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kenedos

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Everything posted by kenedos

  1. Well, i'm not really a new rAthena member. but before everyone attempts to sue me, I have never posted an introduction of myself before, so... HERE IT COMES : Hallo guys o3o
  2. Yay thanks, I was just about to make this topic but you were faster o;
  3. Hey Syouji, thanks a bunch for sharing that!
  4. He used the same textures and models, but it's indeed a completely different map. Good work!
  5. Welcome, to my domain !! And yes, great map and great work.
  6. @Thanna Yes sure, I'm happy to hear you'd use it in your server. @Cephaler Hmm, have you tried opening the map with browedit? perhaps then the error shows a bit more clearly what's missing. I didn't really use any custom textures/objects, so you should have everything as long as your RO is up to date (not just the client but the data.grf) The bugfix bellow is included in the new v1.1 download of the script. Just a little bug fix here : I noticed the wall barrier will bug if they are active and some GM invokes the @reloadscript command. to fix that, do the following bellow : On the script, look for this : else { dispbottom "The barrier power must recharge. Wait "+((.pp_panel_delay - gettimetick(2)) + 1)+" seconds before calling it again."; } end; OnBarricadeBreak0: set .idbarrier0, 0; set .barriernumber, 0; goto OnBarricadeBreak; and replace with : else { dispbottom "The barrier power must recharge. Wait "+((.pp_panel_delay - gettimetick(2)) + 1)+" seconds before calling it again."; } end; OnInit: setcell "power_plant",62,73,62,68,cell_walkable,1; setcell "power_plant",62,73,62,68,cell_shootable,0; end; OnBarricadeBreak0: set .idbarrier0, 0; set .barriernumber, 0; goto OnBarricadeBreak; Edit : If your script gives errors, try this one instead : Script only v1.2 : power_plant.txt
  7. Hi, pretty good map and really great work. Nice fitting music too. To add shadows, you go in the light edit mode and put in the lights by holding CTRL and clicking, you select one light and click "enter", then check on the option "Cast Shadows" so now that light will be able to make shadows, and then you go to browedit menu, under "Generate" and click the "Calculate Lightmap with Shadows" (Or just "Calculate Lightmaps). Usually you want to make it so that most of the lights in your map don't actually cast shadows, and you put one or a few ones that actually do. For a open-door daytime map, it's common to put just one light, really really far up the map, in some sort of corner, and make it cast shadows (with the light range for the whole map) so that it represents the sunlight, which means all shadows will be facing one direction. Then the rest of the lights are just for illuminating.
  8. You can use the grfbuilder tool (or any grf editor) to extract the file darristan mentioned from your data.grf "indoorrswtable.txt" and then edit it manually, removing the abbey maps from the indoor map list, and finally place that txt file inside your data folder (in case your client reads data folder first) or make/merge it with a new/existing grf from your server.
  9. It's not an event where players win or lose, it's a PvP arena. There can be as many players inside as your server can handle (although there's a certain limitation to how many players the power plant generator script can kill at the same time). And the purpose behind it is to give players a different experience for PvP arenas. Most arenas I have seen are just a random map (custom or not) with the PvP on. The idea here was to have a map with PvP on, but where players could interact with the arena in different ways, such as triggering traps, loading cannons, and having different ways of killing other players rather than the old skill spam. If you wish to change this into some sort of event-script, you could also add a simple script in the middle of the fortress that provides a reward to the player that touches the script every 5 minutes or so (Perhaps event tokens such as Poring Coins?). This should turn the whole concept into some sort of "defend your castle" or "king of the hill" event. Although that was not really the initial idea.
