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sader1992

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Everything posted by sader1992

  1. please don't random mention again the variable you want is in char_reg_num not in global_reg_value (unless you have a 4yo rathena) query_logsql( "select `char_id`, `name` , `value` from `char_reg_num` where `value` > '0' And `key` = 'brokeemp' order by `value` DESC", .@char_id, .@name$, .@count);
  2. #include "mapreg.h" to #include "mapreg.hpp"
  3. at the start if(Class == 4218) end;
  4. try @reloadnpc the npc already loaded , you can't load it twice @reloadnpc or @unloadnpcfile than @loadnpc also , did you edit the npc file ? the npc is depend on the duplicate if you didn't edit it why not adding it to your conf file and @reload script , so it would be always loaded ?
  5. sader1992

    Storage Items

    nope , it uses the itemdb sql table to get the basic item information like id/name/loc/job etc than if the owner want the item description afterword he can upload the iteminfo.lua , which give the website the description and hook it up with the item id
  6. sader1992

    Storage Items

    i don't know about node.js but you can ignore the filename.extinction and check for whatever the text file with the correct encoding(maybe a use option for that) you would have codes that support anything i am not that good in web development(i even could not make it work with the current code in FluxCP) , however the idea of the code is clear
  7. what the 1 for ? please try like this sc_start SC_SPIRIT,INFINITE_TICK,5;
  8. what the skill do ? give a buff? so looking in the src , i found that this skill give SC_SPIRIT use SC_SPIRIT with your sc_start instead of SL_PRIEST ofc i am not sure about if it's only give this effect or more however this how it's done, you need to fine the SC that the skill gives , than use sc_start to give it to the player
  9. oh i see SL_PRIEST is a skill and sc_start is for stats not skills you need to use one of the skill commands to add a skill --------------------------------------- *skill <skill id>,<level>{,<flag>}; *skill "<skill name>",<level>{,<flag>}; *addtoskill <skill id>,<level>{,<flag>}; *addtoskill "<skill name>",<level>{,<flag>}; These commands will give the invoking character a specified skill. This is also used for item scripts. Level is obvious. Skill id is the ID number of the skill in question as per 'db/(pre-)re/skill_db.txt'. It is not known for certain whether this can be used to give a character a monster's skill, but you're welcome to try with the numbers given in 'db/(pre-)re/mob_skill_db.txt'. Flag is 0 if the skill is given permanently (will get written with the character data) or 1 if it is temporary (will be lost eventually, this is meant for card item scripts usage.). The flag parameter is optional, and defaults to 1 in 'skill' and to 2 in 'addtoskill'. Flag 2 means that the level parameter is to be interpreted as a stackable additional bonus to the skill level. If the character did not have that skill previously, they will now at 0+the level given. Flag 3 is the same as flag 1 in that it saves to the database. However, these skills are ignored when any action is taken that adjusts the skill tree (reset/job change). Flag constants: 0 - SKILL_PERM 1 - SKILL_TEMP 2 - SKILL_TEMPLEVEL 3 - SKILL_PERM_GRANT // This will permanently give the character Stone Throw (TF_THROWSTONE,152), at // level 1. skill 152,1,0; --------------------------------------- try { skill "SL_PRIEST",5; },{},{}
  10. change 60000 to -1 https://github.com/rathena/rathena/pull/2717#issuecomment-352661512
  11. remove the @warp usage from the player group id confing and create a script like this - script player_warp_command -1,{ OnUse: .@command$ = strtolower(.@atcmd_parameters$[0]); if(.@command$ == "") end; if(inarry(.map_black_list$,.@command$) != -1){ if(.@atcmd_numparameters == 3){ warp(.@command$,atoi(.@atcmd_parameters$[1]),atoi(.@atcmd_parameters$[2])); }else{ warp(.@command$,0,0); } } end; OnInit: bindatcmd "warp",strnpcinfo(3)+"::OnUse",0,99; setarray .map_black_list$,"gm_room","que_moon";//black listed maps. end; } if it get over the gm's @warp command , i would suggest to change the name to for example @w
  12. for client side , you need to edit it manually or create a program to do that for you for the server side , you can do it with some src edit , or you edit your item db txt manually or you use sql and create a sql script that does this for you , or you create a program to do that for you
  13. sader1992

