel^000000")) { case 1: if (@qe[0]) { mes "[Quest Shop]"; mes "You're missing one or more quest requirements."; close; } if (!checkweight(.@q[0],.@q[2])) { mes "[Quest Shop]"; mes "^FF0000You need "+(((.@q[2]*getiteminfo(.@q[0],6))+Weight-MaxWeight)/10)+" additional weight capacity to complete this trade.^000000"; close; } if (.@q[4]) set Zeny, Zeny-(.@q[4]*.@q[1]); if (.@q[5]) setd .Points$[0], getd(.Points$[0])-(.@q[5]*.@q[1]); if (.@q[6]) for(set .@i,6; .@i<getarraysize(.@q); set .@i,.@i+2) delitem .@q[.@i],.@q[.@i+1]*.@q[1]; getitem .@q[0],.@q[2]; if (.Announce) announce strcharinfo(0)+" has created "+((.@q[2] > 1)?.@q[2]+"x "+getitemname(.@q[0]):A_An(getitemname(.@q[0])))+"!",0; specialeffect2 699; close; case 2: setarray @qe[3], getlook(LOOK_HEAD_BOTTOM), getlook(LOOK_HEAD_TOP), getlook(LOOK_HEAD_MID), 1; if (@qe[1] & 1) changelook LOOK_HEAD_BOTTOM, @qe[2]; if (@qe[1] & 256) changelook LOOK_HEAD_TOP, @qe[2]; if (@qe[1] & 512) changelook LOOK_HEAD_MID, @qe[2]; break; case 3: close; } } OnEnd: if (@qe[6]) { changelook LOOK_HEAD_BOTTOM, @qe[3]; changelook LOOK_HEAD_TOP, @qe[4]; changelook LOOK_HEAD_MID, @qe[5]; } deletearray @qe[0],7; end; function Add { if (getitemname(getarg(1)) == "null") { debugmes "Quest reward #"+getarg(1)+" invalid (skipped)."; return; } setarray .@j[0],getarg(2),getarg(3),getarg(4); for(set .@i,5; .@i<getargcount(); set .@i,.@i+2) { if (getitemname(getarg(.@i)) == "null") { debugmes "Quest requirement #"+getarg(.@i)+" invalid (skipped)."; return; } else setarray .@j[.@i-2],getarg(.@i),getarg(.@i+1); } copyarray getd(".q_"+getarg(1)+"[0]"),.@j[0],getarraysize(.@j); npcshopadditem "qshop"+getarg(0),getarg(1),((.ShowZeny)?getarg(3):0); return; } function Chk { if (getarg(0) < getarg(1)) { set @qe[0],1; return "^FF0000"; } else return "^00FF00"; } function Slot { set .@s$,getitemname(getarg(0)); switch(.ShowSlot) { case 1: if (!getitemslots(getarg(0))) return .@s$; case 2: if (getiteminfo(getarg(0),2) == 4 || getiteminfo(getarg(0),2) == 5) return .@s$+" ["+getitemslots(getarg(0))+"]"; default: return .@s$; } } function A_An { setarray .@A$[0],"a","e","i","o","u"; set .@B$, "_"+getarg(0); for(set .@i,0; .@i<5; set .@i,.@i+1) if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0); return "a "+getarg(0); } } function script qshop { deletearray @i[0],getarraysize(@i); for(set .@i,0; .@i<getargcount(); set .@i,.@i+1) set @i[.@i],getarg(.@i); doevent "quest_shop::OnMenu"; end; } // Dummy shop data -- copy as needed. //============================================================ - shop qshop1 -1,909:-1 - shop qshop2 -1,909:-1 - shop qshop3 -1,909:-1 - shop qshop4 -1,909:-1 - shop qshop5 -1,909:-1 This script is Okay for me.. but when I preview this ITEMS IT CRASHES MY CLIENT.. I DONT KNOW WHY?.. Please Help.. THANK YOU
  3. OMG !!! Your Amazing !! Thank You Very Much )
  4. I re-extract my server files.. because it crashes my old server.. then when I copied my old "data folder" in my old server files to my new server files.. and logged in in-game.. and type my item ID.. it says that ITEM DO NOT EXIST.. What is the possible problem here? please help.. thank you..
