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Elsa Mist

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Posts posted by Elsa Mist

  1. I would like to request an Quest npc that broadcast when you completed a quest.

    but also has the menu with seprate things such

    Azur > Azur items

    Silent>Silent items

    Demonic>Demonic items

    while also letting you view the item and its effect also showing the requirements and where stand at completing it

     

    Please search it before asking. The script that u asking is similar with scripts that already have in GIT. 

  2. Hello everyone, I have a problem with items that are not translated, skills and descriptions all right but not the articles.

     
    I have the latest version of the LUA files from https://github.com/ROClientSide/Translation/
     
     
    I have the latest version of rathena and use the package version 46
     
    I do not remember the date of my client but I guess it can work with the latest version.
     
    So the truth I'm desperate, look all over the web and all said it was by LUA but agrege my GFR and nothing.
     
    Please help !!!!!!!

     

     

    thump_9401546screenyggdrasil-ragn.jpg

     

     

    You must be forget about the 'system' folder, inside it have iteminfo.lub. Take it from the first link you mentioned above https://github.com/ROClientSide/Translation/tree/master/System.

     

    Item description for client 2013 onward need to have iteminfo.lub inside the system folder. Try it... /ok

  3. Can we implement auto import for upgrade_*.sql /?

    Each server start, it will scan folder /sql-files/upgrades/ and compare to a new table.

    If a new file is detected, it will import the sql to table and write the filename as a new entry.

     

    File upgrades_????????.sql will be imported to table according to inter_athena.conf or /import/inter_conf.txt -> login_server_db

    File upgrades_????????_log.sql will be imported to table according to inter_athena.conf or /import/inter_conf.txt -> log_db_db

     

    +1 if this good for rA, then just go!

     

     

     

     

    Can we implement auto import for upgrade_*.sql /?

    Each server start, it will scan folder /sql-files/upgrades/ and compare to a new table.

    If a new file is detected, it will import the sql to table and write the filename as a new entry.

     

    File upgrades_????????.sql will be imported to table according to inter_athena.conf or /import/inter_conf.txt -> login_server_db

    File upgrades_????????_log.sql will be imported to table according to inter_athena.conf or /import/inter_conf.txt -> log_db_db

     

    +1 on this

     

    just to clarify this will not auto update your server just download the update file correct?

     

    just to clarify this will not auto update your server just download the update file correct?

  4. Hi, I just want to change the Badge Reward of this Battlegrounds script. This is the default script in my rathena. I think it was changed sometime when I wasn't doing servers. And now I cant seem to find the REWARD line for this script. Maybe someone can help me please.

     

    I want to change the WINNER Reward to 7773 2pcs, and LOSER Reward to 7773 1pc. Instead of the default Bravery/Valor Badges.

     

    I will attach the script below. Thank you in advance!

    //===== rAthena Script ======================================= 
    //= BattleGround System - Flavius
    //===== By: ================================================== 
    //= L0ne_W0lf
    //===== Current Version: ===================================== 
    //= 1.7
    //===== Compatible With: ===================================== 
    //= rAthena Project
    //===== Description: ========================================= 
    //= [Official Conversion]
    //= Flavius Battleground.
    //= - Winning Team: 9 badges (11 if VIP)
    //= - Losing Team: 3 badges (5 if VIP)
    //===== Additional Comments: ================================= 
    //= 1.0 First Version.
    //= 1.1 Fixed pink crystal spawning as blue. [L0ne_W0lf]
    //= 1.2 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
    //= 1.3 Removed MaxLvl check in waitingrooms. Replaced setwall with setcell.
    //= 1.4 Label standardization. [Euphy]
    //= 1.5 Added GM management function. [Euphy]
    //= 1.6 Added VIP features and created a reward function. [Euphy]
    //= 1.7 Made Crystals immune to attacks until Guardians are defeated. [Cydh/Aleos]
    //============================================================
    
    // Waiting Room NPCs
    //============================================================
    bat_room,86,227,4	script	Lieutenant Ator	418,{
    	end;
    OnInit:
    	waitingroom "Battle Station",6,"start#bat_b01::OnReadyCheck",1,0,175;
    	end;
    OnEnterBG:
    	set $@FlaviusBG1_id1, waitingroom2bg("bat_b01",10,290,"start#bat_b01::OnGuillaumeQuit","");
    	end;
    }
    
    bat_room,85,204,0	script	Lieutenant Thelokus	414,{
    	end;
    OnInit:
    	waitingroom "Battle Station",6,"start#bat_b01::OnReadyCheck",1,0,175;
    	end;
    OnEnterBG:
    	set $@FlaviusBG1_id2, waitingroom2bg("bat_b01",390,10,"start#bat_b01::OnCroixQuit","");
    	end;
    }
    
    bat_room,85,220,0	warp	back_bgroomb01a	1,1,bat_room,154,150
    bat_room,85,211,0	warp	back_bgroomb01b	1,1,bat_room,154,150
    
    bat_room,2,151,3	script	#bat_b01_timer	844,{
    	end;
    
    OnInit:
    OnEnable:
    	initnpctimer;
    	end;
    
    OnStop:
    	stopnpctimer;
    	end;
    
    OnTimer1000:
    	stopnpctimer;
    	initnpctimer;
    	set .@chk_bat_a01,getmapusers("bat_b01");
    	if (.@chk_bat_a01 < 1) {
    		set $@FlaviusBG1, 0;
    		if( $@FlaviusBG1_id1 ) { bg_destroy $@FlaviusBG1_id1; set $@FlaviusBG1_id1, 0; }
    		if( $@FlaviusBG1_id2 ) { bg_destroy $@FlaviusBG1_id2; set $@FlaviusBG1_id2, 0; }
    		donpcevent "start#bat_b01::OnReadyCheck";
    	}
    	end;
    }
    