  10. Not sure if thats what you wanted. // Adjust location and sprite display prontera, 156, 180, 3 script Sound Player 99,{ // Sets player temporary variable for round-robin cycling // This temporary variable will reset back to zero if player relogs. // If you do not wish for this, change the type of variable. // From : @soundef_number // To : soundef_number // (Without the '@' symbol) set @soundef_number, @soundef_number + 1; // Random sound effects switch (@soundef_number) { // Example list of sound effects case 1: soundeffect "se_creak01.wav",0; break; case 2: soundeffect "se_wolf1.wav",0; break; case 3: soundeffect "se_prtbird_01.wav",0; break; // ... And so on } // After reaching max sound effects number, the script // will cycle back to beggining. if (@soundef_number >= 3) { set @soundef_number, 0; } end; } If you want this instead : Player 1 talks to npc -> listens to sound 1 Player 2 talks to npc -> listens to sound 2 Player 1 talks to npc -> listens to sound 3 Which means, a round-robin that cycles through the sounds on the npc itself, rather than the players, then you gotta change the variable type to npc-bound -> add a period at beggining of variable and make it ".soundef_number" without the quotes.
  11. Ah, sorry, I wasn't sure where to place the topic.
  12. Not quite sure if this should go under PVP section or Event/Game section... Anyways. Introduction : Based on a "One Must Fall" game, I made this ragnarok map with a few different things. It has been adapted to be a PvP Map The Power Plant (From "One Must Fall" game) : Map : Video : Music Preview : www.youtube.com/watch?v=xjj9umuLn0w (Download at end of post) Screenshots : (Direct Link) (Tinypic mirror) http://i47.tinypic.com/2je4vie.jpg http://i46.tinypic.com/2n71r2r.jpg http://i49.tinypic.com/wivsoy.jpg http://i45.tinypic.com/apa44g.jpg Scripts : Okay, well, in the map there are certain "features". The map is "divided" in two parts, the outer arena and the inner fortress. Here's what you can do: Outer Arena : Heal pods : Regenerate your life quickly while you're inside. Eletrified Fence : Touch it, and you'll turn into toast. If you stay close it'll kill you quickly. You can also knockback other players into the fence, just like in the original game. Traps : On the floor, you can step on traps, they can do three different things, deal damage, drain SP or inflict you with random negative statuses. Inner Fortress : Barricade Control Panel : Touch this control panel and it'll invoke a barricade at the fortress entrance preventing other players to walk inside. (Delay 300 Seconds) Power Plant Guardians : They will protect the person that invoke them, the guardians are : 3 Dimiks and 6 Venatus. (Delay 150 Seconds) Fortress Cannons : You can trigger the cannons by stepping on them, they will burst a bomb in the corner of the outer arena, probably killing everyone in the area. They are also usefull to kill players in heal pods. (Delay 30 Seconds) Power Plant Generator : The power plant generator will discharge lightning in the water around the inner fortress. Every player that is standing on the water will take the discharge and probably die. (Delay 90 Seconds) Downloads : Updated to version 1.1: fixed minor script and map issues. Full Pack (Map + BGM + Scripts) : Direct link ​v1.2 : Power Plant v1.2.rar Mediafire link ​v1.2 : http://www.mediafire...1qkl1usi4n08qoc Map Only : Direct link v1.1 : Power_Plant_Map.rar Mediafire link ​v1.1 : http://www.mediafire...fs339kaglaz53f3 Music Only : Direct link : Kenny Chou-One Must Fall 2097-01 - Power Plant.mp3 Mediafire link : http://www.mediafire...u2544upar884tcj Script Only : Direct link v1.2 : power_plant.txt Pastebin link v1.2 : http://pastebin.com/hS2F4csk
  13. Hello folks, here's the map I came up with, the idea is to be a spooky/creepy cathedral (perhaps a dungeon?). Feedbacks/Criticism always welcome! By the way, the map doesn't have shadows. Screenshots : Direct Links : Tinypic Links : http://i50.tinypic.com/9k055z.jpg http://i46.tinypic.com/wldev5.jpg http://i50.tinypic.com/1zcnyps.jpg http://i46.tinypic.com/2m2j1ir.jpg http://i48.tinypic.com/2r2yzhx.jpg http://i45.tinypic.com/2rwlt01.jpg http://i47.tinypic.com/4fe5j.jpg http://i49.tinypic.com/15ge9k.jpg Download Links : Direct Link : Grand_Cathedral.rar Mediafire : http://www.mediafire...qoqol3kd3ecpcy2
  14. Hmm, did you make sure the chances to refine up to that safe refine rate are at 100% as well? (in refine_db.txt) Because you gotta change the refine rate to be at 100% up till the safe refine, as well as changing the minimum safe refine rate. The script nukes you in case something goes completely wrong, such as the player switching equips in middle of refining, but I think it nukes you as well if, for example, the safe refine rate is at +7 but your refine_db has only refines up to +4 at the 100% chance.
