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Posts posted by domez86
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On 4/12/2020 at 11:58 AM, Start_ said:
use setcell command with type CELL_NOVENDING
could you explain yourself better? I had read that there is a function to be deactivated in the conf folder.
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hello everyone and happy easter!
1 - would you show me where the function is to have the personal shop created only on the sidewalk on the sides and not in the center on the street? thank you.
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18 hours ago, chatterboy said:
data\luafiles514\lua files\datainfo\accname.lub
[ACCESSORY_IDs.ACCESSORY_CHESHIREEARS] = "_CHESHIREEARS"
data\luafiles514\lua files\datainfo\accessoryid.lub
ACCESSORY_CHESHIREEARS = 2589
system\itemInfo.lua
[40621] = {
unidentifiedDisplayName = "Unidentified Hat",
unidentifiedResourceName = "캡",
unidentifiedDescriptionName = { "Can be identified by using a ^990099Magnifier^000000." },
identifiedDisplayName = "_Che Shire Ears",
identifiedResourceName = "CHESHIREEARS",
identifiedDescriptionName = {
"A jaunty red hat. Given by way of a thank you from Gravity to creative community members",
"________________________",
"^0000CCType:^000000 Headgear",
"^0000CCDefense:^000000 10",
"^0000CCPosition:^000000 Upper",
"^0000CCWeight:^000000 70",
"^0000CCRefinable:^000000 Yes",
"________________________",
"^0000CCRequirement:^000000",
"Base level 50",
"All Jobs Except Novice."
},
slotCount = 1,
ClassNum = 0
},data\sprite\¾ÆÀÌÅÛ\
CHESHIREEARS.act
CHESHIREEARS.spr
data\sprite\¾Ç¼¼»ç¸®\¿©
¿©_CHESHIREEARS.act
¿©_CHESHIREEARS.spr
data\sprite\¾Ç¼¼»ç¸®\³²
³²_CHESHIREEARS.act
³²_CHESHIREEARS.spr
data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\collection
CHESHIREEARS.bmp
data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\item
CHESHIREEARS.bmp
what program do you use to edit .lub?
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14 hours ago, iraciz said:
Please note that id 1893 is aready taken by official item: Costume Miracle Plant
https://www.divine-pride.net/database/item/31729/kRO
[31729] = { unidentifiedDisplayName = "Mask", unidentifiedResourceName = "마스크", unidentifiedDescriptionName = { "Unknown Item, can be identified by using a ^6666CCMagnifier^000000." }, identifiedDisplayName = "Costume Miracle Plant", identifiedResourceName = "c_miracle_plant", identifiedDescriptionName = { "Every time you take a step, the fragrant flower scent resonates.", "Class:^6666CC Costume^000000", "Location:^6666CC Lower^000000", "Weight:^009900 0^000000", "Level Requirement:^009900 1^000000", "Jobs:^6666CC All^000000" }, slotCount = 0, ClassNum = 1893 },
ACCESSORY_C_miracle_plant = 1893,
Diff yor exe again, and increase max headgear id view to 5000, and start adding your custom item ids from 2500 and foward.
BTW # 1...
Why are some double commas separing structure of your item?
Why Ageis name and name are the same?
Why is a dot also separing structures?
Why is a blank space between structures?The script is a clone of the ears of ifrit, you copy pasted the item (wrong) I guess to find out the middle headgear location, if you were wondering, location for middle gear items is 512.
your script:
40500, CHESHIREEARS, CHESHIREEARS, 4.20,, 300,, 0,, 0.0xFFFFFFFE, 63.2.512,, 50.0.1893, {bonus bStr, 1; bonus bInt, 1; bonus bMdef, 3; bonus2 bAddEle, Ele_Fire, 3; bonus2 bSkillAtk, "SM_BASH", 4; bonus2 bSkillAtk, "SM_MAGNUM", 4; }, {}, {}
Script should be this one, according to your item screenshot description:
40500,Chesire_Ears,Ears_of_Chesire,4,20,,100,,0,,0,0xFFFFFFFE,7,2,512,,50,0,1893,{ bonus2 bAddEle,Ele_Fire,3; bonus2 bSubEle,Ele_Water,-3; },{},{}
BTW #2
Your Custom item Chesire Ears, Already Exist, item id is 31151,
Official id view is: ACCESSORY_Chasher_Ear (1565)
don't really know the reason of adding an item twice but w/e.