  5. I change my server name.. and change other thingy in other conf files. When after typing my account.. the client says always "close program". That's why.. i think my error is.. i didn't recompile the "rathena-10". When I recompiled it successfully.. and run the server.. and login.. This is the RESULT. Please Help Thank You
  6. Hello.. just wondering.. how to add 3rd jobs in Filtering Section in my flux cp? Thank you
  7. okay thanks.. i'll try it now.. Sir.. just confused with that code.. setarray .region_x[0],150, 60, 0, 0, 0, 0, 148; setarray .region_y[0],30, 75, 0, 0, 0, 0, 163; How if Only Skoegul is Active?. and the Coordinates is prt_gld(122,240). How I can do that? by the way.. this is my WOE SCHEDULE..
  8. nice.. 9/10 just a question.. what font style do you used? Thanks.. Good Job !
  9. can you give me example.. i don't know how to touch that code..
  10. //====================================================================================================== //= Toasty's WoE Controller (formerly WoE Info Banner) //===== By: ============================================================================================ //= ToastOfDoom (aka: iHeart) //===== Current Version: =============================================================================== //= 1.22 //===== Description: =================================================================================== //= A WoE Controller function which controls castle based WoE by utilising npc events. //= Includes a NPC that provides information on the next WoE session //= //= This script is kinda @reloadscript/@loadnpc safe, provided that someone clicks the NPCs afterwards //= to start the OnInit function. That said..it is recommended that you don't use @reloadscript/@loadnpc //= but reset your server. //===== Changelog: ===================================================================================== //= 1.22 //= - Fixed an issue regarding the controller getting confused when using @reloadscript/loadnpc while //= WoE was still active. (thanks to annie for pointing out) //= 1.21 //= - Fixed a misspelt variable name (thanks to rahuldev345 for pointing out) //= 1.20 //= - Project renamed to 'Toasty's WoE Controller'. The script originally was only used to display WoE //= times then I 1st wrote it 3yrs ago and I feel it's purpose is more to control WoE these days. So //= name change to better reflect purpose. //= - Added support for novice WoE. Region teleport goes to the Novice Warper NPC (default in prontera) //= Change position in .region_maps, .region_x, .region_y if needed. //= - Region warp now only displays regions that have castles used at least once. (eg. If you don't //= configure any castles for Payon region, payon will not show up) //= - Optimised WoE Active/Inactive map notifier. Old method used too many loops for something that //= can happen alot. //= - Adjusted menus to be abit more friendly. 'next's will always display before 'menu's //= - Fixed bug with WoE autostarting when only configured for 2 sessions in one day //= - Added some nifty code that prevents catastrophic failure of the script if you try to run a trunk //= version on a stable server (ie. if you do, it will show an error message, but script will still //= run perfectly fine - check out WoEToggler function for those that want to peek at it =P) //= 1.11 //= - Fixed timer glitch when players only configured sessions for one day of the week //= - Adjusted timer to show remaining time more accurately //= - Modified .num_woes calculation due to bug regarding 0's being counted as unset values in arrays //= 1.10 //= - Expanded script to allow castle based configuration //= - Moved away from