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Pneuma

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Everything posted by Pneuma

  1. Good thing someone posted this...I planned on buying a cheap server from them lol...
  2. You just simply need the translated textures. Click my signature and you'll get an updated folder
  3. Pneuma

    Text Editor

    I suggested them to be open to public in only two sections lol Projects and releases ^You didn't know back then xD
  4. i got Rev 471 what script good here???? did you have? 471? o.o; Do you mean 17471?
  5. I am planning to open hosting company and in amending of my signature and avatar can you do it for me sir thank you! By amend, he meant, Could you remove it.
  6. My guess is either update your revision to the latest or find a new script
  7. I have tested this a few times // WoE Automatic Castle Rotation // ============================================================== // This scripts add a NPC on Prontera (near to the center) // It will show info to the players about what castles are opened // and what castles will be opened next WoE. // Read the script for more information and Settings. // // ABOUT ANCIENT WOE: // Ancient WoE is a replacement of Novice Castles, if you want // to enable it, add the Ancient WoE scripts to your server. // ============================================================== prontera,164,174,3 script WoE Info Board 837,{ if( .Ready != 1 ) donpcevent "WoE Info Board::OnInit"; mes "[^FFA500 WoE Info Board ^000000]"; // WoE Classic mes "- Opened Castles for Classic WoE"; for( set .@k, 0; $Castles_FE[.@k] != 0; set .@k, .@k + 1 ) mes "^0000FF" + getcastlename(.Castles_FE$[$Castles_FE[.@k]]) + "^000000 (" + .Castles_FE$[$Castles_FE[.@k]] + ")"; // WoE Second Edition mes "- Opened Castles for WoE SE"; for( set .@k, 0; $Castles_SE[.@k] != 0; set .@k, .@k + 1 ) mes "^0000FF" + getcastlename(.Castles_SE$[$Castles_SE[.@k]]) + "^000000 (" + .Castles_SE$[$Castles_SE[.@k]] + ")"; // Ancient WoE - Uncomment if you use it /* mes "- Opened Castles for Ancient WoE"; for( set .@k, 0; $Castles_AE[.@k] != 0; set .@k, .@k + 1 ) mes "^0000FF" + getcastlename(.Castles_AE$[$Castles_AE[.@k]]) + "^000000 (" + .Castles_AE$[$Castles_AE[.@k]] + ")"; */ next; mes "[^FFA500 WoE Info Board ^000000]"; mes "- Next Castles for Classic WoE"; for( set .@k, 0; $Castles_FE[.@k] != 0; set .@k, .@k + 1 ) { if( set(.@c, $Castles_FE[.@k] + 1) > 20 ) set .@c, 1; mes "^0000FF" + getcastlename(.Castles_FE$[.@c]) + "^000000 (" + .Castles_FE$[.@c] + ")"; } mes "- Next Castles for WoE SE"; for( set .@k, 0; $Castles_SE[.@k] != 0; set .@k, .@k + 1 ) { if( set(.@c, $Castles_SE[.@k] + 1) > 6 ) set .@c, 1; mes "^0000FF" + getcastlename(.Castles_SE$[.@c]) + "^000000 (" + .Castles_SE$[.@c] + ")"; } // Ancient WoE - Uncomment if you use it /* mes "- Next Castles for Ancient WoE"; for( set .@k, 0; $Castles_AE[.@k] != 0; set .@k, .@k + 1 ) { if( set(.@c, $Castles_AE[.@k] + 1) > 4 ) set .@c, 1; mes "^0000FF" + getcastlename(.Castles_AE$[.@c]) + "^000000 (" + .Castles_AE$[.