  15. Sorry for my late replies, there it goes : @sizenine Hmm, I'm not sure it will work but if you negate the additional "if's" that I have made before, then it will catch just the opposite of what i made (which means only the items in the list will be available to be enchanted). 1) // Sets array for blacklist elements setarray .@blacklist[0], 1501 ; for( set .@i,1; .@i <= 6; set .@i,.@i+1 ) { if ((.@i == 3) && (getiteminfo(getequipid(3),5) == 32) && (getequipisequiped(.@i))) { // Only catch shields set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; set .@arr[.@j], .@i; set .@j, .@j + 1; set .@menu$, .@menu$ + ":"; } for (set .@k, 0; .@k < getarraysize(.@blacklist); set .@k, .@k + 1 ) { if (getequipid(.@i) == .@blacklist[.@i]) { set .@blacklisteq, 1; break; } } if(getequipisequiped(.@i) && (.@i != 4) && (.@i != 3) && (!.@blacklisteq)) { set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; set .@arr[.@j], .@i; set .@j, .@j + 1; set .@menu$, .@menu$ + ":"; } set .@blacklisteq, 0; } with // Sets array for blacklist elements setarray .@blacklist[0], 1501 ; for( set .@i,1; .@i <= 6; set .@i,.@i+1 ) { if ((.@i == 3) && (getiteminfo(getequipid(3),5) == 32) && (getequipisequiped(.@i))) { // Only catch shields set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; set .@arr[.@j], .@i; set .@j, .@j + 1; set .@menu$, .@menu$ + ":"; } for (set .@k, 0; .@k < getarraysize(.@blacklist); set .@k, .@k + 1 ) { if (getequipid(.@i) == .@blacklist[.@i]) { set .@blacklisteq, 1; break; } } // Negated the if bellow if (! (getequipisequiped(.@i) && (.@i != 4) && (.@i != 3) && (!.@blacklisteq)) ) { set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; set .@arr[.@j], .@i; set .@j, .@j + 1; set .@menu$, .@menu$ + ":"; } set .@blacklisteq, 0; } then the second "if".. Replace : if (countitem(.@itemid) > 1) { mes "["+strnpcinfo(1)+"]"; mes "Ah, looks like you have more than one of the same item in your inventory, I'm sorry but you must store them first before proceeding."; close; } for (set .@k, 0; .@k < getarraysize(.@blacklist); set .@k, .@k + 1 ) { if (getequipid(.@i) == .@blacklist[.@i]) { mes "["+strnpcinfo(1)+"]"; mes "Sorry but the equipment you are using cannot be enchanted."; close; } } mes "["+strnpcinfo(1)+"]"; with if (countitem(.@itemid) > 1) { mes "["+strnpcinfo(1)+"]"; mes "Ah, looks like you have more than one of the same item in your inventory, I'm sorry but you must store them first before proceeding."; close; } for (set .@k, 0; .@k < getarraysize(.@blacklist); set .@k, .@k + 1 ) { // Negated the if bellow, same as using inequal rather than equal. if (! (getequipid(.@i) == .@blacklist[.@i]) ) { mes "["+strnpcinfo(1)+"]"; mes "Sorry but the equipment you are using cannot be enchanted."; close; } } mes "["+strnpcinfo(1)+"]"; @donkeyg Yeah unfortunately the script makes use of the 2nd, 3rd and 4th slots in the equipments to place in the enchantments, and by default, the command that takes out the card from equipment (the command used by the decarder) takes out all of the cards in any slots of the equipment. The decarder command does that so that it can work properly when uncarding weapons, that have more than one card slotted in at the same time. If you want to use both together, you will need to go under your "server folder / src / map / script.c" and find the two build-in functions : - successremovecards - failedremovecards so that this way they only remove the first slot in the armor-type equips. but be aware, you must also make sure you decard all the four cards when you are decarding weapons. @manabeast hmm, the problem isn't from the script itself, it's a sprite-related problem so i assume the problem would be coming from your client, I'm not really sure where's the problem, it could be many things such as korean sprites missing, wrong data txts, incompatibility with client hex, IDs not matching sprites and such. I'm not really sure how to help you, my suggestion is try using different client hexes, if they all don't work then try changing the korean sprites of one item to another item... I'm honestly not sure, sorry..