    
    // Flavius Battleground Engine
    //============================================================
    bat_b01,15,15,3	script	start#bat_b01	844,{
    OnInit:
    	mapwarp "bat_b01","bat_room",154,150;
    	end;
    
    OnReadyCheck:
    	if( $@FlaviusBG1 )
    		end;
    	set .@Guillaume, getwaitingroomstate(0,"Lieutenant Ator");
    	set .@Croix, getwaitingroomstate(0,"Lieutenant Thelokus");
    	if( !.@Guillaume && !.@Croix ) {
    		donpcevent "#bat_b01_timer::OnStop";
    		end;
    	}
    	if( .@Guillaume < 5 || .@Croix < 5 )
    		end;
    	set $@FlaviusBG1, 1;
    	set $@FlaviusBG1_Victory, 0;
    	set $@Croix_ScoreBG1, 0;
    	set $@Guill_ScoreBG1, 0;
    	bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
    
    	donpcevent "Lieutenant Ator::OnEnterBG";
    	donpcevent "Lieutenant Thelokus::OnEnterBG";
    	donpcevent "OBJ#bat_b01_a::OnKill";
    	donpcevent "OBJ#bat_b01_a::OnEnable";
    	donpcevent "OBJ#bat_b01_b::OnKill";
    	donpcevent "OBJ#bat_b01_b::OnEnable";
    	donpcevent "guardian#bat_b01_a::OnKill";
    	donpcevent "guardian#bat_b01_b::OnKill";
    	donpcevent "guardian#bat_b01_a::OnEnable";
    	donpcevent "guardian#bat_b01_b::OnEnable";
    	donpcevent "cell#bat_b01_a::OnRed";
    	donpcevent "cell#bat_b01_b::OnRed";
    	donpcevent "time#bat_b01::OnEnable";
    	disablenpc "Guillaume Vintenar#b01_a";
    	disablenpc "Croix Vintenar#b01_b";
    	disablenpc "Vintenar#bat_b01_aover";
    	disablenpc "Vintenar#bat_b01_bover";
    	bg_warp $@FlaviusBG1_id1,"bat_b01",87,75;
    	bg_warp $@FlaviusBG1_id2,"bat_b01",311,224;
    	donpcevent "countdown#bat_b01::OnEnable";
    	initnpctimer;
    	end;
    
    OnReset:
    	donpcevent "OBJ#bat_b01_a::OnKill";
    	donpcevent "OBJ#bat_b01_a::OnEnable";
    	donpcevent "OBJ#bat_b01_b::OnKill";
    	donpcevent "OBJ#bat_b01_b::OnEnable";
    	donpcevent "guardian#bat_b01_a::OnKill";
    	donpcevent "guardian#bat_b01_b::OnKill";
    	donpcevent "guardian#bat_b01_a::OnEnable";
    	donpcevent "guardian#bat_b01_b::OnEnable";
    	donpcevent "cell#bat_b01_a::OnRed";
    	donpcevent "cell#bat_b01_b::OnRed";
    	donpcevent "time#bat_b01::OnEnable";
    	disablenpc "Guillaume Vintenar#b01_a";
    	disablenpc "Croix Vintenar#b01_b";
    	disablenpc "Vintenar#bat_b01_aover";
    	disablenpc "Vintenar#bat_b01_bover";
    	bg_warp $@FlaviusBG1_id1,"bat_b01",87,75;
    	bg_warp $@FlaviusBG1_id2,"bat_b01",311,224;
    	end;
    
    OnGuillaumeQuit:
    OnCroixQuit:
    	bg_leave;
    	end;
    
    OnTimer10000:
    	stopnpctimer;
    	donpcevent "#bat_b01_timer::OnEnable";
    	end;
    }
    
    bat_b01,1,1,3	script	OBJ#bat_b01_a	844,{
    OnEnable:
    	$@FlavBG1_C1_ID = bg_monster($@FlaviusBG1_id1,"bat_b01",61,150,"Pink Crystal",1915,"OBJ#bat_b01_a::OnMyMobDead");
    	setunitdata $@FlavBG1_C1_ID,30,1; // Make Crystal immune to damage until Guardians are defeated
    	end;
    
    OnKill:
    	killmonster "bat_b01","OBJ#bat_b01_a::OnMyMobDead";
    	end;
    
    OnMyMobDead:
    	if (mobcount("bat_b01","OBJ#bat_b01_a::OnMyMobDead") < 1) {
    		mapannounce "bat_b01", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00";
    		if ($@Croix_ScoreBG1 > 0) {
    			set $@FlaviusBG1_Victory,2;
    			set $@Croix_ScoreBG1,$@Croix_ScoreBG1+1;
    			enablenpc "Guillaume Vintenar#b01_a";
    			enablenpc "Croix Vintenar#b01_b";
    			donpcevent "time#bat_b01::OnStop";
    		}
    		else {
    			set $@Croix_ScoreBG1,1;
    			donpcevent "time#bat_b01::OnEnable";
    			donpcevent "start#bat_b01::OnReset";
    		}
    		donpcevent "#bat_b01_timer::OnStop";
    		bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
    		bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
    		bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
    		donpcevent "#bat_b01_timer::OnEnable";
    	}
    	end;
    }
    
    bat_b01,1,2,3	script	OBJ#bat_b01_b	844,{
    OnEnable:
    	$@FlavBG1_C2_ID = bg_monster($@FlaviusBG1_id2,"bat_b01",328,150,"Blue Crystal",1914,"OBJ#bat_b01_b::OnMyMobDead");
    	setunitdata $@FlavBG1_C2_ID,30,1; // Make Crystal immune to damage until Guardians are defeated
    	end;
    
    OnKill:
    	killmonster "bat_b01","OBJ#bat_b01_b::OnMyMobDead";
    	end;
    
