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Emistry

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Everything posted by Emistry

  1. try add this in your NPC that will be trigger upon respwan while( getbrokenid(1) != 0 ) repair getbrokenid(1);
  2. How about something like NPC show the Users a description of a Skills Randomly ...then Users key in the Name of the Skills that refered in the description..xD have to hit minimum correct answer to complete this...
  3. 1941 .... Japan invade + Conquer Malaysia ~ ( hope i was right since i suck in History )
  4. Typo at :getitemname( 6070 ) should be 607 right? D: Regards, Chris http://pastebin.com/raw.php?i=TGkxP09y Fixed http://pastebin.com/raw.php?i=UKr5WjMH
  5. @loadnpc + @reloadscript or restart your server
  6. Random News Announce [ Version 2 ] Changelog : Scripts : View ♥ Download
  7. What doesnt appear ? the item sprite ? or item script effect ? if item sprite...then make sure you did all the step to add custom correctly.. if item script effect...then make sure the script correct..
  8. Emistry

    MVP Ranker

    change for ('.'@i=0; .@i<getarraysize(.@name$); .@i++) { to for( set .@i,0; .@i<getarraysize(.@name$); set .@i,.@i + 1 ){
  9. LOL @Jezu... here... The BitMask Table : //--- Bitmasks ---- // 1 - Top Headgear // 2 - Armor // 4 - Left Hand // 8 - Right Hand // 16 - Garment // 32 - Shoes // 64 - Left Accessory // 128 - Right Accessory // 256 - Middle Headgear // 512 - Lower Headgear If you want to allow the refine on those part....then just put in the Number ( for Single Part Refiner ) or Add in all the Number ( for Multiple Part Refiner ) For Example : A Refiner that can refine Top Headgear Only ( BitMask = 1 ) A Refiner that can refine Both Left / Right Accessory Only ( BitMask = 126 + 64 = 190 ) A Refiner that can refine Armor / Garment / Shoes Only ( BitMask = 2 + 16 + 32 = 50 ) and etc..... Function Script Calling : callfunc( "RefineFunc",<itemID>,<Amount>,<BitMasks>,<MinRefine>,<MaxRefine>,<CheckEquip>,<RefineMode>,<Percent> ); Explaination on Each Argument : // 1. itemID -> Item that will be used during Refine. // 2. Amount -> Amount of Required Items. // 3. BitMask -> Refer to above bitmask table. // 4. MinRefine -> Required Min Refine to use. // 5. MaxRefine -> What is the Max Refine. [ Can Bypass Default Server Max Refine ] // 6. CheckEquip -> Check Equipments is Refineable or not. [ 0 = Disable / 1 = Enable ] // 7. RefineMode -> +1 / Max Refine. [ 0 = +1 Refine / 1 = Max Refine ] // 8. Percent -> Rate of Success to refine current Equipment.
  10. @karazu and maniac erm..that error problem..i also dunno how solve..it seem like only appear in new or updated revision... >.< it doesnt appear in old revision.. @sneak this has been answered before.. the error appear because the map you use in the script...is not a "true" woe map..and Emperium are suppose to only summon in woe map.. it is just to show you that emperium is not summoned in a woe castle map... nothing harm about it.. @neogenesis use search engine..i believe there is several script for this already.. if you use the class restriction script of mine..just read the guide i have written in the post... tell me if you still dunno... @v00m3r hmm...have you edit any other ? coz the script work fine for me... try redownload the script ... @Jezu oh...thank for inform me about this....i will fix it in the following update of this script. [ Update ] : Updated Refine Function Script : Description : It is a Function Script for Refine Equipment with Customized Rate. The script are now able to use indenpendently in a NPC or an Item. Which mean, you can create multiple or numerous NPC Script + Items Script for Refining in your server. All of the Setting are independent..will not affect each others. This Script will be able to answer / solve those below problems. The BitMask Table : //--- Bitmasks ---- // 1 - Top Headgear // 2 - Armor // 4 - Left Hand // 8 - Right Hand // 16 - Garment // 32 - Shoes // 64 - Left Accessory // 128 - Right Accessory // 256 - Middle Headgear // 512 - Lower Headgear If you want to allow the refine on those part....then just put in the Number ( for Single Part Refiner ) or Add in all the Number ( for Multiple Part Refiner ) For Example : A Refiner that can refine Top Headgear Only ( BitMask = 1 ) A Refiner that can refine Both Left / Right Accessory Only ( BitMask = 126 + 64 = 190 ) A Refiner that can refine Armor / Garment / Shoes Only ( BitMask = 2 + 16 + 32 = 50 ) and etc..... Function Script Calling : callfunc( "RefineFunc",<itemID>,<Amount>,<BitMasks>,<MinRefine>,<MaxRefine>,<CheckEquip>,<RefineMode>,<Percent> ); Explaination on Each Argument : // 1. itemID -> Item that will be used during Refine. // 2. Amount -> Amount of Required Items. // 3. BitMask -> Refer to above bitmask table. // 4. MinRefine -> Required Min Refine to use. // 5. MaxRefine -> What is the Max Refine. [ Can Bypass Default Server Max Refine ] // 6. CheckEquip -> Check Equipments is Refineable or not. [ 0 = Disable / 1 = Enable ] // 7. RefineMode -> +1 / Max Refine. [ 0 = +1 Refine / 1 = Max Refine ] // 8. Percent -> Rate of Success to refine current Equipment. Sample Script : Use as Item ( Refine Ticket ) : 501,Red_Potion,Red Potion,11,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ callfunc( "RefineFunc",501,1,63,0,10,1,0,100 ); },{},{} Caution : Change Item Type to 11 and Amount Required to 1 ( Advised ) Use as NPC Script ( Custom 90% Refiner ) : prontera,155,181,5 script Refiner 757,{ callfunc( "RefineFunc",501,1,63,0,10,1,0,90 ); } You can create as many NPC / Items for refine as you want to... just make sure youprovide the correct Settings. With this script, you can create several NPC that can allow users to refine items 100% or lower ( self define ) success using certain items and different max refine level. So, that your server wont need to focus on using 1 NPC. You can make 1 NPC for refine +5 / +6 / +7 using Elunium without fail, then you can further the refine to +8 / +9 using another NPC with different Items, and lastly +10 another NPC. It is all up to you. Refine Function [ Version 5 ] Changelog : Scripts : View ♥ Download Please spend your time to read all the things i have write / mentioned in the post before you asking any questions. if got bug / problems please do report to me. waiting someone to spam my topic to split up my post so that i can post all new script separately....>.<
  11. yaya..i just open the Google Chrome Task Manager and kill all the process from the domain that eat up most of the memory ^^
  12. try this http://pastebin.com/raw.php?i=uyq7p1in
  13. https://rathena.svn.sourceforge.net/svnroot/rathena/trunk/npc/merchants/cash_trader.txt
  14. here ? https://rathena.svn.sourceforge.net/svnroot/rathena/trunk/conf/battle/player.conf // When set to yes, forces skill points gained from 1st class to be put into 1st class // skills, and forces novice skill points to be put into the basic skill. (Note 1) player_skillup_limit: yes
  15. trunk/db/re/mob_db.txt
  16. perhap you might using some script that clean the item in the map and then warp out all the players upon WOE end...
  17. here http://rathena.org/board/topic/60817-extended-vending-system-16/page__hl__vending__fromsearch__1
  18. download the tortoise svn...and apply the diff to your revision.. else click on the revision link provide by Brian.. open your source folder that has been specify in the website.. and delete what they deleted in the diff and add in the new line... red = delete green = add
  19. is there any script you have make that will announce the name name using announce command ? remove that if yes
  20. huh ? type 0 ? i nvr saw a castle type info of 0 ? https://rathena.svn.sourceforge.net/svnroot/rathena/trunk/doc/script_commands.txt here is the valid type... 1 - `guild_id` - Guild ID. 2 - `economy` - Castle Economy score. 3 - `defense` - Castle Defense score. 4 - `triggerE` - Number of times the economy was invested in today. 5 - `triggerD` - Number of times the defense was invested in today. 6 - `nextTime` - unused 7 - `payTime` - unused 8 - `createTime` - unused 9 - `visibleC` - Is 1 if a Kafra was hired for this castle, 0 otherwise. 10 - `visibleG0` - Is 1 if the 1st guardian is present (Soldier Guardian) 11 - `visibleG1` - Is 1 if the 2nd guardian is present (Soldier Guardian) 12 - `visibleG2` - Is 1 if the 3rd guardian is present (Soldier Guardian) 13 - `visibleG3` - Is 1 if the 4th guardian is present (Archer Guardian) 14 - `visibleG4` - Is 1 if the 5th guardian is present (Archer Guardian) 15 - `visibleG5` - Is 1 if the 6th guardian is present (Knight Guardian) 16 - `visibleG6` - Is 1 if the 7th guardian is present (Knight Guardian) 17 - `visibleG7` - Is 1 if the 8th guardian is present (Knight Guardian)
  21. you can use this command to do the checking stuffs.... *getcharid(<type>{,"<character name>"}) This function will return a unique ID number of the invoking character, or, if a character name is specified, of that character. Type is the kind of associated ID number required: 0 - Character ID number. 1 - Party ID number. 2 - Guild ID number. 3 - Account ID number. 4 - Battle ground ID For most purposes other than printing it, a number is better to have than a name (people do horrifying things to their character names). If the character is not in a party or not in a guild, the function will return 0 if guild or party number is requested. If a name is specified and the character is not found, 0 is returned. If getcharid(0) returns a zero, the script got called not by a character and doesn't have an attached RID. Note that this will cause the map server to print "player not attached!" error messages, so it is preferred to use "playerattached" to check for the character attached to the script. if( getcharid(2) == 0 ) mes "Only members of a guild are allowed here!";
  22. here if(BaseLevel==1 && BaseClass == Job_Novice){
  23. reload both conf and db file...or restart server
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