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Radian

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Posts posted by Radian

  1. 2 hours ago, GubA said:
    prontera,155,177,5	script	random	615,{
    function Getcostume;
        if( countitem( .rare_ticket ) ) {
            mes "Rare Ticket";
            .@r = .rate_chance_rare; // chance
            .@ticket = .rare_ticket ;
        }
        else if( countitem( .normal_ticket ) ) {
            mes "Normal Ticket";
            .@r = .rate_chance_normal; // chance
            .@ticket = .normal_ticket;
        }
        else {
            mes "random";
            close;
        }
    
        if( select( "go", "no" ) -1 ) close;
        delitem .@ticket, 1;
        if( .@r > rand( 1, 1000 ) ) { // chance 50% for rare ticket
            mes "random";
            getitem Getcostume( "rare" ), 1;
            close;
        }
        else {
            mes "random";
            getitem Getcostume( "normal" ), 1;
            close;
        }
        
    OnInit:
        .normal_ticket = 501;
        .rare_ticket = 502;
        .rate_chance_rare = 500; // chance to get a rare costume with rare ticket
        .rate_chance_normal = 100; // chance to get a rare costume with normal ticket
        
    // rare costume ID
    // size array must be < 128
    // use the synthaxe .rare_IDX for adding news array
    // ------------------------------------------------
        setarray .rare_ID0,5909;
        setarray .rare_ID1,5912;
        setarray .rare_ID2,5914;
        setarray .rare_ID3,5915;
        setarray .rare_ID4,5977;
        setarray .rare_ID5,5979;
        setarray .rare_ID6,5980;
        setarray .rare_ID7,15280;
        setarray .rare_ID8,15841;
        setarray .rare_ID9,15843;
        setarray .rare_ID10,15858;
    	
    // normal costume ID
    // size array must be < 128
    // use the synthaxe .normal_IDX for adding news array
    // ------------------------------------------------
        setarray .normal_ID0,50001;
    	setarray .normal_ID1,50001;
        setarray .normal_ID2,50001;
        setarray .normal_ID3,50001;
        setarray .normal_ID4,50001;
        setarray .normal_ID5,50001;
        setarray .normal_ID6,50001;
        setarray .normal_ID7,50001;
    // Don't touch
    // -----------
        callsub L_size, "rare";
        callsub L_size, "normal";
        end;
    L_size:
        while( getd( "."+ getarg(0) +"_ID"+ .@i +"[0]" ) ) {
            setd ".size_"+ getarg(0) +""+ .@i, getarraysize( getd( "."+ getarg(0) +"_ID"+ .@i ) );
            setd ".size_tot_"+ getarg(0), getd( ".size_tot_"+ getarg(0) ) + getarraysize( getd( "."+ getarg(0) +"_ID"+ .@i ) );
            .@i++;
        }
        return;
    
    function Getcostume {
        .@r = rand( 1, getd( ".size_tot_"+ getarg(0) ) );
        .@i = -1;
        while( .@r > .@tmp ) .@tmp = .@tmp + getd( ".size_"+ getarg(0) + .@i++ );
        .@in = .@r - ( .@tmp - getd( ".size_"+ getarg(0) + .@i ) ) -1;
        return getd( "."+ getarg(0) +"_ID"+ .@i +"[ "+ .@in +" ]" );
    }
    }

     

    I think in these list. you need to double check all the items that has been added, one or two might not be in the database that's why its saying non-existent error message.

        setarray .rare_ID0,5909;
        setarray .rare_ID1,5912;
        setarray .rare_ID2,5914;
        setarray .rare_ID3,5915;
        setarray .rare_ID4,5977;
        setarray .rare_ID5,5979;
        setarray .rare_ID6,5980;
        setarray .rare_ID7,15280;
        setarray .rare_ID8,15841;
        setarray .rare_ID9,15843;
        setarray .rare_ID10,15858;

     

  2. On 5/28/2022 at 6:00 PM, DEsMOn said:

    Still not fixed sir..!!

     

    try changing this part
     

    if(getattachedrid()) {
    	sleep 1000;
    	dispbottom "You got the Antonio Leader's christmas gift!";	
    	getitem $AIItemPrize,$AIItemAmount;
    	announce strcharinfo(0)+" has killed the Antonio Leader and was awarded a worthy prize!",bc_all;
    
    	getitem groupranditem(IG_VioletBox),1;
    }
    end;

    into

    if(getattachedrid()) {
    	sleep2 1000;
    	dispbottom "You got the Antonio Leader's christmas gift!";	
    	getitem $AIItemPrize,$AIItemAmount;
    	announce strcharinfo(0)+" has killed the Antonio Leader and was awarded a worthy prize!",bc_all;
    
    	getitem groupranditem(IG_VioletBox),1;
    }
    end;

     

    • Love 1
  3. 1 hour ago, Origami said:

    Hi guys ! I want to show a message '@<command_name> is Unknown Command.' instead of showing the typed command in public ... like example I dont have a permission to use @item ,but accidentally typed it ,this should only show a promt dispbottom with a suggestion command ... here are the example photos ..

