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Elsa Mist

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Posts posted by Elsa Mist

  1. Youcan change it here.

    // Starting point for new characters
    // Format: <map_name>,<x>,<y>{:<map_name>,<x>,<y>...}
    // Max number of start points is MAX_STARTPOINT in char.h (default 5)
    // Location is randomly picked on character creation.
    // NOTE: For Doram, this requires client 20151001 or newer.
    start_point: iz_int,97,90:iz_int01,97,90:iz_int02,97,90:iz_int03,97,90:iz_int04,97,90
    start_point_pre: new_1-1,53,111:new_2-1,53,111:new_3-1,53,111:new_4-1,53,111:new_5-1,53,111
    start_point_doram: lasa_fild01,48,297
    
  2.  

    OK, people just keep the packet for new feature themselves even they don't know how to make it work

     

     

    +1 for this. They use rA and its free! A lot of people working hard in rA  at the background yet they(the people) kept the updates they got for them self. 

     

    I think rA should stop updates the new contents and bug fix. xD

     

    Or maybe can make an Paid Bug Fix forum too... XOXOXO

  3. The script is using setarray.

    // [0] = Zeny, [1] = Item ID, [2] = Item Amount;
    setarray .ssm_prize[0],125,501,10;
    setarray .tsm_prize[0],450,501,30;
    

    You can read it more about setarray here. You can set multiple items.

    Syntax
    
    setarray <array name>[<first value>],<value>{,<value>...<value>};
    
  4. using latest git? Since im testing it just now with client date given and didnt get any problem.  :)


     

     

    I tried to reverse Angelmelody of herc.ws solution to make "Old pneuma effect", but when I checked my db/skill_unit_db.txt its already

     25,0x85,    ,  1, 0,  -1,all,   0x003	//AL_PNEUMA
    

    So I check the eAthena's github db/skill_unit_db.txt and it's same as mine

     25,0x85,    ,  1, 0,  -1,all,   0x003	//AL_PNEUMA
    

    Is there any way to fix this? Thanks!

    I've attached my diffed client to see If there's any error on the client.

    attachicon.gifragnarok.zip

     

    Since you didn't even change that part.

     

     

    skill_unit_db.txt

     

    25,0x85,   ,  1, 0,  -1,all, 0x003  //AL_PNEUMA

     

    change to

     

    25,0x85,    ,  1, 0,  -1,all,   0x2003 //AL_PNEUMA

  5. 1. 

       getitem .Default[.@j], .Default[.@j+1];
       announce "[ "+strcharinfo(0)+" ] just get blablabla....",0xFF6600;
       
    

    2.

       getitem getd(".P"+.@i+"["+.@j+"]"), getd(".P"+.@i+"["+(.@j+1)+"]");
       announce "[ "+strcharinfo(0)+" ] just get blablabla.",0xFF6600;
    
  6. rathena/db/re/skill_require_db.txt

    // Structure of Database:
    // SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuses,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10,RequiredEquipment
    
    • Upvote 1
  7. // -------------------------------------------------------------------------------
    // 	Script Name : Headgear to Costume converter >> Costume to Headgear converter
    // -------------------------------------------------------------------------------
    // Description :
    // - Allows a user to convert the equipped headgear (on Top, Mid or Low) into a
    //   costume item. It will remove any card and refine of the Item.
    // - Allows a user to restore the equipped costume headgear (on Top, Mid or Low)
    //     into its original form. It will not return any card or refine of the item.
    // -------------------------------------------------------------------------------
    -	script	Costume Clown	-1,{
    	mes "[Clown]";
    	mes "Here you can convert your headgears into a Costume Headgear or restore to its Original form.";
    	switch(select("I want to convert.:I want to restore.:No thanks.")) {
    	case 1:
    			next;
    			mes "Please, select what to convert.";
    			mes "Remember, cards and refine will be removed.";
    			next;
    				setarray .@Position$[1],"Top","Mid","Low","Garment";
    				setarray .@Position[1],     EQI_HEAD_TOP,    EQI_HEAD_MID,   EQI_HEAD_LOW, EQI_GARMENT;
    				set .@Menu$,"";
    			for( set .@i, 1; .@i < 6; set .@i, .@i + 1 )
    			{
    				if( getequipisequiped(.@Position[.@i]) )
    				set .@Menu$, .@Menu$ + .@Position$[.@i] + "-" + "[" + getequipname(.@Position[.@i]) + "]";
    				set .@Menu$, .@Menu$ + ":";
    			}
    			set .@Part, .@Position[ select(.@Menu$) ];
    			if( !getequipisequiped(.@Part) )
    			{
    				mes "[Clown]";
    				mes "You are not wearing anything there."; 
    				close;
    			}
    			mes "[Clown]";
    			mes "You want to Costume your " + getitemname(getequipid(.@Part)) + "?";
    			next;
    			if( select("Yes, proceed:No, I am sorry.") == 2 )
    			{
    				mes "[Clown]";
    				mes "Need some time to think about it, huh?";
    				mes "Alright, I can understand.";
    				close;
    			}
    			costume .@Part; // Convert the Headgear
    			mes "[Clown]";
    			mes "Done, enjoy your costume headgear.";
    			close;
    	case 2:
    			next;
    			mes "Please, select what to restore.";
    			mes "Remember, I will only restore it back without refine and cards.";
    			next;
    				setarray .@Position$[1],"Top","Mid","Low", "Garment";
    				setarray .@Position[1], EQI_COSTUME_HEAD_TOP, EQI_COSTUME_HEAD_MID, EQI_COSTUME_HEAD_LOW, EQI_COSTUME_GARMENT;
    				set .@Menu$,"";
    			for( set .@i, 1; .@i < 6; set .@i, .@i + 1 )
    			{
    				if( getequipisequiped(.@Position[.@i]) )
    				set .@Menu$, .@Menu$ + .@Position$[.@i] + "-" + "[" + getequipname(.@Position[.@i]) + "]";
    				set .@Menu$, .@Menu$ + ":";
    			}
    			set .@Part, .@Position[ select(.@Menu$) ];
    			if( !getequipisequiped(.@Part) )
    			{
    				mes "[Clown]";
    				mes "You are not wearing anything there.";
    				close;
    			}
    			mes "[Clown]";
    			mes "You want to restore your " + getitemname(getequipid(.@Part)) + "?";
    			next;
    			if( select("Yes, proceed:No, I am sorry.") == 2 )
    			{
    				mes "[Clown]";
    				mes "Need some time to think about it, huh?";
    				mes "Alright, I can understand.";
    				close;
    			}
    			.@a = getequipid(.@Part);			
    			delitem .@a,1;
    			getitem .@a,1;
    			
    			mes "[Clown]";
    			mes "Done, enjoy your restored headgear.";
    			close;
    	case 3:
    		mes "[Clown]";
    		mes "Very well. Return at once if you seek my services.";
    		close;
    	}
    }
    // --------------------------------------------------------------------------
    // Use duplicates to put your npc on different cities
    // --------------------------------------------------------------------------
    prontera,155,181,4	duplicate(Costume Clown)	Costume Clown#1	715
    

    We having a change on our constant. Please use script above.

    • Upvote 1
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