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PandaLovesHamster

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Everything posted by PandaLovesHamster

  1. I'm currently using 2012-04-10. The error I'm having is when ever it drops, I get errored out. When it's in my inventory, it's an X item and I get errors when clicking it.
  2. My server is plagued by sprite errors from items such as: Cutlus - Dropped by Drake Town Sword - Dropped by Hode Immaterial Sword - Dropped by Turtle General and more! Can anybody help me on how to fix this?
  3. Hi, thanks for the reply. I already fixed this problem up. If anyone needs help with installation, you can ask me. Been through alot just to install it xD
  4. Meron na po bang naka pa gana ng Hashield dito? May error po kasi ako, sa last part na lang talaga: Hindi po ma open ng Hashield ang game executable namen (transcendencero.exe) Any idea po? I diff'ed the client exactly as the guides on their website said
  5. As the title says, I need to disable the dungeon level warping capability of Euphy's Warper. How can I try to do that? Example: Warp to Byalan only takes me to the first floor or Entrance if possible. //===== rAthena Script ======================================= //= Warper //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.4b //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= A complete - but very condensed - warper script. //= Some coordinates written by Tekno-Kanix and ToastOfDoom. //===== Additional Comments: ================================= //= 1.0 Initial script. //= 1.1 Added missing duplicates and fixed coordinates. //= 1.2 Added new episodes and simplified functions. //= 1.3 Added Renewal checks and Instances menu. //= Aligned coordinates with @go. //= 1.4 Added new Guild Dungeons. //= 1.4a Slight edits. //= 1.4b Added Wolfchev's Laboratory warp. //============================================================ - script Warper -1,{ function Go; function Disp; function Pick; function Restrict; // -------------------------------------------------- // Main Menu: // -------------------------------------------------- menu "Last Warp ^777777["+lastwarp$+"]^000000",-, " ~ Towns",Towns, //" ~ Fields",Fields, " ~ Dungeons",Dungeons; //" ~ Guild Castles",Castles, //" ~ Guild Dungeons",Guild_Dungeons, //" ~ Instances",Instances, //" ~ Special Areas",Special if (lastwarp$ == "") message strcharinfo(0),"You haven't warped anywhere yet."; else warp lastwarp$,lastwarpx,lastwarpy; end; // ------------------- Functions ------------------- // * Go("<map>",<x>,<y>); // ~ Warps directly to a map. // // * Disp("<Menu Option>",<first option>,<last option>); // * Pick("<map_prefix>"{,<index offset>}); // ~ Dynamic menu and map selection (auto-numbered). // // * Disp("<Option 1>:<Option 2>:<etc.>"); // * Pick("","<map1>","<map2>","<etc.>"); // ~ Manual menu and map selection (listed). // // * Restrict("<RE | Pre-RE>"{,<menu option numbers>}); // ~ Only allows map for Renewal or Pre-Renewal modes. // If menu option numbers are given, only those maps // will be restricted (i.e. not for "Go"). // // Other notes: // ~ Array @c[] holds all (x,y) coordinates. // ~ Use @c[2] EXCEPT when maps begin dynamically // at 0: use @c[0] and Pick() offset 1. // -------------------------------------------------- function Go { set lastwarp$, getarg(0); set lastwarpx, getarg(1,0); set lastwarpy, getarg(2,0); warp getarg(0),getarg(1,0),getarg(2,0); end; } function Disp { if (getargcount() < 3) set @menu$, getarg(0); else { set @menu$,""; for (set .@i,getarg(1); .@i<=getarg(2); set .@i,.@i+1) set @menu$, @menu$+getarg(0)+" "+.@i+":"; } return; } function Pick { set .@warp_block,@warp_block; set @warp_block,0; set .@select, select(@menu$); if (getarg(0) == "") { set .@i, .@select; set .@map$, getarg(.@i); } else { set .@i, .@select-getarg(1,0); set .@map$, getarg(0)+((.@i<10)?"0":"")+.@i; } if (.@warp_block & (1<<.@select)) { message strcharinfo(0),"This map is not enabled in "+((checkre(0))?"":"Pre-")+"Renewal."; end; } set .@x, @c[.@i*2]; set .@y, @c[.@i*2+1]; deletearray @c[0],getarraysize(@c); Go(.@map$,.@x,.@y); } function Restrict { if ((getarg(0) == "RE" && !checkre(0)) || (getarg(0) == "Pre-RE" && checkre(0))) { if (getarg(1,0)) { set @warp_block,0; for (set .@i,1; .@i<getargcount(); set .@i,.@i+1) set @warp_block, @warp_block | (1<<getarg(.@i)); } else { message strcharinfo(0),"This map is not enabled in "+((checkre(0))?"":"Pre-")+"Renewal."; end; } } return; } // -------------------------------------------------- Towns: // -------------------------------------------------- menu "Prontera",T1, "Alberta",T2, "Aldebaran",T3, "Amatsu",T4, "Ayothaya",T5, "Brasilis",T6, "Comodo",T7, "Dewata",T8, "Eclage",T9, "Einbech",T10, "Einbroch",T11, "El Dicastes",T12, "Geffen",T13, "Gonryun",T14, "Hugel",T15, "Izlude",T16, "Jawaii",T17, "Lighthalzen",T18, "Louyang",T19, "Lutie",T20, "Malangdo",T21, "Malaya",T22, "Manuk",T23, "Midgarts Expedition Camp",T24, "Mora",T25, "Morroc",T26, "Moscovia",T27, "Nameless Island",T28, "Niflheim",T29, "Payon",T30, "Rachel",T31, "Splendide",T32, "Thor Camp",T33, "Umbala",T34, "Veins",T35, "Yuno",T36; T1: Go("prontera",155,183); T2: Go("alberta",28,234); T3: Go("aldebaran",140,131); T4: Go("amatsu",198,84); T5: Go("ayothaya",208,166); T6: Restrict("RE"); Go("brasilis",196,217); T7: Go("comodo",209,143); T8: Restrict("RE"); Go("dewata",200,180); T9: Restrict("RE"); Go("ecl_in01",48,53); T10: Go("einbech",63,35); T11: Go("einbroch",64,200); T12: Restrict("RE"); Go("dicastes01",198,187); T13: Go("geffen",119,59); T14: Go("gonryun",160,120); T15: Go("hugel",96,145); T16: Go("izlude",128,(checkre(3)?146:114)); T17: Go("jawaii",251,132); T18: Go("lighthalzen",158,92); T19: