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chryxt

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Everything posted by chryxt

  1. Thank you rain, ill waiting for it
  2. Hello guys, i need some help to make script npc like this 1. Choose Quest Name 2. Description 3. Edit enable/disable Required Mob with kill count 4. Required Items 5. Limitations (repeatable/not, max level, char job) 6. Rewards (items,exp,zeny,points) Example: Quest Name :Costume Goblin Leader Mask Description :Customize your Goblin Leader Mask! Required Mob Kill Count : None Required Items :1 Goblin Leader Mask 5 Goblin Leader Egg 3 Goblin Leader Card 2 iRO Token Limitations : Can Do Only Once Base Lv: 80-99 Rewards :1 Costume Goblin Leader Mask ======================================================================== Quest Name : Archer Wolf Killing Spree! Description : Please tend to my cows! Desert Wolves have been eating them! Kill them all! Required Mob Kill Count : 100 Desert Wolf Required Items : None Limitations : Archer Rewards :1 Bag of nuts =========================================================================== Quest Name : Contact Lens - Crimson Description : Be unique! Accessorize with a Crimson contact lens!<3 Required Mob Kill Count : 100 Beholder Master 100 Soldier Skeleton 100 Isis 100 Anacondaq 100 Verit Required Items : 1 Fang of Hatii 100 Sticky Mucus 100 Empty Bottle 2 Scarlet Dyestuffs Limitations : Can Only Do Once Base Level 99-150 Rewards : 1 Cash Point 1 Contacts Crimson inspiration from intenseRO Thanks before
  3. ahhh, i just understand what you mean I tried to follow your info from and change my item_db.txt into this *skill "<skill name>",<level>{,<flag>}; 3354,Cardinal_Ring,Cardinal Ring,5,20,,100,,0,,0,0x00000100,2,2,136,,0,0,0,{ skill "HP_ASSUMPTIO",10,1; skill "PR_IMPOSITIO",10,1; skill "PR_GLORIA",10,1; skill "PR_MAGNIFICAT",10,1; skill "AL_HEAL",13,1; skill "AL_INCAGI",13,1; skill "AL_BLESSING",13,1; skill 156,-getskilllv(156),2; bonus bStr,-16; bonus bAgi,-7; bonus bVit,2; bonus bInt,22; bonus bDex,16; bonus bLuk,2; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } But its still the same My heal still didnt increase, max lv 10 the others work fine like in this pict below The 1nd skill like heal, inc agi, bless didnt change http://postimg.org/image/tgaiionud/ The 2nd skill like gloria, assump, etc is changed http://postimg.org/image/vp4l1dw27/ but, i think its only changing the level not the effect since i tried using assump and still same duration (100sec) how to change effect? and i did try to change re/skill_tree.txt like this 4009,28,13,0,0,0,0,0,0,0,0,0,0 //AL_HEAL#Heal# and its work like in this pict http://postimg.org/image/cvcw3r7ah/ but the skill cant be used what i need to do? what&where i need to change so the skill will change following item_bonus (Heal from lv 10 to lv 13) and worked? Thanks before
  4. Sorry, but can you tell me 1. what is codebox? example please? 2. skill "SN_WINDWALK",13; ( in the item_db? ) 3. For more info, where i can found that script? Thanks for your help
  5. Hello rA guys, i need your help So i tried this script from ✰-euphys-scripts-✰ (Class Specialization) there's 2 script, for npc side and for db (ItemInfo) NPC side //===== eAthena Script ======================================= //= Class Specialization //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.2 //===== Description: ========================================= //= A class expansion system allowing characters to //= "specialize" in a particular aspect of their job. //============================================================ valkyrie,53,53,4 script Class Specialization 440,{ function Option; // --------------------- Config --------------------- // Max: Maximum base level, maximum job level, // and maximum job level for Super Novices. // SReq: Items required to specialize. // Format is "ID1,Count1,ID2,Count2,..." // If no requirements, use a single 0. // DReq: Zeny, in MILLIONS, to despecialize. // If no requirement, use 0. setarray .Max[0],99,70,99; setarray .SReq[0],0; set .DReq,20; set .n$,"[Class Specialization]"; // -------------------------------------------------- mes .n$; if (BaseLevel < .Max[0]) { mes "You must be level " + .Max[0] + " to use this feature."; close; } if (Class != 23 && (Class < 4008 || Class > 4022)) { mes "This feature is not available for your class."; close; } if ((JobLevel < .Max[1]) || (Class == 23 && JobLevel < .Max[2])) { mes "You must master your class before using this feature."; close; } mes "So you've mastered your class~"; sleep2 500; mes "The process of ^0055ffspecialization^000000 can greatly enhance your attributes."; mes " "; sleep2 750; mes "^ff0000You may only choose once, so think carefully before deciding.