    Storage Items

    from the item db table in sql that mean if the user did not use the sql db >> https://github.com/rathena/rathena/blob/a3fc44ef8aecf55789165b18dd64aa36ad8ecbac/conf/inter_athena.conf#L155 and did not import it to sql flux wont see the items also this might interest you too https://github.com/rathena/FluxCP/blob/master/modules/item/iteminfo.php which convert the iteminfo.lua to a file that flux can read to get the description of the items
  14. - script respawnMvp -1,{ OnInit: setarray .mob_id[0],1857,1002,1031,1113,1613,1836; .monster = .mob_id[rand(getarraysize(.mob_id))]; monster "prontera",154,172,"--en--", .monster, 1, "respawnMvp::OnKill"; announce "MVP "+getmonsterinfo(.monster, 0)+" has spawned!",0; end; OnKill: announce getmonsterinfo(.monster, 0)+ " was killed by "+strcharinfo(0)+".",0; .monster = .mob_id[rand(getarraysize(.mob_id))]; monster "prontera",154,172,"--en--", .monster, 1, "respawnMvp::OnKill"; announce "MVP "+getmonsterinfo(.monster, 0)+" has spawned!",0; end; }
  15. you can edit the item script , check for the battle conf of exp and on use get new item and display a message
  16. i would suggest to ask in nemo repo, you might get your fix there
  17. just before you delete the zeny set Zeny, Zeny-.s_zeny; add if(!countitem(7716)){ mes "you need 1 " + getitemname(7716) + " to complete the enchantment."; end; } delitem 7716,1;
  18. it look for me in the video your script all about chances , so i am not sure what you are asking about its as simple as if(rand(1,100) < 76){ //75% chance (the result is between and includes 1 and 75) }else{ //25% chance (the result is else) }
  19. it's not recommended . but you can use this command *classchange(<view id>{,"<NPC name>","<flag>"}); read the command info to know why it's not recommended also you will need to do a lot of extra code to keep your npc the way you want the player to see (read the command information) --------------------------------------- *classchange(<view id>{,"<NPC name>","<flag>"}); This command is very ancient, its origins are clouded in mystery. It will send a 'display id change' packet to everyone in the immediate area of the NPC object, which will supposedly make the NPC look like a different sprite, an NPC sprite ID, or a monster ID. This effect is not stored anywhere and will not persist (Which is odd, cause it would be relatively easy to make it do so) and most importantly, will not work at all since this command was broken with the introduction of advanced classes. The code is written with the assumption that the lowest sprite IDs are the job sprites and the anything beyond them is monster and NPC sprites, but since the advanced classes rolled in, they got the ID numbers on the other end of the number pool where monster sprites float. As a result it is currently impossible to call this command with a valid view id. It will do nothing whatsoever if the view ID is below 4047. Getting it to run will actually just crash the client. It could be a real gem if it can be gotten to actually do what it's supposed to do, but this will only happen in a later SVN revision. Empty <NPC name> means attached NPC. Target for <flag>: - bc_area : Sprite is sent to players in the vicinity of the source (default value). - bc_self : Sprite is sent only to player attached. ---------------------------------------
  20. i see you used the same photo in the post just to make sure you are using the last rAthena without switching to pre-re so your server is renewal and you get this problem , right ?
  21. you don't need to define the variable before you use it, any new variable you use by default is int 0 string "" so you can right away if(#var < 11){ //your code #var++; }
  22. you need to get the inventory list and check for the item that the player selected , than get all it information delete the item than give the player new item using getitem2 or getitem3 if you use random options system getinventorylist {<char_id>}; getitem2 and getitem3
  23. what you need is a global variable "$var" this variable is for the server and will be saved in sql i suggest you read more about rAthena's variables here https://github.com/rathena/rathena/blob/4ba54838fe78d86fd5e03ebe5ffcd650e092cac9/doc/script_commands.txt#L428
  24. i tested on clean rathena just now and everything fine i would suggest you check the client files you have try with renewal files
  25. if(.s_all_loc[.@s_all_selected] == EQI_HAND_L && getiteminfo(getequipid(.s_all_loc[.@s_all_selected]),2) != 4){ mes "you can't enchant weapon from your left hand"; end; }
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