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Emistry

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Everything posted by Emistry

  1. SC_INCATKRATE case NPC_POWERUP: sc_start(src,bl,SC_INCATKRATE,100,200,skill->get_time(skill_id, skill_lv)); clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,100,skill->get_time(skill_id, skill_lv))); break;
  2. Please elaborate the problem you currently facing. Provide us with the following or more details if possible: - Run-time server console errors/warnings (if any). - Client side errors/warnings (if any). - Any edits to scripts or source mods (if any).
  3. change if (!$WLS_refine_exp) set @WLS_refine$,"Refine EXP Multi ^00FF00aktivieren^000000"; else "Refine EXP Multi ^FF0000deaktivieren^000000"; to if (!$WLS_refine_exp) set @WLS_refine$,"Refine EXP Multi ^00FF00aktivieren^000000"; else set @WLS_refine$,"Refine EXP Multi ^FF0000deaktivieren^000000";
  4. { skill "PR_KYRIE",7; bonus2 bAddEff,Eff_Freeze,1000; bonus bLongAtkRate,15; if(getrefine()>5) { bonus bDex,10; bonus bLuk,15; } if(getrefine()>8) { bonus bCritical,70; } },{},{} always check the curley brackets.....
  5. i dont see why it doesn't work for you ... If you are having issue, at least provide some useful information/feedback... the word "BUMP" are not helping at all... and stop bump without provide any useful info.
  6. 1. use getinventorylist then check for this value if (@inventorylist_equip[.@i] == 0) 2. isequipped( <itemID> )
  7. change the data type of your `timer` column ....
  8. if i recall correctly, that should be the client or packets limitation, you wont be able to change to any higher even if you have changed the max value in source. in short, change your scripts to generate shorter menu string.
  9. you can try something like this. - script Sample#exp_reduce -1,{ OnPCStatCalcEvent: bonus2 bExpAddRace, RC_ALL, -10; end; }
  10. announce "Current Rune-Midgard rates are: "+sprintf("%d.%02d",($@brate / 100), ($@brate % 100) )+"x "+sprintf("%d.%02d",($@jrate / 100), ($@jrate % 100) )+"x "+sprintf("%d.%02d",($@drate / 100), ($@drate % 100) )+"x",bc_all,0xFF6060;
  11. it depend on the arrangement of your .@card variable that place at the arguments for getitem2. it should be something like.. getitem2 ............. ,.@card[0],.@card[1],.@card[2],.@card[3]; and your enchantment item ID should be assign to respectively .@card variable correctly.
  12. - Microsoft Movie Maker (win7) - BBFlash - SonyVegas - Adobe AfterEffect - Adobe Illustrator these are some of the tools I recall.
  13. what ? if you want pre-re mob..then just use the pre-re db/pre-re/mob_db.txt... if you want the re mob.. then just use the re db/re/mob_db.txt
  14. @Bearnope246 But you never mentioned what exactly isn't working ... how does it not working, etc....
  15. try this - script woe_countdown_main -1,{ OnAgitStart: .woe_countdown = 120; initnpctimer; end; OnTimer60000: .woe_countdown--; if ( .woe_countdown < 10 || ( .woe_countdown % 10 ) == 0 ) { // announce "[WOE] Left "+.woe_countdown+" minute(s)",bc_all; delwaitingroom; waitingroom "[WOE] Left "+.woe_countdown+" minute(s)",0; } if ( .woe_countdown == 1 ) { stopnpctimer; sleep 30000; for ( .@i = 30; .@i > 0; .@i-- ) { // announce "[WOE] Left "+.@i+" second(s)",bc_all; delwaitingroom; waitingroom "[WOE] Left "+.@i+" seconds(s)",0; sleep 1000; } } else setnpctimer 0; end; } Please use give a detailed topic titles and clearly description what is the exact changes you request next time.
  16. try - script woe_countdown_main -1,{ OnAgitStart: .woe_countdown = 120; initnpctimer; end; OnTimer60000: .woe_countdown--; if ( .woe_countdown < 10 || ( .woe_countdown % 10 ) == 0 ) { announce "[WOE] Left "+.woe_countdown+" minute(s)",bc_all; } if ( .woe_countdown == 1 ) { stopnpctimer; sleep 30000; for ( .@i = 30; .@i > 0; .@i-- ) { announce "[WOE] Left "+.woe_countdown+" second(s)",bc_all; } } else setnpctimer 0; end; }
  17. make sure your npc name are Milenia Mining Corp
  18. change while( .@idn < @inventorylist_count ){ to while( .@idn < @inventorylist_count && Zeny >= 1000 ){
  19. if ( countitem( 512 ) ) { menu "Option 1",opt1,"Option 2",opt2,"Option 3",opt3; } else { menu "Option 4",opt4,"Option 5",opt5,"Option 6",opt6; }
  20. @joelolopez Just add the remaining item type under the OnInit label.. and duplicate more of the shop npcs .... Example https://pastebin.com/2MmTzS7X Results : [Debug]: script debug : 0 110023607 : Loaded NPC Shop for Item Type 0 - 433 Item(s) [Debug]: script debug : 0 110023607 : Loaded NPC Shop for Item Type 2 - 1071 Item(s) [Debug]: script debug : 0 110023607 : Loaded NPC Shop for Item Type 3 - 1970 Item(s) [Debug]: script debug : 0 110023607 : Loaded NPC Shop for Item Type 4 - 1123 Item(s) [Debug]: script debug : 0 110023607 : Loaded NPC Shop for Item Type 5 - 3456 Item(s) [Debug]: script debug : 0 110023607 : Loaded NPC Shop for Item Type 6 - 1107 Item(s) [Debug]: script debug : 0 110023607 : Loaded NPC Shop for Item Type 7 - 162 Item(s) [Debug]: script debug : 0 110023607 : Loaded NPC Shop for Item Type 8 - 139 Item(s) [Debug]: script debug : 0 110023607 : Loaded NPC Shop for Item Type 10 - 208 Item(s) [Debug]: script debug : 0 110023607 : Loaded NPC Shop for Item Type 11 - 276 Item(s) [Debug]: script debug : 0 110023607 : Loaded NPC Shop for Item Type 18 - 1156 Item(s) adjust the NPC coordinate yourself.
  21. something like... select( ( countitem( 512 ) <= 0 ) ? "Option 1":"", ( countitem( 512 ) <= 0 ) ? "Option 2":"", ( countitem( 512 ) <= 0 ) ? "Option 3":"", ( countitem( 512 ) >= 1 ) ? "Option 4":"", ( countitem( 512 ) >= 1 ) ? "Option 5":"", ( countitem( 512 ) >= 1 ) ? "Option 6":"" );
  22. change OnHour12: if( !gettime(4) || ( gettime(4) == 6 && gettime(3) >= 12 ) || ( gettime(4) == 1 && gettime(3) < 12 ) ) { into this OnHour00: if( gettime(4) == 0 || gettime(4) == 5 || gettime(4) == 6 ) {
  23. make sure you have configured your LUA/LUB files correctly ...and your sprite files.
  24. you can try something like this . https://pastebin.com/2MmTzS7X * make sure you have all the correspond data for each item_db ( SQL Tables)
  25. try this. https://pastebin.com/9dWAt99d
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