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Elysium

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Everything posted by Elysium

  1. Waiting for the updated version
  2. Yeah but, i'm using the custom cards recolor so i should use the card_yellow resourcename of that anyways, i'll try to configure this one i guess no one help me out THANKS!
  3. Yeah, BUMP! :3 someone knows it?
  4. Hello, rA! today i would like to request a 'Dungeon' Quest which is called 'Sharp Paw Cave' there are 2 types of 'Sharp Paw Cave' dungeon which is 1. Normal (Difficulty 4/10****) and 2. Elite (Difficulty 8/10********) 1. Normal 30 minutes inside the dungeon 2. Elite: 1 hour and 30 minutes inside the dungeon something like this: http://i1115.photobucket.com/albums/k555/pauganz/rvdv.jpg e.g you need to talk the NPC enable to enter the dungeon yeah i forgot, 2 options SOLO mode and PARTY mode. The npc will told you to killed a specific mob in order to complete the dungeon quest. i'll list it here. with dispbottom" Kill 10/10 Poring Kill 15/15 Drops Kill 20/20 PoPoring Lastly the BOSS: Kill 1/1 Angeling "THE BOSS MONSTER" possible to add the specific area of the MOBS? example: i will use pay_dun00 coordinate 144,133 Poring Area coordinate 156,182 Drops area coordinate 162,192 PoPoring Area coordinate 213,238 FINAL (Angeling) the BOSS And for the Elite dungeon, you will make the mobs more stronger not like the normal one. NOTE: you will need a Elite Sharp Paw Cave Scroll in order to ENTER the dungeon. NORMAL AND ELITE dungeon will be x3 will be repeat. so for the Normal x3 you can repeat so on with the Elite x3 repeat DUNGEON COOLDOWN will be every 24 hours. possible to add hours/minutes/seconds left? i don't know which is good #account based or #char based? 2nd Post: Example: in party mode, you have already 5 members and 1 of your member already complete that quest so all of the member in that particular party can't enter. you need kick him/her enable to enter the dungeon quest. And also, if one of your member is complete the normal dungeon he can only join in your party for the elite dungeon ONLY . if above is not clearly, let me know. THANK YOU! PS: if anyone can make this as request stated i'll pay $5 and PM ME. Regards, Elysium
  5. I already added that :3
  6. have you try to put at the cardprefixnametable.txt & cardpostfixnametable.txt? Yes both :3 I
  7. Sounds promising :3 keep it up.
  8. I already figure it out by myself.
  9. It reminds me of Royal Quest Online :3 the Autoshop is something like this but it's an ITEMS there are 3 types of items item_db2.txt or sql. Small Trade Pot (8 Hours) Medium Trade Pot(12 Hours) Large Trade Pot(24 Hours) after the expiration of time all items return VIA email :3 I hope you could add feature like this, it's usefull in order players can able to buy that 3 types of items in the cashop less hassle on vending merchant :3 And also, possible to add this if a player won't type there shop name by DEFAULT: "(charname) and Default shop" e.g (Elysium) Shop Sale also restriction items to sell? e.g bound items or whatsoever etc etc also with quantity of items to see in the shop. THANK YOU this is good addition to my upcoming server :3
  10. Hi Azura, do you have DL on this map? http://i.imgur.com/RP0NQqp.png
  11. Thanks for the link. how can i use this file? any guide? is this vice-versa? TXT to SQL and SQL to TXT?
  12. Hello, Good day :3 i just wanna ask if there is any converter out there that can convert item_db2.txt to item_db2.sql since i have lots of modifications from item_db2.txt and i want to convert them to SQL version if any tools please let me know. Thank you (-:
  13. No, since Hercules got some new script_commands. i tested it on Hercules exlusively only for rAthena.
  14. I know this is the mosrt stable client in 2012, can i ask? is this 100% working now? although i still have that client 2012-04-10 i was stick on that client for how many YEARS. Any DOWNLOAD links available? Thank you!