@c] + ")"; } */ next; mes "[^FFA500 WoE Info Board ^000000]"; mes "Castle Rotation is programed each Friday at 5 a.m."; close; OnInit: setarray .Castles_FE$[1], // This array holds all WoE First Edition Castles, starting from index 1 "prtg_cas01", // 1 "payg_cas01", // 2 "gefg_cas01", // 3 "aldeg_cas01", // 4 "prtg_cas03", // 5 "payg_cas03", // 6 "gefg_cas03", // 7 "aldeg_cas03", // 8 "prtg_cas05", // 9 "payg_cas05", // 10 "gefg_cas05", // 11 "aldeg_cas05", // 12 "prtg_cas02", // 13 "payg_cas02", // 14 "gefg_cas02", // 15 "aldeg_cas02", // 16 "prtg_cas04", // 17 "payg_cas04", // 18 "gefg_cas04", // 19 "aldeg_cas04"; // 20 setarray .Castles_AE$[1], // This array holds all Ancient Edition WoE Castles, starting from index 1 "nguild_alde", // 1 "nguild_gef", // 2 "nguild_pay", // 3 "nguild_prt"; // 4 setarray .Castles_SE$[1], // This array holds all WoE Second Edition Castles, starting from index 1 "schg_cas01", // 1 "schg_cas02", // 2 "schg_cas03", // 3 "arug_cas01", // 4 "arug_cas02", // 5 "arug_cas03"; // 6 setarray .Castles_SE_Event$[1], // This array include the Events inside each castle of WoE Second Edition (need to be one on one with the SE Castle Array) "::OnRecvCastleSc01", "::OnRecvCastleSc02", "::OnRecvCastleSc03", "::OnRecvCastleAr01", "::OnRecvCastleAr02", "::OnRecvCastleAr03"; // First Time Rotation Setting - CONFIGURATION PART: // ======================================================================= // This arrays holds the current Opened Castles for each kind of WoE. // Obviously, FE, SE and AE points to First Edition, Second Edition and // Ancient Edition, just like the Castle Array. // // The next arrays, starting from Index 0, holds the INDEX of the previous // castle arrays. In the example, for FE: // 1 = prtg_cas01 // 13 = prtg_cas02 // // If this is the first time you are going to use this script, find the index // of your current Castles (your server) in the Castle Arrays, and set the // list in the next arrays. If your server is currently playing on payg_cas03, // aldeg_cas05 and prtg_cas04, the FE array should say: 6,12,17 // Same for SE, and uncomment the AE if you use Ancient Edition. // // The Main unique rule on this script is: Do not use consecutive castles in // the castle array. // Just add more index if you use more castles, there is no problem. // If you are going to reduce castle amount, well, it will require DB edit // not only on guild_castle, also on mapreg, edition the Castle_FE or SE or AE // values, or using a script to edit it, because, this setting only run first // time. if( getarraysize($Castles_FE) == 0 ) setarray $Castles_FE[0],1,13; if( getarraysize($Castles_SE) == 0 ) setarray $Castles_SE[0],1,4; // if( getarraysize($Castles_AE) == 0 ) setarray $Castles_AE[0],1; // Reset Castle index: // This is required if you are planing to reduce/increase opened castles // Uncomment to remove current index, but you will need to recalculate // and configure again the Onwer Indexs (previous arrays). // cleararray $Castles_FE[0],0,getarraysize($Castles_FE); // cleararray $Castles_SE[0],0,getarraysize($Castles_SE); // cleararray $Castles_AE[0],0,getarraysize($Castles_AE); // ======================================================================= // Block Castles - FE for( set .@i, 1; .@i < 21; set .@i, .@i + 1 ) setmapflag .Castles_FE$[.@i],mf_blocked; // Block Castles - SE for( set .@i, 1; .@i < 7; set .@i, .@i + 1 ) setmapflag .Castles_SE$[.@i],mf_blocked; // Block Castles - AE for( set .@i, 1; .@i < 5; set .@i, .@i + 1 ) setmapflag .Castles_AE$[.@i],mf_blocked; // UnBlock Current Castles for( set .@i, 0; $Castles_FE[.@i] != 0; set .@i, .@i + 1 ) removemapflag .Castles_FE$[$Castles_FE[.@i]],mf_blocked; for( set .@i, 0; $Castles_SE[.@i] != 0; set .@i, .@i + 1 ) removemapflag .Castles_SE$[$Castles_SE[.@i]],mf_blocked; for( set .@i, 0; $Castles_AE[.@i] != 0; set .@i, .@i + 1 ) removemapflag .Castles_AE$[$Castles_AE[.