^000000"; sleep2 750; next; if(select("I want to specialize.:I'll think about it.")==2) goto Closing; mes .n$; for (set .@i,3350; .@i<=3377; set .@i,.@i+1) if (countitem(.@i)>0) { sleep2 1000; goto Despecialize; } sleep2 500; if (getarraysize(.SReq)) { mes "The process is not simple."; sleep2 1000; mes "I require the following items:"; sleep2 750; set .@i,0; while (.@i < getarraysize(.SReq)) { mes " ~ ^FF0000"+getitemname(.SReq[.@i])+"^000000 [^0055ff"+countitem(.SReq[.@i])+"^000000/"+.SReq[.@i+1]+"]"; sleep2 100; set .@i, .@i+2; } next; if(select("I've got them all.:I'll come back later.")==2) close; set .@i,0; while (.@i < getarraysize(.SReq)) { if (countitem(.SReq[.@i]) < .SReq[.@i+1]) { mes .n$; sleep2 500; mes "You're missing some items."; sleep2 500; mes "I'll need all the materials"; mes "for this to work."; close; } set .@i, .@i+2; } mes .n$; } switch(Class){ case 23: Option("Ultra Novice","Heightened magical powers",3372,"Hyper Novice","Insurmountable in strength",3373); case 4008: Option("Slayer","Agile sword-bearer",3350,"Lancer","Spear expert",3351); case 4009: Option("Cardinal","Divine healer",3354,"Battle Priest","Powerful acolyte-warrior",3355); case 4010: Option("Evoker","Bolt-oriented magician",3364,"Sorcerer","Area-oriented spellcaster",3365); case 4011: Option("Goldsmith","Master forger",3376,"Battlesmith","Impulsive axeman",3377); case 4012: Option("Scout","Swift archer",3368,"Ranger","Dagger-wielder",3369); case 4013: Option("Virus","Strength in poison",3362,"Reaver","High-defense killer",3363); case 4015: Option("Guardian","Unstoppable tank",3352,"Templar","Holy mercenary",3353); case 4016: Option("Brawler","Lethal combos",3356,"Zealot","Fanatic striker",3357); case 4017: Option("Geomancer","Single-spell sorcerer",3366,"Enchanter","Melee assaulter",3367); case 4018: Option("Raider","Cunning marksman",3374,"Backstabber","Delusive assassin",3375); case 4019: Option("Apothecary","Potion-brewer",3370,"Terrorist","Malicious bomber",3371); case 4020: Option("Minstrel","Gifted bard",3358,"Jester","Musical killer",3359); case 4021: Option("Performer","Gifted dancer",3360,"Siren","Musical killer",3361); default: mes "Something went wrong. Try again."; close; } function Option { mes "^0055ff > "+getarg(0); sleep2 200; mes "^777777 > "+getarg(1)+"."; mes " "; sleep2 200; mes "^0055ff > "+getarg(3); sleep2 200; mes "^777777 > "+getarg(4)+".^000000"; set @menu$,"^0055ff"+getarg(0)+":"+getarg(3)+":^777777Cancel^000000"; sleep2 1000; next; switch(select(@menu$)) { case 1: set @sring,getarg(2); set @sclass$,getarg(0); goto SConfirm; case 2: set @sring,getarg(5); set @sclass$,getarg(3); goto SConfirm; case 3: goto Closing; } } SConfirm: mes .n$; mes "Are you sure you want to specialize as the ^0055ff" + @sclass$ + "^000000 class?"; mes " "; sleep2 500; mes "^ff0000Your base level will be reset. This cannot be undone.^000000"; next; if(select("I need more time to think.:Yes!")==1) goto Closing; progressbar "",2; specialeffect2 248; if (getarraysize(.SReq)) { set .@i,0; while (.@i < getarraysize(.SReq)) { delitem .SReq[.@i], .SReq[.@i+1]; set .@i, .@i+2; } } mes .n$; mes "...finished!"; sleep2 500; mes "Here's your ^0055ff" + getitemname(@sring) + "^000000."; sleep2 200; getitem @sring,1; set BaseLevel,1; ResetStatus; set StatusPoint,100; sleep2 200; nude; equip @sring; close; Despecialize: mes "You've already specialized!"; sleep2 1000; if (.DReq) { mes " "; mes "^777777There is a way to switch, if you really want to... but it's costly.^000000"; sleep2 1000; next; if(select("Okay, never mind.:I still want to switch!")