  15. function ShopStuff { // ==================================================== // // getarg(0): // * 1 - Add // * 2 - Remove // * 3 - Edit // * 4 - Delete Shop // * 5 - Shop Creation // getarg(1): Array Position for Edit & Remove // getarg(2): Item ID // getarg(3): Price // ==================================================== // Just wanna ask about Dynamic Shop, how can i add this items exactly? is it like this: callfunc "7539","10"; Thanks in advance. Nope, the items will be added via Ingame menu, if you talk to the NPC with an GM Account with GM level 60+, but the currency settings can only be edited by GM level 80+. Just talk to the npc with an GM Account and then choose "View Settings", then you will get instructions how to add items. Note: Maybe I will add another currency to the settings like using a custom variable, like PvP Arena Points > PvPPoints. That way it would be more dynamically than it is currently. Regards, Chris Oh, i see i'm bit confuse why you didn't combine both getlvlgm Lv 99 since Lv 60 GM is useless all access must be GM 99. but i prefer to add items, via SQL script version much better. good script! :3 Well, in my opinion SQL isn't required for an script like that. If you don't want different GM Levels, go to the bottom of the file to "OnInit:" and set "set .gm,60;" to "set .gm,99;" and "set .gm_pr,80;" also to "set .gm_pr,99;" My focus lies currently in this: <Projects Advertise Start> Test In Progress: Quest System. In summary it would be something like AnneRuru's Mission Board (I think it was her script, can't remember right now xX). Testing it is kinda on pause right now, though. Work in Progress: Dungeon Party System This is not tested, or rather not finished yet. I would say 98% it is, but still need some coordinates for the NPC duplicates which are required for the script to work. </Projects Advertise End> Best regards, Chris Gonna wait for your released :3
  16. Geez, As usual very nice map. Thank you!
  17. function ShopStuff { // ==================================================== // // getarg(0): // * 1 - Add // * 2 - Remove // * 3 - Edit // * 4 - Delete Shop // * 5 - Shop Creation // getarg(1): Array Position for Edit & Remove // getarg(2): Item ID // getarg(3): Price // ==================================================== // Just wanna ask about Dynamic Shop, how can i add this items exactly? is it like this: callfunc "7539","10"; Thanks in advance. Nope, the items will be added via Ingame menu, if you talk to the NPC with an GM Account with GM level 60+, but the currency settings can only be edited by GM level 80+. Just talk to the npc with an GM Account and then choose "View Settings", then you will get instructions how to add items. Note: Maybe I will add another currency to the settings like using a custom variable, like PvP Arena Points > PvPPoints. That way it would be more dynamically than it is currently. Regards, Chris Oh, i see i'm bit confuse why you didn't combine both getlvlgm Lv 99 since Lv 60 GM is useless all access must be GM 99. but i prefer to add items, via SQL script version much better. good script! :3
  18. function ShopStuff { // ==================================================== // // getarg(0): // * 1 - Add // * 2 - Remove // * 3 - Edit // * 4 - Delete Shop // * 5 - Shop Creation // getarg(1): Array Position for Edit & Remove // getarg(2): Item ID // getarg(3): Price // ==================================================== // Just wanna ask about Dynamic Shop, how can i add this items exactly? is it like this: callfunc "7539","10"; Thanks in advance.