this is the official chesire ears script and description
31151,C_Chasher_Ear,Costume Cheshire's Cat Ears,4,0,,0,,0,,0,0xFFFFFFFF,63,2,1024,,1,0,1565,{},{},{}
[31151] = { unidentifiedDisplayName = "Hat", unidentifiedResourceName = "캡", unidentifiedDescriptionName = { "Unknown Item, can be identified by using a ^6666CCMagnifier^000000." }, identifiedDisplayName = "Costume Cheshire's Cat Ears", identifiedResourceName = "체샤의고양이귀", identifiedDescriptionName = { "A replica of Cheshire's Cat Ears.", "Class:^6666CC Costume^000000", "Location:^6666CC Upper^000000", "Weight:^006600 0^000000", "Level Requirement:^006600 1^000000", "Jobs:^6666CC All^000000" }, slotCount = 0, ClassNum = 1565 },
Is an animated gear, the ears flap a little.
hi, do not pay attention to the descriptions etc. etc. I copied to give an example, I changed the view id and modified the exe with nemo for 3000 view id, but it doesn't work. and in any case my custom item is different from what you showed.
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15 hours ago, chatterboy said:
data\luafiles514\lua files\datainfo\accname.lub
[ACCESSORY_IDs.ACCESSORY_CHESHIREEARS] = "_CHESHIREEARS"
data\luafiles514\lua files\datainfo\accessoryid.lub
ACCESSORY_CHESHIREEARS = 2589
system\itemInfo.lua
[40621] = {
unidentifiedDisplayName = "Unidentified Hat",
unidentifiedResourceName = "캡",
unidentifiedDescriptionName = { "Can be identified by using a ^990099Magnifier^000000." },
identifiedDisplayName = "_Che Shire Ears",
identifiedResourceName = "CHESHIREEARS",
identifiedDescriptionName = {
"A jaunty red hat. Given by way of a thank you from Gravity to creative community members",
"________________________",
"^0000CCType:^000000 Headgear",
"^0000CCDefense:^000000 10",
"^0000CCPosition:^000000 Upper",
"^0000CCWeight:^000000 70",
"^0000CCRefinable:^000000 Yes",
"________________________",
"^0000CCRequirement:^000000",
"Base level 50",
"All Jobs Except Novice."
},
slotCount = 1,
ClassNum = 0
},data\sprite\¾ÆÀÌÅÛ\
CHESHIREEARS.act
CHESHIREEARS.spr
data\sprite\¾Ç¼¼»ç¸®\¿©
¿©_CHESHIREEARS.act
¿©_CHESHIREEARS.spr
data\sprite\¾Ç¼¼»ç¸®\³²
³²_CHESHIREEARS.act
³²_CHESHIREEARS.spr
data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\collection
CHESHIREEARS.bmp
data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\item
CHESHIREEARS.bmp
I did as you said but it doesn't work, then I renamed accname.lua & accessoryid.lua to .lub
now the sprite can be seen but I get this error over and over and I'm stuck, is there a way not to convert lua to lub? -
10 minutes ago, shatowolf said:
it's not System\luafiles514\lua files\datainfo\accessoryid.lua
put it under the data\luafiles514\lua files\datainfo\
I have already tried, it doesn't work...