    OnMyMobDead:
    	if (mobcount("bat_b01","OBJ#bat_b01_b::OnMyMobDead") < 1) {
    		mapannounce "bat_b01", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00";
    		if ($@Guill_ScoreBG1 > 0) {
    			set $@FlaviusBG1_Victory,1;
    			set $@Guill_ScoreBG1,$@Guill_ScoreBG1+1;
    			enablenpc "Guillaume Vintenar#b01_a";
    			enablenpc "Croix Vintenar#b01_b";
    			donpcevent "time#bat_b01::OnStop";
    		}
    		else {
    			set $@Guill_ScoreBG1,1;
    			donpcevent "time#bat_b01::OnEnable";
    			donpcevent "start#bat_b01::OnReset";
    		}
    		donpcevent "#bat_b01_timer::OnStop";
    		bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
    		bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
    		bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
    		donpcevent "#bat_b01_timer::OnEnable";
    	}
    	end;
    }
    
    bat_b01,1,3,3	script	guardian#bat_b01_a	844,{
    OnEnable:
    	bg_monster $@FlaviusBG1_id1,"bat_b01",108,159,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead";
    	bg_monster $@FlaviusBG1_id1,"bat_b01",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead";
    	end;
    
    OnKill:
    	killmonster "bat_b01","guardian#bat_b01_a::OnMyMobDead";
    	end;
    
    OnMyMobDead:
    	if (mobcount("bat_b01","guardian#bat_b01_a::OnMyMobDead") < 1) {
    		donpcevent "cell#bat_b01_a::OnGreen";
    		mapannounce "bat_b01", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00";
    		setunitdata $@FlavBG1_C1_ID,30,0; // Make Crystal damageable again
    	}
    	end;
    }
    
    bat_b01,1,3,3	script	guardian#bat_b01_b	844,{
    OnEnable:
    	bg_monster $@FlaviusBG1_id2,"bat_b01",307,160,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead";
    	bg_monster $@FlaviusBG1_id2,"bat_b01",307,138,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead";
    	end;
    
    OnKill:
    	killmonster "bat_b01","guardian#bat_b01_b::OnMyMobDead";
    	end;
    
    OnMyMobDead:
    	if (mobcount("bat_b01","guardian#bat_b01_b::OnMyMobDead") < 1) {
    		donpcevent "cell#bat_b01_b::OnGreen";
    		mapannounce "bat_b01", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00";
    		setunitdata $@FlavBG1_C2_ID,30,0; // Make Crystal damageable again
    	}
    	end;
    }
    
    bat_b01,1,4,3	script	cell#bat_b01_a	844,{
    OnRed:
    	setcell "bat_b01",62,149,60,151,cell_basilica,1;
    	setcell "bat_b01",62,149,60,151,cell_walkable,0;
    	end;
    
    OnGreen:
    	setcell "bat_b01",62,149,60,151,cell_basilica,0;
    	setcell "bat_b01",62,149,60,151,cell_walkable,1;
    	end;
    }
    
    bat_b01,1,5,3	script	cell#bat_b01_b	844,{
    OnRed:
    	setcell "bat_b01",327,151,329,149,cell_basilica,1;
    	setcell "bat_b01",327,151,329,149,cell_walkable,0;
    	end;
    
    OnGreen:
    	setcell "bat_b01",327,151,329,149,cell_basilica,0;
    	setcell "bat_b01",327,151,329,149,cell_walkable,1;
    	end;
    }
    
    bat_b01,1,6,1	script	time#bat_b01	844,{
    OnEnable:
    	donpcevent "Battle Therapist#b01_a::OnEnable";
    	donpcevent "Battle Therapist#b01_b::OnEnable";
    	end;
    
    OnStop:
    	donpcevent "Battle Therapist#b01_a::OnStop";
    	donpcevent "Battle Therapist#b01_b::OnStop";
    	end;
    }
    
    bat_b01,10,294,3	script	Battle Therapist#b01_a	95,{
    	specialeffect2 EF_HEAL;
    	mes "[Battle Therapist]";
    	mes "Just close your eyes,";
    	mes "and take a deep breath.";
    	mes "You can be free from pain.";
    	close;
    
    OnTimer25000:
    	specialeffect EF_SANCTUARY;
    	enablenpc "bat_b01_rp1_a_warp";
    	end;
    
    OnTimer26000:
    	disablenpc "bat_b01_rp1_a_warp";
    	end;
    
    OnTimer26500:
    	stopnpctimer;
    	donpcevent "Battle Therapist#b01_a::OnEnable";
    	end;
    
    OnEnable:
    	initnpctimer;
    	enablenpc "Battle Therapist#b01_a";
    	end;
    
    OnStop:
    	disablenpc "bat_b01_rp1_a_warp";
    	disablenpc "Battle Therapist#b01_a";
    	stopnpctimer;
    	end;
    }
    
    bat_b01,10,290,0	script	bat_b01_rp1_a_warp	45,10,10,{
    OnInit:
    	disablenpc "bat_b01_rp1_a_warp";
    	end;
    
    OnTouch:
    	percentheal 100,100;
    	warp "bat_b01",87,73;
    	end;
    }
    
    bat_b01,389,14,3	script	Battle Therapist#b01_b	95,{
    	specialeffect2 EF_HEAL;
    	mes "[Battle Therapist]";
    	mes "Just close your eyes,";
    	mes "and take a deep breath.";
    	mes "You can be free from pain.";
    	close;
    
    OnTimer25000:
    	specialeffect EF_SANCTUARY;
    	enablenpc "bat_b01_rp1_b_warp";
    	end;
    
    OnTimer26000:
    	disablenpc "bat_b01_rp1_b_warp";
    	end;
    
    OnTimer26500:
    	stopnpctimer;
    	donpcevent "Battle Therapist#b01_b::OnEnable";
    	end;
    
    OnEnable:
    	initnpctimer;
    	enablenpc "Battle Therapist#b01_b";
    	end;
    