==1) close; mes .n$; sleep2 1000; mes "...okay."; sleep2 800; mes "To undo the specialization process, I'll need ^ff0000" + .DReq + " million Zeny^000000 to"; mes "obtain all the materials I need."; mes " "; sleep2 1000; mes "Are you sure?"; sleep2 1000; next; if(select("What? No way!:Yes.")==1) goto Closing; mes .n$; if (Zeny < (.DReq*1000000)) { sleep2 500; mes "You don't have enough Zeny."; sleep2 500; mes "It's an expensive procedure, so please reconsider."; close; } } else { mes "Your ring will be deleted if you despecialize."; sleep2 1000; next; if(select("Oh, never mind then.:Let me despecialize!")==1) close; mes .n$; sleep2 1000; mes "Do you really want to despecialize?"; sleep2 500; next; if(select("No, I've changed my mind.:Yes.")==1) close; mes .n$; } progressbar "", 2; specialeffect2 338; set Zeny, Zeny - (.DReq*1000000); for (set .@i,3350; .@i<=3377; set .@i,.@i+1) if (countitem(.@i)>0) delitem .@i,1; mes "...finished!"; sleep2 1000; mes "^777777(I hope you don't regret this...)^000000"; sleep2 1000; close; Closing: mes .n$; mes "Come back when you've"; mes "made your decision."; close; } function script SpecEffect { function dd { while(.@j<=getarg(2)){ set .@j, .@j+1; specialeffect2 getarg(0); sleep2(getarg(1)); } return; } if(@effectdelay < gettimetick(2)) { set @effectdelay, gettimetick(2)+5; dd(54,10,2); dd(55,10,2); dd(668,10,2); dd(58,10,2); dd(377,10,2); dd(500,20,2); } } =================================================================================== DB Side (DB+ItemInfo) ===== item_db2.txt: ===== 3350,Slayer_Ring,Slayer Ring,5,20,,100,,0,,0,0x00000080,2,2,136,,0,0,0,{ skill "SM_BASH",18; skill "SM_MAGNUM",18; skill "SM_SWORD",23; skill "SM_TWOHAND",23; skill "LK_PARRYING",13; skill "LK_AURABLADE",7; skill "LK_CONCENTRATION",6; skill 397,-getskilllv(397),2; skill 399,-getskilllv(399),2; for (set .@i,55; .@i <= 59; set .@i,.@i+1) skill .@i,-getskilllv(.@i),2; bonus bStr,25; bonus bAgi,18; bonus bVit,-2; bonus bInt,-8; bonus bDex,-1; bonus bLuk,3; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3351,Lancer_Ring,Lancer Ring,5,20,,100,,0,,0,0x00000080,2,2,136,,0,0,0,{ skill "SM_ENDURE",20; skill "KN_SPEARMASTERY",30; skill "LK_CONCENTRATION",6; skill "KN_SPEARBOOMERANG",7; skill "LK_SPIRALPIERCE",8; skill "KN_PIERCE",15; bonus bStr,25; bonus bAgi,-2; bonus bVit,18; bonus bInt,2; bonus bDex,9; bonus bLuk,-7; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3352,Guardian_Ring,Guardian Ring,5,20,,100,,0,,0,0x00004000,2,2,136,,0,0,0,{ skill "SM_ENDURE",20; skill "CR_AUTOGUARD",15; skill "AL_HEAL",12; skill "PA_GOSPEL",13; skill "CR_REFLECTSHIELD",14; skill "CR_PROVIDENCE",8; bonus bStr,18; bonus bVit,31; bonus bInt,7; bonus bDex,2; bonus bLuk,3; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3353,Templar_Ring,Templar Ring,5,20,,100,,0,,0,0x00004000,2,2,136,,0,0,0,{ skill "CR_HOLYCROSS",15; skill "CR_GRANDCROSS",13; skill "PA_SHIELDCHAIN",15; skill "KN_SPEARMASTERY",10; skill "PA_SACRIFICE",7; skill "CR_SHIELDCHARGE",10; skill "SM_BASH",15; if(getskilllv(28)>1) {skill 28,-2,2;} else {skill 28,-getskilllv(28),2;} if(getskilllv(249)>5) {skill 249,-6,2;} else {skill 249,-getskilllv(249),2;} skill 1002,-getskilllv(1002),2; if(getskilllv(257)>3) {skill 257,-4,2;} else {skill 257,-getskilllv(257),2;} bonus bStr,16; bonus bAgi,8; bonus bVit,11; bonus bInt,18; bonus bDex,13; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3354,Cardinal_Ring,Cardinal Ring,5,20,,100,,0,,0,0x00000100,2,2,136,,0,0,0,{ skill "HP_ASSUMPTIO",10; skill "PR_IMPOSITIO",10; skill "PR_GLORIA",10; skill "PR_MAGNIFICAT",10; skill "AL_HEAL",13; skill "AL_INCAGI",13; skill "AL_BLESSING",13; skill 156,-getskilllv(156),2; bonus bStr,-16; bonus bAgi,-7; bonus bVit,2; bonus bInt,22; bonus bDex,16; bonus bLuk,2; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3355,Battle_Priest_Ring,Battle Priest Ring,5,20,,100,,0,,0,0x00000100,2,2,136,,0,0,0,{ skill "PR_MACEMASTERY",20; skill "PR_IMPOSITIO",7; skill "PR_GLORIA",7; skill "SM_BASH",10; skill "MG_SOULSTRIKE",5; skill "BS_ADRENALINE",2; skill "MG_ENERGYCOAT",1; skill "CR_TRUST",5; skill "CR_HOLYCROSS",10; skill "SL_KAIZEL",1; bonus bStr,37; bonus bAgi,27; bonus bVit,7; bonus bInt,-25; bonus bDex,9; bonus bLuk, 4; },{ callfunc "SpecEffect"; },{ sc_end SC_ADRENALINE; sc_end SC_ENERGYCOAT; sc_end SC_KAIZEL; percentheal -99,-99; } 3356,Brawler_Ring,Brawler Ring,5,20,,100,,0,,0,0x00008000,2,2,136,,0,0,0,{ skill "MO_CHAINCOMBO",8; skill "CH_CHAINCRUSH",13; skill "MO_COMBOFINISH",8; skill "MO_DODGE",15; skill "MO_IRONHAND",20; skill "CH_TIGERFIST",8; skill 271,-getskilllv(271),2; bonus bStr,23; bonus bAgi,25; bonus bVit,7; bonus bLuk,3; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3357,Zealot_Ring,Zealot Ring,5,20,,100,,0,,0,0x00008000,2,2,136,,0,0,0,{ skill "AL_HEAL",11; skill "MO_FINGEROFFENSIVE",7; skill "MO_INVESTIGATE",10; skill 271,-getskilllv(271),2; bonus bStr,19; bonus bAgi,-20; bonus bDex,12; bonus bLuk,-25; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3358,Minstrel_Ring,Minstrel Ring,5,20,,100,,0,,0,0x00080000,2,1,136,,0,0,0,{ skill "BA_DISSONANCE",15; skill "BA_WHISTLE",15; skill "BA_ASSASSINCROSS",12; skill "BA_POEMBRAGI",12; skill "BA_APPLEIDUN",15; skill "BD_DRUMBATTLEFIELD",10; skill "BD_RINGNIBELUNGEN",10; skill "BD_RICHMANKIM",10; skill 489,-getskilllv(489),2; bonus bSpeedAddRate,10; bonus bStr,-10; bonus bVit,10; bonus bInt,13; bonus bDex,-7; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3359,Jester_Ring,Jester Ring,5,20,,100,,0,,0,0x00080000,2,1,136,,0,0,0,{ skill "BA_MUSICALLESSON",20; skill "BA_MUSICALSTRIKE",10; skill "CG_ARROWVULCAN",13; skill "BA_FROSTJOKER",6; skill 317,-getskilllv(317),2; skill 395,-getskilllv(395),2; skill 488,-getskilllv(488),2; for (set .@i,305; .@i <= 313; set .@i,.@i+1) skill .@i,-getskilllv(.@i),2; for (set .@i,319; .@i <= 322; set .@i,.@i+1) skill .@i,-getskilllv(.@i),2; bonus bStr,-1; bonus bAgi,12; bonus bVit,14; bonus bInt,-7; bonus bDex,35; bonus bLuk,4; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3360,Performer_Ring,Performer Ring,5,20,,100,,0,,0,0x00080000,2,0,136,,0,0,0,{ skill "DC_UGLYDANCE",20; skill "DC_HUMMING",15; skill "DC_DONTFORGETME",12; skill "DC_SERVICEFORYOU",12; skill "DC_FORTUNEKISS",25; skill "DC_SCREAM",7; skill "BD_DRUMBATTLEFIELD",10; skill "BD_RINGNIBELUNGEN",10; skill "BD_RICHMANKIM",10; skill 489,-getskilllv(489),2; bonus bStr,-10; bonus bVit,10; bonus bInt,13; bonus bDex,-7; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3361,Siren_Ring,Siren Ring,5,20,,100,,0,,0,0x00080000,2,0,136,,0,0,0,{ skill "DC_THROWARROW",10; skill "DC_DANCINGLESSON",20; skill "CG_ARROWVULCAN",13; for (set .@i,305; .@i <= 313; set .@i,.@i+1) skill .@i,-getskilllv(.@i),2; for (set .@i,327; .@i <= 330; set .@i,.@i+1) skill .@i,-getskilllv(.@i),2; skill 325,-getskilllv(325),2; skill 395,-getskilllv(395),2; skill 488,-getskilllv(488),2; bonus bMaxHPrate,10; bonus bStr,-2; bonus bAgi,14; bonus bVit,15; bonus bInt,-6; bonus bDex,37; bonus bLuk,2; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3362,Virus_Ring,Virus Ring,5,20,,100,,0,,0,0x00001000,2,2,136,,0,0,0,{ skill "AS_ENCHANTPOISON",20; skill "AS_VENOMDUST",20; skill "AS_POISONREACT",20; skill "AS_SPLASHER",14; bonus bAgi,12; bonus bInt,-9; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3363,Reaver_Ring,Reaver Ring,5,20,,100,,0,,0,0x00001000,2,2,136,,0,0,0,{ skill "TF_MISS",15; skill "SM_ENDURE",3; skill "LK_TENSIONRELAX",1; bonus bStr,-6; bonus bAgi,7; bonus bVit,12; bonus bInt,9; bonus bDex,-4; bonus bUseSPrate,-100; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3364,Evoker_Ring,Evoker Ring,5,20,,100,,0,,0,0x00000200,2,2,136,,0,0,0,{ skill "WZ_JUPITEL",12; skill "HW_MAGICPOWER",20; skill "MG_FIREBOLT",13; skill "MG_COLDBOLT",13; skill "MG_LIGHTNINGBOLT",13; skill 83,-getskilllv(83),2; skill 85,-getskilllv(85),2; skill 89,-getskilllv(89),2; skill 21,-getskilllv(21),2; skill 91,-getskilllv(91),2; bonus bStr,-3; bonus bAgi,9; bonus bVit,-9; bonus bInt,11; bonus bDex,9; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3365,Sorcerer_Ring,Sorcerer Ring,5,20,,100,,0,,0,0x00000200,2,2,136,,0,0,0,{ skill "WZ_SIGHTRASHER",20; skill "WZ_METEOR",13; skill "WZ_ICEWALL",20; skill "WZ_FROSTNOVA",12; skill "WZ_VERMILION",13; skill "WZ_HEAVENDRIVE",10; skill "WZ_QUAGMIRE",10; skill "HW_GRAVITATION",10; skill "MG_THUNDERSTORM",15; if(getskilllv(14)>1) {skill 14,-2,2;} else {skill 14,-getskilllv(14),2;} if(getskilllv(19)>1) {skill 