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hi, I followed all the steps to insert a custom equip, I can do everything correctly, I can display sprites in the inventory, sprite drop, but when the crew does not appear on the char.
the bitmap collection and icon, ok.
in data\sprite\¾ÆÀÌÅÛ i put CHESHIREEARS.act & CHESHIREEARS.spr
in data\sprite\¾Ç¼¼»ç¸®\¿© i put ¿©_CHESHIREEARS.act & ¿©_CHESHIREEARS.spr
in data\sprite\¾Ç¼¼»ç¸®\³² i put ³²_CHESHIREEARS.act & ³²_CHESHIREEARS.spr
the strange thing is that it does not give me missing sprite error, even if I delete file in ¿© & ³².
the string in item_db.txt is:
40500, CHESHIREEARS, CHESHIREEARS, 4.20,, 300,, 0,, 0.0xFFFFFFFE, 63.2.512,, 50.0.1893, {bonus bStr, 1; bonus bInt, 1; bonus bMdef, 3; bonus2 bAddEle, Ele_Fire, 3; bonus2 bSkillAtk, "SM_BASH", 4; bonus2 bSkillAtk, "SM_MAGNUM", 4; }, {}, {}in itemInfo.lua:
[40500] = {
unidentifiedDisplayName = "Unidentified Glasses",
unidentifiedResourceName = "_cap",
unidentifiedDescriptionName = { "Can be identified by using a ^990099Magnifier^000000." },
identifiedDisplayName = "CHESHIREEARS",
identifiedResourceName = "CHESHIREEARS",
identifiedDescriptionName = {
"________________________",
"Reduces damage taken from ^FF0000Fire^000000 elemental attack by 3%.",
"________________________",
"Increases damage taken from ^0000BBWater^000000 elemental attack by 3%.",
"________________________",
"^0000CCType:^000000 Headgear",
"^0000CCDefense:^000000 0",
"^0000CCPosition:^000000 Middle",
"^0000CCWeight:^000000 30",
"^0000CCRefinable:^000000 No",
"________________________",
"^0000CCRequirement:^000000",
"Base level 50",
"All classes except Novice"
},
slotCount = 0,
ClassNum = 1893in System\luafiles514\lua files\datainfo\accessoryid.lua ---> ACCESSORY_CHESHIREEARS = 1893,
in System\luafiles514\lua files\datainfo\accname.lua ---> [ACCESSORY_IDs.ACCESSORY_CHESHIREEARS] = "_CHESHIREEARS",
can you help me pls?
TNX!
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hi I would like to understand from this script what the value "21" has before the word LASTENTERTIME, and why in the table db mysql I get such a high value:
150035 LASTENTERTIME 0 1572792886
1572792886?mes "Is possible to enter once a day.";
if (select("Yes!","No thanks.") == 2) close;
if(LASTENTERTIME > gettimetick(2)){
mes "You can enter once every 24h!";
mes "Come back after " + gettimestr("%H:%M:%S",21,LASTENTERTIME);
mes "of the " + gettimestr("%d/%m/%Y",21,LASTENTERTIME);
end;
}
LASTENTERTIME = gettimetick(2) + (60*60*24);
warp "xxxxx",xxx,xxx;
end;
}tnx!
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I need to render the maps of my dungeon in time, after the time has expired you are teleported to Prontera for example, logically you don't have to teleport all the players that are there at that moment, maybe 20 minutes for char.
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19 hours ago, Tisuuu said:
Perché non provi ad implementare questo modulo?
are 2 different things
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6 hours ago, Tisuuu said:
There are several such scripts here in the community, your request has already been made by many other players, search here you will find.
In the latter case you should take a custom script and reuse the code, there are several systems that do timekeeping, daily login, vip system, gold room, presence system among others.
Start practicing the search tool right now, and start being more curious when fiddling with scripts before your server comes up with a bug that you will get totally lost, at which point it may be too late.
Someone may appear here with the script ready because it is a simple and easy script, but this is not advisable precisely because it is a simple and easy script.
If you don't find the script here in the community let us know that I will help you use the search tool.
I tried to carcare but I can't find the right one for me. I need ke the map has a countdown to finish my personal dungeon, simple autowarp to Prontera for example or to the save point (in my dungeon there is the mapflag nosave :-P)
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Hi, I need a dungeon exit timer.
Make a dungeon timed, like 1 hour, that affects the single char click to enter.
Countdown for each separate player.Thanks!
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On 1/8/2016 at 4:38 AM, Ninja said:
This will make you warp back to your savepoint everytime you kill a monster anywhere in the server.