portal based woe control. Now using donpcevents to OnAgitEnd/2 events. Provided //= castles are linked to the main agit commands in this manner, they will be controllable using this //= script. //= - Added an onLoadMap WoE available notifier. Can be disabled by setting .notify_woe to 0 in the //= CONFIG section. //= - Did some funky color coding. //= - Added Coordinate based warping per region (see .region_x & .region_y in the CONSTANTS section) //= 1.02 //= - Added delwaitingroom to banner npc to prevent memory leaks from bug #2325 //= - To reduce spamming of waitingroom packets to players banner NPC only now updates when the banner //= text changes. Thus min time between updates is now 1sec regardless of setting. //= - Added setting for rate which banner time is updated (.banner_refresh_rate) in the CONFIG section. //= - Added agitstart2/end2 to provide WoE2 support (Hope it works //= 1.01 //= - Hardcoded in refresh value for banner npc instead of getting it from config from WoEInfoBase. Had //= issues starting the script after @reloadscript/@loadnpc //====================================================================================================== - script WoEInfoBase -1,{ OnStartMenu: if(.init == 0) donpcevent strnpcinfo(3)+"::OnInit"; OnStartMenu2: mes "The " + ((.state)?"^00DD00current":"^DD0000next") + "^000000 WoE session is: "; mes " "; mes "Day: ^0000DD" + .daysOfWeek$[.woe_day[.woe_index]]; mes "^000000Start time: ^00DD00" + .woe_0_str$[.woe_index]; mes "^000000End time: ^DD0000" + .woe_1_str$[.woe_index]; mes "^000000Region:"; set .@state_strs$, ".woe_state_str_" + .woe_state[.woe_index] + "$"; for(set .@i, 0; .@i < .num_regions; set .@i, .@i + 1) { set .@output$, getd(.@state_strs$ + "[" + .@i + "]"); if(.@output$ != "") mes "^000000- ^0000DD" + .@output$; } next; if(getgmlevel() >= .gm_access) select( "Warp to Castle Grounds", "View Castle Owners", "View all WoE times", ((!.state)?"Start next WoE":"End current WoE"), ((.state)?"":"Skip next WoE session") ); else select( "Warp to Castle Grounds", "View Castle Owners", "View all WoE times"); switch(@menu) { case 1: //warp mes "Which region would you like to warp to?"; next; select(.region_warp$[.woe_state[.woe_index]]); if(@menu < 1 || @menu > .num_regions) close; close2; warp .region_maps$[@menu - 1], .region_x[@menu - 1], .region_y[@menu - 1]; end; case 2: //view set .@woe_state_array$, ".woe_state_" + .woe_state[.woe_index]; for(set .@i, 0; .@i < .num_regions; set .@i, .@i + 1) { set .@k, 0; set .@castles$, ".castles_" + .regions$[.@i] + "$"; set .@castle_check, getd(.@woe_state_array$ + "[" + .@i + "]"); while(.@castle_check && .@k < .num_castles[.@i]) { if(.@castle_check & (1 << .@k)) { set .@map$, getd(.@castles$+"["+.@k+"]"); if (GetCastleData(.@map$,1)) { dispbottom "The [" + GetCastleName(.@map$) + "] castle of the [" + .region_names$[.@i] + "] region is currently held by the [" + GetGuildName(GetCastleData(.@map$,1)) + "] guild."; } else { dispbottom "The [" + GetCastleName(.@map$) + "] castle of the [" + .region_names$[.@i] + "] region is currently unoccupied."; } set .@castle_check, .@castle_check - (1 << .@k); } set .@k, .@k + 1; } } break; case 3: //woe times for(set .@i, 0; .@i < .num_woes; set .@i, .@i + 1) { dispbottom "- " + .daysOfWeek$[.woe_day[.@i]] + " " + .woe_0_str$[.@i] + "-" + .woe_1_str$[.@i]; set .@woe_state_str_array$, ".woe_state_str_" + .woe_state[.@i] + "$"; for(set .@k, 0; .@k < .num_regions; set .@k, .@k + 1) { set .@output$, getd(.@woe_state_str_array$ + "[" + .@k + "]"); if(.@output$ != "") dispbottom " " + .