

aadritch2
Members-
Posts
23 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
Jobs Available
Server Database
Third-Party Services
Top Guides
Store
Crowdfunding
Everything posted by aadritch2
-
This is my script : bonus_script "{ bonus bHealPower,100; bonus bAddItemHealRate,100; skill \"NV_FIRSTAID\",1; bonus2 bSkillCooldown,\"NV_FIRSTAID\",5000; autobonus3 \"{}\",1000,5001,142,\"{ specialeffect2 7; sc_start2 SC_L_LIFEPOTION,5000,-1,1; }\"; }",3600,9,1,SI_BLANK; Everything up to the increased cooldown works, but the autobonus doesnt seem to take effect whenever I use "NV_FIRSTAID". I tried using the autobonus3 part in an item to test it and as expected, it works fine in an item. But if I use bonus_script to add the autobonus3 to a player, nothing happens.
-
I tried using and testing bonus2 bDropAddRace,RC_All,5; and also tried googling stuff only to discover that it is not working. Anyone knows how and can help me fix this issue? Just a quick fix on drop rate calculation, I don't need it to reflect using @monsterinfo as I can just wait for the official fix for that. I really just need bDropAdd to function. Thanks in advance.
-
Is it possible to specify which items were sold when using OnSellItem:? Similar to how normal NPC Shops know which items to delete when you sell items normally. OnSellItem: only gives general data like item id, refine leve, etc. but it cannot pin point which items in the character's inventory were actually dragged to the sell window and were sold. Please help, really need this. Wrong thread, my bad
-
Thanks for the reply. The thing im not sure about delitem3 is how many random options can it take in consideration. I tried using delitem3 but i got disconnected from serve EDIT: Got it working now, I set the @sold_option1 to another variable first, and using that variable for delitem3 param instead of using @sold_option1 directly. I can now differentiate item with random options, but only the first random options. Still cannot differentiate two items with two or more random option with the first option being the same. It seems like delitem3 shows an error when I use it to delete an item without random options, but then, I use delitem2, there's a possibilty that it will delete another same item with random option.
-
Is it possible to delete those items that were specifically "sold"? For example, I have three +10 Example_Sword in my inventory, each of them has 3 Random Options, all of them has 'Holy Property' as their first random option, while their other two random options are all different from each other. If I sold 1 Example_Sword, how can I delete only that specific sword and keep the others intact? If i use delitem2 it's possible that it will delete the wrong item. But what about delitem3, can it take into factor the last two random options of the items? EDIT: I noticed that items in inventory have unique id like GID in the database, is it possible to get this value like a @sold_gid[] array when using OnSellItem: and also delete the item using its "gid"?
-
1.) Is it possible to detect when it is cancelled via moving or taking damage? 2.) Real problem: Character gets stuck when interrupting progressbar, can't move (but can still use items) until character select. Realls makes me think because I made a previous script that uses progressbar, but that one I can cancel without getting stuck. This one, which I literally just copied and paste from the first one and made adjustments, makes the character stuck when cancelled. The difference is Previous script: a custom function called upon item use. Second script: from an "invisible" NPC (example: - script NPCNAME -,{ } )
-
Get id of the target when using a skill
aadritch2 replied to aadritch2's question in Scripting Support
Thanks! ++ -
unitskilluseid <GID>,<skill id>,<skill lvl>{,<target id>,<casttime>}; Is it possible to get the <target id> of a target when using a skill? Also, is <target id> GID or just charid?
-
Getting the GID of a killed mob summoned via monster script
aadritch2 replied to aadritch2's question in Scripting Support
I am working on something like a mob hunting npc. So I kind of want that when that particular summoned monster dies, it finishes the quest for the player who "owns" the monster. I cant really on mob class because it is possible for 2 players to have to spawn/hunt the same mob in the same map.... EDIT: an example of what i want to do: a.) A character ABC summons an mvp via NPC. b.) The mvp mob dies c.) How can I trace back character ABC, regardless of who killed the mob? I sense, what I want is to "attach" the character's id to the "summoned mob" only. So when it dies, I use a variable to refer to "summoner" not the killer. EDIT: Nevermind, figured out a way to detect which monster died. Thanks! -
It was as you said! Thanks!