    Instead of this :

    image.png.89c3dfe85d13cf0c5f77e5b995fa58a5.png

    It should show like this :

    image.png.28d1bf20d23c2e8c52eec1ad1ab3318d.png

     

    I hope someone can help me ... its embarssing to players who accidentally mistyped commands and kinda issue when player is playing with GM commands in public

    conf/battle/feature.conf
    // Atcommand suggestions (Note 1)
    // If one type incomplete atcommand, it will suggest the complete ones.
    feature.atcommand_suggestions: off

    It seems that it only works on game masters or admin level.

  4. 14 minutes ago, DR4LUC0N said:

    This doesn't hook all players on server to see if they have a variable or not, it's just the killer, so I was trying to use getunits and attachrid to read their variable and send them the dispbottom or not depending on the variable. Having a hard time getting the output for the script to push the dispbottom on them.

    I dont understand, what you're trying to do here, you said that you want to show a dispbottom message.

    Maybe others can help you with this one, im sorry.

  5. 5 hours ago, DR4LUC0N said:

    I appreciate the help, hmm my wording can be bad sometimes, I'm sorry, but what I meant was so all players who have the variable see the dispbottom "player killed mvp blah" stuff.

    Like player A kills Maya in anthell02,  Now as long as Player A has #mvpon >= 1, and Player B also has #mvpon >= 1 they will both get the dispbottom of  

    
    dispbottom "[ System ] : Player ["+ strcharinfo(0) +"] has killed "+ getmonsterinfo( killedrid, MOB_NAME ) +" alone at "+ strcharinfo(3);

    but if player A has #mvpon >= 1 and player B has #mvpon <= 0, Player A will see that message but player B will not.

    				if (rand(100) < .chance) getitem .p_rwd[0], .p_rwd[1], .@partymemberaid[ rand( .@c ) ];
    					dispbottom "[ System ] : Player ["+ strcharinfo(0) +"] of party ["+ strcharinfo(1) +"] has killed "+ getmonsterinfo( killedrid, MOB_NAME ) +" at "+ strcharinfo(3);
    			}
    			else {
    				if (rand(100) < .chance) getitem .s_rwd[0], .s_rwd[1];
    					if(#mvpon >= 1)
    						dispbottom "[ System ] : Player ["+ strcharinfo(0) +"] has killed "+ getmonsterinfo( killedrid, MOB_NAME ) +" alone at "+ strcharinfo(3);
    			}

     

  6. 13 minutes ago, DR4LUC0N said:

    Wouldn't this make the rest of the script not happen? I mean like the player won't get the rewards, the player won't get the message with how many mvp kills they got? I'd like for those things to still happen regardless of the variable. I guess I should've been more clear haha.

    That will only trigger if a player with #mvpon variable. the rest will work as what it should be.

  7. 39 minutes ago, AinsLord said:

    thanks again im just confused with the .@gamble2 > 8 what is the 8 for is this the rate/chance for players to get the item?

    .@gamble2,rand(1,15); this one is for?

    sorry got a lot of questions and clarifications heheh

     

    for this one .@gamble2,rand(1,15); its the value when this part comes in

    else if ((.@gamble2 > 12) && (.@gamble2 < 15)) set .@item,ITEM_ID; // New Item

    .@gamble2 greater than 12 && .@gamble2 less than 15 = get item.

    • Upvote 1
  8. 4 minutes ago, AinsLord said:

    thnx man what a big help

    how about adding the other castle drops do you have any clues?

    Yeah just add it here

    set .@gamble2,rand(1,15);
    
    else if ((.@gamble2 > 8) && (.@gamble2 < 11)) set .@item,7078; // wov
    else if ((.@gamble2 > 12) && (.@gamble2 < 15)) set .@item,ITEM_ID; // New Item

    I think that would work, i didnt test it.