@output$; } } break; case 4: //start next; if(getgmlevel() <.gm_access) close; mes "^FF0000Are you sure you want to " + ((!.state)?"start the next WoE session?":"end the current WoE session?"); next; if(select("Yes:No") == 2) break; set .remainTime, 0; //might not work sometimes...you have like a 500ms window out of 505ms i guess.. sleep2 .timer_refresh_rate; //wait abit so the menu doesn't screw up (how long it takes for the timer to update) break; case 5: //skip next; if(getgmlevel() <.gm_access || .state) close; mes "^FF0000Are you sure you want to skip the next WoE session^000000"; next; if(select("Yes:No") == 2) break; if(.state) { //you really can't do this with woe active next; mes "Sorry, in the time you took making your decision, WoE started"; mes "Please either manually end it first or wait"; break; } set .woe_index, (.woe_index + 1) % .num_woes; donpcevent strnpcinfo(3)+"::OnUpdateCountTick"; sleep2 .timer_refresh_rate; break; default: close; } goto OnStartMenu2; OnInit: //-----------------------------------------------------------------------------------------// //CONFIG START // //-----------------------------------------------------------------------------------------// set .gm_access, 60; //WoE timings needs to be ordered ascendingly unless you want to do weird //stuff like skip a region every other week or so... //Also times can't overlap. Uses second of day(gettimetick(1)) for timing // eg 1am -> 3600, 2:30pm -> 52200, midnight -> 86400 (anything past that doesn't work) //Note: woe_0 is start times, woe_1 is end times. Ignore how it's called but // don't change it either since it's dynamically used // Also..woe has to end on the same day it starts (it's easier that way..) setarray .woe_day[0], 0, 2, 4, 6; setarray .woe_0[0], 50400,61200,75600,54000; setarray .woe_1[0], 54000,64800,79200,57600; setarray .woe_state[0], 0, 1, 0, 1; //WoE state settings. Every WoE session can be defined as a particular state of castle configuration. //.woe_state_#[%] = $ // # - state number // % - region number // $ - binary representation of castles that are active for that region in that state ( // (ie. 0 is no castles, 5 is castle 0 and 2 (2^0 + 2^2 = 5)) setarray .woe_state_0[0],0,31,0,0,0,0,0; setarray .woe_state_1[0],31,0,0,0,0,0,0; //Setting for if script handles WoE controller function. Disable agit_controller.txt if you are using this. //For if you want to use something else to handle your woe stuff but only this script //to show info (1 - on, 0 - off...duh) set .active_woe, 1; //WoE inactive on map notifier. Basically notifies player if the castle they are entering is //WoE active or not set .notify_woe, 1; //-----------------------------------------------------------------------------------------// //CONFIG END // //-----------------------------------------------------------------------------------------// //-----------------------------------------------------------------------------------------// //CONSTANTS START - Don't touch this unless you know what you are doing // //-----------------------------------------------------------------------------------------// //castle maps by region setarray .castles_prtg$[0],"prtg_cas01","prtg_cas02","prtg_cas03","prtg_cas04","prtg_cas05"; setarray .castles_payg$[0],"payg_cas01","payg_cas02","payg_cas03","payg_cas04","payg_cas05"; setarray .castles_gefg$[0],"gefg_cas01","gefg_cas02","gefg_cas03","gefg_cas04","gefg_cas05"; setarray .castles_aldeg$[0],"aldeg_cas01","aldeg_cas02","aldeg_cas03","aldeg_cas04","aldeg_cas05"; setarray .castles_arug$[0],"arug_cas01","arug_cas02","arug_cas03","arug_cas04","arug_cas05"; setarray .castles_schg$[0],"schg_cas01","schg_cas02","schg_cas03","schg_cas04","schg_cas05"; setarray .castles_novi$[0],"nguild_alde","nguild_gef","nguild_pay","nguild_prt"; //woe kill functions