Go("louyang",217,100); T20: Go("xmas",147,134); T21: Restrict("RE"); Go("malangdo",140,114); T22: Restrict("RE"); Go("malaya",231,200); T23: Go("manuk",282,138); T24: Go("mid_camp",210,288); T25: Restrict("RE"); Go("mora",55,146); T26: Go("morocc",156,93); T27: Go("moscovia",223,184); T28: Go("nameless_n",256,215); T29: Go("niflheim",202,174); T30: Go("payon",179,100); T31: Go("rachel",130,110); T32: Go("splendide",201,147); T33: Go("thor_camp",246,68); T34: Go("umbala",97,153); T35: Go("veins",216,123); T36: Go("yuno",157,51); // -------------------------------------------------- Fields: // -------------------------------------------------- menu "Amatsu Fields",F1, "Ayothaya Fields",F2, "Bifrost Fields", F3, "Brasilis Fields",F4, "Comodo Fields",F5, "Dewata Fields",F6, "Eclage Fields",F7, "Einbroch Fields",F8, "El Dicastes Fields",F9, "Geffen Fields",F10, "Gonryun Fields",F11, "Hugel Fields",F12, "Lighthalzen Fields",F13, "Louyang Field",F14, "Lutie Field",F15, "Malaya Fields",F16, "Manuk Fields",F17, "Mjolnir Fields",F18, "Moscovia Fields",F19, "Niflheim Fields",F20, "Payon Forests",F21, "Prontera Fields",F22, "Rachel Fields",F23, "Sograt Deserts",F24, "Splendide Fields",F25, "Umbala Fields",F26, "Veins Fields",F27, "Yuno Fields",F28; F1: setarray @c[2],190,197; Disp("Amatsu Field",1,1); Pick("ama_fild"); F2: setarray @c[2],173,134,212,150; Disp("Ayothaya Field",1,2); Pick("ayo_fild"); F3: Restrict("RE"); setarray @c[2],193,220,220,187; Disp("Bifrost Field",1,2); Pick("bif_fild"); F4: Restrict("RE"); setarray @c[2],74,32; Disp("Brasilis Field",1,1); Pick("bra_fild"); F5: Restrict("Pre-RE",5); setarray @c[2],180,178,231,160,191,172,228,194,224,203,190,223,234,177,194,175,172,172; Disp("Comodo Field",1,9); Pick("cmd_fild"); F6: Restrict("RE"); setarray @c[2],371,212; Disp("Dewata Field",1,1); Pick("dew_fild"); F7: Restrict("RE"); setarray @c[2],97,314; Disp("Eclage Field",1,1); Pick("ecl_fild"); F8: Restrict("Pre-RE",2,10); setarray @c[2],142,225,182,141,187,228,185,173,216,173,195,148,272,220,173,214,207,174,196,200; Disp("Einbroch Field",1,10); Pick("ein_fild"); F9: Restrict("RE"); setarray @c[2],143,132,143,217; Disp("El Dicastes Field",1,2); Pick("dic_fild"); F10: Restrict("Pre-RE",13,15); setarray @c[0],46,199,213,204,195,212,257,192,188,171,166,263,248,158,195,191,186,183,221,117,178,218,136,328,240,181,235,235,211,185; Disp("Geffen Field",0,14); Pick("gef_fild",1); F11: setarray @c[2],220,227; Disp("Gonryun Field",1,1); Pick("gon_fild"); F12: Restrict("Pre-RE",3,7); setarray @c[2],268,101,222,193,232,185,252,189,196,106,216,220,227,197; Disp("Hugel Field",1,7); Pick("hu_fild"); F13: setarray @c[2],240,179,185,235,240,226; Disp("Lighthalzen Field",1,3); Pick("lhz_fild"); F14: setarray @c[2],229,187; Disp("Louyang Field",1,1); Pick("lou_fild"); F15: setarray @c[2],115,145; Disp("Lutie Field",1,1); Pick("xmas_fild"); F16: Restrict("RE"); setarray @c[2],40,272,207,180; Disp("Malaya Field",1,2); Pick("ma_fild"); F17: setarray @c[2],35,236,35,262,84,365; Disp("Manuk Field",1,3); Pick("man_fild"); F18: setarray @c[2],204,120,175,193,208,213,179,180,181,240,195,270,235,202,188,215,205,144,245,223,180,206,196,208; Disp("Mjolnir Field",1,12); Pick("mjolnir_"); F19: setarray @c[2],82,104,131,147; Disp("Moscovia Field",1,2); Pick("mosk_fild"); F20: setarray @c[2],215,229,167,234; Disp("Niflheim Field",1,2); Pick("nif_fild"); F21: Restrict("Pre-RE",5,11); setarray @c[2],158,206,151,219,205,148,186,247,134,204,193,235,200,177,137,189,201,224,160,205,194,150; Disp("Payon Forest",1,11); Pick("pay_fild"); F22: setarray @c[0],208,227,190,206,240,206,190,143,307,252,239,213,185,188,193,194,187,218,210,183,195,149,198,164; Disp("Prontera Field",0,11); Pick("prt_fild",1); F23: Restrict("Pre-RE",2,7,9,10,11,13); setarray @c[2],192,162,235,166,202,206,202,208,225,202,202,214,263,196,217,201,87,121,277,181,221,185,175,200,174,197; Disp("Rachel Field",1,13); Pick("ra_fild"); F24: setarray @c[2],219,205,177,206,194,182,224,170,198,216,156,187,185,263,206,228,208,238,209,223,85,97,207,202,31,195,38,195; Disp("Sograt Desert 1:Sograt Desert 2:Sograt Desert 3:Sograt Desert 7:Sograt Desert 11:Sograt Desert 12:Sograt Desert 13:Sograt Desert 16:Sograt Desert 17:Sograt Desert 18:Sograt Desert 19:Sograt Desert 20:Sograt Desert 21:Sograt Desert 22"); Pick("","moc_fild01","moc_fild02","moc_fild03","moc_fild07","moc_fild11","moc_fild12","moc_fild13","moc_fild16","moc_fild17","moc_fild18","moc_fild19","moc_fild20","moc_fild21","moc_fild22"); F25: setarray @c[2],175,186,236,184,188,204; Disp("Splendide Field",1,3); Pick("spl_fild"); F26: setarray @c[2],217,206,223,221,237,215,202,197; Disp("Umbala Field",1,4); Pick("um_fild"); F27: Restrict("Pre-RE",5); setarray @c[2],186,175,196,370,222,45,51,250,202,324,150,223,149,307; Disp("Veins Field",1,7); Pick("ve_fild"); F28: Restrict("Pre-RE",5,10); setarray @c[2],189,224,192,207,221,157,226,199,223,177,187,232,231,174,196,203,183,214,200,124,195,226,210,304; Disp("Yuno Field",1,12); Pick("yuno_fild"); // -------------------------------------------------- Dungeons: // -------------------------------------------------- menu "Abyss Lakes",D1, "Amatsu Dungeon",D2, "Anthell",D3, "Ayothaya Dungeon",D4, "Beach Dungeon",D5, "Bifrost Tower",D41, "Bio Labs",D6, "Brasilis Dungeon",D7, "Byalan Dungeon",D8, "Clock Tower",D9, "Coal Mines",D10, "Culvert",D11, "Cursed Abbey",D12, "Dewata Dungeon",D13, "Einbroch Dungeon",D14, "Gefenia",D15, "Geffen Dungeon",D16, "Glast Heim",D17, "Gonryun Dungeon",D18, "Hidden Dungeon",D19, "Ice Dungeon",D20, "Juperos",D21, "Kiel Dungeon",D22, "Louyang Dungeon",D23, "Magma Dungeon",D24, "Malangdo Dungeon",D25, "Moscovia Dungeon",D26, "Nidhogg's Dungeon",D27, "Odin Temple",D28, "Orc Dungeon",D29, "Payon