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sader1992

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sader1992 last won the day on March 27

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About sader1992

  • Birthday 11/16/1991

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    Syria
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    Nothing RO
  • Github: sader1992
  • Discord: sader1992#3562
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    rAthena , C# , C++ , PHP , MMO , Anime , Microsoft , Science , Cooking , Math

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  1. the problem with this idea is even if you disabled zeny trading there still items , people can then use items to sell or move zeny between accounts.
  2. I smell a bot, however i will answer the question for future reference for others. bindatcmd apply a command to all the server , triggering the script command by one player and expecting to give the command to that player only , will not work. as for the event ondrop , it's the one that should been in the monster script command not an event to another event that redirect to the drop event.
  3. your server doesn't match your client , if you are the server owner try to go in the database and remove anything the character wearing , or make a new account and forget that account if it's a GM account what happening is your iteminfo lua file have some errors , and you have missing sprites too in your grf/data folder. make sure when you edit the iteminfo you don't break it because of the encoding! if all the files exist make sure they have the correct names make sure the files are legit , you can use act editor make sure the files are working.
  4. are you using 1 option only ? are you using the latest version of the script ?
  5. click here if you still have a problem applying the random options system from renewal to pre-renewal please open a new post and if you had a problem with the script , please reply on the script post instead of opening a new post
  6. are you using "0" as a value in the maximum value ? because that is what the messages you are having says, it's different from the other problem i fixed before.
  7. i don't understand what you mean , if the reported bug above , i fixed it in the new version.
  8. Your post has nothing to do with scripting , the first 2 requests are database related, and the last one is src related , am moving your post the src requests, you can easily search in the db files to achieve the first 2 points
  9. --------------------------------------- @loadnpc <path> Loads an NPC script by path. Example: @loadnpc npc/custom/jobmaster.txt --------------------------------------- @unloadnpc <npc name> Unloads an NPC. Example: @unloadnpc Job Master --------------------------------------- @unloadnpcfile <path> Unloads all NPCs in a file. Example: @unloadnpcfile npc/custom/jobmaster.txt --------------------------------------- @reloadnpcfile <path> Unloads and loads an NPC. Same as @unloadnpcfile and @loadnpc but ran as one command. Example: @reloadnpcfile npc/custom/jobmaster.txt ---------------------------------------
  10. View File getStartOfDayTick function getStartOfDayTick(<Day of the week>) This function returns what the timetick would be on the provided next day of the week Accept: SUNDAY, MONDAY, TUESDAY, WEDNESDAY, THURSDAY, FRIDAY, SATURDAY DO NOT PM ME FOR ERRORS Use the forum post to report for any bugs and errors HERE(Click Me) I recommend to copy/paste the function to the end of the file 'rathena/npc/other/Global_Functions.txt' This will make the function usable without 'callfunc' command if you used the function inside an item or didn't put it to load first you will need to use 'callfunc("getStartOfDayTick", <Day of the week>)' instead of 'getStartOfDayTick(<Day of the week>)' https://sader1992.com/ Submitter sader1992 Submitted 08/15/24 Category Utilities Video Content Author sader1992  
  11. Version 1.0.0