You can add a mapcheck and monster check there
OnNPCKillEvent: if(strcharinfo(3) == "mapname" && killedrid == mob_id){ getitem 969,100; getitem 7539,100; warp "SavePoint", 0, 0; }
or you can use monster trigger events instead.
hello, what does the value "3" mean?
in ---> if (strcharinfo (3) -
hi, I need a script that if char kill a specific mob id (also only effect in specific map if can), it teleports you into another map x y.
tnx!
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9 hours ago, sader1992 said:
try this
prontera,0,0,0 script daily_warper 444,{ if(LASTENTERTIME > gettimetick(2)){ mes "you can enter once every 24hr"; mes "come back after " + gettimestr("%Y-%m/%d %H:%M:%S",21,LASTENTERTIME); end; } LASTENTERTIME = gettimetick(2) + (60*60*24); warp "payon",0,0; end; }
perfect, work! tnx!!! just explain to me what is the value 21?
in: ("% Y-% m /% d% H:% M:% S", 21, LASTENTERTIME)tnx!
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hi, I need the "variable if":
if all the mobs on the current map are dead.
ex:----------------------------------------------------------------
mes: now I evoke the first 3 mobs:
atcommand "@monster xxxx 3";
if (all mobs killed in current map)
mes: now I evoke 4 more mobs:
atcommand "@monster xxxx 4";----------------------------------------------------------------
thanks.
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hi, I would like a npc give you the possibility to enter a map every 24 hours, like:
----------------------------------------------------------------------------------------------
mes: do you want to enter?
choice: yes, quit
yes:
(if you have already entered and 24 hours have not passed)
mes: you can't, 24 hours must pass!
(if 24 hours have passed)
mes: ok! (warp to xxx)
quit:
mes: bye!----------------------------------------------------------------------------------------------
thanks!
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On 10/14/2019 at 10:58 AM, Emistry said:
remove it from db/re/item_stack.txt
there is no error id item in db/re/item_stack.txt...
On 10/14/2019 at 10:58 AM, Emistry said:remove it from db/re/item_stack.txt
I had already tried it...id item error non stackable in file item_buyingstore.txt is 32302 for example, and in my item_stack.txt there is only:
// Rune Knight
12725,60,1 // Nauthiz Rune
12726,60,1 // Raido Rune
12727,60,1 // Berkana Rune
12728,60,1 // Isa Rune
12730,60,1 // Uruz Rune
12733,60,1 // Hagalaz Rune
22540,60,1 // Lux Anima Rune// Arch Bishop
12333,3,1 // AncillaT-T
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help me with this error pls?
itemdb_read_buyingstore: Non-stackable item id ***** cannot be enabled for buying store.
tnx!
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hi, how can I make the items buyable? I tried to insert the id in item_buyingstore.txt but this error appears...
Ex: [Warning]: itemdb_read_buyingstore: Non-stackable item id 32302 cannot be enabled for buying store.
[Error]: sv_readdb: Could not process contents of line 1 of "db/re/item_buyingstore.txt".can it be solved without recompiling?
I have also already modified the buyingstoreItemList.txt file on data.grf
tnx!
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35 minutes ago, Emistry said:
- script Sample FAKE_NPC,{ OnInit: bindatcmd("monster", strnpcinfo(3)+"::OnAtcommand"); end; OnAtcommand: .@mob_id = F_Rand(1001, 1002, 1003); // mob id. .@amount = atoi(.@atcmd_parameters$[0]); if (.@amount <= 0) .@amount = 1; getmapxy(.@map$, .@x, .@y, BL_PC); monster(.@map$, .@x + rand(-2,2), .@y + rand(-2,2), "--ja--", .@mob_id, .@amount); end; }
not work, when click, not error script but not work...
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hi!
i would need a npc that evokes a random mob from a predefined list.
I tried many scripts like:atcommand "@monster rand (1001,1002,1003)";
npc does not give errors but I always get "@monster failed" when I click...
help me pls? txn!
remove symbol "?" from gender section flux
in General Support
Posted
TNX!