  16. Sorry, I didn't notice that when I updated the download. Fixed.
  17. The thing is, the "refine.txt" is an edited file from a "normal" refine.txt file that comes with rAthena servers. I just edited the "default" refining function to be able to refine all your inventory items. There is the "additional" custom material trader, which you can change in the function : //============================================================ //= Material Salesmen Functions //============================================================ function script phramain { ... } If you do not wish for this, then you can just use your "default" material trader function. (Just take your default function and replace it with it) The purely refining from +1 to +10 function is : //============================================================ //= Main Refiner Function //============================================================ //= To allow auto safe refining/multiple refining set the //= second argument to '1' in the function call. //============================================================ function script refinemain { ... } The "refine.txt" has both the function that refines from +1 to +10 and the function that trades materials. The "highrefine.txt" has only the function that refines from +11 to +20.
  18. Well, the bugs I've seen I've fixed, I can't guarantee you it's 100% bug-free because that's the same as saying an airplane would never fall. If you happen to notice any bugs, please let me know.
  19. @manabeast : 1) You can't really have both, well, you can, but you'd need a specific decarder npc that will only decard the 1st slot cards (because the generic decarder npc takes out the cards from all the slots in the item) otherwise you would have a bug where people would enchant their equip, decard, and then a new slot would appear (the slot where the enchantment was), as if they decarded the enchantment as well. EDIT: I believe the best way to do this, is by editing the src/map/script.c in the function "successremovecards" and "failedremovecards" EDIT: This change will only work if you use cards only in the first slot of armor-type equipments (otherwise you can't use the enchantment system at all). EDIT: I tried doing this for you, but i'm not sure it may work, edit your script.c : Find (inside "successremovecards" AND "failedremovecards") if(itemdb_isspecial(sd->status.inventory[i].card[0])) return 0; for( c = sd->inventory_data[i]->slot - 1; c >= 0; --c ) { if( sd->status.inventory[i].card[c] && itemdb_type(sd->status.inventory[i].card[c]) == IT_CARD ) {// extract this card from the item Replace with : if(itemdb_isspecial(sd->status.inventory[i].card[0])) return 0; for( c = ( sd->inventory_data[i]->type == IT_WEAPON ? (sd->inventory_data[i]->slot - 1) : 0 ); c >= 0; --c ) { if( sd->status.inventory[i].card[c] && itemdb_type(sd->status.inventory[i].card[c]) == IT_CARD ) {// extract this card from the item compile, then try it out 2) You can make the npc not destroy your item if you simply take out or comment the delitem command from the failure attempts : Search preferably for the line "// Fail" // Fail if (rand(0,100) > (90 - (10*.