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Emistry

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Everything posted by Emistry

  1. I believe he want a script command like this. Work exactly like the FROM_UNIXTIME
  2. perhaps you dont have the latest db/re/item_db.txt for these gloves ??
  3. time to read doc/script_command.txt. *bindatcmd "command","<NPC object name>::<event label>"{,<group level>,<group level char>,<log>}; This command will bind a NPC event label to an atcommand. Upon execution of the atcommand, the user will invoke the NPC event label. Each atcommand is only allowed one binding. If you rebind, it will override the original binding. If group level is provided, only users of that group level or above will be able to access the command, if not provided, everyone will be able to access the command. "group level char" is the minimum group level required for the label to be used on others like a char command would, e.g. "#command "target" params", when not provided, "group level char" defaults to 99. "log" whether to log the usages of this command with the atcommand log (1 = log, 0 = no log), default is to not log. The following variables are set upon execution: .@atcmd_command$ = The name of the @command used. .@atcmd_parameters$[] = Array containing the given parameters, starting from an index of 0. .@atcmd_numparameters = The number of parameters defined. Parameters are split on spaces. Multiple spaces aren't grouped together, and will create multiple (empty) arguments. Any leading spaces before the first parameter will be omitted. - script atcmd_example -1,{ OnInit: bindatcmd "test",strnpcinfo(3)+"::OnAtcommand"; end; OnAtcommand: specialeffect2 338; end; } Parameter splitting example: @mycommand .@atcmd_numparameters -> 0 .@atcmd_parameters$ -> { } @mycommand<space><space> .@atcmd_numparameters -> 0 .@atcmd_parameters$ -> { } @mycommand<space>foo .@atcmd_numparameters -> 1 .@atcmd_parameters$ -> { "foo" } @mycommand<space><space>foo .@atcmd_numparameters -> 1 .@atcmd_parameters$ -> { "foo" } @mycommand<space>foo<space>bar .@atcmd_numparameters -> 2 .@atcmd_parameters$ -> { "foo", "bar" } @mycommand<space>foo<space><space>bar .@atcmd_numparameters -> 3 .@atcmd_parameters$ -> { "foo", "", "bar" } @mycommand<space>foo<space> .@atcmd_numparameters -> 2 .@atcmd_parameters$ -> { "foo", "" } @mycommand<space>foo<space><space> .@atcmd_numparameters -> 3 .@atcmd_parameters$ -> { "foo", "", "" } - script atcmd_example -1,{ OnInit: bindatcmd "test",strnpcinfo(3)+"::OnAtcommand"; end; OnAtcommand: // This command expects a character name (that may contain spaces) as // the only parameter. .@name$ = ""; for (.@i = 0; .@i < .@atcmd_numparameters; ++.@i) { .@name$ += (.@i > 0 ? " " : "") + .@atcmd_parameters$[.@i]; } dispbottom("The specified name is: '" + .@name$ + "'"); end; }
  4. probably you loaded a wrong script ? hmm
  5. check your script workflow .... example :variable. ... if( $@ep7finalcombat == 0 ) etc check everything that your script run step by steps... trace the values...
  6. EP7_combatFinal::OnBGJoin check your script here. the OnBGJoin event label.
  7. but when I changed class to transcendent I still got 52 bonus stat point did you reload the setting using @reloadbattleconf?
  8. stat changes .... reload map .....char login..... etc
  9. make sure your char dont have any_warp permission. make sure your map has successfully added the mapflag, check using @mapinfo make sure you dont have any script that remove the mapflag.
  10. parameter list for changelook. 0 - LOOK_BASE Base sprite 1 - LOOK_HAIR Hairstyle 2 - LOOK_WEAPON Weapon 3 - LOOK_HEAD_BOTTOM Head bottom 4 - LOOK_HEAD_TOP Head top 5 - LOOK_HEAD_MID Head mid 6 - LOOK_HAIR_COLOR Hair color 7 - LOOK_CLOTHES_COLOR Clothes color 8 - LOOK_SHIELD Shield 9 - LOOK_SHOES Shoes 10 - LOOK_BODY Body(N/A) 11 - LOOK_FLOOR FLOOR(N/A) 12 - LOOK_ROBE Robe
  11. Emistry

    DB Error

    it's your Highest Peak NPC script problem.
  12. I like how you demo the map with the help of these NPCs =D It become much more interesting and attracting...
  13. https://rathena.org/wiki/Category:Installation
  14. you can use the changelook script command to force showing different sprite based on view id.
  15. You cant translate the language using notepad++. You can only change the encoding.
  16. @Amellia Regarding your latest post, I have removed it simply because you failed to respect the members who are trying to help you here. I do hope you never repeat the same mistake in the future especially in the forum. I wonder how hard is searching around the forum or even google for you. In my case, it just took me few seconds to search. https://www.google.com/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=decompile%20lub%20to%20lua My first reply in your topic already pointed you the solution to decompile LUB to LUA. and for your information, most of your questions that asked recently, none of it are "fresh questions"
  17. https://rathena.org/board/topic/78436-can-someone-decompile-lub-to-lua-please/
  18. use this *checkequipedcard(<card id>) This function will return 1 if the card specified by its item ID number is inserted into any equipment they have in their inventory, currently equipped or not. or else use this method to check. *getinventorylist {<char_id>}; This command sets a bunch of arrays with a complete list of whatever the invoking character has in their inventory, including all the data needed to recreate these items perfectly if they are destroyed. Here's what you get: @inventorylist_id[] - array of item ids. @inventorylist_amount[] - their corresponding item amounts. @inventorylist_equip[] - whether the item is equipped or not. @inventorylist_refine[] - for how much it is refined. @inventorylist_identify[] - whether it is identified. @inventorylist_attribute[] - whether it is broken. @inventorylist_card1[] - These four arrays contain card data for the items. @inventorylist_card2[] These data slots are also used to store names @inventorylist_card3[] inscribed on the items, so you can explicitly check @inventorylist_card4[] if the character owns an item made by a specific craftsman. @inventorylist_expire[] - expire time (Unix time stamp). 0 means never expires. @inventorylist_bound[] - whether it is bound to the character @inventorylist_count - the number of items in these lists. This could be handy to save/restore a character's inventory, since no other command returns such a complete set of data, and could also be the only way to correctly handle an NPC trader for carded and named items who could resell them - since NPC objects cannot own items, so they have to store item data in variables and recreate the items. Notice that the variables this command generates are all temporary, attached to the character, and integer. Be sure to use @inventorylist_count to go through these arrays, and not 'getarraysize', because the arrays are not automatically cleared between runs of 'getinventorylist'.
  19. Thank Jman/Dastgir/Hercules. who found the issue. List of server that possibly affected due to this.
  20. sleep or sleep2 use miliseconds. 1000 = 1second 60000 = 1 minute 3600000 = 1 hour
  21. if you had scroll down and read the comments...
  22. https://eathena.ws/board/index.php?showtopic=275947
  23. give them these skill ... Push Cart Vending
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