    OnStop:
    	disablenpc "bat_b01_rp1_b_warp";
    	disablenpc "Battle Therapist#b01_b";
    	stopnpctimer;
    	end;
    }
    
    bat_b01,389,10,0	script	bat_b01_rp1_b_warp	45,9,9,{
    OnInit:
    	disablenpc "bat_b01_rp1_a_warp";
    	end;
    
    OnTouch:
    	percentheal 100,100;
    	warp "bat_b01",312,225;
    	end;
    }
    
    bat_b01,87,76,0	script	A_CODE#bat_b01	-1,5,5,{
    OnTouch:
    	if (checkquest(2070) < 0)
    		setquest 2070;
    	end;
    }
    
    bat_b01,312,224,0	script	B_CODE#bat_b01	-1,5,5,{
    OnTouch:
    	if (checkquest(2070) < 0)
    		setquest 2070;
    	end;
    }
    
    bat_b01,10,294,3	script	Guillaume Vintenar#b01_a	934,{
    	if ($@FlaviusBG1_id1 == getcharid(4)) {
    		if ($@FlaviusBG1_Victory == 1)
    			callfunc "F_BG_Badge",1,"Guillaume","Flavius";
    		else
    			callfunc "F_BG_Badge",0,"Guillaume","Flavius";
    	}
    	bg_leave;
    	warp "bat_room",154,150;
    	end;
    
    OnInit:
    	disablenpc "Guillaume Vintenar#b01_a";
    	end;
    }
    
    bat_b01,389,14,3	script	Croix Vintenar#b01_b	934,{
    	if ($@FlaviusBG1_id2 == getcharid(4)) {
    		if ($@FlaviusBG1_Victory == 2)
    			callfunc "F_BG_Badge",1,"Croix","Flavius";
    		else
    			callfunc "F_BG_Badge",0,"Croix","Flavius";
    	}
    	bg_leave;
    	warp "bat_room",154,150;
    	end;
    
    OnInit:
    	disablenpc "Croix Vintenar#b01_b";
    	end;
    }
    
    bat_b01,1,5,3	script	countdown#bat_b01	844,{
    OnInit:
    	stopnpctimer;
    	end;
    
    OnEnable:
    	stopnpctimer;
    	initnpctimer;
    	end;
    
    OnStop:
    	stopnpctimer;
    	end;
    
    OnTimer7000:
    	mapannounce "bat_b01", "Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!",bc_map,"0xFF9900";
    	end;
    
    OnTimer8000:
    	mapannounce "bat_b01", "Croix Vintenar Swandery : Even though Guillaume is struggling to win against us, the victory is ours. Let's show them our power.",bc_map,"0xFF99CC";
    	end;
    
    OnTimer1800000:
    	mapannounce "bat_b01", "Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!",bc_map,"0x99CC00";
    	end;
    
    OnTimer1803000:
    	mapannounce "bat_b01", "Marollo VII : Both camps are competitive, so it's hard to judge which team is superior.",bc_map,"0x99CC00";
    	end;
    
    OnTimer1808000:
    	mapannounce "bat_b01", "Marollo VII : This battle of Flavian is such a waste of time. I will decide victory and defeat by your progress.",bc_map,"0x99CC00";
    	end;
    
    OnTimer1822000:
    	mapannounce "bat_b01", "Marollo VII : If you can't accept the results, try again in another valley battle!",bc_map,"0x99CC00";
    	end;
    
    OnTimer1825000:
    	mapannounce "bat_b01", "Axl Rose, Swandery : Yes, sir.",bc_map,"0x99CC00";
    	end;
    
    OnTimer1830000:
    	donpcevent "time#bat_b01::OnStop";
    	bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
    	bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
    	enablenpc "Vintenar#bat_b01_aover";
    	enablenpc "Vintenar#bat_b01_bover";
    	end;
    
    OnTimer1900000:
    	mapwarp "bat_b01","bat_room",154,150;
    	donpcevent "countdown#bat_b01::OnStop";
    	end;
    }
    
    bat_b01,81,83,3	script	Guillaume Camp#flag21	973,{ end; }
    bat_b01,94,83,3	script	Guillaume Camp#flag22	973,{ end; }
    bat_b01,81,66,3	script	Guillaume Camp#flag23	973,{ end; }
    bat_b01,94,66,3	script	Guillaume Camp#flag24	973,{ end; }
    bat_b01,139,142,3	script	Guillaume Camp#flag25	973,{ end; }
    bat_b01,139,158,3	script	Guillaume Camp#flag26	973,{ end; }
    bat_b01,110,161,3	script	Guillaume Camp#flag27	973,{ end; }
    bat_b01,110,137,3	script	Guillaume Camp#flag28	973,{ end; }
    bat_b01,63,135,3	script	Guillaume Camp#flag29	973,{ end; }
    bat_b01,63,165,3	script	Guillaume Camp#flag30	973,{ end; }
    bat_b01,10,296,3	script	Guillaume Camp#flag31	973,{ end; }
    
    bat_b01,306,233,3	script	Croix Camp#flag21	974,{ end; }
    bat_b01,317,233,3	script	Croix Camp#flag22	974,{ end; }
    bat_b01,306,216,3	script	Croix Camp#flag23	974,{ end; }
    bat_b01,317,216,3	script	Croix Camp#flag24	974,{ end; }
    bat_b01,257,158,3	script	Croix Camp#flag25	974,{ end; }
    bat_b01,257,141,3	script	Croix Camp#flag26	974,{ end; }
    bat_b01,297,164,3	script	Croix Camp#flag27	974,{ end; }
    bat_b01,297,136,3	script	Croix Camp#flag28	974,{ end; }
    bat_b01,336,161,3	script	Croix Camp#flag29	974,{ end; }
    bat_b01,336,139,3	script	Croix Camp#flag30	974,{ end; }
    bat_b01,389,16,3	script	Croix Camp#flag31	974,{ end; }
    
    bat_b01,10,294,3	script	Vintenar#bat_b01_aover	419,{
    	set .@A_B_gap,$@Guill_ScoreBG1 - $@Croix_ScoreBG1;
    	if ($@FlaviusBG1_id1 == getcharid(4)) {
    		if (.@A_B_gap > 0)
    			callfunc "F_BG_Badge",1,"Guillaume","Flavius";
    		else if (.@A_B_gap == 0)
    			callfunc "F_BG_Badge",0,"Guillaume","Flavius";
    		else
    			callfunc "F_BG_Badge",0,"Guillaume","Flavius";
    	}
    	else {
    		mes "[Axl Rose]";
    		mes "Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!";
    		close;
    	}
    	bg_leave;
    	warp "bat_room",154,150;
    	end;
    