Dungeon",D30, "Pyramids",D31, "Rachel Sanctuary",D32, "Scaraba Hole",D33, "Sphinx",D34, "Sunken Ship",D35, "Thanatos Tower",D36, "Thor Volcano",D37, "Toy Factory",D38, "Turtle Dungeon",D39, "Umbala Dungeon",D40; D1: setarray @c[2],261,272,275,270,116,27; Disp("Abyss Lakes",1,3); Pick("abyss_"); D2: setarray @c[2],228,11,34,41,119,14; Disp("Amatsu Dungeon",1,3); Pick("ama_dun"); D3: setarray @c[2],35,262,168,170; Disp("Anthell",1,2); Pick("anthell"); D4: setarray @c[2],275,19,24,26; Disp("Ancient Shrine Maze:Inside Ancient Shrine"); Pick("ayo_dun"); D5: setarray @c[2],266,67,255,244,23,260; Disp("Beach Dungeon",1,3); Pick("","beach_dun","beach_dun2","beach_dun3"); D6: Restrict("RE",4); setarray @c[2],150,288,150,18,140,134,244,52; Disp("Bio Lab",1,4); Pick("lhz_dun"); D7: Restrict("RE"); setarray @c[2],87,47,262,262; Disp("Brasilis Dungeon",1,2); Pick("bra_dun"); D8: Restrict("RE",6); setarray @c[0],168,168,253,252,236,204,32,63,26,27,141,187; Disp("Byalan Dungeon",1,6); Pick("iz_dun",1); D9: setarray @c[2],199,159,148,283,65,147,56,155,297,25,127,169,277,178,268,74; Disp("Clock Tower 1:Clock Tower 2:Clock Tower 3:Clock Tower 4:Basement 1:Basement 2:Basement 3:Basement 4"); Pick("","c_tower1","c_tower2","c_tower3","c_tower4","alde_dun01","alde_dun02","alde_dun03","alde_dun04"); D10: setarray @c[2],52,17,381,343,302,262; Disp("Coal Mines",1,3); Pick("mjo_dun"); D11: setarray @c[2],131,247,19,19,180,169,100,92; Disp("Culvert",1,4); Pick("","prt_sewb1","prt_sewb2","prt_sewb3","prt_sewb4"); D12: setarray @c[2],51,14,150,11,120,10; Disp("Cursed Abbey",1,3); Pick("abbey"); D13: Restrict("RE"); setarray @c[2],285,160,299,29; Disp("Dewata Dungeon",1,2); Pick("dew_dun"); D14: setarray @c[2],22,14,292,290; Disp("Einbroch Dungeon",1,2); Pick("ein_dun"); D15: setarray @c[2],40,103,203,34,266,168,130,272; Disp("Gefenia",1,4); Pick("gefenia",0); D16: setarray @c[0],104,99,115,236,106,132,203,200; Disp("Geffen Dungeon",1,4); Pick("gef_dun",1); D17: setarray @c[2],370,304,199,29,104,25,150,15,157,287,147,15,258,255,108,291,171,283,68,277,156,7,12,7,133,271,224,274,14,70,150,14; Disp("Entrance:Castle 1:Castle 2:Chivalry 1:Chivalry 2:Churchyard:Culvert 1:Culvert 2:Culvert 3:Culvert 4:St. Abbey:Staircase Dungeon:Underground Cave 1:Underground Cave 2:Underground Prison 1:Underground Prison 2"); Pick("","glast_01","gl_cas01","gl_cas02","gl_knt01","gl_knt02","gl_chyard","gl_sew01","gl_sew02","gl_sew03","gl_sew04","gl_church","gl_step","gl_dun01","gl_dun02","gl_prison","gl_prison1"); D18: setarray @c[2],153,53,28,113,68,16; Disp("Gonryun Dungeon",1,3); Pick("gon_dun"); D19: setarray @c[2],176,7,93,20,23,8; Disp("Hidden Dungeon",1,3); Pick("prt_maze"); D20: setarray @c[2],157,14,151,155,149,22,33,158; Disp("Ice Dungeon",1,4); Pick("ice_dun"); D21: setarray @c[2],140,51,53,247,37,63,150,285; Disp("Entrance:Juperos 1:Juperos 2:Core"); Pick("","jupe_cave","juperos_01","juperos_02","jupe_core"); D22: setarray @c[2],28,226,41,198; Disp("Kiel Dungeon",1,2); Pick("kh_dun"); D23: setarray @c[2],218,196,282,20,165,38; Disp("The Royal Tomb:Inside the Royal Tomb:Suei Long Gon"); Pick("lou_dun"); D24: setarray @c[2],126,68,47,30; Disp("Magma Dungeon",1,2); Pick("mag_dun"); D25: Restrict("RE"); setarray @c[2],33,230; Disp("Malangdo Dungeon",1,1); Pick("mal_dun"); D26: setarray @c[2],189,48,165,30,32,135; Disp("Moscovia Dungeon",1,3); Pick("mosk_dun"); D27: setarray @c[2],61,239,60,271; Disp("Nidhogg's Dungeon",1,2); Pick("nyd_dun"); D28: setarray @c[2],298,167,224,149,266,280; Disp("Odin Temple",1,3); Pick("odin_tem"); D29: setarray @c[2],32,170,21,185; Disp("Orc Dungeon",1,2); Pick("orcsdun"); D30: setarray @c[0],21,183,19,33,19,63,155,159,201,204; Disp("Payon Dungeon",1,5); Pick("pay_dun",1); D31: Restrict("RE",7,8); setarray @c[2],192,9,10,192,100,92,181,11,94,96,192,8,94,96,192,8; Disp("Pyramids 1:Pyramids 2:Pyramids 3:Pyramids 4:Basement 1:Basement 2:Basement 1 - Nightmare Mode:Basement 2 - Nightmare Mode"); Pick("","moc_pryd01","moc_pryd02","moc_pryd03","moc_pryd04","moc_pryd05","moc_pryd06","moc_prydn1","moc_prydn2"); D32: setarray @c[2],140,11,32,21,4,149,204,218,150,9; Disp("Rachel Sanctuary",1,5); Pick("ra_san"); D33: Restrict("RE"); setarray @c[2],364,44,101,141; Disp("Scaraba Hole",1,2); Pick("dic_dun"); D34: setarray @c[2],288,9,149,81,210,54,10,222,100,99; Disp("Sphinx",1,5); Pick("","in_sphinx1","in_sphinx2","in_sphinx3","in_sphinx4","in_sphinx5"); D35: setarray @c[2],69,24,102,27; Disp("Sunken Ship",1,2); Pick("treasure"); D36: setarray @c[2],150,39,150,136,220,158,59,143,62,11,89,221,35,166,93,148,29,107,159,138,19,20,130,52; Disp("Thanatos Tower",1,12); Pick("tha_t"); D37: setarray @c[2],21,228,75,205,34,272; Disp("Thor Volcano",1,3); Pick("thor_v"); D38: setarray @c[2],205,15,129,133; Disp("Toy Factory",1,2); Pick("xmas_dun"); D39: setarray @c[2],154,49,148,261,132,189,100,192; Disp("Entrance:Turtle Dungeon 1:Turtle Dungeon 2:Turtle Dungeon 3"); Pick("tur_dun"); D40: Restrict("Pre-RE",1,2); setarray @c[2],42,31,48,30,204,78; Disp("Carpenter's Shop in the Tree:Passage to a Foreign World:Hvergermil's Fountain"); Pick("","um_dun01","um_dun02","yggdrasil01"); D41: Restrict("RE"); setarray @c[2],57,13,64,88,45,14,26,23; Disp("Bifrost Tower",1,4); Pick("ecl_tdun"); // -------------------------------------------------- Castles: // -------------------------------------------------- menu "Aldebaran Castles",C1, "Geffen Castles",C2, "Payon Castles",C3, "Prontera Castles",C4, "Arunafeltz Castles",C5, "Schwaltzvalt Castles",C6; C1: setarray @c[2],48,83,95,249,142,85,239,242,264,90; Disp("Neuschwanstein:Hohenschwangau:Nuenberg:Wuerzburg:Rothenburg"); Pick("","alde_gld","alde_gld","alde_gld","alde_gld","alde_gld"); C2: setarray @c[2],214,75,308,240,143,240,193,278,305,87; Disp("Repherion:Eeyolbriggar:Yesnelph:Bergel:Mersetzdeitz"); Pick("","gef_fild13","gef_fild13","gef_fild13","gef_fild13","gef_fild13"); C3: setarray @c[2],121,233,295,116,317,293,140,160,204,266; Disp("Bright Arbor:Scarlet Palace:Holy Shadow:Sacred Altar:Bamboo Grove Hill"); Pick("","pay_gld","pay_gld","pay_gld","pay_gld","pay_gld"); C4: setarray @c[2],134,65,240,128,153,137,111,240,208,240; Disp("Kriemhild:Swanhild:Fadhgridh:Skoegul:Gondul"); Pick("","prt_gld","prt_gld","prt_gld","prt_gld","prt_gld"); C5: setarray @c[2],158,272,83,47,68,155,299,345,292,107; Disp("Mardol:Cyr:Horn:Gefn:Banadis"); Pick("","aru_gld","aru_gld","aru_gld","aru_gld","aru_gld"); C6: setarray @c[2],293,100,288,252,97,196,137,90,71,315; Disp("Himinn:Andlangr:Viblainn:Hljod:Skidbladnir"); Pick("","sch_gld","sch_gld","sch_gld","sch_gld","sch_gld"); // -------------------------------------------------- Guild_Dungeons: // -------------------------------------------------- menu "Baldur",G1, "Luina",G2, "Valkyrie",G3, "Britoniah",G4, "Arunafeltz",G5, "Schwaltzvalt",G6; G1: Restrict("RE",2,3); setarray @c[2],119,93,119,93,120,130; Disp("Baldur F1:Baldur F2:Hall of Abyss"); Pick("","gld_dun01","gld_dun01_2","gld2_pay"); G2: Restrict("RE",2,3); setarray @c[2],39,161,39,161,147,155; Disp("Luina F1:Luina F2:Hall of Abyss"); Pick("","gld_dun02","gld_dun02_2","gld2_ald"); G3: Restrict("RE",2,3); setarray @c[2],50,44,50,44,140,132; Disp("Valkyrie F1:Valkyrie F2:Hall of Abyss"); Pick("","gld_dun03","gld_dun03_2","gld2_prt"); G4: Restrict("RE",2,3); setarray @c[2],116,45,116,45,152,118; Disp("Britoniah F1:Britoniah F2:Hall of Abyss"); Pick("","gld_dun04","gld_dun04_2","gld2_gef"); G5: Go("arug_dun01",199,195); G6: Go("schg_dun01",200,124); // -------------------------------------------------- Instances: // -------------------------------------------------- menu "Bakonawa Lake",I1, "Bangungot Hospital 2F",I2, "Buwaya Cave",I3, "Endless Tower",I4, "Hazy Forest",I5, "Malangdo Culvert",I6, "Nidhoggur's Nest",I7, "Octopus Cave",I8, "Old Glast Heim",I9, "Orc's Memory",I10, "Sealed Shrine",I11, "Wolfchev's Laboratory",I12; I1: Restrict("RE"); Go("ma_scene01",172,175); I2: Restrict("RE"); Go("ma_dun01",151,8); I3: Restrict("RE"); Go("ma_fild02",316,317); I4: Go("e_tower",72,112); I5: Restrict("RE"); Go("bif_fild01",161,334); I6: Restrict("RE"); Go("mal_in01",164,21); I7: Go("nyd_dun02",95,193); I8: Restrict("RE"); Go("mal_dun01",152,230); I9: Restrict("RE"); Go("glast_01",204,268); I10: Go("gef_fild10",240,198); I11: Go("monk_test",306,143); I12: Restrict("RE"); Go("lhz_dun04",148,269); // -------------------------------------------------- Special: // -------------------------------------------------- menu "Auction Hall",S1, "Battlegrounds",S2, "Casino",S3, "Eden Group Headquarters",S4, "Gonryun Arena",S5, "Izlude Arena",S6, "Monster Race Arena",S7, "Turbo Track",S8; S1: Go("auction_01",22,68); S2: Go("bat_room",154,150); S3: Go("cmd_in02",179,129); S4: Restrict("RE"); Go("moc_para01",31,14); S5: Go("gon_test",48,10); S6: Go("arena_room",100,88); S7: Go("p_track01",62,41); S8: Go("turbo_room",99,114); } // -------------------------------------------------- // Duplicates: // -------------------------------------------------- alb2trea,57,70,6 duplicate(Warper) Warper#tre 811 alberta,28,240,4 duplicate(Warper) Warper#alb 811 aldebaran,145,118,4 duplicate(Warper) Warper#alde 811 amatsu,203,87,4 duplicate(Warper) Warper#ama 811 ayothaya,209,169,6 duplicate(Warper) Warper#ayo 811 comodo,194,158,4 duplicate(Warper) Warper#com 811 einbech,59,38,6 duplicate(Warper) Warper#einbe 811 einbroch,69,202,4 duplicate(Warper) Warper#einbr 811 gef_fild10,71,339,4 duplicate(Warper) Warper#orc 811 geffen,124,72,4 duplicate(Warper) Warper#gef 811 glast_01,372,308,4 duplicate(Warper) Warper#glh 811 gonryun,162,122,4 duplicate(Warper) Warper#gon 811 hugel,101,151,4 duplicate(Warper) Warper#hug 811 izlu2dun,110,92,4 duplicate(Warper) Warper#izd 811 izlude,134,150,4 duplicate(Warper) Warper#izl 811 //Pre-RE: (132,120) jawaii,253,138,4 duplicate(Warper) Warper#jaw 811 lighthalzen,162,102,4 duplicate(Warper) Warper#lhz 811 louyang,208,103,6 duplicate(Warper) Warper#lou 811 manuk,274,146,6 duplicate(Warper) Warper#man 811 mid_camp,216,288,4 duplicate(Warper) Warper#mid 811 mjolnir_02,85,364,4 duplicate(Warper) Warper#mjo 811 moc_ruins,64,164,4 duplicate(Warper) Warper#moc 811 morocc,159,97,4 duplicate(Warper) Warper#mor 811 moscovia,229,191,4 duplicate(Warper) Warper#mos 811 nameless_n,259,213,4 duplicate(Warper) Warper#nam 811 niflheim,205,179,4 duplicate(Warper) Warper#nif 811 pay_arche,42,134,4 duplicate(Warper) Warper#arc 811 payon,182,108,4 duplicate(Warper) Warper#pay 811 prontera,159,190,4 duplicate(Warper) Warper#prt 811 prt_fild05,279,223,6 duplicate(Warper) Warper#cul 811 rachel,135,116,4 duplicate(Warper) Warper#rac 811 splendide,205,153,4 duplicate(Warper) Warper#spl 811 thor_camp,249,76,4 duplicate(Warper) Warper#thor 811 umbala,106,150,3 duplicate(Warper) Warper#umb 811 veins,214,123,4 duplicate(Warper) Warper#ve 811 xmas,150,136,6 duplicate(Warper) Warper#xmas 811 yuno,162,47,4 duplicate(Warper) Warper#yuno 811 // -------------------------------------------------- // Duplicates (Renewal): // -------------------------------------------------- brasilis,201,222,4 duplicate(Warper) Warper#bra 811 dewata,204,186,6 duplicate(Warper) Warper#dew 811 dicastes01,194,194,6 duplicate(Warper) Warper#dic 811 ecl_in01,51,60,4 duplicate(Warper) Warper#ecl 811 malangdo,134,117,6 duplicate(Warper) Warper#mal 811 malaya,231,204,4 duplicate(Warper) Warper#ma 811 mora,57,152,4 duplicate(Warper) Warper#mora 811 Thank you guys. Bump. Please help me with this one. Just a small clue would help, no need to change everything.