    • Like 1
  9. 7 minutes ago, AinsLord said:

    announce "Wow! The Seal has been annihilated by "+strcharinfo(0)+" He has just broken the seal and will start the quest of Valkyrie!","0x33FF66";

    this part should be

    announce "Wow! The Seal has been annihilated by "+strcharinfo(0)+" He has just broken the seal and will start the quest of Valkyrie!",bc_all,0x33FF66;

     

    • Love 1
  10. 4 hours ago, AinsLord said:

    I found ms. @AnnieRuru MVP room which you can you certain item to rent an MVP room

    and NPC works fine but i got this kind of error/debug on my console

    image.png.9893340c44626bdc67d1632008b3c2bc.png

    this was the error/debug all 06guild until 08 they have the same issue

    trying to figure out whats wrong but i cant find it

    anyone can help me thanks in advance

    check the getmapxp script command, that's what causing the problem.

  11. Just now, Dev Yhams said:

    1705,Composite_Bow_,Composite Bow,5,2500,,600,29,,5,4,0xFFFFFFFF,7,2,34,1,4,1,11,{},{},{}

    1705,Composite_Bow_,Composite Bow,5,2500,,600,29,,5,4,0xFFFFFFFF,7,2,34,1,4,1,11,{ if(getrefine()==8) bonus bStr,1; else if(getrefine()==9) bonus bAgi,1; else bonus bAllStats,1; },{},{}

     

  12. 1 hour ago, Draundenth said:

    all work good now but i have another problem i forgot to mention, after reload healer i have this errors in mapserv:

    
    [Status]: NPC file 'npc/custom/healer.txt' was reloaded.
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer at prontera (153,193)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#alb at alberta (25,240)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#alde at aldebaran (135,118)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#ama at amatsu (204,112)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#ayo at ayothaya (144,117)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#com at comodo (184,158)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#einbe at einbech (57,36)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#einbr at einbroch (57,202)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#gef at geffen (115,72)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#gon at gonryun (156,122)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#hug at hugel (89,150)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#izl at izlude (121,150)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#jaw at jawaii (250,139)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#lhz at lighthalzen (152,100)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#lou at louyang (223,120)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#man at manuk (272,144)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#mid at mid_camp (203,289)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#moc at moc_ruins (72,164)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#mor at morocc (153,97)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#mos at moscovia (220,191)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#nif at niflheim (212,182)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#pay at payon (163,226)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#rac at rachel (125,116)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#spl at splendide (201,153)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#thor at thor_camp (249,74)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#umb at umbala (105,148)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#ve at veins (217,121)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#xmas at xmas (143,136)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Error]: get_val_: fatal error ! player not attached!
    [Debug]: Function: setr (2 parameters):
    [Debug]: Data: variable name='.spirit' index=18
    [Debug]: Data: variable name='SL_ALCHEMIST' index=0
    [Debug]: Source (NPC): Healer#yuno at yuno (164,45)
    [Warning]: script:get_val: cannot access player variable 'SL_ALCHEMIST', defaulting to 0
    [Status]: Event 'OnInit' executed with '29' NPCs.

    any fix for that ?

    //	give player's soul link
    	if ( .@spirit = .spirit[BaseJob] );
    	else if ( Upper & 1 && BaseLevel < 70 )
    		.@spirit = SL_HIGH;
    	if ( .@spirit ) {
    		sc_start4 SC_SOULLINK, .@time, 1, .@spirit,0,0;
    		skilleffect .@spirit, 1;
    	}

    change that part into this

    //	give player's soul link
    	if ( .@spirit = .spirit[BaseJob] );
    	else if ( Upper & 1 && BaseLevel < 70 )
    		.@spirit = 494;
    	if ( .@spirit ) {
    		sc_start4 SC_SPIRIT, .@time, 5, .@spirit,0,0;
    		skilleffect .@spirit, 5;
    	}

     

    • Love 1
  13. 38 minutes ago, Draundenth said:

    Hello i'm using this healer script on my server:

     

    
    //===== Hercules Script ======================================
    //= Healer npc
    //===== By: ==================================================
    //= AnnieRuru
    //===== Current Version: =====================================
    //= 1.0
    //===== Compatible With: ===================================== 
    //= Hercules 2015-12-02
    //===== Description: =========================================
    //= my custom healer script used on defunt ComelRO
    //===== Topic ================================================
    //= http://herc.ws/board/topic/11193-edite-my-healer-by-annieruru/?hl=healer#entry66007
    //===== Additional Comments: =================================  
    //= ComelRO was a high rate server ... I posted it on eathena forum when it went down
    //= https://www.eathena.ws/board/index.php?s=&showtopic=274421&view=findpost&p=1504415
    //============================================================
    
    prontera,155,185,5	script	Healer	1_F_MARIA,{
    
    	.@cooldown = 10; // how many seconds before the player can heal again
    
    	if ( @heal_cooldown + .@cooldown > gettimetick(2) ) {
    		dispbottom "You need wait for " + ( @heal_cooldown + .@cooldown - gettimetick(2) ) + " seconds.";
    		end;
    	}
    