19,-2,2;} else {skill 19,-getskilllv(19),2;} if(getskilllv(20)>1) {skill 20,-2,2;} else {skill 20,-getskilllv(20),2;} if(getskilllv(84)>1) {skill 84,-2,2;} else {skill 84,-getskilllv(84),2;} },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3366,Geomancer_Ring,Geomancer Ring,5,20,,100,,0,,0,0x00010000,2,2,136,,0,0,0,{ skill "MG_FIREBOLT",12; skill "MG_COLDBOLT",12; skill "MG_LIGHTNINGBOLT",12; skill "WZ_HEAVENDRIVE",8; skill 279,-getskilllv(279),2; skill 274,-getskilllv(274),2; bonus bStr,-16; bonus bAgi,-7; bonus bVit,-7; bonus bInt,13; bonus bDex,12; },{ sc_end SC_AUTOSPELL; callfunc "SpecEffect"; },{ percentheal -99,-99; } 3367,Enchanter_Ring,Enchanter Ring,5,20,,100,,0,,0,0x00010000,2,2,136,,0,0,0,{ skill "PF_HPCONVERSION",10; skill "SA_ADVANCEDBOOK",15; skill "WZ_QUAGMIRE",2; skill "TK_SEVENWIND",7; skill 482,-getskilllv(482),2; if(getskilllv(14)>4) {skill 14,-5,2;} else {skill 14,-getskilllv(14),2;} if(getskilllv(19)>4) {skill 19,-5,2;} else {skill 19,-getskilllv(19),2;} if(getskilllv(20)>4) {skill 20,-5,2;} else {skill 20,-getskilllv(20),2;} if(getskilllv(21)>4) {skill 21,-5,2;} else {skill 21,-getskilllv(21),2;} bonus bStr,26; bonus bAgi,17; bonus bInt,-26; bonus bDex,-9; },{ sc_end SC_DOUBLECAST; callfunc "SpecEffect"; },{ percentheal -99,-99; } 3368,Scout_Ring,Scout Ring,5,20,,100,,0,,0,0x00000800,2,2,136,,0,0,0,{ skill "SN_WINDWALK",13; skill "SN_SIGHT",12; skill "HT_STEELCROW",15; skill "HT_DETECTING",5; for (set .@i,115; .@i <= 123; set .@i,.@i+1) skill .@i,-getskilllv(.@i),2; skill 125,-getskilllv(125),2; bonus bAgi,6; bonus bVit,3; bonus bInt,15; bonus bDex,28; bonus bLuk,8; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3369,Ranger_Ring,Ranger Ring,5,20,,100,,0,,0,0x00000800,2,2,136,,0,0,0,{ skill 46,-getskilllv(46),2; skill 382,-getskilllv(382),2; skill "TF_DOUBLE",15; skill "CR_DEFENDER",1; skill "LK_CONCENTRATION",1; skill "ST_REJECTSWORD",1; skill "KN_ONEHAND",1; bonus bStr,20; bonus bAgi,19; bonus bInt,1; bonus bDex,16; bonus bLuk,15; },{ callfunc "SpecEffect"; },{ sc_end SC_REJECTSWORD; sc_end SC_CONCENTRATION; sc_end SC_DEFENDER; percentheal -99,-99; } 3370,Apothecary_Ring,Apothecary Ring,5,20,,100,,0,,0,0x00040000,2,2,136,,0,0,0,{ skill "CR_SLIMPITCHER",12; skill "AM_LEARNINGPOTION",15; skill "CR_FULLPROTECTION",10; skill 490,-getskilllv(490),2; bonus bStr,-10; bonus bDex,11; bonus bLuk,15; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3371,Terrorist_Ring,Terrorist Ring,5,20,,100,,0,,0,0x00040000,2,2,136,,0,0,0,{ skill "AM_LEARNINGPOTION",15; skill "AM_SPHEREMINE",15; skill "AM_DEMONSTRATION",10; skill "AM_ACIDTERROR",7; bonus bStr,6; bonus bVit,-6; bonus bInt,18; bonus bDex,17; bonus bLuk,17; },{ callfunc "SpecEffect"; },{ unitskilluseid getcharid(3),173,10; } 3372,Ultra_Novice_Ring,Ultra Novice Ring,5,20,,100,,0,,0,0x00000001,1,2,136,,0,0,0,{ if (Class !=23) end; skill "MG_FIREBOLT",13; skill "MG_COLDBOLT",13; skill "MG_LIGHTNINGBOLT",13; skill "PF_SOULBURN",5; skill "PF_MINDBREAKER",5; bonus bMaxHP,10000; bonus bMaxSP,3000; bonus bStr,-10; bonus bAgi,-5; bonus bVit,20; bonus bInt,45; bonus bDex,15; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3373,Hyper_Novice_Ring,Hyper Novice Ring,5,20,,100,,0,,0,0x00000001,1,2,136,,0,0,0,{ if (Class !=23) end; skill "LK_BERSERK",1; bonus bMaxHP,30000; bonus bMaxSP,500; bonus bStr,20; bonus bAgi,30; bonus bVit,10; bonus bInt,-50; bonus bDex,10; bonus bLuk,15; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3374,Raider_Ring,Raider Ring,5,20,,100,,0,,0,0x00020000,7,2,136,,0,0,0,{ skill "TF_MISS",20; skill "AC_VULTURE",12; skill "AC_DOUBLE",12; skill "SM_SWORD",20; skill "RG_RAID",10; bonus bMaxHPrate,10; bonus bMaxSPrate,10; bonus bStr,-4; bonus bAgi,29; bonus bVit,13; bonus bInt,-15; bonus bDex,28; bonus bLuk,6; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3375,Backstabber_Ring,Backstabber Ring,5,20,,100,,0,,0,0x00020000,7,2,136,,0,0,0,{ skill "RG_BACKSTAP",20; skill "ST_CHASEWALK",6; skill "SM_SWORD",20; bonus bStr,34; bonus bAgi,-4; bonus bVit,4; bonus bInt,-16; bonus bDex,7; bonus bLuk,6; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } 3376,Goldsmith_Ring,Goldsmith Ring,5,20,,100,,0,,0,0x00000400,7,2,136,,0,0,0,{ skill 113,-getskilllv(113),2; skill 486,-getskilllv(486),2; skill "BS_ORIDEOCON",10; skill "BS_ENCHANTEDSTONE",20; skill "MC_VENDING",13; for (set .