  6. I too have trouble making it work. I always end up with the "Please try again later.".
  7. This is actually great. By chance, can it be made into an NPC where the player gets to choose which song will play?
  8. I'm sorry, what I meant is where do I actually put it in my RO source folder.
  9. I'm sorry, but where can I do that again? If I need to add a source mod, this would probably be the first time I'm doing it.
  10. Thanks for always helping me out Emistry. I've followed what you've given and gave it a try, here's the code. - script FloatingRates -1,{ OnInit: OnMinute00: //if (isday()==1) { OnDay: set $@brate,2500; set $@jrate,2500; set $@drate,1500; setbattleflag("base_exp_rate",$@brate); setbattleflag("job_exp_rate",$@jrate); setbattleflag("item_rate_common",$@drate); setbattleflag("item_rate_heal",$@drate); setbattleflag("item_rate_use",$@drate); setbattleflag("item_rate_equip",$@drate); atcommand "@reloadmobdb"; atcommand "@reloaditemdb"; announce "Current rates are: "+($@brate-2475)+"x / "+($@jrate-2475)+"x / "+($@drate-1485)+"x",bc_all,0xFF6060; announce "Cards are not affected.",bc_all,0xFF6060; end; //} //if (isnight()==1) { OnNight: set $@brate,1500; set $@jrate,1500; set $@drate,2500; setbattleflag("base_exp_rate",$@brate); setbattleflag("job_exp_rate",$@jrate); setbattleflag("item_rate_common",$@drate); setbattleflag("item_rate_heal",$@drate); setbattleflag("item_rate_use",$@drate); setbattleflag("item_rate_equip",$@drate); atcommand "@reloadmobdb"; atcommand "@reloaditemdb"; announce "Current rates are: "+($@brate-1485)+"x / "+($@jrate-1485)+"x / "+($@drate-2475)+"x",bc_all,0xFF6060; announce "Cards are not affected.",bc_all,0xFF6060; end; //} } Well, the result was practically just the same. When I change it to day. there's no message that the rates were changed, and when I changed it to night, still the same. Do I have to wait that the server naturally goes into day/night?
  11. Hi, I'm trying to Sync my Day and Night cycles, but this script does not follow my cycle which is 2 hours day, and then 2 hours night. It's suppose to automatically change rates depending if its day or night in-game. - script FloatingRates -1,{ OnInit: OnMinute00: if (isday()==1) { set $@brate,2500; set $@jrate,2500; set $@drate,1500; setbattleflag("base_exp_rate",$@brate); setbattleflag("job_exp_rate",$@jrate); setbattleflag("item_rate_common",$@drate); setbattleflag("item_rate_heal",$@drate); setbattleflag("item_rate_use",$@drate); setbattleflag("item_rate_equip",$@drate); atcommand "@reloadmobdb"; announce "Current rates are: "+($@brate-2475)+"x / "+($@jrate-2475)+"x / "+($@drate-1485)+"x",bc_all,0xFF6060; announce "MVP Cards are not affected.",bc_all,0xFF6060; end; } if (isnight()==1) { set $@brate,1500; set $@jrate,1500; set $@drate,2500; setbattleflag("base_exp_rate",$@brate); setbattleflag("job_exp_rate",$@jrate); setbattleflag("item_rate_common",$@drate); setbattleflag("item_rate_heal",$@drate); setbattleflag("item_rate_use",$@drate); setbattleflag("item_rate_equip",$@drate); atcommand "@reloadmobdb"; announce "Current rates are: "+($@brate-1485)+"x / "+($@jrate-1485)+"x / "+($@drate-2475)+"x",bc_all,0xFF6060; announce "Cards are not affected.",bc_all,0xFF6060; end; } }