@slot_num))) { specialeffect2 306; mes "["+strnpcinfo(1)+"]"; mes "Wooops! I'm sorry, but it broke. There's nothing I can do about it anymore."; set Zeny, Zeny - .@zeny_cost; delitem .@itemid,1; close; } with // Fail if (rand(0,100) > (90 - (10*.@slot_num))) { specialeffect2 306; mes "["+strnpcinfo(1)+"]"; mes "Wooops! I'm sorry, but it failed. There's nothing I can do about it."; // <---- Changed text set Zeny, Zeny - .@zeny_cost; // delitem .@itemid,1; <---- Commented or Remove this line close; } Note : Make sure you make that replacement in the three type of enchantments. Note : The three types of failures are different, make sure you only edit the needed lines (the delitem command and the text). 3) the lack of sprite in the item sounds like something from the txt file in data folder "idnum2itemresnametable.txt" make sure you have added correctly the korean sprites for the enchantment items anywhere inside that file : 25000#·¹µåºí·¯µå# 25001#·¹µåºí·¯µå# 25002#À©µå¿Àºê¹öµÀ¾î# 25003#À©µå¿Àºê¹öµÀ¾î# 25004#À©µå¿Àºê¹öµÀ¾î# 25005#¾î¸Ó´ÏÀǾǸù# 25006#¾î¸Ó´ÏÀǾǸù# 25007#¾î¸Ó´ÏÀǾǸù# 25008#¿ëÀǺ¸Áö_È«# 25009#¿ëÀǺ¸Áö_È«# 25010#¿ëÀǺ¸Áö_Ȳ# 25011#¿ëÀǺ¸Áö_Ȳ# 25012#¿ëÀǺ¸Áö_Ȳ# 25013#ÆĶõ»öº¸¼®# 25014#ºÓÀº»öº¸¼®# 25015#ºÓÀº»öº¸¼®# 25016#Ãê·Ï»öº¸¼®# 25017#Ãê·Ï»öº¸¼®# 25018#婸®½ºå»ºí·Ç# 25019#婸®½ºå»ºí·Ç# 25020#婸®½ºå»ºí·Ç# 25021#¿»·î¿ì¶ÓÀìºê# 25022#¿»·î¿ì¶ÓÀìºê# 25023#¾î¸Ó´ÏÀǾǸù# 25024#¾î¸Ó´ÏÀǾǸù# 25025#¾î¸Ó´ÏÀǾǸù# 25026#¿ëÀǺ¸Áö_û# 25027#¿ëÀǺ¸Áö_û# 25028#¿ëÀǺ¸Áö_û# 25029#ºÐÈ«»öº¸¼®# 25030#ºÐÈ«»öº¸¼®# 25031#Çϴûöº¸¼®# 25032#Çϴûöº¸¼®# 25033#º¸¶Ó»öº¸¼®# 25034#º¸¶Ó»öº¸¼®# 25035#°ëºÓÀºº¸¼®# 25036#°ëºÓÀºº¸¼®# 25037#°ëºÓÀºº¸¼®# 25038#婸®½ºå»ºí·Ç# 25039#婸®½ºå»ºí·Ç# 25040#婸®½ºå»ºí·Ç# 25041#¿»·î¿ì¶ÓÀìºê# 25042#¿»·î¿ì¶ÓÀìºê# 25043#¾î¸Ó´ÏÀǾǸù# 25044#¾î¸Ó´ÏÀǾǸù# 25045#¾î¸Ó´ÏÀǾǸù# 25046#¿ëÀǺ¸Áö_û# 25047#¿ëÀǺ¸Áö_û# 25048#¿ëÀǺ¸Áö_û# 25049#¿ëÀǺ¸Áö_È«# 25050#¿ëÀǺ¸Áö_È«# 25051#¿ëÀǺ¸Áö_È«# 25052#Çϴûöº¸¼®# 25053#Çϴûöº¸¼®# 25054#º¸¶Ó»öº¸¼®# 25055#º¸¶Ó»öº¸¼®# 25056#Ãê·Ï»öº¸¼®# 25057#Ãê·Ï»öº¸¼®# 25058#Ãê·Ï»öº¸¼®# 25059#¿»·î¿ì¶ÓÀìºê# 25060#¿»·î¿ì¶ÓÀìºê# 25061#¿»·î¿ì¶ÓÀìºê# 25062#婸®½ºå»ºí·Ç# 25063#婸®½ºå»ºí·Ç# 25064#婸®½ºå»ºí·Ç# 25065#¾î¸Ó´ÏÀǾǸù# 25066#¾î¸Ó´ÏÀǾǸù# 25067#¾î¸Ó´ÏÀǾǸù# 25068#¿ëÀǺ¸Áö_û# 25069#¿ëÀǺ¸Áö_û# 25070#¿ëÀǺ¸Áö_û# 25071#¿ëÀǺ¸Áö_Ȳ# 25072#¿ëÀǺ¸Áö_Ȳ# 25073#¿ëÀǺ¸Áö_Ȳ# 25074#¿ëÀǺ¸Áö_Ȳ# 25075#¿ëÀǺ¸Áö_Ȳ# 25076#¿ëÀǺ¸Áö_³ì# 25077#¿ëÀǺ¸Áö_³ì# 25078#¿ëÀǺ¸Áö_³ì# 25079#Ãê·Ï»öº¸¼®# 25080#Ãê·Ï»öº¸¼®# 25081#·¹µåºí·¯µå# 25082#·¹µåºí·¯µå# 25083#·¹µåºí·¯µå# 25084#À©µå¿Àºê¹öµÀ¾î# 25085#婸®½ºå»ºí·Ç# 25086#婸®½ºå»ºí·Ç# 25087#¾î¸Ó´ÏÀǾǸù# 25088#¾î¸Ó´ÏÀǾǸù# 25089#¾î¸Ó´ÏÀǾǸù# 25090#¿ëÀǺ¸Áö_È«# 25091#¿ëÀǺ¸Áö_û# 25092#¿ëÀǺ¸Áö_û# 25093#¿ëÀǺ¸Áö_û# 25094#Ȳ±Ý# 25095#Ȳ±Ý# 25096#Ȳ±Ý# 25097#ÇÁ·¹ÀÓÇÏÆ®# 25098#ÇÁ·¹ÀÓÇÏÆ®# 25099#±×·¹ÀìÆ®³×ÀìÃÄ# 25100#±×·¹ÀìÆ®³×ÀìÃÄ# 25101#Ãê·Ï»öº¸¼®# 25102#Ãê·Ï»öº¸¼®# 25103#婸®½ºå»ºí·Ç# 25104#婸®½ºå»ºí·Ç# 25105#À©µå¿Àºê¹öµÀ¾î# 25106#À©µå¿Àºê¹öµÀ¾î# 25107#¿»·î¿ì¶ÓÀìºê# 25108#¾î¸Ó´ÏÀǾǸù# 25109#¾î¸Ó´ÏÀǾǸù# 25110#¾î¸Ó´ÏÀǾǸù# 25111#¿ëÀǺ¸Áö_È«# 25112#¿ëÀǺ¸Áö_û# 25113#¿ëÀǺ¸Áö_û# 