@i,98; .@i <= 104; set .@i,.@i+1) skill .@i,5; bonus bStr,-11; bonus bDex,10; bonus bLuk,11; },{ sc_end SC_OVERTHRUST; sc_end SC_MAXOVERTHRUST; callfunc "SpecEffect"; },{ percentheal -99,-99; } 3377,Battlesmith_Ring,Battlesmith Ring,5,20,,100,,0,,0,0x00000400,7,2,136,,0,0,0,{ skill "BS_SKINTEMPER",10; skill "BS_OVERTHRUST",10; skill "WS_MELTDOWN",15; skill "WS_CARTTERMINATION",13; skill "BS_WEAPONRESEARCH",20; bonus bMaxHPrate,20; for (set .@i,98; .@i <= 104; set .@i,.@i+1) skill .@i,-getskilllv(.@i),2; bonus bStr,10; bonus bAgi,10; bonus bVit,9; bonus bInt,9; bonus bDex,15; bonus bLuk,11; },{ callfunc "SpecEffect"; },{ percentheal -99,-99; } ===== item_trade.txt: ===== 3350,123,100 3351,123,100 3352,123,100 3353,123,100 3354,123,100 3355,123,100 3356,123,100 3357,123,100 3358,123,100 3359,123,100 3360,123,100 3361,123,100 3362,123,100 3363,123,100 3364,123,100 3365,123,100 3366,123,100 3367,123,100 3368,123,100 3369,123,100 3370,123,100 3371,123,100 3372,123,100 3373,123,100 3374,123,100 3375,123,100 3376,123,100 3377,123,100 ===== idnum2itemdisplaynametable.txt: ===== 3350#Slayer_Ring# 3351#Lancer_Ring# 3352#Guardian_Ring# 3353#Templar_Ring# 3354#Cardinal_Ring# 3355#Battle_Priest_Ring# 3356#Brawler_Ring# 3357#Zealot_Ring# 3358#Minstrel_Ring# 3359#Jester_Ring# 3360#Performer_Ring# 3361#Siren_Ring# 3362#Virus_Ring# 3363#Reaver_Ring# 3364#Evoker_Ring# 3365#Sorcerer_Ring# 3366#Geomancer_Ring# 3367#Enchanter_Ring# 3368#Scout_Ring# 3369#Ranger_Ring# 3370#Apothecary_Ring# 3371#Terrorist_Ring# 3372#Ultra_Novice_Ring# 3373#Hyper_Novice_Ring# 3374#Raider_Ring# 3375#Backstabber_Ring# 3376#Goldsmith_Ring# 3377#Battlesmith_Ring# ===== idnum2itemresnametable.txt: ===== 3350#대주교의반지# 3351#대주교의반지# 3352#대주교의반지# 3353#대주교의반지# 3354#대주교의반지# 3355#대주교의반지# 3356#대주교의반지# 3357#대주교의반지# 3358#대주교의반지# 3359#대주교의반지# 3360#대주교의반지# 3361#대주교의반지# 3362#대주교의반지# 3363#대주교의반지# 3364#대주교의반지# 3365#대주교의반지# 3366#대주교의반지# 3367#대주교의반지# 3368#대주교의반지# 3369#대주교의반지# 3370#대주교의반지# 3371#대주교의반지# 3372#대주교의반지# 3373#대주교의반지# 3374#대주교의반지# 3375#대주교의반지# 3376#대주교의반지# 3377#대주교의반지# ===== idnum2itemdesctable.txt: ===== 3350# ^6698FF< Lord Knight >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Slayer^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3351# ^6698FF< Lord Knight >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Lancer^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3352# ^6698FF< Paladin >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Guardian^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3353# ^6698FF< Paladin >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Templar^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3354# ^6698FF< High Priest >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Cardinal^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3355# ^6698FF< High Priest >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Battle Priest^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3356# ^6698FF< Champion >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Brawler^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3357# ^6698FF< Champion >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Zealot^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3358# ^6698FF< Clown >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Minstrel^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3359# ^6698FF< Clown >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Jester^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3360# ^6698FF< Gypsy >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Performer^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3361# ^6698FF< Gypsy >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Siren^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3362# ^6698FF< Assassin Cross >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Virus^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3363# ^6698FF< Assassin Cross >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Reaver^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3364# ^6698FF< High