  12. I think his problem is that monsters and the emperium is spawning regardless of WoE being on or not.
  13. It's working now, but the waitingroom label is removed when the NPC comes back. Is there any way to preserve the waitingroom label perhaps? Also, I need help with the BGM Changer topic, thanks. Current code: //===== rAthena Script ======================================= //= Healer //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.1 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= Basic healer script. //===== Additional Comments: ================================= //= 1.0 Initial script. //= 1.1 Aligned coordinates with @go. //============================================================ - script Healer -1,{ .@Price = 0; // Zeny required for heal .@Buffs = 1; // Also buff players? (1: yes / 0: no) .@Delay = 10; // Heal delay, in seconds OnInit: waitingroom "Healer",0; if (@HD > gettimetick(2)) end; if (.@Price) { message strcharinfo(0), "Healing costs " + callfunc("F_InsertComma",.@Price) + " Zeny."; if (Zeny < .@Price) end; if (select("^0055FFHeal^000000:^777777Cancel^000000") == 2) end; Zeny -= .@Price; } specialeffect2 EF_HEAL2; percentheal 100,100; if (.@Buffs && BaseLevel < 99) { specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,2400000,10; specialeffect2 EF_BLESSING; sc_start SC_BLESSING,2400000,10; } if (.@Delay) @HD = gettimetick(2) + .@Delay; end; OnAgitStart: disablenpc strnpcinfo(0); end; OnAgitEnd: enablenpc strnpcinfo(0); end; } // Duplicates //============================================================ alberta,25,240,6 duplicate(Healer) Healer#alb 936 aldebaran,135,118,6 duplicate(Healer) Healer#alde 936 amatsu,200,79,4 duplicate(Healer) Healer#ama 936 ayothaya,207,169,6 duplicate(Healer) Healer#ayo 936 comodo,184,158,6 duplicate(Healer) Healer#com 936 einbech,57,36,6 duplicate(Healer) Healer#einbe 936 einbroch,57,202,6 duplicate(Healer) Healer#einbr 936 geffen,115,72,6 duplicate(Healer) Healer#gef 936 gonryun,156,122,6 duplicate(Healer) Healer#gon 936 hugel,89,150,6 duplicate(Healer) Healer#hug 936 izlude,121,150,6 duplicate(Healer) Healer#izl 936 //Pre-RE: (125,118) jawaii,250,139,4 duplicate(Healer) Healer#jaw 936 lighthalzen,152,100,6 duplicate(Healer) Healer#lhz 936 louyang,226,103,4 duplicate(Healer) Healer#lou 936 manuk,272,144,6 duplicate(Healer) Healer#man 936 mid_camp,203,289,6 duplicate(Healer) Healer#mid 936 moc_ruins,72,164,4 duplicate(Healer) Healer#moc 936 morocc,153,97,6 duplicate(Healer) Healer#mor 936 moscovia,220,191,4 duplicate(Healer) Healer#mos 936 niflheim,212,182,5 duplicate(Healer) Healer#nif 936 payon,179,106,4 duplicate(Healer) Healer#pay 936 prontera,155,186,4 duplicate(Healer) Healer#prt 936 rachel,125,116,6 duplicate(Healer) Healer#rac 936 splendide,201,153,4 duplicate(Healer) Healer#spl 936 thor_camp,249,74,4 duplicate(Healer) Healer#thor 936 umbala,105,148,3 duplicate(Healer) Healer#umb 936 veins,217,121,4 duplicate(Healer) Healer#ve 936 xmas,143,136,4 duplicate(Healer) Healer#xmas 936 yuno,164,45,4 duplicate(Healer) Healer#yuno 936 // Duplicates (Renewal) //============================================================ brasilis,194,221,6 duplicate(Healer) Healer#bra 909 dewata,195,187,4 duplicate(Healer) Healer#dew 909 dicastes01,201,194,4 duplicate(Healer) Healer#dic 909 ecl_in01,45,60,4 duplicate(Healer) Healer#ecl 909 malangdo,132,114,6 duplicate(Healer) Healer#mal 909 malaya,227,204,6 duplicate(Healer) Healer#ma 909 mora,55,152,4 duplicate(Healer) Healer#mora 909
  14. Hi would like to disable this healer when WoE is starting, I've tried adding OnAgitStart: disablenpc "Healer"; end; OnAgitEnd: enablenpc "Healer"; end; But its seems to be not working. //===== rAthena Script ======================================= //= Healer //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.1 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= Basic healer script. //===== Additional Comments: ================================= //= 1.0 Initial script. //= 1.1 Aligned coordinates with @go. //============================================================ - script Healer -1,{ .@Price = 0; // Zeny required for heal .@Buffs = 1; // Also buff players? (1: yes / 0: no) .@Delay = 10; // Heal delay, in seconds OnInit: waitingroom "Healer",0; if (@HD > gettimetick(2)) end; if (.@Price) { message strcharinfo(0), "Healing costs " + callfunc("F_InsertComma",.@Price) + " Zeny."; if (Zeny < .@Price) end; if (select("^0055FFHeal^000000:^777777Cancel^000000") == 2) end; Zeny -= .@Price; } specialeffect2 EF_HEAL2; percentheal 100,100; if (.@Buffs && BaseLevel < 99) { specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,2400000,10; specialeffect2 EF_BLESSING; sc_start SC_BLESSING,2400000,10; } if (.@Delay) @HD = gettimetick(2) + .@Delay; end; } // Duplicates //============================================================ alberta,25,240,6 duplicate(Healer) Healer#alb 936 aldebaran,135,118,6 duplicate(Healer) Healer#alde 936 amatsu,200,79,4 duplicate(Healer) Healer#ama 936 ayothaya,207,169,6 duplicate(Healer) Healer#ayo 936 comodo,184,158,6 duplicate(Healer) Healer#com 936 einbech,57,36,6 duplicate(Healer) Healer#einbe 936 einbroch,57,202,6 duplicate(Healer) Healer#einbr 936 geffen,115,72,6 duplicate(Healer) Healer#gef 936 gonryun,156,122,6 duplicate(Healer) Healer#gon 936 hugel,89,150,6 duplicate(Healer) Healer#hug 936 izlude,121,150,6 duplicate(Healer) Healer#izl 936 //Pre-RE: (125,118) jawaii,250,139,4 duplicate(Healer) Healer#jaw 936 lighthalzen,152,100,6 duplicate(Healer) Healer#lhz 936 louyang,226,103,4 duplicate(Healer) Healer#lou 936 manuk,272,144,6 duplicate(Healer) Healer#man 936 mid_camp,203,289,6 duplicate(Healer) Healer#mid 936 moc_ruins,72,164,4 duplicate(Healer) Healer#moc 936 morocc,153,97,6 duplicate(Healer) Healer#mor 936 moscovia,220,191,4 duplicate(Healer) Healer#mos 936 niflheim,212,182,5 duplicate(Healer) Healer#nif 936 payon,179,106,4 duplicate(Healer) Healer#pay 936 prontera,155,186,4 duplicate(Healer) Healer#prt 936 rachel,125,116,6 duplicate(Healer) Healer#rac 936 splendide,201,153,4 duplicate(Healer) Healer#spl 936 thor_camp,249,74,4 duplicate(Healer) Healer#thor 936 umbala,105,148,3 duplicate(Healer) Healer#umb 936 veins,217,121,4 duplicate(Healer) Healer#ve 936 xmas,143,136,4 duplicate(Healer) Healer#xmas 936 yuno,164,45,4 duplicate(Healer) Healer#yuno 936 // Duplicates (Renewal) //============================================================ brasilis,194,221,6 duplicate(Healer) Healer#bra 909 dewata,195,187,4 duplicate(Healer) Healer#dew 909 dicastes01,201,194,4 duplicate(Healer) Healer#dic 909 ecl_in01,45,60,4 duplicate(Healer) Healer#ecl 909 malangdo,132,114,6 duplicate(Healer) Healer#mal 909 malaya,227,204,6 duplicate(Healer) Healer#ma 909 mora,55,152,4 duplicate(Healer) Healer#mora 909
  15. Thanks Emistry. More power to you guys! Just a follow up question, does this change the other player's BGM as well? Or it's just mine? And how do I manage to use the @bgm? I tried to use the @bgm in-game, as I have used Emistry's script, but it always results to the "Please try again later" part.