    //	disable negative buffs ... I out from RO scene for about 4 years, so this is my only known negative buffs
    	sc_end SC_STONE;
    	sc_end SC_FREEZE;
    	sc_end SC_STUN;
    	sc_end SC_SLEEP;
    	sc_end SC_POISON;
    	sc_end SC_CURSE;
    	sc_end SC_SILENCE;
    	sc_end SC_CONFUSION;
    	sc_end SC_BLIND;
    	sc_end SC_BLOODING;
    	sc_end SC_DPOISON;
    	sc_end SC_FEAR;
    	sc_end SC_COLD;
    	sc_end SC_BURNING;
    	sc_end SC_DEEP_SLEEP;
    	sc_end SC_DEC_AGI;
    	sc_end SC_BROKENARMOR;
    	sc_end SC_BROKENWEAPON;
    	sc_end SC_NOEQUIPWEAPON;
    	sc_end SC_NOEQUIPSHIELD;
    	sc_end SC_NOEQUIPARMOR;
    	sc_end SC_NOEQUIPHELM;
    	sc_end SC__STRIPACCESSARY;
    	sc_end SC_PROPERTYUNDEAD;
    	sc_end SC_ORCISH;
    	sc_end SC_BERSERK;
    	sc_end SC_SKE;
    	sc_end SC_SWOO;
    	sc_end SC_SKA;
    
    //	give players buff ... don't give too much otherwise player wanna spam
    	.@time = 300000; // the buff last 5 minutes
    	sc_start SC_INC_AGI, .@time, 10;
    	sc_start SC_BLESSING, .@time, 10;
    //	sc_start SC_CONCENTRATION, .@time, 10;
    //	sc_start SC_IMPOSITIO, .@time, 5;
    //	sc_start SC_SUFFRAGIUM, .@time, 3;
    //	sc_start SC_KYRIE, .@time, 10;
    //	sc_start SC_MAGNIFICAT, .@time, 5;
    //	sc_start SC_GLORIA, .@time, 5;
    //	sc_start SC_WINDWALK, .@time, 5;
    //	sc_start SC_ANGELUS, .@time, 10;
    
    //	give player's soul link
    	if ( .@spirit = .spirit[BaseJob] );
    	else if ( Upper & 1 && BaseLevel < 70 )
    		.@spirit = SL_HIGH;
    	if ( .@spirit ) {
    		sc_start4 SC_SOULLINK, .@time, 1, .@spirit,0,0;
    		skilleffect .@spirit, 1;
    	}
    
    //	automatically turn all oridecon and elunium stone into pure stone to reduce player's weight
    	.@ori = countitem(Oridecon_Stone);
    	if ( .@ori >= 5 ) {
    		delitem Oridecon_Stone, .@ori / 5 * 5;
    		getitem Oridecon, .@ori / 5;
    		message strcharinfo(0), "Refined "+ ( .@ori / 5 * 5 ) +" Oridecon Stones, got "+ ( .@ori / 5 ) +" Oridecons.";
    	}
    	.@elu = countitem(Elunium_Stone);
    	if ( .@elu >= 5 ) {
    		delitem Elunium_Stone, .@elu / 5 * 5;
    		getitem Elunium, .@elu / 5;
    		message strcharinfo(0), "Refined "+ ( .@elu / 5 * 5 ) +" Elunium Stones, got "+ ( .@elu / 5 ) +" Eluniums.";
    	}
    
    //	repair all player's broken eqiupments
    	repairall;
    
    //	identify all player's equipments
    	getinventorylist;
    	for( .@i = 0; .@i < @inventorylist_count; .@i++ ) {
    		if ( @inventorylist_identify[.@i] == 1 )
    			continue;
    		else if ( getskilllv(MC_IDENTIFY) == 1 && Sp >= 10 )
    			heal 0,0; // lol... this is supposed to reduce their SP by 10, whatever
    		else if ( countitem(Spectacles) )
    			delitem Spectacles,1;
    		else if ( getskilllv(RG_COMPULSION) && Zeny >= ( 100 - ( 5 + 4 * getskilllv(RG_COMPULSION) ) )* 2/5 )
    			Zeny -= ( 100 - ( 5 + 4 * getskilllv(RG_COMPULSION) ) )* 2/5;
    		else if ( getskilllv(MC_DISCOUNT) && Zeny >= ( 100 - ( 5 + 2 * getskilllv(MC_DISCOUNT) ) )* 2/5 )
    			Zeny -= ( 100 - ( 5 + 2 * getskilllv(MC_DISCOUNT) ) )* 2/5;
    		else if ( Zeny >= 40 )
    			Zeny -= 40;
    		else
    			break;
    		delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0;
    		getitem @inventorylist_id[.@i],1;
    		.@icount++;
    	}
    	if ( .@icount )
    		message strcharinfo(0), "Identified "+ .@icount +" Items.";
    