25114#ºÐÈ«»öº¸¼®# 25115#¾È½Ç¶Ó# 25116#¾È½Ç¶Ó# 25117#¾È½Ç¶Ó# 25118#°ëºÓÀºº¸¼®# 25119#°ëºÓÀºº¸¼®# 25120#°ëºÓÀºº¸¼®# 25121#¾È½Ç¶Ó# 25122#¾È½Ç¶Ó# 25123#¾È½Ç¶Ó# 25124#ÆĶõ»öº¸¼®# 25125#ºÓÀº»öº¸¼®# 25126#ºÓÀº»öº¸¼®# 25127#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25128#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25129#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25130#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25131#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25132#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25133#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25134#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25135#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25136#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25137#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25138#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25139#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25140#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25141#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25142#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25143#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25144#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25145#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25146#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 25147#°å´ëÇѺê¶ÓµÐ¿òÁ¶°¢# 30000#ºê¶ÓµÐ¿òÆÄÆí# 4) The lack of power stones might be associated to what item ID you set to be the power stone in your server, it simply checks for item ID 30000, if you didn't set the item to that number, it won't check properly. If that's not the case, i'm honestly not sure on what's the problem, that's all I can think of. @sizenine 1) I guess you can replace the following code : for( set .@i,1; .@i <= 6; set .@i,.@i+1 ) { if ((.@i == 3) && (getiteminfo(getequipid(3),5) == 32) && (getequipisequiped(.@i))) { // Only catch shields set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; set .@arr[.@j], .@i; set .@j, .@j + 1; set .@menu$, .@menu$ + ":"; } if(getequipisequiped(.@i) && (.@i != 4) && (.@i != 3)) { set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; set .@arr[.@j], .@i; set .@j, .@j + 1; set .@menu$, .@menu$ + ":"; } } with // Sets array for blacklist elements setarray .@blacklist[0], 1501 ; for( set .@i,1; .@i <= 6; set .@i,.@i+1 ) { if ((.@i == 3) && (getiteminfo(getequipid(3),5) == 32) && (getequipisequiped(.@i))) { // Only catch shields set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; set .@arr[.@j], .@i; set .@j, .@j + 1; set .@menu$, .@menu$ + ":"; } for (set .@k, 0; .@k < getarraysize(.@blacklist); set .@k, .@k + 1 ) { if (getequipid(.@i) == .@blacklist[.@i]) { set .@blacklisteq, 1; break; } } if(getequipisequiped(.@i) && (.@i != 4) && (.@i != 3) && (!.@blacklisteq)) { set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; set .@arr[.@j], .@i; set .@j, .@j + 1; set .@menu$, .@menu$ + ":"; } set .@blacklisteq, 0; } then you can replace the numbers in the array with the item IDs you want, that is for example : If you wanted to set the blackist array for item IDs 1501, 1502 and 1503 : replace setarray .