Wizard >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into an ^880000Evoker^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3365# ^6698FF< High Wizard >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Sorcerer^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3366# ^6698FF< Professor >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Geomancer^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3367# ^6698FF< Professor >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into an ^880000Enchanter^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3368# ^6698FF< Sniper >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Scout^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3369# ^6698FF< Sniper >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Ranger^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3370# ^6698FF< Creator >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into an ^880000Apothecary^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3371# ^6698FF< Creator >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Terrorist^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3372# ^6698FF< Super Novice >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into an ^880000Ultra Novice^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3373# ^6698FF< Super Novice >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Hyper Novice^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3374# ^6698FF< Stalker >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Raider^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3375# ^6698FF< Stalker >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Backstabber^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3376# ^6698FF< Whitesmith >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Goldsmith^000000. ^ffffff_^000000 Weight:^777777 10^000000 # 3377# ^6698FF< Whitesmith >^000000 A mystic ring imbued with tremendous power. Transforms its wearer into a ^880000Battlesmith^000000. ^ffffff_^000000 Weight:^777777 10^000000 # ============================================================================================= its all work fine except this [Error]: pc_skill: Skill level 15 too high. Max lv supported is 10 [Error]: pc_skill: Skill level 13 too high. Max lv supported is 10 [Error]: pc_skill: Skill level 20 too high. Max lv supported is 10 i know the problem is my skill max level right? but i dont know how to change max level, mind teach me guys? I tried changing 1. map/skill.h #define MAX_SKILL_LEVEL 100 /// Max Skill Level (for skill_db storage) 2. db/import/skill_tree.txt but still not working, please help me to fix this Thanks before btw im using "renewal"
  6. Thanks so much ^^ its working now but you're txt missing 1 right curly at line 314 and ";" at line 140 (else { set .@ei,-1; } and its all work fine Thank you for your help
  7. i just tried using Tokei GRF editor but its still showing same problem what im doing: 1. open GRF Editor.exe 2. File>New>New Thor 3. Choose System folder and drag my ItemInfo.lua http://postimg.org/image/yk24qhovn/ 4. File>Save>test.thor 5. Upload to patch/data 6. Fill plist.txt 7. Try it using thor patcher. Runtime error again the patch applied in the game, but it got runtime error. Btw, my patcher can only for patching cant start it from there. i dont know why ~_~ Thanks for your help *EDIT: [sOLVED] changing thor patcher version from (2.6.4.9) to (2.6.4.1)
  8. still error + 1 more error [Error]: Loading NPC file: npc/custom/League MainTown/weaponmastery.txt script error on npc/custom/League MainTown/weaponmastery.txt line 138 parse_simpleexpr: unmatched ')' 133 : { 134 : end; 135 : OnWeaponInfo: 136 : set .@M$,.@atcmd_parameters$[0]; 137 : if((.@M$ == "")){ * 138 : if(getequipid(EQI_HAND_R) 's'et .@ei,getiteminfo(getequipid(EQI_HAND_R),11); 139 : } else { set .@ei,-1; } 140 : switch(.@ei){ 141 : case 3: case 6: case 7: case 8: 142 : case 9: case 12: set .@M$,"Onslaught"; Break; 143 : case 0: case 1: case 16: case 22: set .@M$,"Swiftness"; Break; [Error]: npc_parsesrcfile: Unknown syntax in file 'npc/custom/League MainTown/weaponmastery.txt', line '150'. Stopping... * w1=} * w2= * w3= * w4= btw, thanks for answering