    //	and last, give players heal
    	percentheal 100,100;
    	skilleffect AL_HEAL, MaxHp;
    	skilleffect MG_SRECOVERY, MaxSp;
    
    	emotion e_lv;
    	@heal_cooldown = gettimetick(2);
    	end;
    
    OnInit:
    	.spirit[Job_Alchemist] = SL_ALCHEMIST;
    	.spirit[Job_Monk] = SL_MONK;
    	.spirit[Job_Star_Gladiator] = SL_STAR;
    	.spirit[Job_Sage] = SL_SAGE;
    	.spirit[Job_Crusader] = SL_CRUSADER;
    	.spirit[Job_SuperNovice] = SL_SUPERNOVICE;
    	.spirit[Job_Knight] = SL_KNIGHT;
    	.spirit[Job_Wizard] = SL_WIZARD;
    	.spirit[Job_Priest] = SL_PRIEST;
    	.spirit[Job_Bard] = .spirit[Job_Dancer] = SL_BARDDANCER;
    	.spirit[Job_Rogue] = SL_ROGUE;
    	.spirit[Job_Assassin] = SL_ASSASIN;
    	.spirit[Job_Blacksmith] = SL_BLACKSMITH;
    	.spirit[Job_Hunter] = SL_HUNTER;
    	.spirit[Job_Soul_Linker] = SL_SOULLINKER;
    	end;
    }

     

    when click it in game he not identify and not change rough elu-ori into elu/ori in mapservr i have this error after clicked npc:

    
    [Error]: buildin_countitem: Invalid item '0'.
    [Debug]: Source (NPC): Healer at prontera (153,193)
    [Error]: buildin_countitem: Invalid item '0'.
    [Debug]: Source (NPC): Healer at prontera (153,193)
    [Error]: buildin_skilleffect: Invalid skill defined (0)!
    [Debug]: Source (NPC): Healer at prontera (153,193)
    [Error]: buildin_skilleffect: Invalid skill defined (0)!
    [Debug]: Source (NPC): Healer at prontera (153,193)

     

    anyone know how fix that ?

    I dont think this will work on rAthena since these are not available. the Oridecon_Stone part now

    //	automatically turn all oridecon and elunium stone into pure stone to reduce player's weight
    	.@ori = countitem(Oridecon_Stone);
    	if ( .@ori >= 5 ) {
    		delitem Oridecon_Stone, .@ori / 5 * 5;
    		getitem Oridecon, .@ori / 5;
    		message strcharinfo(0), "Refined "+ ( .@ori / 5 * 5 ) +" Oridecon Stones, got "+ ( .@ori / 5 ) +" Oridecons.";
    	}
    	.@elu = countitem(Elunium_Stone);
    	if ( .@elu >= 5 ) {
    		delitem Elunium_Stone, .@elu / 5 * 5;
    		getitem Elunium, .@elu / 5;
    		message strcharinfo(0), "Refined "+ ( .@elu / 5 * 5 ) +" Elunium Stones, got "+ ( .@elu / 5 ) +" Eluniums.";
    	}

    change that part into this

    //	automatically turn all oridecon and elunium stone into pure stone to reduce player's weight
    	.@ori = countitem(756);
    	if ( .@ori >= 5 ) {
    		delitem 756, .@ori / 5 * 5;
    		getitem 984, .@ori / 5;
    		message strcharinfo(0), "Refined "+ ( .@ori / 5 * 5 ) +" Oridecon Stones, got "+ ( .@ori / 5 ) +" Oridecons.";
    	}
    	.@elu = countitem(757);
    	if ( .@elu >= 5 ) {
    		delitem 757, .@elu / 5 * 5;
    		getitem 985, .@elu / 5;
    		message strcharinfo(0), "Refined "+ ( .@elu / 5 * 5 ) +" Elunium Stones, got "+ ( .@elu / 5 ) +" Eluniums.";
    	}

     

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