    OnInit:
    	disablenpc "Vintenar#bat_b01_aover";
    	end;
    }
    
    bat_b01,389,14,3	script	Vintenar#bat_b01_bover	415,{
    	set .@A_B_gap,$@Guill_ScoreBG1 - $@Croix_ScoreBG1;
    	if ($@FlaviusBG1_id2 == getcharid(4)) {
    		if (.@A_B_gap > 0)
    			callfunc "F_BG_Badge",1,"Croix","Flavius";
    		else if (.@A_B_gap == 0)
    			callfunc "F_BG_Badge",0,"Croix","Flavius";
    		else
    			callfunc "F_BG_Badge",1,"Croix","Flavius";
    	}
    	else {
    		mes "[Swandery]";
    		mes "Why do you come here as a Guillaume? You will be sent to where you should be!";
    		close;
    	}
    	bg_leave;
    	warp "bat_room",154,150;
    	end;
    
    OnInit:
    	disablenpc "Vintenar#bat_b01_bover";
    	end;
    }
    
    bat_b01,1,10,3	script	Release all#b01	81,{
    	set .@i, callfunc("F_GM_NPC",1854,0);
    	if (.@i == -1) {
    		mes "Cancelled.";
    		close;
    	} else if (.@i == 0) {
    		end;
    	} else {
    		mes "May I help you?";
    		next;
    		switch(select("Release all.:Cancel.")) {
    		case 1:
    			mes "Bye.";
    			close2;
    			mapwarp "bat_b01","bat_room",154,150;
    			end;
    		case 2:
    			mes "Cancelled.";
    			close;
    		}
    	}
    }
    
    

    Oh shoot, NVM. I found the reward line. It was on another script. 

     

     

    /heh

  5. Hi rAthena Community

     

     

    i Got a little problem i done creating an Account but i cant make a Character i got "Not Available" in all slots

     

    so tell me please what to do ? i tried to use the search but i did not find any topic about this issues !! 

     

    Thanks in Advance 

     

    [sorry for bad english]

    Phantomhive

     

    Make sure you use the right packet_db?

    Are you using eA or eAmod?

    • Upvote 1
  6.  

     

     

     

    Anyone know where to get the english luas for the "renewal skill descriptions"? I need skill descriptions in RENEWAL ENGLISH.

     

    The luas of my installers are still in pre-re. Also, some of the skills of the kagerou is in korean (i am using kRO). It would be nice to already have english skill descriptions for the kagerou skills. I want to do this soon because I will soon be using renewal settings in my Server.

     

    Also, please enumerate to me which exact "file names" of the luas are used for skill descriptions so I wont have to patch all the luas to players as it might overwrite my other modified luas.

     

    Thank you guys.

    http://lmgtfy.com/?q=Client+Translation+Project+hercules

     

     

    Oh thank you for this.

     

    But may I know what is the exact filename of the file that ONLY affects the skill descriptions and the exact directory where it is located? Because I dont want to patch everything as it might overwrite my other luas with modifications.

     

    Thanks.

     

     

    U can try take a look in related files for skills.

     

     

     

    Yes but can I know the file names of which are the exact luas used for skill descriptions?

     

     

    Dude, seriously there is only 4 FILES. why dont you go and take a look by yourself? still hard for you? I believe below image there is no folder named with 'skill' except for this three folders and newskillinfo ...  /yawn

     

    d7y34nhlu5.png

    • Upvote 1
  7. Hey, im using the rathena emulator modified (rAmod) where can I see, or know which version of the emulator do I possess?

     

     Where did you get your rAmod btw? If you get that from your host or friends ask them please... /pat

     

     

    and how do I know which data files and hexed are compatible with my emulator

    Same question, where did you get your rAmod dude?

  8. This is a disguise script made by a friend of mine.

     

    This part right here, blocks all the monster IDs that does not exist in the mob_db.txt or the ID you don't want the npc to choose:

     