@i]],mf_blocked; set .Ready, 1; end; OnWhisperGlobal: // If you whisp to NPC:WoE Info Board the word rotate, a rotation will be made. It can be used to test the system. if( getgmlevel() < 60 ) end; if( @whispervar0$ != "rotate" ) end; OnFri0500: if( .Ready != 1 ) donpcevent "WoE Info Board::OnInit"; rankreset 0; // WoE Ranking Restart - Comment this if you don't want to reset WoE Ranking each week. You can use @rankreset 1 to reset it manually. announce "<- Castle Rotation Begins ->",0,0xFFA500; for( set .@i, 0; $Castles_FE[.@i] != 0; set .@i, .@i + 1 ) callsub S_MoveFE,.@i; for( set .@i, 0; $Castles_SE[.@i] != 0; set .@i, .@i + 1 ) callsub S_MoveSE,.@i; for( set .@i, 0; $Castles_AE[.@i] != 0; set .@i, .@i + 1 ) callsub S_MoveAE,.@i; announce "<- Castle Rotation is Over ->",0,0xFFA500; end; S_MoveFE: // Move to next First Edition Castle - Do not Edit // ======================================== set .@Castle$, .Castles_FE$[$Castles_FE[getarg(0)]]; // A. Store current Castle Information // ======================================== for( set .@j, 17; .@j > 0; set .@j, .@j - 1 ) { set .@TempData[.@j], getcastledata(.@Castle$,.@j); setcastledata .@Castle$,.@j,0; // Clear current Data } maprespawnguildid .@Castle$,0,3; // Kick Everybody inside killmonsterall .@Castle$; // Remove Monsters and Treasures setmapflag .@Castle$,mf_blocked; // Block Castle getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags // B. Transfer Data to New Castle // ======================================== if( set($Castles_FE[getarg(0)],$Castles_FE[getarg(0)] + 1) > 20 ) set $Castles_FE[getarg(0)],1; // Rotation circle set .@OldCastle$, .@Castle$; set .@Castle$, .Castles_FE$[$Castles_FE[getarg(0)]]; // New Castle // C. Recover Data // ======================================== for( set .@j, 1; .@j < 18; set .@j, .@j + 1 ) setcastledata .@Castle$,.@j,.@TempData[.@j]; killmonsterall .@Castle$; removemapflag .@Castle$,mf_blocked; // UnBlock Castle getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags if( .@TempData[1] ) announce "Guild [" + getguildname(.@TempData[1]) + "] owner of [" + getcastlename(.@OldCastle$) + "] transfered to [" + getcastlename(.@Castle$) + "]",0,0x00BFFF; return; S_MoveAE: // Move to next First Edition Castle - Do not Edit // ======================================== set .@Castle$, .Castles_AE$[$Castles_AE[getarg(0)]]; // A. Store current Castle Information // ======================================== for( set .@j, 17; .@j > 0; set .@j, .@j - 1 ) { set .@TempData[.@j], getcastledata(.@Castle$,.@j); setcastledata .@Castle$,.@j,0; // Clear current Data } maprespawnguildid .@Castle$,0,3; // Kick Everybody inside killmonsterall .@Castle$; // Remove Monsters and Treasures setmapflag .@Castle$,mf_blocked; // Block Castle getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags // B. Transfer Data to New Castle // ======================================== if( set($Castles_AE[getarg(0)],$Castles_AE[getarg(0)] + 1) > 4 ) set $Castles_AE[getarg(0)],1; // Rotation circle set .@OldCastle$, .@Castle$; set .@Castle$, .Castles_AE$[$Castles_AE[getarg(0)]]; // New Castle // C. Recover Data // ======================================== for( set .@j, 1; .@j < 18; set .@j, .@j + 1 ) setcastledata .@Castle$,.@j,.@TempData[.@j]; killmonsterall .@Castle$; removemapflag .@Castle$,mf_blocked; // UnBlock Castle getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags if( .@TempData[1] ) announce "Guild [" + getguildname(.@TempData[1]) + "] owner of [" + getcastlename(.@OldCastle$) + "] transfered to [" + getcastlename(.@Castle$) + "]",0,0x00BFFF; return; S_MoveSE: // Move to next First Edition Castle - Do not Edit // ======================================== set .@Castle$, .Castles_SE$[$Castles_SE[getarg(0)]]; // A. Store current Castle Information // ======================================== for( set .