    59 downloads

    getStartOfDayTick(<Day of the week>) This function returns what the timetick would be on the provided next day of the week Accept: SUNDAY, MONDAY, TUESDAY, WEDNESDAY, THURSDAY, FRIDAY, SATURDAY DO NOT PM ME FOR ERRORS Use the forum post to report for any bugs and errors HERE(Click Me) I recommend to copy/paste the function to the end of the file 'rathena/npc/other/Global_Functions.txt' This will make the function usable without 'callfunc' command if you used the function inside an item or didn't put it to load first you will need to use 'callfunc("getStartOfDayTick", <Day of the week>)' instead of 'getStartOfDayTick(<Day of the week>)' https://sader1992.com/
    Free
  12. Version 1.1 Fixing an issue where sometimes the script break because of 'rand' function. Nothing have changed in the script just the rnd function if anyone want to update the script without replacing it , just replace the 'rnd' function at around line 210 with this function rnd { if(getarg(0) == getarg(1)) return getarg(0); if(.HardBalance){ .@r = rand(getarg(0),getarg(1)); if(getarg(0) == .@r) return getarg(0); return rand(getarg(0),.@r); } return rand(getarg(0),getarg(1)); } this should fix the problem where sometimes the script break because of the 'rand' function
  13. please do not necropost an already answered post and is not related to the problem you are having.... here is your own post...
  14. no not in the config but you can edit the script body directly above mes "Selected Item [" + getequipname(.@eq) + "]"; you can add something like this switch(getequipid(.@eq)){ case xxxx: break; } and edit those variables .@zeny = int of the zeny cost .@cashpoint = int of the cashpoints cost .@costumpoint = int of the point cost .@item = array of the item id costs .@amount = array of the items amounts cost for example: i want Academy Completion Hat [1] to only cost 500 zeny and Amistr Cap [0] to cost 7 red potions and 3 blue potion and 2000 zeny it would be like this switch(getequipid(.@eq)){ case 5407: //Academy Completion Hat [1] .@zeny = 500;// make zeny cost to 500 .@cashpoint = 0;// make cashpoint cost to 0 .@costumpoint = 0;//make point cost to 0 deletearray(.@item);//clear the item carray cost deletearray(.@amount);//clear the item amount cost break; case 5766: //Amistr Cap [0] .@zeny = 2000;// make zeny cost to 2000 .@cashpoint = 0;// make cashpoint cost to 0 .@costumpoint = 0;//make point cost to 0 deletearray(.@item);//clear the item carray cost deletearray(.@amount);//clear the item amount cost setarray .@item,501,505;// add red poiton and blue potion setarray .@amount,7,3;// add the amount of red potion and blue potion break; } with that those two items will ignore any all the config cost and apply whats written here
  15. what are item A and B in the script ? I see there is multiple items checked, not only 2 OnInit should be at the end of the script, or else each time the player will lick on the npc OnInit would run, you can just remove the OnInit event and use .@var instead , it's better to stay away from events because you are duplicating the npc there is no .temp_array defined in the script , I assume you wanted .itemid you should use 1 chance variable if you want the player to have 10% chance to get one of the items in the array just use if(rand(100) <= 10){//get item whatever } keep in mind that countitem() == 1 means the player must have only 1 , no more no less , if you want don't care how many the player have , just remove the "== 1" the "else" has no use snice the script will end if the "if" was true I suggest you use a UNIQUE NPC NAME as a main if you click on the NPC and nothing happens you would get an error code in the Console , read it and you would know why nothing happens when you click it. I am not sure how you want the npc but here is an optimize to the script - script ::TALL_GRASS_MAIN -1,{ setarray .@itemid[0], 40062,40063,40064,40065,40066; .@Chance = 10; mes "=== Select Tools ==="; switch(select("- Stone Blade:- Bone Blade:- Cancel")) { clear; case 1: if (rentalcountitem(40024) == 1){ if(countitem(40044) == 1){ getitem 40006, 1; getitem 40008, 1; end; } if(countitem(40067) == 1){ if(rand(100) <= .@Chance){ getitem .@itemid[rand(getarraysize(.@itemid))], 1; } getitem 40006, 1; end; } } mes "Stone Blade is needed."; close; case 2: if (rentalcountitem(40058) == 1 && countitem(40044) == 1 ){ getitem 40006, 1; getitem 40008, 1; end; } mes "Bone Blade is needed."; close; case 3: mes "Gathering Cancel"; close; } end; } // Duplicates //============================================================ neko_isle,75,122,6 duplicate(TALL_GRASS_MAIN) Tall Grass#new11 666 new_1-3,111,73,6 duplicate(TALL_GRASS_MAIN) Tall Grass#new12 666 new_1-3,115,71,6 duplicate(TALL_GRASS_MAIN) Tall Grass#new13 666 new_1-3,119,71,6 duplicate(TALL_GRASS_MAIN) Tall Grass#new14 666 new_1-3,123,71,6 duplicate(TALL_GRASS_MAIN) Tall Grass#new15 666 new_1-3,127,71,6 duplicate(TALL_GRASS_MAIN) Tall Grass#new16 666 new_1-3,131,72,6 duplicate(TALL_GRASS_MAIN) Tall Grass#new17 666 if that's not what you want , you might want to follow up with more details so people can help you with the script.
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