    while ($monster == 1003 || $monster == 1006 || $monster == 1017 || $monster == 1021 || $monster == 1027 || $monster == 1043 || $monster == 1075 || $monster == 1136 || $monster == 1137 || $monster == 1168 || $monster == 1171 || $monster == 1172 || $monster == 1173 || $monster == 1181 || $monster == 1182 || $monster == 1183 || $monster == 1184 || $monster == 1185 || $monster == 1187 || $monster == 1210 || $monster == 1217 || $monster == 1218 || $monster == 1220 || ($monster >= 1221 && $monster <= 1230) || $monster == 1232 || $monster == 1233 || ($monster >= 1235 && $monster <= 1241) || $monster == 1244 || $monster == 1245 || $monster == 1284 || ($monster >= 1324 && $monster <= 1363) || ($monster >= 1393 && $monster <= 1399) || $monster == 1407 || $monster == 1411 || $monster == 1414 || $monster == 1419 || $monster == 1421 || $monster == 1422 || $monster == 1424 || $monster == 1425 || $monster == 1426 || $monster == 1428 || $monster == 1432 || ($monster >= 1435 && $monster <= 1437) || $monster == 1440 || $monster == 1441 || $monster == 1444 || $monster == 1445 || ($monster >= 1447 && $monster <= 1454) || $monster == 1496 || $monster == 1456 || $monster == 1459 || $monster == 1460 || $monster == 1463 || ($monster >= 1465 && $monster <= 1470) || $monster == 1472 || $monster == 1475 || $monster == 1476 || $monster == 1478 || $monster == 1479 || $monster == 1496 || $monster == 1501 || $monster == 1502 || ($monster >= 1518 && $monster <= 1521) || ($monster >= 1523 && $monster <= 1530) || $monster == 1532 || $monster == 1533 || ($monster >= 1539 && $monster <= 1544) || ($monster >= 1548 && $monster <= 1557) || $monster == 1559 || $monster == 1561 || $monster == 1563 || $monster == 1565 || ($monster >= 1567 && $monster <= 1571) || ($monster >= 1573 && $monster <= 1577) || ($monster >= 1579 && $monster <= 1581) || $monster == 1585 || ($monster >= 1588 && $monster <= 1612) || $monster == 1626 || ($monster >= 1664 && $monster <= 1667) || $monster == 1674 || $monster == 1683 || ($monster >= 1689 && $monster <= 1691) || ($monster >= 1722 && $monster <= 1733) || ($monster >= 1739 && $monster <= 1750) || ($monster >= 1756 && $monster <= 1767) || ($monster >= 1786 && $monster <= 1795) || ($monster >= 1798 && $monster <= 1828) || ($monster >= 1840 && $monster <= 1863) || $monster == 1872 || $monster == 1873 || ($monster >= 1875 && $monster <= 1879) || ($monster >= 1887 && $monster <= 1893) || ($monster >= 1895 && $monster <= 1898) || ($monster >= 1895 && $monster <= 1916) || ($monster >= 1926 && $monster <= 1955) || ($monster >= 1958 && $monster <= 1973) || ($monster >= 1980 && $monster <= 1985) || $monster == 1996 || ($monster >= 2000 && $monster <= 2012) || ($monster >= 2025 && $monster <= 2067) || ($monster >= 2075 && $monster <= 2082) || ($monster >= 2093 && $monster <= 2130) || $monster == 2135 || ($monster >= 2138 && $monster <= 2150) || ($monster >= 2157 && $monster <= 2190) || $monster == 2193 || $monster == 2195 || $monster == 2196 || $monster == 2200 || $monster == 2205 || $monster == 2206 || $monster == 2207 || ($monster >= 2209 && $monster <= 2220) || ($monster >= 2242 && $monster <= 2308) || $monster == 2318 || ($monster >= 2321 && $monster <= 2329) || ($monster >= 2330 && $monster <= 2362) || ($monster >= 2372 && $monster <= 2474) );

     

    I was wondering if someone could help me to write this part in  a simpler way? So  it is more organized and I could keep the unwanted IDs organized.

    Because currently I think I am missing some of the IDs and the script has some mini glitches due to that.

     

    Thank you for any help.

     

     

    Just use script below.

    /*
    To change times, edit the OnClock labels below.
    */
    
    prontera,100,100,4	script	Disguise Event	795,{
    	set .@GMLevel,99;	// GM level required to access NPC.
    	set .@n$,"[^0000FFDisguise NPC^000000]";
    
    	if (getgmlevel()>=.@GMLevel) {
    		mes .@n$;
    		mes "Select an option.";
    		next;
    		switch(select("Turn ON/OFF Event:Event Settings")) {
    		case 1:
    			mes .@n$;
    			if (.EventON) {
    				mes "The Event is currently: [^0000FFON^000000]";
    				mes "Would you like to turn it OFF?";
    			} else {
    				mes "The Event is currently: [^FF0000OFF^000000]";
    				mes "Would you like to turn it ON?";
    			}
    			if(select("Yes:No")==2) close;
    			if (.EventON) {
    				set .EventON,0; set .Timer,0;
    				setnpctimer 0; stopnpctimer;
    				announce "A GM has decided to turn the Disguise Event off. As a result no further prizes will be given.",bc_map | bc_blue;
    				deletepset 1;
    				setnpcdisplay "Disguise Event",795;
    				close;
    			}
    			set .EventON,1; set .Timer,1; setnpctimer 0; initnpctimer;
    			set .ResetCounter,.ResetCounter+1;
    			announce "The Disguise Event will begin in 3 minutes.",bc_all | bc_blue;
    			announce "The Event is being held in Viber Town.",bc_all | bc_blue;
    			close;
    		case 2:
    			mes .@n$;
    			mes "Pick a setting to modify.";
    			next;
    			switch(select("Monster Display:Number of Rounds:Prize Settings")) {
    			case 1:
    				setarray .@r$[0],"Disguise as all monsters.","Disguise as MVPs only.";
    				mes .@n$;
    				mes "Choose a disguise rule.";
    				next;
    				set .Rule, select(implode(.@r$,":"));
    				mes .@n$;
    				mes "The Disguise Rule has been set:";
    				mes "  > ^0055FF"+.@r$[.Rule-1]+"^000000";
    				close;
    			case 2:
    				mes .@n$;
    				mes "Input the number of rounds you want the event to last.";
    				mes "Current number: [^0000FF"+.Rounds+"^000000]";
    				next;
    				input .@Rounds;
    				set .Rounds,.@Rounds;
    				mes .@n$;
    				mes "The number of rounds has been changed to "+.Rounds+".";
    				close;
    			case 3:
    				mes .@n$;
    				mes "Input the Item ID of the prize given each round.";
    				mes "Current item: [^0000FF"+getitemname(.Prize)+"^000000] (ID #"+.Prize+")";
    				next;
    				input .@Prize;
    				mes .@n$;
    				if (getitemname(.@Prize)=="" || getitemname(.@Prize)=="null") {
    					mes "That item does not exist. Please try again.";
    					close;
    				}
    				set .Prize,.@Prize;
    				mes "Input the amount to be given.";
    				next;
    				input .@amount;
    				mes .@n$;
    				if (.@amount<=0 || .@amount>=10000) {
    					mes "That amount is invalid. Using default ammount of 1.";
    					set .@amount,1;
    					next;
    					mes .@n$;
    				}
    				set .PrizeAmt,.@amount;
    				mes "The Prize has been changed successfully.";
    				mes "Prize: "+.PrizeAmt+"x [^0000FF"+getitemname(.Prize)+"^000000]";
    				close;
    			}
    		}
    	}
    	if (.EventON) end;
    	mes .@n$;
    	mes "Welcome.";
    	mes "How may I be of assistance?";
    	if(select("Information:Nothing, just passing through.")==2) close;
    	next;
    	mes .@n$;
    	mes "This event is quite simple.";
    	mes "At the start of the event, I will";
    	mes "disguise myself as a random";
    	mes "monster. You have to shout";
    	mes "that monter's name out loud.";
    	next;
    	mes "If you are correct, you will receive";
    	mes "a prize. If not, keep trying!";
    	mes "That's all that there is to this event.";
    	close;
    
