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Everything posted by Emistry
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re-check your paypal setting, it said clearly in the log, you have no permission to access the page on that server.
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Version 1.1
476 downloads
Ben Recycle in Prontera allows players to turn certain equipment into Rough Elunium and Rough Oridecon. How to use: func_AddItem(<equipment_id>, <item1>, <amount1>, <item2>, <amount2>); // WEAPONS func_AddItem(1421, 757, 4, 756, 4); func_AddItem(1822, 757, 2, 756, 2); func_AddItem(1625, 757, 5, 756, 5); func_AddItem(1819, 757, 3, 756, 3); func_AddItem(1269, 757, 4, 756, 4); func_AddItem(1142, 757, 3, 756, 3); func_AddItem(1624, 757, 5, 756, 5); func_AddItem(1626, 757, 5, 756, 5); func_AddItem(13404, 757, 5, 756, 5); func_AddItem(13027, 757, 6, 756, 6); func_AddItem(1821, 757, 1, 756, 1); func_AddItem(1268, 757, 5, 756, 5); // ARMORS func_AddItem(2422, 757, 3, 756, 3); func_AddItem(2104, 757, 1, 756, 1); func_AddItem(5124, 757, 2, 756, 1); func_AddItem(2406, 757, 3, 756, 3); func_AddItem(5122, 757, 2, 756, 1); func_AddItem(5126, 757, 2, 756, 1); func_AddItem(2504, 757, 2, 756, 1); func_AddItem(2353, 757, 15, 756, 15); func_AddItem(2514, 757, 6, 756, 6); func_AddItem(2404, 757, 2, 756, 1); func_AddItem(2315, 757, 2, 756, 1); func_AddItem(2102, 757, 2, 756, 1); func_AddItem(2114, 757, 2, 756, 2); Additional: // if enable shop UI (only work if items can sell to npc shop) .shop_npc$ = "ben_recycle_shop#iro"; Mirror Link: https://pastebin.com/cCBdevB5Free -
Version 1.0.0
172 downloads
Spoiler Alert !!! The following content consists of info for the recent Avengers: Endgame movie. View and download at your own discretion, I am not responsible for anything if you're so weak heart and so easily get spoiled with such contents. Real fans never afraid of spoiler contents! Use at your own risk .... Mirror Link: https://pastebin.com/6GX0LmW2Free -
probably from your custom item bonus, not your npc script.
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I believe you need to contact the RMS owner, and request them to provide you any RSS or API (if any) to integrate with your system.
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by default, for installation only sql-files/main.sql and sql-files/logs.sql are required the rest are optional depend on your need. if you're looking for upgrades only then sql-files/upgrades
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are you referring to the dressroom?
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query_sql("SELECT `messaggio` FROM `discordbot` WHERE `id` = 1", .@item$); announce "Discord> " + escape_sql(.@item$), 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.
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OnNPCKillEvent: if($world_boss_active == 1) end; if (killedrid != 1002) end; // add this line.
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getitembound with bound type of guild.
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avoid atcommand ... it create unnecessary log if you enabled it. SkillPoints += (JobLevel - 1);
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sql-files/upgrades/upgrade_20181224.sql
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both #Mission_Points and Mission_Total are referring to different info. #Mission_Points = mission reward Mission_Total = total mission completed (rank)
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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 (.@i = 0; .@i < .reward_size; .@i++) getitembound2(.reward_item_id[.@i], .reward_amount[.@i], .reward_identify[.@i], .reward_refine[.@i], .reward_attribute[.@i], .reward_card1[.@i], .reward_card1[.@i], .reward_card1[.@i], .reward_card1[.@i], .reward_bound_type[.@i]); } 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
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try this. https://pastebin.com/9TBUuFTn
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Q>homevolution in script or @homevolve in script better and which one works??
Emistry replied to utofaery's question in Scripting Support
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. -
you can try this. https://pastebin.com/JhdggskL
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itemDB,.....,{ .@refine = getrefine(); if (.@refine <= 6) bonus bMaxHP,(.@refine * 30); else bonus bMaxHP,(((.@refine/3) * 50) + (6 * 30));}, { }, { }
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(SOLVED!) Custom script not properly working if put more than 1 in input
Emistry replied to rakuzas's question in Scripting Support
you could also use this too. // Player input input .@amountPotion, 0, min(.@amountBottle, .@amountHerb); limit the max value of input from player. -
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.
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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.
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Saving the poisiton of a window on exit
Emistry replied to robby22's question in Client-side Support
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. -
prontera,155,181,5 script sample 4_F_KAFRA1,{ for (.@i = bStr; .@i <= bLuk; .@i++) if (readparam(.@i) >= 165) { mes "ok! you have stats that are over 165."; close; } mes "is not good, you dont have stats that is over 165."; close; }
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https://rathena.org/board/files/category/159-fully-coded-themes/ https://rathena.org/board/files/category/160-pre-designed-themes/
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Which client translation is compatible with 2018-06-20
Emistry replied to iubantot's question in Client Requests
try https://github.com/zackdreaver/ROenglishRE