  9. So, i got this from Stolao's script collection https://github.com/Stolao/Npc_Release/blob/master/Weapon_Mastery/WeaponMastery_v1.20.txt I tried it on my live server but got error message like this 1. [Error]: Missing 1 right curlys at file 'npc/custom/League MainTown/weaponmastery.txt', line '320'. 2. [Error]: Loading NPC file: npc/custom/League MainTown/weaponmastery.txt script error on npc/custom/League MainTown/weaponmastery.txt line 138 parse_simpleexpr: unmatched ')' 133 : { 134 : end; 135 : OnWeaponInfo: 136 : set .@M$,.@atcmd_parameters$[0]; 137 : if((.@M$ == "")){ * 138 : if(getequipid(EQI_HAND_R)'{' set .@ei,getiteminfo(getequipid(EQI_HAND_R),11); 139 : } else { set .@ei,-1; } 140 : switch(.@ei){ 141 : case 3: case 6: case 7: case 8: 142 : case 9: case 12: set .@M$,"Onslaught"; Break; 143 : case 0: case 1: case 16: case 22: set .@M$,"Swiftness"; Break; 3. [Error]: npc_parsesrcfile: Unknown syntax in file 'npc/custom/League MainTown/weaponmastery.txt', line '150'. Stopping... * w1=if(.@M$ == "Onslaught" || .@M$ == "onslaught" || .@M$ == "OnSlaught") set .@i,1; * w2= * w3= * w4= im stuck, can anyone fix it and make it work? Thanks before
  10. Hello rA, please help me with my problem please So, im new using thor patcher and i tried to upload my ItemInfo.lua for custom item what im doing is 1. Put ItemInfo.lua inside System folder >> System/ItemInfo.lua 2. Making it into .thor file (in this case i name it test4.thor 3. Upload to patch/data 4. Changing plist.txt (adding test4.thor) 5. Then patch it. Case: the patch got applied but its showing runtime error 204 like in this picture below http://postimg.org/image/odwkj7njt/ and when try to patch again the same test4.thor got patching again n again though already applied. How i make .thor file 1. Output test4.thor 2. Input System folder that has ItemInfo.lua inside it (System/ItemInfo.lua) 3. Choose output mode as "File" (did i do right? or i need to choose it as "RO - GRF"? but i tried once using and its fail though the patcher didnt get runtime error) 4. Options Unicode (usually when patch grf imj using unicode and working fine, correct me if im wrong.) 5. Generate My config.ini for ConfigGenerator.exe [TG] OutputMode=0 TargetGRF=nro.grf [Config Packer] Loc= Name= URL= [Config Embeder] Loc=D:\Projects\Thor Patcher\Thor_Patcher\Patcher\Thor.exe (<<<< I dont really understand about this) Name= URL= And this is my main.ini setting //Thor Patcher remote config file [Main] //Allow patching or not? allow=true //Should patcher ignore everything else and finish patch immediately? Force_Start=false //if not, what message should appear? policy_msg=Server is taking a nap. //file_url - patch files should ALL put here. // This config entry will override the one in embed config. // o HTTP: // http://domain.com/dir/ // o FTP: // ftp://domain.com/dir/ // o With <Username> [Password] [Port] // ftp://username:[email protected]:port/dir/ // o Note: username is required if want put password, otherwise everything is optional. file_url=http://nro.web.id/patch/data/ [Patch] //use CheckSum tool, hash for client & patcher // used to make sure exe is up to date // (leave empty to disable this feature) ClientSum= PatcherSum= //This is compressed file for patcher & client update // To make these work, ClientSum and/or PatcherSum can't be empty // Note: these files should put same place as patch file (file_url in internal config) //Relative address, not FULL URL! ClientPath= PatcherPath= // Patch list file PatchList=plist.txt [stars] // Shining o.O (Anyways, its for start button clones) // Since orignal client has check sum.. why not for clones? XD //How many? (it should same as amount of start button clone, but of course it's your choice) clients=0 // _sum - checksum, use CheckSum tool. //client1_sum= // _Name - Filename of exe client1_Name='nRO.exe' // _Path - Path for file [Compressed] //client1_Path= [Misc] //Set a limit for fragment, when reach this limit, patcher will ask user to defrag FragmentLimit=50 So, what i need to do? where's my mistake? please help me. Thanks before ^^
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