  16. I think this only works with being resurrected? Eg: YGG Leafs and such
  17. Hi, I'm using this script for giving out WoE supplies, but the NPC would not talk to me at all. When I click on it, nothing happens, what seems to be the problem? I want to test if it will give the supplies or not. /*- script SupplyTrigger -1,{ OnWed1700: OnSun1600: enablenpc "WoE Supply"; end; OnAgitEnd: OnAgitEnd2: disablenpc "WoE Supply"; end; }*/ prontera,164,173,9 script WoE Supply 78,{ function sf { function s; .@a = getarg(2); .@len = getarg(3); return ( sprintf( getarg(0), s(.@a, .@len, getarg(1)), s(.@a++, .@len, getarg(1)), s(.@a++, .@len, getarg(1)), s(.@a++, .@len, getarg(1)), s(.@a++, .@len, getarg(1)), s(.@a++, .@len, getarg(1)), s(.@a++, .@len, getarg(1)), s(.@a++, .@len, getarg(1)), s(.@a++, .@len, getarg(1)), s(.@a++, .@len, getarg(1)) ) +(( .@a+1 < .@len )?":Next":":") +(( .@a-11 > 0 )?":Back":":") +":Cancel" ); function s { if( getarg(0) >= getarg(1) ) return ""; else { .@name$ = getguildname(getelementofarray(getarg(2),getarg(0))); return .@name$=="null"?"":.@name$; } }; }; function nex { return((getarg(0)+10)<getarg(1)?getarg(0)+10:getarg(1)-(getarg(1)%10)); }; function bac { return((getarg(0)-10)>=0?getarg(0)-10:0); }; if(getgmlevel()>=80 ) { mes .Npc_Name$; mes "Hello Mr. GM what would you like to do?"; next; switch( select("Add/Remove Guilds:Clear Guild Data:Player Menu:Cancel") ) { case 1: mes .Npc_Name$; mes "Would you like to add or remove a guild?"; .@a_len = getarraysize($App_Guilds); .@format$ = "%s:%s:%s:%s:%s:%s:%s:%s:%s:%s"; next; if( select("Remove:Add") == 1 ) { while( .@a != 9999 ) { select( sf( .@format$, $App_Guilds, .@a, .@a_len ) ); switch( @menu ) { case 11: .@a = nex( .@a, .@a_len ); break; case 12: .@a = bac( .@a ); break; case 13: end; default: .@select = .@a+@menu-1; mes .Npc_Name$; mes "You've selected ^0000FF["+getguildname($App_Guilds[.@select])+"]^000000 guild. Would you like to remove them from the accepted guilds?"; next; if( select("Yes:No") == 1 ) { deletearray($App_Guilds[.@select],1); mes .Npc_Name$; mes "The guild has been removed!"; } close; } } } else { mes .Npc_Name$; mes "Please input guild name or masters name."; next; input(.@input$); .@len = query_sql( "Select `guild_id` from `guild` where `name` like '%"+escape_sql(.@input$)+"%' or `master` like '%"+escape_sql(.@input$)+"%';",.@guild_id ); while( .@a != 9999 ) { select( sf( .@format$, .@guild_id, .@a, .@len ) ); switch( @menu ) { case 11: .@a = nex( .@a, .@len ); break; case 12: .@a = bac( .@a ); break; case 13: end; default: .@select = .@a+@menu-1; .@a_len = getarraysize($App_Guilds); for(.@b=0;.@b<.@a_len;.@b++) if( $App_Guilds[.@b]==.@guild_id[.@select] ) { mes .Npc_Name$; mes "You've selected ^0000FF["+getguildname(.@guild_id[.@select])+"]^000000 guild. I'm sorry but that guild has already been added to the accepted list."; close; } mes .Npc_Name$; mes "You've selected ^0000FF["+getguildname(.@guild_id[.@select])+"]^000000 guild. Would you like to add them to the accepted guilds?"; next; if( select("Yes:No") == 1 ) { .@a_len = getarraysize($App_Guilds); if( .@a_len>=128 ) { mes .Npc_Name$; mes "I'm sorry but the accepted list is full please make some room and try again..."; } else { mes .Npc_Name$; mes "The guild was successfully added!"; $App_Guilds[.@a_len] = .@guild_id[.@select]; } } close; } } } case 2: mes .Npc_Name$; mes "Are you sure you want to clear the guild data?!"; next; if( select("Yes!:No!")==1 ) { mes .Npc_Name$; mes "This is you last chance. Are you surely sure as sure can be?"; next; if( select("Surly!:No, wait... Where am I?!!")==1 ) deletearray($App_Guilds); } if( @menu==1 ) { mes .Npc_Name$; mes "The deed is done..."; } else { mes .Npc_Name$; mes "Wow that was a close one... Have a nice day!"; } close; case 3: break; case 4: mes .Npc_Name$; mes "Alright, have a nice day!"; close; } } mes .Npc_Name$; mes "I'm here to give you supplies for WoE!"; next; mes .Npc_Name$; .@len = getarraysize($App_Guilds); for( .@i=0; .@i <= .@len; .@i++ ) { if( getcharid(2) == $App_Guilds[.@i] ) set .@Guild_Check, .@Guild_Check+1; } if( .@Guild_Check < 1 ) { mes "Your guild has not yet been approved, please contact the GMs"; close; } if( !getcharid(2) ) { mes "Sorry only members of a guild may use this npc."; close; } if( BaseLevel < 99 || Class > 4022 ) { mes "Sorry this is for Lvl 99 Trans Class only"; close; } if( gettimetick(2) < #delay ) { mes "Sorry, you can only claim this once every WoE"; close; } switch( Class ) { case 28: //Soul Linker getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion break; case 27: //Star Gladiator getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion break; case 26: //Gunslinger getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion break; case 4006: //Clown getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion break; case 4007: //Gyspy getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion break; case 4008: //Paladin getitembound2 13534,4,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion break; case 4009: //High Priest getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion getitembound2 717,100,0,0,0,0,0,0,0,1;//bluegem getitembound2 523,20,0,0,0,0,0,0,0,1;//holy water break; case 4010: //High Wizard mes "Please choose your role"; mes "Support : Ganbantien"; mes "Offensive : SG/MS/LOV (Includes Crystal Fragments)"; next; if( select("Support High Wizard:Offensive High Wizard")==1 ) //Support High Wizard getitembound2 715,50,0,0,0,0,0,0,0,1;//yellowgem getitembound2 717,50,0,0,0,0,0,0,0,1;//bluegem getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion else //Offensive HWIZ Pack getitembound2 7321,100,0,0,0,0,0,0,0,1;//Crystal Fragments getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion break; case 4011: //Whitesmith getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion break; case 4012: //Sniper getitembound2 1065,100,0,0,0,0,0,0,0,1;//traps getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion break; case 4013: //Sinx mes "Please choose your role."; mes "Breaker - 3 Sec Break"; mes "Killer - Do what you want"; next; if( select("Breaker Sinx:Sonic Blow Sinx")==1) getitembound2 678,20,0,0,0,0,0,0,0,1;//poisonbottle getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion getitembound2 12020,20,0,0,0,0,0,0,0,1;//cursedwater else getitembound2 678,20,0,0,0,0,0,0,0,1;//poisonbottle getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion getitembound2 12114,10,0,0,0,0,0,0,0,1;//fireconv