for each castle setarray .woe_kill_prtg$[0],"Agit#prtg_cas01::OnAgitEnd","Agit#prtg_cas02::OnAgitEnd","Agit#prtg_cas03::OnAgitEnd","Agit#prtg_cas04::OnAgitEnd","Agit#prtg_cas05::OnAgitEnd"; setarray .woe_kill_payg$[0],"Agit#payg_cas01::OnAgitEnd","Agit#payg_cas02::OnAgitEnd","Agit#payg_cas03::OnAgitEnd","Agit#payg_cas04::OnAgitEnd","Agit#payg_cas05::OnAgitEnd"; setarray .woe_kill_gefg$[0],"Agit#gefg_cas01::OnAgitEnd","Agit#gefg_cas02::OnAgitEnd","Agit#gefg_cas03::OnAgitEnd","Agit#gefg_cas04::OnAgitEnd","Agit#gefg_cas05::OnAgitEnd"; setarray .woe_kill_aldeg$[0],"Agit#aldeg_cas01::OnAgitEnd","Agit#aldeg_cas02::OnAgitEnd","Agit#aldeg_cas03::OnAgitEnd","Agit#aldeg_cas04::OnAgitEnd","Agit#aldeg_cas05::OnAgitEnd"; setarray .woe_kill_arug$[0],"Manager#aru01_02::OnAgitEnd","Manager#aru02_02::OnAgitEnd","Manager#aru03_02::OnAgitEnd","Manager#aru04_02::OnAgitEnd","Manager#aru05_02::OnAgitEnd"; setarray .woe_kill_schg$[0],"Manager#sch01_02::OnAgitEnd","Manager#sch02_02::OnAgitEnd","Manager#sch03_02::OnAgitEnd","Manager#sch04_02::OnAgitEnd","Manager#sch05_02::OnAgitEnd"; setarray .woe_kill_novi$[0],"Agit_N01::OnAgitEnd","Agit_N02::OnAgitEnd","Agit_N03::OnAgitEnd","Agit_N04::OnAgitEnd"; //region prefixs setarray .regions$[0],"prtg","payg","gefg","aldeg","arug","schg","novi"; //region info setarray .region_names$[0],"Prontera", "Payon", "Geffen", "Aldebaran", "Arunafeltz", "Schwarzwald", "Novice Castles"; setarray .region_maps$[0],"prt_gld", "pay_gld", "gef_fild13", "alde_gld", "aru_gld", "sch_gld", "prontera"; //coords to warp player to region (0 is random) setarray .region_x[0],0, 0, 0, 0, 0, 0, 148; setarray .region_y[0],0, 0, 0, 0, 0, 0, 163; setarray .waitMsg$[0], "WoE Starts: ", "WoE Ends: "; setarray .startMsg$[0], "WoE is Starting", "WoE is Ending"; set .ticks_in_day, 86400; //mmm...magic numbers setarray .daysOfWeek$[0], "Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday"; set .timer_refresh_rate, 500; //how many ms per timer refresh...keep less than 1000 (in milliseconds) set .change_state_sleep, 3000; //how long to show "WoE is Start|End-ing" msg for in ms. (in milliseconds) //Make sure WoE sessions are longer than this xD set .banner_refresh_rate, 10; //how many seconds per banner refresh...keep 1 or above (in seconds) //-----------------------------------------------------------------------------------------// //CONSTANTS END // //-----------------------------------------------------------------------------------------// set .num_regions, getarraysize(.regions$); set .num_woes, getarraysize(.woe_1); //force WoE to end if active callfunc "WoEToggler", 0; for(set .@i, 0; .@i < .num_regions; set .@i, .@i + 1) { //count num castles per region set .num_castles[.@i], getarraysize(getd(".castles_" + .regions$[.@i] + "$")); } //convert timestamps to readable format for(set .@i, 0; .@i < .num_woes; set .@i, .@i + 1) { set .@hrs, .woe_0[.@i] / 3600; set .@mins, .woe_0[.@i] % 3600 / 60; set .@output$, ((.@hrs % 12)?.@hrs%12:12) + ":" + ((.@mins < 10)?"0"+.@mins:.@mins) + " " + ((.@hrs > 12)?"PM":"AM"); set .woe_0_str$[.@i], .@output$; set .@hrs, .woe_1[.@i] / 3600; set .@mins, .woe_1[.@i] % 3600 / 60; set .@output$, ((.@hrs % 12)?.@hrs%12:12) + ":" + ((.@mins < 10)?"0"+.@mins:.@mins) + " " + ((.@hrs > 12)?"PM":"AM"); set .woe_1_str$[.@i], .@output$; } //calc number of woe states and consolidate states to create list of castles used set .num_states, 0; while(getarraysize(getd(".woe_state_" + (.num_states)))) { set .@state$, ".woe_state_" + .num_states; set .@i, 0; while(.@i < getarraysize(getd(.@state$))) { set .castleUsage[.@i], .castleUsage[.@i] | getd(.@state$ + "[" + .@i + "]"); set .@i, .@i + 1; } set .num_states, .num_states + 1; } for(set .