@blacklist[0], 1501 ; with setarray .@blacklist[0], 1501, 1502, 1503 ; and so on. Just a notice that this is a really simple fix to the script, meaning the blacklisted items simply won't show in the equipment list. But if somehow a player manages to switch their equipments while talking to the NPC (through a hack or 3rd party prog), they could get through this fix.. if you want to prevent that, you could add something like that : Replace : if (countitem(.@itemid) > 1) { mes "["+strnpcinfo(1)+"]"; mes "Ah, looks like you have more than one of the same item in your inventory, I'm sorry but you must store them first before proceeding."; close; } mes "["+strnpcinfo(1)+"]"; with if (countitem(.@itemid) > 1) { mes "["+strnpcinfo(1)+"]"; mes "Ah, looks like you have more than one of the same item in your inventory, I'm sorry but you must store them first before proceeding."; close; } for (set .@k, 0; .@k < getarraysize(.@blacklist); set .@k, .@k + 1 ) { if (getequipid(.@i) == .@blacklist[.@i]) { mes "["+strnpcinfo(1)+"]"; mes "Sorry but the equipment you are using cannot be enchanted."; close; } } mes "["+strnpcinfo(1)+"]"; you can add both changes, or just the second change, if you add both, the equipment won't show in the list of equipments to be enchanted. if you add only the second, it will show in the list but you won't be able to enchant it in the end (just make sure you define the blacklist array somewhere if you add only second change). I recommend you add both, though. Note: Untested, but i believe it should work.
  20. I didnt really finish the scripts for this map, and I didnt make the south field map neither, sorry But I'm glad you liked it, I hope I have time to finish it sometime
  21. Yeah, you can edit the items in the item database, but then just remember to also edit their names in the idnum2itemnametable.txt and the NPC for the item information
  22. I have updated only a few things, like the bridge that "change colors", and took out the flower growing out the stump on the garden area. You can notice it in the 1st and 3rd screenshots from my first post. And thanks! I do like forest maps too, and I'm hoping on making more of them later
  23. Well, I've experienced a really annoying bug before in my previous server where they had the normal south prontera enchant together with a decarder. People could decard the item and they would decard the enchants too, giving the item two empty slots (a really bad bug, too). If you can limit your decarder to 1st slot only, I think it would work. I'm not sure about limiting the enchantment slots, I believe the mora items can be enchanted in the 2nd and 3rd slots as well...
  24. Great map! I love the fact you have rainbows in prontera.... Only criticism is that I think there are some big empty spots, between houses and in the streets. 9/10! Ótimo trabalho! xP
  25. Haha that's great, the best prontera i've seen. 10/10 here too ;P
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