    OnInit:
    	set .EventON,0;
    	set .Wait,0;
    	set .Winner,0;
    	set .ResetCounter,0;
    	set .Rounds,10;
    	set .Prize,501;
    	set .PrizeAmt,10;
    	set .Rule,1;
    	setarray .MVP[0],1038,1039,1046,1059,1086,1087,1112,1115,1147,1150,1157,1159,1190,1251,1252,1272,1312,1373,
    	                  1389,1399,1418,1492,1502,1511,1583,1623,1630,1646,1647,1648,1649,1650,1651,1658,1685,1688,
    				   1708,1719,1734,1751,1768,1779,1785,1802,1832,1871,1874,1885,1917,1980,2022,2068,2087,2131,
    				   2156,2165;
    	set .BlackList$, "1003,1006,1017,1021,1022,1027,1043,1075,1136,1137,1168," + 
    	    "1171,1172,1173,1181,1187,1210,1217,1218,1222,1223,1224,1225,1226,1227,1228," + 
    	    "1233,1284,1407,1411,1414,1495,1501,1900,1996,2000,2001,2002,2003,2004," + 
    	    "2005,2006,2007,2011,2012,2025,2028,2029,2030,2031,2032,2033,2034,2035," + 
    	    "2036,2037,2038,2039,2040,2041,2042,2043,2044,2045,2046,2047,2048,2049," + 
    	    "2050,2051,2052,2053,2054,2055,2056,2057,2058,2059,2060,2061,2062,2063," + 
    	    "2064,2065,2066,2067,2075,2076,2077,2078,2079,2080,2081,2083,2084,2085," + 
    	    "2086,2087,2088,2089,2090,2091,2092,2093,2094,2095,2096,2097,2098,2099," + 
    	    "2100,2101,2012,2103,2104,2105,2106,2107,2108,2109,2110,2111,2112,2113," + 
    	    "2114,2115,2116,2117,2118,2119,2120,2121,2123,2124,2125,1496,";
    	end;
    OnClock0000:
    	set .ResetCounter,.ResetCounter+1;
    	set .EventON,1;
    	set .Timer,1;
    	set .Wait,1;
    	announce "The Disguise Event will begin in 3 minutes.",bc_all | bc_blue;
    	announce "The Event is being held in Viber Town.",bc_all | bc_blue;
    	setnpctimer 0;
    	initnpctimer;
    	end;
    OnTimer10000:
    	if (.Timer || .Change) end;
    	set .Wait,0;
    	goto iDisguise;
    	end;
    OnTimer30000:
    	if (.Timer) end;
    	set .Change,0;
    	setnpcdisplay "Disguise Event",795;
    	npctalk "You took too long to guess what I was. Please wait 10 seconds while I disguise again.";
    	specialeffect EF_DETECT2;
    	set $MonsterName$,"";
    	deletepset 1;
    	stopnpctimer;
    	setnpctimer 0;
    	initnpctimer;
    	end;
    OnTimer60000:
    	if (.Timer!=1) end;
    	announce "The Disguise Event will begin in 2 minutes.",bc_all | bc_blue;
    	announce "The Event is being held in Prontera.",bc_all | bc_blue;
    	end;
    OnTimer120000:
    	if (.Timer!=1) end;
    	announce "The Disguise Event will begin 1 minute.",bc_all | bc_blue;
    	announce "The Event is being held in Prontera.",bc_all | bc_blue;
    	end;
    OnTimer180000:
    	if (.Timer!=1) end;
    	announce "The Disguise Event has begun!",bc_all | bc_blue;
    	announce "The Event is being held in Prontera.",bc_all | bc_blue;
    	set .Timer,0; stopnpctimer;
    	setnpctimer 0; initnpctimer;
    iDisguise:
    	if (.Rule==1) {
    		set .Winner,0;
    		set .Monster,1000+rand(1,995);
    		if (compare(","+.BlackList$+"," , ","+.Monster+",")) goto iDisguise;
    		if (.Monster==.LastMonster) goto iDisguise;
    		set .LastMonster,.Monster;
    		set $MonsterName$,getmonsterinfo(.Monster,0);
    	}
    	if (.Rule==2) {
    		set .Winner,0;
    		set .Monster,rand(49);
    		set $MonsterName$,getmonsterinfo(.MVP[.Monster],0);
    	}
    	deletepset 1;
    	defpattern 1,"([^:]+):.\\s*"+$MonsterName$+".*", "iCorrect";
    	activatepset 1;
    	if (.Rule==1) setnpcdisplay "Disguise Event",.Monster;
    	if (.Rule==2) setnpcdisplay "Disguise Event",.MVP[.Monster];
    	set .Change,1;
    	setnpctimer 0;
    	end;
    iCorrect:
    	if (.Winner) {
    		dispbottom "Someone has already won this round.";
    		end;
    	}
    	set .Winner,1;
    	set .RoundCount,.RoundCount+1;
    	deletepset 1;
    	activatepset 1;
    	getitem .Prize,.PrizeAmt;
    	announce strcharinfo(0)+" is correct! I was disguised as: "+$MonsterName$+"",bc_map | bc_blue;
    	if (.RoundCount>=.Rounds) {
    		setnpcdisplay "Disguise Event",795;
    		set .RoundCount,0; set .Change,0; set .EventON,0;
    		setnpctimer 0; stopnpctimer;
    		npctalk "Thank you all for playing. That was the last round of the Disguise Event. Come play again later.";
    		end;
    	}
    	setnpcdisplay "Disguise Event",795;
    	set .Change,0;
    	setnpctimer 0;
    	end;
    }
    
    
  9.  