getitembound2 12115,10,0,0,0,0,0,0,0,1;//waterconv getitembound2 12116,10,0,0,0,0,0,0,0,1;//earthconv getitembound2 12117,10,0,0,0,0,0,0,0,1;//windconv break; case 4016: //Champion getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,4,0,0,0,0,0,0,0,1;//bluepotion break; case 4017: //Professor getitembound2 1025,100,0,0,0,0,0,0,0,1;//cobweb getitembound2 715,50,0,0,0,0,0,0,0,1;//yellowgem getitembound2 716,50,0,0,0,0,0,0,0,1;//redgem getitembound2 717,50,0,0,0,0,0,0,0,1;//bluegem getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion break; case 4018: //Stalker getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion break; case 4019: //Creator mes "Please choose your role."; mes "Support : Slim Potion Pitcher"; mes "Offensive : Acid Demonstration"; next; if( select("Support Creator:Offensive Creator")==1 ) //Support getitembound2 7139,20,0,0,0,0,0,0,0,1;//glisteningcoat getitembound2 547,150,0,0,0,0,0,0,0,1;//slimwhitepot getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion else //Offensive getitembound2 7136,25,0,0,0,0,0,0,0,1;acid bottle getitembound2 7135,25,0,0,0,0,0,0,0,1;bottle grenade getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion break; case 25: //Ninja mes "Please choose your type."; mes "Flame : Flame Stone"; mes "Ice : Ice Stone"; mes "Wind : Wind Stone"; mes "Shadow : Shadow Orb"; next; switch( select("Flame:Ice:Wind:Shadow") ) { //Flame case 1: getitembound2 7521,50,0,0,0,0,0,0,0,1; getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion break; //Ice case 2: getitembound2 7522,50,0,0,0,0,0,0,0,1; getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion break; //Wind case 3: getitembound2 7523,50,0,0,0,0,0,0,0,1; getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion break; //Shadow case 4: getitembound2 7524,50,0,0,0,0,0,0,0,1; getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion } break; case 4020: //Lord Knight getitembound2 13534,2,0,0,0,0,0,0,0,1;//whitepotion getitembound2 13810,2,0,0,0,0,0,0,0,1;//bluepotion getitembound2 12114,10,0,0,0,0,0,0,0,1;//fireconv getitembound2 12115,10,0,0,0,0,0,0,0,1;//waterconv getitembound2 12116,10,0,0,0,0,0,0,0,1;//earthconv getitembound2 12117,10,0,0,0,0,0,0,0,1;//windconv break; //Add more cases for all classes default: if( !callsub( L_GLSub, .Npc_Name$ ) ) mes "Sorry this is only for the classes which require items for using skills."; close; } set #delay, gettimetick(2)+10800; callsub( L_GLSub, .Npc_Name$ ); mes "There you are, goodluck!"; close; L_GLSub: if( getguildmasterid(getcharid(2)) == getcharid(0) ) { mes getarg(0); mes "Would you like to claim your guild leader package too?"; next; if( select("Yes:No")==1 ) switch( gettime(4) ) { //Treasure Box x 10 - Needs to be discussed case 0: getitembound2 7444,10,0,0,0,0,0,0,0,1; break; //Sunday case 1: getitembound2 7444,10,0,0,0,0,0,0,0,1; break; //Monday case 2: getitembound2 7444,10,0,0,0,0,0,0,0,1; break; //Tuesday case 3: getitembound2 7444,10,0,0,0,0,0,0,0,1; break; //Wednesday case 4: getitembound2 7444,10,0,0,0,0,0,0,0,1; break; //Thursday case 5: getitembound2 7444,10,0,0,0,0,0,0,0,1; break; //Friday case 6: getitembound2 7444,10,0,0,0,0,0,0,0,1; //Saturday } return 1; } return 0; OnInit: set .Npc_Name$, "[^0000FF WoE Supply ^000000]"; disablenpc "WoE Supply"; end; } I'm sorry if I'm asking too many questions on the same day. I'm just a newbie, sorry.
  18. Hi guys, I'm using Euphy's Reset NPC, and I just want to add a function that will allow it to be used freely be players below level 80. //===== rAthena Script ======================================= //= Reset NPC //===== By: ================================================== //= rAthena Dev Team //===== Current Version: ===================================== //= 1.3 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= Resets skills, stats, or both. //===== Additional Comments: ================================= //= 1.0 First Version //= 1.1 Optimized for the greater good. [Kisuka] //= 1.2 Cleaning [Euphy] //= 1.3 All statuses removed upon skill reset. [Euphy] //============================================================ geffen,124,68,4 script Reset Girl 124,{ .@ResetStat = 50000; // Zeny for stat reset .@ResetSkill = 50000; // Zeny for skill reset .@ResetBoth = 90000; // Zeny for resetting both together //please use these to reset the lowbie if possible //.@ResetLowbieStat = 0; //Zeny for stat reset - lowbie //.@ResetLowbieSkill = 0; //Zeny for stat reset - lowbie //if( i don't know how to get the player's level here, i want to give the free reset to anyone below 80) mes "[Reset Girl]"; mes "I am the Reset Girl."; mes "Reset Stats: " + callfunc("F_InsertComma", .@ResetStat) + "z"; mes "Reset Skills: " + callfunc("F_InsertComma", .@ResetSkill) + "z"; mes "Reset Both: " + callfunc("F_InsertComma", .@ResetBoth) + "z"; mes "Please select the service you want:"; next; switch(select("^FF3355Reset Skills:Reset Stats:Reset Both^000000:Cancel")) { case 1: mes "[Reset Girl]"; if (Zeny < .@ResetSkill) { mes "Sorry, you don't have enough Zeny."; close; } Zeny -= .@ResetSkill; sc_end SC_ALL; resetskill; mes "There you go!"; close; case 2: mes "[Reset Girl]"; if (Zeny < .@ResetStat) { mes "Sorry, you don't have enough Zeny."; close; } Zeny -= .@ResetStat; resetstatus; mes "There you go!"; close; case 3: mes "[Reset Girl]"; if (Zeny < .@ResetBoth) { mes "Sorry, you don't have enough Zeny."; close; } Zeny -= .@ResetBoth; sc_end SC_ALL; resetskill; resetstatus; mes "There you go!"; close; case 4: close; } } If you can help me out here, that would really mean a lot. Thanks!
  19. Thanks alot for replying! This will really help, just need to add the section where players can't play songs while someone is playing a song. Thanks so much, if someone can provide that little snippet, that would be great as well. Thanks again. Cheers to you all.
  20. So the idea is that the NPC can cater to one player's request everytime it's not playing anything. So if it's playing a song it's gonna tell other players that they have to wait until the current song ends. I saw this working on a server before, and I haven't really seen it ever since. I was also snooping around if there's any clue here but there's none so I decided to put this up, if there is please direct me to it. Thanks in advance.
  21. Thanks! Clears up alot of questions, please regard this as answered. If needed can just close it up as well. Thank you for the answers.
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