@j, 17; .@j > 0; set .@j, .@j - 1 ) { set .@TempData[.@j], getcastledata(.@Castle$,.@j); setcastledata .@Castle$,.@j,0; // Clear current Data } maprespawnguildid .@Castle$,0,3; // Kick Everybody inside killmonsterall .@Castle$; // Remove Monsters and Treasures setmapflag .@Castle$,mf_blocked; // Block Castle getcastledata .@Castle$,0,.Castles_SE_Event$[$Castles_SE[getarg(0)]]; // Refresh Flags // B. Transfer Data to New Castle // ======================================== if( set($Castles_SE[getarg(0)],$Castles_SE[getarg(0)] + 1) > 6 ) set $Castles_SE[getarg(0)],1; // Rotation circle set .@OldCastle$, .@Castle$; set .@Castle$, .Castles_SE$[$Castles_SE[getarg(0)]]; // New Castle // C. Recover Data // ======================================== for( set .@j, 1; .@j < 18; set .@j, .@j + 1 ) setcastledata .@Castle$,.@j,.@TempData[.@j]; killmonsterall .@Castle$; removemapflag .@Castle$,mf_blocked; // UnBlock Castle getcastledata .@Castle$,0,.Castles_SE_Event$[$Castles_SE[getarg(0)]]; // Refresh Flags if( .@TempData[1] ) announce "Guild [" + getguildname(.@TempData[1]) + "] owner of [" + getcastlename(.@OldCastle$) + "] transfered to [" + getcastlename(.@Castle$) + "]",0,0x00BFFF; return; } // MapFlags - Castle Configurations // ======================================== aldeg_cas01 mapflag woe_set 1 aldeg_cas02 mapflag woe_set 1 aldeg_cas03 mapflag woe_set 1 aldeg_cas04 mapflag woe_set 1 aldeg_cas05 mapflag woe_set 1 gefg_cas01 mapflag woe_set 1 gefg_cas02 mapflag woe_set 1 gefg_cas03 mapflag woe_set 1 gefg_cas04 mapflag woe_set 1 gefg_cas05 mapflag woe_set 1 payg_cas01 mapflag woe_set 1 payg_cas02 mapflag woe_set 1 payg_cas03 mapflag woe_set 1 payg_cas04 mapflag woe_set 1 payg_cas05 mapflag woe_set 1 prtg_cas01 mapflag woe_set 1 prtg_cas02 mapflag woe_set 1 prtg_cas03 mapflag woe_set 1 prtg_cas04 mapflag woe_set 1 prtg_cas05 mapflag woe_set 1 // WoE SE schg_cas01 mapflag woe_set 2 schg_cas02 mapflag woe_set 2 schg_cas03 mapflag woe_set 2 schg_cas04 mapflag woe_set 2 schg_cas05 mapflag woe_set 2 arug_cas01 mapflag woe_set 2 arug_cas02 mapflag woe_set 2 arug_cas03 mapflag woe_set 2 arug_cas04 mapflag woe_set 2 arug_cas05 mapflag woe_set 2 schg_cas04 mapflag blocked schg_cas05 mapflag blocked arug_cas04 mapflag blocked arug_cas05 mapflag blocked // Ancient WoE nguild_alde mapflag woe_set 4 nguild_gef mapflag woe_set 4 nguild_pay mapflag woe_set 4 nguild_prt mapflag woe_set 4 nguild_alde mapflag ancient nguild_gef mapflag ancient nguild_pay mapflag ancient nguild_prt mapflag ancient nguild_alde mapflag gvg_noalliance nguild_gef mapflag gvg_noalliance nguild_pay mapflag gvg_noalliance nguild_prt mapflag gvg_noalliance // About MapFlags: // ==================================================== // blocked = cannot be acceced, only by Game Masters. // guild_max = limit the number of the same guild members inside this map // ancient = required to limit this castle to ancient items and classes. // woe_set = required, do not edit. This marks the map to know when it will be opened for woe, or blocked if other woe is running. Check agit_controller.txt for more information. Everything works on it except the resetrank mainly because that's most likely a custom script command.
  8. Almost 2 years ago they removed the status menu; When you join ingame, you'll have 1 in every stat and a few stat points
  9. It seems like you are confused about the new character creation screen. If you're getting rejected from server after the character creation then you might have not done your ports right
  10. 912 downloads

