Emistry

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Emistry last won the day on March 23

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About Emistry

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    /me hate IPS4 Editor
  • Birthday July 20

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    Male
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    Novice Ground
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    127.0.0.1
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    emistry
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  1. query_sql("SELECT `messaggio` FROM `discordbot` WHERE `id` = 1", [email protected]$); announce "Discord> " + escape_sql([email protected]$), 0, 0x0965f9; and its not advised to use `SELECT * FROM ...` in query, its a common mistake did by alot beginner when they didnt aware of the total columns returned by the script command. and each array assigned are meant for each individual column.
  2. OnNPCKillEvent: if($world_boss_active == 1) end; if (killedrid != 1002) end; // add this line.
  3. getitembound with bound type of guild.
  4. avoid atcommand ... it create unnecessary log if you enabled it. SkillPoints += (JobLevel - 1);
  5. sql-files/upgrades/upgrade_20181224.sql
  6. both #Mission_Points and Mission_Total are referring to different info. #Mission_Points = mission reward Mission_Total = total mission completed (rank)
  7. prontera,148,188,5 script Freebies NPC 567,{ mes "[^000088 Freebies NPC ^000000]"; mes "Hello "+strcharinfo(0)+", Welcome To PVP-RO."; next; mes "[^000088 Automated Freebies NPC ^000000]"; if(#freebies) { mes "You already have your freebies."; close; } if (select ("Please Bless me", "I Change my mind") == 2) { mes "Come back for my Blessing"; mes "Thank you"; } else if (!checkweight2(.reward_item_id, .reward_amount)) { mes "You're overweight. Come back agai nwhen your weight is lower."; } else { mes "Enjoy your Gifts."; set #freebies, 1; for ([email protected] = 0; [email protected] < .reward_size; [email protected]++) getitembound2(.reward_item_id[[email protected]], .reward_amount[[email protected]], .reward_identify[[email protected]], .reward_refine[[email protected]], .reward_attribute[[email protected]], .reward_card1[[email protected]], .reward_card1[[email protected]], .reward_card1[[email protected]], .reward_card1[[email protected]], .reward_bound_type[[email protected]]); } close; function func_Add { .reward_item_id[.reward_size] = getarg(0, 0); .reward_amount[.reward_size] = getarg(1, 0); .reward_identify[.reward_size] = getarg(2, 0); .reward_refine[.reward_size] = getarg(3, 0); .reward_attribute[.reward_size] = getarg(4, 0); .reward_card1[.reward_size] = getarg(5, 0); .reward_card2[.reward_size] = getarg(6, 0); .reward_card3[.reward_size] = getarg(7, 0); .reward_card4[.reward_size] = getarg(8, 0); .reward_bound_type[.reward_size] = getarg(9, 0); .reward_size++; return; } OnInit: // func_Add(<item_id>, <amount>, identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>, <bound_type>); func_Add(5137, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(5766, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(2254, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(5259, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(2255, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(5200, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(5040, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(2296, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(5175, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(5104, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(2286, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(2291, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(5596, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(5521, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(5113, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(5054, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(5096, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(5110, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(2237, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(2240, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(5775, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(5594, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(1102, 2, 1, 10, 0, 0, 0, 0, 0, Bound_Account); func_Add(1151, 2, 1, 10, 0, 0, 0, 0, 0, Bound_Account); func_Add(1208, 2, 1, 10, 0, 0, 0, 0, 0, Bound_Account); func_Add(1251, 2, 1, 10, 0, 0, 0, 0, 0, Bound_Account); func_Add(1302, 2, 1, 10, 0, 0, 0, 0, 0, Bound_Account); func_Add(1352, 2, 1, 10, 0, 0, 0, 0, 0, Bound_Account); func_Add(1405, 2, 1, 10, 0, 0, 0, 0, 0, Bound_Account); func_Add(1452, 2, 1, 10, 0, 0, 0, 0, 0, Bound_Account); func_Add(1502, 2, 1, 10, 0, 0, 0, 0, 0, Bound_Account); func_Add(1550, 2, 1, 10, 0, 0, 0, 0, 0, Bound_Account); func_Add(1602, 2, 1, 10, 0, 0, 0, 0, 0, Bound_Account); func_Add(1702, 2, 1, 10, 0, 0, 0, 0, 0, Bound_Account); func_Add(1802, 2, 1, 10, 0, 0, 0, 0, 0, Bound_Account); func_Add(1951, 2, 1, 10, 0, 0, 0, 0, 0, Bound_Account); func_Add(1929, 2, 1, 10, 0, 0, 0, 0, 0, Bound_Account); func_Add(1108, 2, 1, 10, 0, 0, 0, 0, 0, Bound_Account); func_Add(40145, 2, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(40146, 2, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(40147, 2, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(40148, 2, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(4403, 3, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(4174, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(4047, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(4302, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(4105, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(4142, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(4352, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(4058, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(4305, 4, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(4035, 4, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(4143, 2, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(4302, 1, 1, 0, 0, 0, 0, 0, 0, Bound_Account); func_Add(2785, 2, 1, 0, 0, 0, 0, 0, 0, Bound_Account); waitingroom "Freebies NPC",0; end; } try this
  8. try this. https://pastebin.com/9TBUuFTn
  9. yes, one of the reason to avoid atcommand because it could create unnecessary log in your sql db if you had enabled the atcommand logging settings.
  10. you can try this. https://pastebin.com/JhdggskL
  11. Emistry

    Refine Rate

    itemDB,.....,{ [email protected] = getrefine(); if ([email protected] < 6) bonus bMaxHP,([email protected] * 30); if ([email protected] > 6) bonus bMaxHP,(([email protected]/3) * 50);}, { }, { }
  12. you could also use this too. // Player input input [email protected], 0, min([email protected], [email protected]); limit the max value of input from player.
  13. issue 1 & 3 use *countitem to check and verify the amount of item before delete it. issue 2 provide a default value at *getarg or use *getargcount to check for the limit.
  14. in your case, have you check if that item dropped on floor is it created by script? *makeitem / *flooritem? any custom script command? these aren't cover by the autoloot.
  15. tried to run the client as admin? not sure if its related but previously I did encounter some issues where config/settings are not saved unless I run the client as admin.