  19. Ugh! i guess no one help me in Kindly closed this.
  20. Hi, i was wondering if this could be possible to add i don't know exactly, is it possible to add an arrays for Normal Drops and Rare Drops. .@NormalDrops, item1,item2,item3; .@NormalDropsquantity, item 1, item2, item 3, and.@RareDrops, item1,item2,item3; .@RareDropsquantity, item1,item2,item3 etc etc................. And you can set in the settings e.g Normal Drops 80% for Rare Drops 5-10% and also it would be nice it this could be add success rate of Normal Drops and Rare Drops. Credits: Mumble - script Variant Mineral#0::mining S_EMPEL_1,{ /*----------------------------------------------------- Script -----------------------------------------------------*/ // Check equipment for (.@i = 0; .@i < getarraysize(.equip); .@i++) { if (!isequipped(.equip[.@i])) { message strcharinfo(0), "You need to have '"+ getitemname(.equip[.@i]) +"' equipped to mine!"; .@unequipped++; } } // Show count of equipment not worn if (.@unequipped) { message strcharinfo(0), .@unequipped +" of "+ getarraysize(.equip) +" equipment has not been worn."; end; } // Check tools for (.@i = 0; .@i < getarraysize(.tool); .@i += 2) { if (countitem(.tool[.@i]) < .tool[.@i + 1]) { message strcharinfo(0), "You need to bring "+ .tool[.@i + 1] +" "+ getitemname(.tool[.@i]) +" to mine!"; .@gearless++; } } // Show count of tools not in inventory if (.@gearless) { .@grammar$ = (getarraysize(.tool) > 1 ? "tools were" : "tool was"); message strcharinfo(0), .@gearless +" of "+ getarraysize(.tool) +" "+ .@grammar$ +" not brought."; end; } // Progress message strcharinfo(0), "Mining in progress..."; progressbar "green", .progress; // Delete tools for (.@i = 0; .@i < getarraysize(.tool); .@i += 2) { delitem .tool[.@i], .tool[.@i + 1]; } // Audio/visual effects soundeffect .sound$, 0; specialeffect .effect; // Drop random debris getmapxy(.@m$, .@x, .@y, 0); .@scatter = rand(1, .limit); for (.@i = 0; .@i < .@scatter; .@i++) { .@random = rand(2) * (!rand(1) ? -1 : 1); makeitem .debris, 1, .@m$, .@x + .@random, .@y + .@random; } // Randomize target mineral to mine do { .@target = rand(getarraysize(.mineral)); } while (.@target % 2); // Max range of success .@range = .success[.@target + 1]; // Check if failed if (rand(1, .@range) != .success[.@target]) { message strcharinfo(0), "Nothing valuable was excavated..."; } else { // Get mineral(s) getitem .mineral[.@target], .mineral[.@target + 1]; message strcharinfo(0), "You have successfully mined "+ .mineral[.@target + 1] +" "+ getitemname(.mineral[.@target]) +"!"; } // Hide mineral if (!rand(.hide_chance)) { hideonnpc strnpcinfo(3); } end; /*----------------------------------------------------- Timer -----------------------------------------------------*/ OnMinute00: // Respawn minerals if (gettime(3) % .respawn_rate) { for (.@i = 1; .@i <= .var_amount; .@i++) { if (!rand(.respawn_chance)) { hideoffnpc strnpcinfo(1) +"#"+ .@i; } } } end; /*----------------------------------------------------- Configuration -----------------------------------------------------*/ OnInit: // Minerals (constant/ID, amount) setarray .mineral[0], Phracon, 5, Emveretarcon, 3, Oridecon, 1, Elunium, 1; // Success rate: (x / y)% chance setarray .success[0], 4, 10, // 4/10 (40%) 3, 10, // 3/10 (30%) 1, 25, // 1/25 (4%) 1, 50; // 1/50 (2%) // Equipment (constant/ID) setarray .equip[0], Safety_Helmet, Flu_Mask; // Tools (constant/ID, amount) setarray .tool[0], Old_Pick, 1, Headlamp, 1; // Mining time (in seconds) .progress = 5; // Audio/visual effects .sound$ = "chepet_attack.wav"; .effect = EF_HIT5; // Debris .debris = Stone; // Stone .limit = 5; // Scatter limit // Hiding and Respawning .var_amount = 44; // Amount of Variant Minerals .hide_chance = 4; // Chance in x to hide (default: 4 [25%]) .respawn_chance = 2; // Chance in x to respawn (default: 2 [50%]) .respawn_rate = 1; // Every x hours (max: 12) end; } /*----------------------------------------------------- Duplicates -----------------------------------------------------*/ pay_dun00,54,147,0 duplicate(mining) Variant Mineral#1 S_EMPEL_1 pay_dun00,55,147,0 duplicate(mining) Variant Mineral#2 S_EMPEL_1 pay_dun00,53,146,0 duplicate(mining) Variant Mineral#3 S_EMPEL_2 pay_dun00,53,145,0 duplicate(mining) Variant Mineral#4 S_EMPEL_1 pay_dun00,69,148,0 duplicate(mining) Variant Mineral#5 S_EMPEL_2 pay_dun00,70,147,0 duplicate(mining) Variant Mineral#6 S_EMPEL_1 pay_dun00,70,146,0 duplicate(mining) Variant Mineral#7 S_EMPEL_1 pay_dun00,84,140,0 duplicate(mining) Variant Mineral#8 S_EMPEL_1 pay_dun00,85,140,0 duplicate(mining) Variant Mineral#9 S_EMPEL_2 pay_dun00,86,139,0 duplicate(mining) Variant Mineral#10 S_EMPEL_1 pay_dun00,83,126,0 duplicate(mining) Variant Mineral#11 S_EMPEL_1 pay_dun00,60,125,0 duplicate(mining) Variant Mineral#12 S_EMPEL_2 pay_dun00,46,124,0 duplicate(mining) Variant Mineral#13 S_EMPEL_1 pay_dun00,45,123,0 duplicate(mining) Variant Mineral#14 S_EMPEL_2 pay_dun00,53,117,0 duplicate(mining) Variant Mineral#15 S_EMPEL_1 pay_dun00,53,118,0 duplicate(mining) Variant Mineral#16 S_EMPEL_2 pay_dun00,44,109,0 duplicate(mining) Variant Mineral#17 S_EMPEL_2 pay_dun00,50,69,0 duplicate(mining) Variant Mineral#18 S_EMPEL_1 pay_dun00,51,70,0 duplicate(mining) Variant Mineral#19 S_EMPEL_2 pay_dun00,35,54,0 duplicate(mining) Variant Mineral#20 S_EMPEL_1 pay_dun00,75,84,0 duplicate(mining) Variant Mineral#21 S_EMPEL_1 pay_dun00,75,85,0 duplicate(mining) Variant Mineral#22 S_EMPEL_1 pay_dun00,76,86,0 duplicate(mining) Variant Mineral#23 S_EMPEL_2 pay_dun00,123,100,0 duplicate(mining) Variant Mineral#24 S_EMPEL_2 pay_dun00,123,101,0 duplicate(mining) Variant Mineral#25 S_EMPEL_2 pay_dun00,124,102,0 duplicate(mining) Variant Mineral#26 S_EMPEL_2 pay_dun00,131,157,0 duplicate(mining) Variant Mineral#27 S_EMPEL_1 pay_dun00,132,158,0 duplicate(mining) Variant Mineral#28 S_EMPEL_2 pay_dun00,139,164,0 duplicate(mining) Variant Mineral#29 S_EMPEL_2 pay_dun00,139,165,0 duplicate(mining) Variant Mineral#30 S_EMPEL_1 pay_dun00,140,166,0 duplicate(mining) Variant Mineral#31 S_EMPEL_1 pay_dun00,141,166,0 duplicate(mining) Variant Mineral#32 S_EMPEL_2 pay_dun00,147,171,0 duplicate(mining) Variant Mineral#33 S_EMPEL_1 pay_dun00,147,172,0 duplicate(mining) Variant Mineral#34 S_EMPEL_2 pay_dun00,147,173,0 duplicate(mining) Variant Mineral#35 S_EMPEL_1 pay_dun00,148,174,0 duplicate(mining) Variant Mineral#36 S_EMPEL_2 pay_dun00,149,174,0 duplicate(mining) Variant Mineral#37 S_EMPEL_1 pay_dun00,154,174,0 duplicate(mining) Variant Mineral#38 S_EMPEL_1 pay_dun00,155,174,0 duplicate(mining) Variant Mineral#39 S_EMPEL_2 pay_dun00,156,173,0 duplicate(mining) Variant Mineral#40 S_EMPEL_1 pay_dun00,156,172,0 duplicate(mining) Variant Mineral#41 S_EMPEL_2 pay_dun00,156,171,0 duplicate(mining) Variant Mineral#42 S_EMPEL_2 pay_dun00,156,170,0 duplicate(mining) Variant Mineral#43 S_EMPEL_1 pay_dun00,156,169,0 duplicate(mining) Variant Mineral#44 S_EMPEL_2
  21. Oh i see, i didn't know that, THANK you again @KuroFly
  22. I guess, i finally found out the error. query_sql ("SELECT DISTINCT `last_map` FROM `ragnarok`.`char` WHERE `online` = '1'",.@maps$); to: query_sql ("SELECT `last_map` FROM `char` WHERE `online` = '1'",.@maps$); Anyways, thank you for the respond.
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