    I do not own this item. I am uploading it because I found the original collection image that goes with the helmet.
    Free
  11. File Name: Valkyrie Helm File Submitter: Pneuma File Submitted: 07 Jun 2014 File Category: Headgears Content Author: Gratia I do not own this item. I am uploading it because I found the original collection image that goes with the helmet. Click here to download this file
  12. Pneuma

    Text Editor

    Well it kinda does have a requirement..When you don't put a title, it doesnt work. When you erase the ='' from the code, it breaks. I agree with you, Pneuma; but, let's be honest, we'll have people with the same issue as mine if that doesn't change. Sadly next forum update those functions will be removed. So I'm going to request the topic to be locked.
  13. Click my sig for "Updated Data". The SVN site is abit behind.
  14. Pneuma

    Text Editor

    Well it kinda does have a requirement..When you don't put a title, it doesnt work. When you erase the ='' from the code, it breaks.
  15. Pneuma

    Text Editor

    Have you tried actually putting a title in the boxes? vvvvvvv
  16. You forgot to tell him where to change that. rAthena/conf/groups.conf { id: 99 name: "Admin" inherit: ( "User" ) level: 99 commands: { /* not necessary due to all_commands: true */ } log_commands: true permissions: { all_skill: false all_equipment: false all_commands: true channel_admin: true can_trade_bounded: true join_chat: true kick_chat: true view_hpmeter: true view_equipment: true any_warp: true receive_requests: true } }
  17. Well first explain what exactly you want to happen and is this the full script?
  18. That is simply unfinished translations. //----------------- Ãʺ¸ÀÚ¿ë ½Ä´ç 14154#Çâ±ßÇÑ Çãºê¹«Ä§#SG_FEEL#QUE_NOIMAGE# Çâ±ßÇÑ Çãºê¹«Ä§À» ¸¸µé±â À§Çؼ­´Â Àç·á°¡ ÇÊ¿äÇÏ´Ù. Ŭ·Î¹ö 1°³, ÃÊ·ÏÇãºê 1°³, »¡°£Çãºê 1°³¾¿À» ±¸Çؼ­ °®´Ù ÁÖÀÚ.# Àç·á ±¸Çϱâ# ^An example of what I mean.
  19. Could possibly be Arial or Sans-serif
  20. rAthena\db\import rAthena\conf\import You use these two locations to save any changes to your server(excluding source changes and NPCs) that way you don't lose any information when you upgrade. Can you find me a tutorial on how to use those? I can't seem to understand how should I input the settings there, does it read import first? also I used your data and now my inventory is HUGE xD what should I do? errors are gone though, thanks! You need the msgstringtable.txt. This needs to be where-ever you have your client reads first. Using the imports are pretty simple. You just say create a change such as this: //rathena/battle/exp.conf // Rate at which exp. is given. (Note 2) base_exp_rate: 100 // Rate at which job exp. is given. (Note 2) job_exp_rate: 100 If you changed the experience, you would take "base_exp_rate" and "job_exp_rate" then put them in the rAthena/conf/import/battle.conf base_exp_rate: 10000 job_exp_rate: 10000 Updating the SVN will fix the [Warning]: Found packets up to 0x70000, ignored 0xA00 and above. [Warning]: Please increase MAX_PACKET_DB and recompile. [Status]: Done reading '983' entries in 'db/packet_db.txt'. [Warning]: Found packets up to 0x70000, ignored 0xA00 and above. [Warning]: Please increase MAX_PACKET_DB and recompile. errors ? Yes it should
  21. rAthena\db\import rAthena\conf\import You use these two locations to save any changes to your server(excluding source changes and NPCs) that way you don't lose any information when you upgrade. Can you find me a tutorial on how to use those? I can't seem to understand how should I input the settings there, does it read import first? also I used your data and now my inventory is HUGE xD what should I do? errors are gone though, thanks! You need the msgstringtable.txt. This needs to be where-ever you have your client reads first. Using the imports are pretty simple. You just say create a change such as this: //rathena/battle/exp.conf // Rate at which exp. is given. (Note 2) base_exp_rate: 100 // Rate at which job exp. is given. (Note 2) job_exp_rate: 100 If you changed the experience, you would take "base_exp_rate" and "job_exp_rate" then put them in the rAthena/conf/import/battle.conf base_exp_rate: 10000 job_exp_rate: 10000
  22. rAthena\db\import rAthena\conf\import You use these two locations to save any changes to your server(excluding source changes and NPCs) that way you don't lose any information when you upgrade.
  23. That is why you should always make changes in the import files.
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