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tekataobaakoinay

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Posts posted by tekataobaakoinay

  1.  

    This is what I've got sir

     

    What revisiona are you using? @revision

    I see this error somewhere in this rAthena.. Wait im searching and try to contact other scripter..

     

    I'm using eAthena. When i type @revision unknown command. Sorry I'm newbie >_<

  2.  

    //===== eAthena Script =======================================

    //= Super Awesome Quest Template
    //===== By: ==================================================
    //= CalciumKid
    //= & Okira
    //===== Current Version: =====================================
    //= 2.0
    //===== Compatible With: =====================================
    //= eAthena 1.0 Final +
    //===== Description: =========================================
    //= Quest Template
    //============================================================
    prontera,164,150,0 script Quest Shop 512,{
      //===== Config: ==============================================
      set .npcname$,"[^FF0000 <Headgears> ^000000]"; //Change to whatever you want the NPC name to be
      setarray .reqid[1],<1059>,<7097>,<7227>; //Item IDs for the items, required for item checks
      setarray .reqn$[1],"<Fabric>","<Burning Heart>","<TCG Card>"; //These are names of the required items, 
     
    for the dialogue
      setarray .reqa[1],<100>,<100>,<1>; //These are how many of each item is required
      set .prize,<30089>; //Change this to the Item ID of the item reward
      set .prizen$,"<Hokage Hat>"; //Change this to the name of your reward
      set .prizea,<1>; //Change this to the amount of the prize item
      set .zeny,20000000; //Amount of zeny for quest (set to 0 to disable)
     
    L_QUEST:
    mes .npcname$;
    mes "Hah! Hello there "+strcharinfo(0);
    next;
    mes .npcname$;
    mes "I don't get many visitors, so I assume you're after my legendary ^FF0000"+.prizen$+"^000000?";
    menu "Of course",-,"No way",L_EXIT;
    next;
    mes .npcname$;
    mes "Great! I love business. I can make you a ^FF0000"+.prizen$+"^000000, but only if you bring me the 
     
    materials required.";
    next;
    mes .npcname$;
    mes "Would you like me to make one for you?";
    menu "Yes",-,"No",L_EXIT;
      next;
      mes .npcname$;
      mes "I'll need the following:";
      for (set .@x,1; .@x < getarraysize(.reqid); set .@x,.@x + 1) {
    mes .reqa[.@x]+" ^FF0000"+.reqn$[.@x]+"^000000";
      }
      if (.zeny > 0) {
    mes .zeny+" ^FF0000Zeny^000000";
      }
      next;
      mes .npcname$;
      mes "Do you have those items?";
      menu "Yes",-,"No",L_EXIT;
       next;
       mes .npcname$;
       for (set .@x,1; .@x < getarraysize(.reqid); set .@x,.@x + 1) {
    if(countitem(.reqid[.@x]) >= .reqa[.@x]) {mes "You've got enough ^00FF00"+.reqn
     
    $[.@x]+"^000000";} else {mes "You need more ^FF0000"+.reqn$[.@x]+"^000000";}
       }
       if (.zeny > 0) {
    if (Zeny < .zeny) {mes "You're missing ^FF0000Zeny^000000";}
    else {mes "You've got enough ^00FF00Zeny^000000";}
       }
       next;
       mes .npcname$;
       mes "Would you like to complete the quest?";
       menu "Yes please!",-,"No Thanks",L_EXIT;
       next;
       for (set .@x,1; .@x < getarraysize(.reqid); set .@x,.@x + 1) {
    if(countitem(.reqid[.@x]) < .reqa[.@x]) goto L_EXIT2;
       }
       if (.zeny > 0) {
    if (Zeny < .zeny) goto L_EXIT2;
       }
       mes .npcname$;
       mes "Brilliant! Fantastic! Here you go.";
       for (set .@x,1; .@x < getarraysize(.reqid); set .@x,.@x + 1) {
    delitem .reqid[.@x],.reqa[.@x];
       }
       if (.zeny > 0) {
    set Zeny, Zeny - .zeny;
       }
       goto L_FINAL2;
       close;
    L_EXIT:
       next;
       mes .npcname$;
       mes "Eh. I don't need you either. Bah!";
       close;
    L_EXIT2:
       next;
       mes .npcname$;
       mes "I'm sorry, you don't have enough!";
       close;
    L_FINAL2:
       next;
       mes .npcname$;
       mes "Brilliant! Fantastic! Here you go.";
       getitem .prize,1;
       close;
    }

    I want to make a Quest Like Hokage Hat Ex: 100 Fabric, 100 Burning Heart 1 TCG Card but It makes some error. Can someone help me please? :(

    post-3525-0-43270700-1408249391_thumb.png

  3.  