@i, 0; .@i < .num_states; set .@i, .@i + 1) { set .@woe_state_array$, ".woe_state_" + .@i; for(set .@k, 0; .@k < .num_regions; set .@k, .@k + 1) { if(.castleUsage[.@k] > 0) { set .@castles$, ".castles_" + .regions$[.@k] + "$"; set .@castle_check, getd(.@woe_state_array$ + "[" + .@k + "]"); if(.@castle_check == 0) { //region not in this state //region warp menu string set .region_warp$[.@i], .region_warp$[.@i] + "^DD0000" + .region_names$[.@k] + "^000000:"; continue; } else { if(.@castle_check >= ((1 << .num_castles[.@k]) - 1)) { //includes all castles...just list as region. setd(".woe_state_str_" + .@i + "$[" + .@k + "]", .region_names$[.@k]); //region warp menu string set .region_warp$[.@i], .region_warp$[.@i] + "^00DD00" + .region_names$[.@k] + "^000000:"; } else { set .@j, 0; set .@output$, ""; while(.@j < .num_castles[.@k]) { if(.@castle_check & (1 << .@j)) { set .@output$, .@output$ + GetCastleName(getd(.@castles$+"["+.@j+"]")); set .@castle_check, .@castle_check - (1 << .@j); if(.@castle_check) { if(.@output$ != "") set .@output$, .@output$ + ", "; } else break; } set .@j, .@j + 1; } setd(".woe_state_str_" + .@i + "$[" + .@k + "]", .region_names$[.@k] + " ("+ .@output$ + ")"); //region warp menu string set .region_warp$[.@i], .region_warp$[.@i] + "^00DD00" + .region_names$[.@k] + " ("+ .@output$ + ")^000000:"; } } } else { set .region_warp$[.@i], .region_warp$[.@i] + ":"; } } } donpcevent strnpcinfo(3)+"::OnFindCurIndex"; donpcevent strnpcinfo(3)+"::OnUpdateCountTick"; if(.active_woe) { if(.notify_woe) { //set mapflag for all castle maps for(set .@i, 0; .@i < .num_regions; set .@i, .@i + 1) { set .@region_array$, ".castles_" + .regions$[.@i] + "$"; for(set .@k, 0; .@k < .num_castles[.@i]; set .@k, .@k + 1) { setmapflag getd(.@region_array$ + "[" + .@k + "]"), mf_loadevent; setd(".loadmap_region_" + getd(.@region_array$ + "[" + .@k + "]"), .@i + 1); setd(".loadmap_castleIndex_" + getd(.@region_array$ + "[" + .@k + "]"), .@k); } } } //activates WoE if needed donpcevent strnpcinfo(3)+"::OnDoWoE"; } //flag that init occured set .init, 1; OnWoETimer: //timer stuff while (1) { set .remainTime, .count_tick - gettimetick(2); set .bannerTimer, .remainTime - (.remainTime % .banner_refresh_rate) + .banner_refresh_rate; set .min, .bannerTimer / 60; set .sec, .bannerTimer - .min * 60; set .hr, .min / 60; set .min, .min - .hr * 60; set .roomMsg$, .waitMsg$[.state] + .hr + ":" + ((.min < 10 )?"0":"") + .min + ":" + ((.sec < 10 )?"0":"") + .sec; sleep .timer_refresh_rate; if(.remainTime <= 0) { if(.active_woe) { donpcevent strnpcinfo(3)+"::OnDoWoE"; } set .roomMsg$, .startMsg$[.state]; set .woe_index, (.woe_index + .state) % .num_woes; //go to next index if needed set .state, (.state + 1) % 2; //flip state donpcevent strnpcinfo(3)+"::OnUpdateCountTick"; sleep .change_state_sleep; } } end; //obligatory end =D OnUpdateCountTick: set .count_tick, getd(".woe_" + .state + "[" + .woe_index + "]"); set .count_tick, gettimetick(2) + .count_tick - gettimetick(1) + (.woe_day[.woe_index] - gettime(4) + 7) % 7 * .ticks_in_day; if(gettimetick(2) > .count_tick) set .count_tick, .count_tick + 7 * .ticks_in_day; end; OnFindCurIndex: set .@cur_day, gettime(4); set .@cur_tick, gettimetick(1); set .woe_index, 0; set .state, 0; for(set .@i, 0; .@i < .num_woes; set .@i, .@i + 1) { if(.woe_day[.@i] < .@cur_day) continue; if(.woe_day[.@i] == .@cur_day) { if(.woe_0[.@i] >= .@cur_tick) { set .woe_index, .@i; set .state, 0; break; } if(.woe_1[.@i] >= .@cur_tick) { set .woe_index, .@i; set .state, 1; break; } } if(.woe_day[.@i] > .@cur_day) { set .woe_index, .