     

    Anyone know where to get the english luas for the "renewal skill descriptions"? I need skill descriptions in RENEWAL ENGLISH.

     

    The luas of my installers are still in pre-re. Also, some of the skills of the kagerou is in korean (i am using kRO). It would be nice to already have english skill descriptions for the kagerou skills. I want to do this soon because I will soon be using renewal settings in my Server.

     

    Also, please enumerate to me which exact "file names" of the luas are used for skill descriptions so I wont have to patch all the luas to players as it might overwrite my other modified luas.

     

    Thank you guys.

    http://lmgtfy.com/?q=Client+Translation+Project+hercules

     

     

    Oh thank you for this.

     

    But may I know what is the exact filename of the file that ONLY affects the skill descriptions and the exact directory where it is located? Because I dont want to patch everything as it might overwrite my other luas with modifications.

     

    Thanks.

     

     

    U can try take a look in related files for skills.

  10. No you cant make a custom conf. you can i mean, but it need to be readed by server. Just put your custom script inside script_custom.conf.

     

    minta bantuanya lagi para sesepuh 

    saya membuat file conf baru untuk npc custom tapi kenapa ga kebaca ya npc jadi ga muncul juga padahal uda di compile uda di restart server

     

    nama filenya coba dan scripts_coba.conf

  11. There is some private server have that scro[ts even the newest instances. But its a custom. hehe... who want to give it since its a rare scripts. even you are willing to pay for the scripts. They will keep it for they own use for rare server feature. That, for me its cant make your server popularity will be increase. Ive seen them, trust me they will not going anywhere. hehe

    • Upvote 1
  12. Anyone know where to get the english luas for the "renewal skill descriptions"? I need skill descriptions in RENEWAL ENGLISH.

     

    The luas of my installers are still in pre-re. Also, some of the skills of the kagerou is in korean (i am using kRO). It would be nice to already have english skill descriptions for the kagerou skills. I want to do this soon because I will soon be using renewal settings in my Server.

     

    Also, please enumerate to me which exact "file names" of the luas are used for skill descriptions so I wont have to patch all the luas to players as it might overwrite my other modified luas.

     

    Thank you guys.

    http://lmgtfy.com/?q=Client+Translation+Project+hercules

  13. I believe that the new skills on RENEWAL should be already available to every job in renewal?

     

     

    Though these skills are in my skill_db.txt:

     

    5004,9,6,2,1,0x42,1:1:1:2:2:2:3:3:4:4,10,1,no,0,0,0,weapon,0,0x0, RK_DRAGONBREATH_WATER,Dragon Breath - Water
    5014,0,6,4,0,0x1,0,5,1,no,0,0,0,none,0,0x0, ALL_FULL_THROTTLE,Full Throttle
    

    If I am correct, I think the new Full Throttle skill should already be available for all jobs in renewal? http://irowiki.org/wiki/Full_Throttle

     

    Also, my Rune Knight does not seem to have the new RK_DRAGONBREATH_WATER skill. http://irowiki.org/wiki/Dragon_Water_Breath

     

    Is there an NPC to give this as a quest skill? Or should I enable anything in the source? I am using renewal setting in my Rathena r12427.

     

     

    Help me guys.

     

    Thank you.

     

    Use client date 2013 onwards.

  14.  

    Dont forget if you are editing the skill make sure you edit  the skill_db.txt and all related files then recompiling and restart your server.

     

    The skill is untouched; Im just moving the skill to another skilltree. I did recompile/restarted the server in my desperation, but it did nothing. Im pretty sure this is Client-Side related; the skills works like it should and can be level up like any other skill (If you meet the reqs), but it shows on the Third-Tab, even when you have it as a Novice.

     

    Any other skill appears where it should, except the Thirdsjob skills. Special mention to the Oboro/Kageru, since their skills appear on the second tab.

     

    Nobody knows how to fix this? Or maybe where i could find a solution, somewhere to search.

     

     

     

    I guess its yours luafiles  :meow:

    What client date are you using?

  15. -	script	LevelAnnouncer	-1,{
    OnPCBaseLvUpEvent:
    set .@rewards$,909;	//your rewards IDs here
    
    
    if(BaseLevel == 60) {
    getitem .@item$,1;
    announce ""+strcharinfo(0)+" have reach level 60 and received "+getitemname(.@rewards$+ !";
    end;
    }
    if(BaseLevel == 70) {
    getitem .@item$,1;
    announce "Congratulation "+strcharinfo(0)+"have reach level 70 and received "+getitemname(.@rewards$+ !";
    end;
    }
    if(BaseLevel == 80) {
    getitem .@item$,1;
    announce "Congratulation "+strcharinfo(0)+"have reach level 80 and received "+getitemname(.@rewards$+ !";
    end;
    }
    if(BaseLevel == 90) {
    getitem .@item$,1;
    announce "Congratulation "+strcharinfo(0)+"have reach level 90 and received "+getitemname(.@rewards$+ !";
    end;
    }
    if(BaseLevel == 99{
    getitem .@item$,1;
    announce "Congratulation "+strcharinfo(0)+"have reach level 99 and received "+getitemname(.@rewards$+ !";
    end;
    }
    }
    

    Tested and working perfectly with me

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