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Posts posted by Radian
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This is nice, great job!
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This is a great project @Zell very nice good job!
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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 :
It should show like this :
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: offIt seems that it only works on game masters or admin level.
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3 hours ago, Origami said:
que .creditTable$) + "` SET `balance` = `balance` + " + [email protected] + " WHERE `account_id` = " + getcharid(3) + "");
Maybe this line?
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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.
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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); }
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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.
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OnNPCKillEvent: //if (getgmlevel() >= .gm ) end; // If gm = event wont happen if(#mvpon >= 1) dispbottom "It triggers cause you got the " + #mvpon + " variable."; -
51 minutes ago, AinsLord said:
its [email protected] not @i
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39 minutes ago, AinsLord said:
thanks again im just confused with the [email protected] > 8 what is the 8 for is this the rate/chance for players to get the item?
[email protected],rand(1,15); this one is for?
sorry got a lot of questions and clarifications heheh
for this one [email protected],rand(1,15); its the value when this part comes in
else if (([email protected] > 12) && ([email protected] < 15)) set [email protected],ITEM_ID; // New Item[email protected] greater than 12 && [email protected] less than 15 = get item.
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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 [email protected],rand(1,15); else if (([email protected] > 8) && ([email protected] < 11)) set [email protected],7078; // wov else if (([email protected] > 12) && ([email protected] < 15)) set [email protected],ITEM_ID; // New ItemI think that would work, i didnt test it.
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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;
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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
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.
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11 minutes ago, Dev Yhams said:
how about skill example +7 composite bow = lvl 1 DS
if(getrefine() == 7) skill "AC_DOUBLE",1;
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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; },{},{} -
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; }
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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,{ [email protected] = 10; // how many seconds before the player can heal again if ( @heal_cooldown + [email protected] > gettimetick(2) ) { dispbottom "You need wait for " + ( @heal_cooldown + [email protected] - 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 [email protected] = 300000; // the buff last 5 minutes sc_start SC_INC_AGI, [email protected], 10; sc_start SC_BLESSING, [email protected], 10; // sc_start SC_CONCENTRATION, [email protected], 10; // sc_start SC_IMPOSITIO, [email protected], 5; // sc_start SC_SUFFRAGIUM, [email protected], 3; // sc_start SC_KYRIE, [email protected], 10; // sc_start SC_MAGNIFICAT, [email protected], 5; // sc_start SC_GLORIA, [email protected], 5; // sc_start SC_WINDWALK, [email protected], 5; // sc_start SC_ANGELUS, [email protected], 10; // give player's soul link if ( [email protected] = .spirit[BaseJob] ); else if ( Upper & 1 && BaseLevel < 70 ) [email protected] = SL_HIGH; if ( [email protected] ) { sc_start4 SC_SOULLINK, [email protected], 1, [email protected],0,0; skilleffect [email protected], 1; } // automatically turn all oridecon and elunium stone into pure stone to reduce player's weight [email protected] = countitem(Oridecon_Stone); if ( [email protected] >= 5 ) { delitem Oridecon_Stone, [email protected] / 5 * 5; getitem Oridecon, [email protected] / 5; message strcharinfo(0), "Refined "+ ( [email protected] / 5 * 5 ) +" Oridecon Stones, got "+ ( [email protected] / 5 ) +" Oridecons."; } [email protected] = countitem(Elunium_Stone); if ( [email protected] >= 5 ) { delitem Elunium_Stone, [email protected] / 5 * 5; getitem Elunium, [email protected] / 5; message strcharinfo(0), "Refined "+ ( [email protected] / 5 * 5 ) +" Elunium Stones, got "+ ( [email protected] / 5 ) +" Eluniums."; } // repair all player's broken eqiupments repairall; // identify all player's equipments getinventorylist; for( [email protected] = 0; [email protected] < @inventorylist_count; [email protected]++ ) { if ( @inventorylist_identify[[email protected]] == 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[[email protected]],1,0,0,0,0,0,0,0; getitem @inventorylist_id[[email protected]],1; [email protected]++; } if ( [email protected] ) message strcharinfo(0), "Identified "+ [email protected] +" 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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46 minutes ago, Mihael said:
Simple and beautiful, congratulations
Thank you!
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Just now, Dev Yhams said:
on items effect on composite bow
That's an item script.
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3 hours ago, Dev Yhams said:
how to script when +8 the wepon has a bonus skill of lvl 8 done when +9 the wepon has a skill of lvl 9Script: | if(getrefine()==8) bonus bStr,1; else if(getrefine()==9) bonus bAgi,1; else bonus bAllStats,1; -
Loading Screens Chibi
I made these loading screens for my past server, and now i've decided to share it with the public.
Disclaimer: These images are not mine use them and not sale them.
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Submitter
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Submitted04/29/2021
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Category
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Video
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Content AuthorRadian
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2 hours ago, DK77 said:
Its all good.. im not familiar with the other errors but make to remove/replace what is needed and add what is required.
Yeah, it should work on a group 99 since it access all the commands added on the server, the only problem that i can think of is the compiling your trunk.
since changing something from the source requires rebuild/recompile.
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9 minutes ago, DK77 said:
Hello guys . I need help on this below script @partybuff/@spb
i already apply diff , and add command on group.conf , but unfortunately the commands was not detect . can you guys help me ?
its been 4 years i left rathenaQuestions:
1. Did you recompile your files, after adding the diff?
2. Did you added the command @spb/partybuff into the specific group level?





[Showcase] City of Rust
in Maps & 3D Modeling Showcase
Posted
Nice map as always, Sage! also its great that you're back and more maps showcase plzzz.