@i; set .state, 0; break; } } end; //On map notifier //Comment out OnPCLoadMapEvent label if .notify_woe is disabled to prevent unnecessary triggering OnPCLoadMapEvent: if(.state && .notify_woe) { getmapxy(.@map$, .@x, .@y, 0); set .@region, getd(".loadmap_region_" + .@map$) - 1; if(.@region >= 0) { set .@castleIndex, getd(".loadmap_castleIndex_" + .@map$); if(getd(".woe_state_" + .woe_state[.woe_index] + "[" + .@region + "]") & 1 << .@castleIndex) dispbottom "The [" + GetCastleName(.@map$) + "] castle is available for conquering during this WoE session"; else dispbottom "The [" + GetCastleName(.@map$) + "] castle is NOT available for conquering during this WoE session"; } } end; //------------------------------------------------------------------------------ // WoE Controller Stuff Here //------------------------------------------------------------------------------ OnDoWoE: if((.state == 0 && .init) || (.state == 1 && !agitcheck())) { //starting callfunc "WoEToggler", 1; //kills WoE in all castles that shouldn't have WoE set .@woe_state_array$, ".woe_state_" + .woe_state[.woe_index]; for(set .@i, 0; .@i < .num_regions; set .@i, .@i + 1) { set .@castles$, ".castles_" + .regions$[.@i] + "$"; set .@castle_check, getd(.@woe_state_array$ + "[" + .@i + "]"); for(set .@k, 0; .@k < .num_castles[.@i]; set .@k, .@k + 1) { set .@map$, getd(.@castles$+"["+.@k+"]"); if((.@castle_check & (1 << .@k)) == 0) { donpcevent getd(".woe_kill_" + .regions$[.@i] + "$[" + .@k + "]"); } } } announce "The War Of Emperium has begun!",bc_all; donpcevent strnpcinfo(3)+"::OnDisplayOwners"; } else { //ending if(agitcheck()) { callfunc "WoEToggler", 0; announce "The War Of Emperium is over!",bc_all; donpcevent strnpcinfo(3)+"::OnDisplayOwners"; } } end; OnDisplayOwners: //displays based on current region set .@woe_state_array$, ".woe_state_" + .woe_state[.woe_index]; for(set .@i, 0; .@i < .num_regions; set .@i, .@i + 1) { set .@k, 0; set .@castle_check, getd(.@woe_state_array$ + "[" + .@i + "]"); set .@castles$, ".castles_" + .regions$[.@i] + "$"; while(.@castle_check && .@k < .num_castles[.@i]) { if(.@castle_check & (1 << .@k)) { set .@map$, getd(.@castles$+"["+.@k+"]"); if (GetCastleData(.@map$,1)) { announce "The [" + GetCastleName(.@map$) + "] castle of the [" + .region_names$[.@i] + "] region is currently held by the [" + GetGuildName(GetCastleData(.@map$,1)) + "] guild.",bc_all; } else { announce "The [" + GetCastleName(.@map$) + "] castle of the [" + .region_names$[.@i] + "] region is currently unoccupied.",bc_all; } set .@castle_check, .@castle_check - (1 << .@k); } set .@k, .@k + 1; } } end; } prontera,156,196,6 script WoE Info 837,{ if(getwaitingroomstate(3, strnpcinfo(3)) == -1) donpcevent strnpcinfo(3)+"::OnInit"; doevent "WoEInfoBase::OnStartMenu"; end; OnInit: while (1) { //only updates if msg is different set .banner$, getwaitingroomstate(4, strnpcinfo(3)); if(getvariableofnpc(.roomMsg$, "WoEInfoBase") != .banner$) { delwaitingroom; waitingroom getvariableofnpc(.roomMsg$, "WoEInfoBase"), 0; } sleep 500; } end; } //--------------------------------------------------------------------------------------------------------------------- function script WoEToggler { //<state> = 0|1 if(getarg(0)) { AgitStart; } else { AgitEnd; } return; } This Toasty WOE CONTROLLER is working fine for me.. but I have a problem about this script.. Everytime I warp to Guild Castle.. this script has no exact warp. Example if my WOE is active in Prontera Castle.. it warps you in random coordinates in Prontera Guild Castle.. I want is.. there is a specific warp in entrance of the guild castle. Thanks in advance..
  11. Is there anyone have a Custom or Recolor Cotton shirt sprite for my Baby Suits.? Thanks in advance..
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