     

     

     

     

     

     

     

     

    Can anyone help me with this please?

    Can you post the script of the item here?

    So I can check what's wrong with it.

     

    Fixed the problem sir! But I still have a problem. I can't see this  

     

    Check if your Custom Weapon ID is in the range, if not, sprite doesn't show.

    One handed Swords = 1100-1149, 13400-13499
    Two handed Swords = 1150-1199, 21000-21999
    Knives, Daggers etc = 1200-1249, 13000-13099
    Katars = 1250-1299 ; Has 35 free IDs
    One handed Axes = 1300-1349; Has 43 free IDs
    Two handed Axes = 1350-1399; Has 32 free IDs
    One handed Spears = 1400-1449; Has 34 free IDs
    Two Handed Spears = 1450-1471, 1474-1499
    Maces = 1500-1549, 16000-16999
    Books = 1550-1599 ; Has only 2 IDs.
    Knuckles = 1800-1899 ; Has 95 free IDs
    One Handed Staves/Rods = 1600-1699; Has 79 free IDs
    Two Handed Staves/Rods = 1472,1473,2000-2099
    Bows = 1700-1749, 18100-18499
    Guitars = 1900-1949 ; Has 32 free IDs
    Whips = 1950-1999 ; Has 130 free IDs
    Handguns = 13100-13149
    Other guns = 13150-13199
    Ninja weapons = 13300-13399

    What do you mean by that sir?

     

    Weapons has its id restriction.

    Ex : if your Banryu (Two-handed Sword) ID is not between 1150-1119 or 21000-21999, the sprite of Banryu will not be shown.

    So you need to edit your Banryu ID that meets the ID range.

     

    weapontable.lua
     
    Weapon_IDs = {
     
    WEAPONTYPE_NONE = 0,
    WEAPONTYPE_SHORTSWORD = 1,
    WEAPONTYPE_SWORD = 2,
    WEAPONTYPE_TWOHANDSWORD = 3,
    WEAPONTYPE_SPEAR = 4,
    WEAPONTYPE_TWOHANDSPEAR = 5,
    WEAPONTYPE_AXE = 6,
    WEAPONTYPE_TWOHANDAXE = 7,
    WEAPONTYPE_MACE = 8,
    WEAPONTYPE_TWOHANDMACE = 9,
    WEAPONTYPE_ROD = 10,
    WEAPONTYPE_BOW = 11,
    WEAPONTYPE_KNUKLE = 12,
    WEAPONTYPE_INSTRUMENT = 13,
    WEAPONTYPE_WHIP = 14,
    WEAPONTYPE_BOOK = 15,
    WEAPONTYPE_CATARRH = 16,
    WPCLASS_GUN_HANDGUN = 17,
    WPCLASS_GUN_RIFLE = 18,
    WPCLASS_GUN_GATLING = 19,
    WPCLASS_GUN_SHOTGUN = 20,
    WPCLASS_GUN_GRANADE = 21,
    WPCLASS_SYURIKEN = 22,
    WPCLASS_TWOHANDROD = 23,
    WPCLASS_LAST = 24,
    WEAPONTYPE_SHORTSWORD_SHORTSWORD = 25,
    WEAPONTYPE_SWORD_SWORD = 26,
    WEAPONTYPE_AXE_AXE = 27,
    WEAPONTYPE_SHORTSWORD_SWORD = 28,
    WEAPONTYPE_SHORTSWORD_AXE = 29,
    WEAPONTYPE_SWORD_AXE = 30,
    -- Custom Weapon
    WEAPONTYPE_banryu = 31
    }
     