-
Getting the GID of a killed mob summoned via monster script
aadritch2 posted a question in Scripting Support
Hello, is this possible in the current rathena or do I need to source edit. My question is this, for example i summoned a monster: monster .@map$,.@mapx,.@mapy,getmonsterinfo(mobid,MOB_NAME),mobid,1,"Mob Spawner::OnMobDeath"; If I am right, upon the mob's death, it will trigger OnMobDeath label from the Mob Spawner NPC. Now I want to know if its possible that upon the execution OnMobDeath label, i will refer to the dying monster specifically, not just its id from killedid. I know that it will be possible once I can get hold of its GID, so is there any way to do it? (for example like getmobGID() but this function doesnt exist) I've already encounter this get_monster_gid but the way I see it, I can only use its GID after I summon it, not when it dies. TL;DR: Get a monster GID upon its death -
Players keep getting "the limit of players has been reached" whenever they try to use @accept command when invited by other players. Why? Please help.
-
[SOLVED] i changed the DPI of the icons to 96.
-
Hello, I just want to ask how do you get custom icons to work in signboardlist.lub. I've added the bmp files in information folder but I still get resource errors. Any idea where I got it wrong?
-
Yes I've tried that. My value was -8868/100, but the result i get is still from -88% rather than -88.68% which are 3410 and 3214 respectively. Its a little difference in percentage but it can be a large gap in bigger numbers. It seems to it keeps rounding off the decimals. Thanks for answering.
-
It says in item_bonus.txt that it "Increases damage of skill sk by n%". My problem is that since it is n%, it cannot read below 1%. Like 15.52% increase in damage. How can i make so that it is "by n/100%" instead?
-
Hi, I have a really big problem. I can't seem to patch up my iteminfo in my client. I have already seen this tutorial and followed it's steps accordingly. Everything is good, the patcher connects to the server, successfully finds the thor file, and then it patches like how it's supposed to do. But then, after patching, the iteminfo stays unchanged, no bit of it was edited. Please help.
-
How to patch New Iteminfo.lua using Thor Patcher ?
aadritch2 replied to Archetype Saber's question in Client-side Support
I don't think I had a misconfiguration in my patcher, the first patch i applied (to test the patcher), was a patch that modified my grf's clientinfo.xml, and yes, it was successful. I am using Thor Patcher, and I have tried to use both iteminfo.lua and iteminfo.lub. Both were successfully picked upped in the patch server, I know because when I use the Thor Patcher, the patcher would patch the the respective .thor files I uploaded. And yet, both did not have any changes applied, regardless of the patch being successful. Looking at this thread, I can see that both Mikoto Suoh and QQfoolsorellina were able to patch their iteminfo's successfully, and I'm very sure their iteminfo is over 5mb. So this means this file size rumor is already out of the equation. I am really bothered since I followed exactly the steps told here, and I have successfully patched, but why aren't the changes been applied? I found out that the size of the thor files generated were less than the size of the iteminfo (which was around 6mb), so i guess the thor files generated contains nothing -
How to patch New Iteminfo.lua using Thor Patcher ?
aadritch2 replied to Archetype Saber's question in Client-side Support
I think I have edited my plist correctly, since if i did not, my patcher would not be able to get the thor files. My problem is even though the patcher patches, the changes do not apply. If I cant upload stuff more than 5mb, how can I patch my iteminfo? (( -
How to patch New Iteminfo.lua using Thor Patcher ?
aadritch2 replied to Archetype Saber's question in Client-side Support
Help! I've been doing exactly the steps told by QQfoolsorellina, but my iteminfo won't update. I can patch it successfully, my Thor patcher can get the .thor file which I generated and im sure my input folder was correct and contains my iteminfo, but the file itself wont change. The changes i have done did not apply. Please help -
The title says it all, when I use Star Gladiator Spirit on a Star Gladiator, it still does not allow him to use Union but if I use @skillall, then the Star Gladiator will learn Union but can only cast it while on Spirit Link. Please help.
-
I tried adding a weapon version of bMagicAtkEle (should trigger on phyiscal skills/normal attacks), i followed this tutorial and mimicked the datas of Magic_Atk_Ele, and followed the data of the Addsize bonus so I can make sure it would work as a weapon (it needs right-hand, left-hand and arrows). I successfuly compiled the battle.c (map-server) but the damage only goes 1. is there something i missed? EDIT: I put my custom bonus on a headgear HELP ME PLEASE I AM BEGGING THIS RATHENA COMMUNITY BUMP
-
Because you can't turn off Invisibility once you have casted it, and it won't go off until you have no SP remaining. Personally, I dont like it that way so I was planning to edit it so that it would only last for 10 seconds and I will I edit it's cooldown to 60000:50000:40000:30000:20000 (which I already did), but I cant figure out how give Invisibility a duration. I tried editing its data at skill_cast_db but it doesnt do anything. Need help please EDIT: Also how can I remove the Ghost Property Level 1 bonus on attack when Invisibility is active?