    WeaponNameTable = {
     
    [Weapon_IDs.WEAPONTYPE_NONE] = "",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD] = "_단검",
    [Weapon_IDs.WEAPONTYPE_SWORD] = "_검",
    [Weapon_IDs.WEAPONTYPE_TWOHANDSWORD] = "_검",
    [Weapon_IDs.WEAPONTYPE_SPEAR] = "_창",
    [Weapon_IDs.WEAPONTYPE_TWOHANDSPEAR] = "_창",
    [Weapon_IDs.WEAPONTYPE_AXE] = "_도끼",
    [Weapon_IDs.WEAPONTYPE_TWOHANDAXE] = "_도끼",
    [Weapon_IDs.WEAPONTYPE_MACE] = "_클럽",
    [Weapon_IDs.WEAPONTYPE_TWOHANDMACE] = "_클럽",
    [Weapon_IDs.WEAPONTYPE_ROD] = "_롯드",
    [Weapon_IDs.WEAPONTYPE_BOW] = "_활",
    [Weapon_IDs.WEAPONTYPE_KNUKLE] = "_너클",
    [Weapon_IDs.WEAPONTYPE_INSTRUMENT] = "_악기",
    [Weapon_IDs.WEAPONTYPE_WHIP] = "_채찍",
    [Weapon_IDs.WEAPONTYPE_BOOK] = "_책",
    [Weapon_IDs.WEAPONTYPE_CATARRH] = "_카타르_카타르",
    [Weapon_IDs.WPCLASS_GUN_HANDGUN] = "_권총",
    [Weapon_IDs.WPCLASS_GUN_RIFLE] = "_기관총",
    [Weapon_IDs.WPCLASS_GUN_GATLING] = "_기관총",
    [Weapon_IDs.WPCLASS_GUN_SHOTGUN] = "_기관총",
    [Weapon_IDs.WPCLASS_GUN_GRANADE] = "_기관총",
    [Weapon_IDs.WPCLASS_SYURIKEN] = "_수리검",
    [Weapon_IDs.WPCLASS_TWOHANDROD] = "_롯드",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SHORTSWORD] = "_단검_단검",
    [Weapon_IDs.WEAPONTYPE_SWORD_SWORD] = "_검_검",
    [Weapon_IDs.WEAPONTYPE_AXE_AXE] = "_도끼_도끼",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SWORD] = "_단검_검",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD_AXE] = "_단검_도끼",
    [Weapon_IDs.WEAPONTYPE_SWORD_AXE] = "_검_도끼" 
    -- Custom Items
    [Weapon_IDs.WEAPONTYPE_banryu] = "_banryu"
    }
     
    WeaponHitWaveNameTable = {
     
    [Weapon_IDs.WEAPONTYPE_NONE] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD] = "_hit_sword.wav",
    [Weapon_IDs.WEAPONTYPE_SWORD] = "_hit_sword.wav",
    [Weapon_IDs.WEAPONTYPE_TWOHANDSWORD] = "_hit_sword.wav",
    [Weapon_IDs.WEAPONTYPE_SPEAR] = "_hit_spear.wav",
    [Weapon_IDs.WEAPONTYPE_TWOHANDSPEAR] = "_hit_spear.wav",
    [Weapon_IDs.WEAPONTYPE_AXE] = "_hit_axe.wav",
    [Weapon_IDs.WEAPONTYPE_TWOHANDAXE] = "_hit_axe.wav",
    [Weapon_IDs.WEAPONTYPE_MACE] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_TWOHANDMACE] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_ROD] = "_hit_rod.wav",
    [Weapon_IDs.WEAPONTYPE_BOW] = "_hit_arrow.wav",
    [Weapon_IDs.WEAPONTYPE_KNUKLE] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_INSTRUMENT] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_WHIP] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_BOOK] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_CATARRH] = "_hit_mace.wav",
    [Weapon_IDs.WPCLASS_GUN_HANDGUN] = "_hit_권총.wav",
    [Weapon_IDs.WPCLASS_GUN_RIFLE] = "_hit_라이플.wav",
    [Weapon_IDs.WPCLASS_GUN_GATLING] = "_hit_mace.wav",
    [Weapon_IDs.WPCLASS_GUN_SHOTGUN] = "_hit_mace.wav",
    [Weapon_IDs.WPCLASS_GUN_GRANADE] = "_hit_mace.wav",
    [Weapon_IDs.WPCLASS_SYURIKEN] = "_hit_mace.wav",
    [Weapon_IDs.WPCLASS_TWOHANDROD] = "_hit_rod.wav",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SHORTSWORD] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_SWORD_SWORD] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_AXE_AXE] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SWORD] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD_AXE] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_SWORD_AXE] = "_hit_mace.wav"
     
    }
     
    Can you please help me what to change? thx (Ps. My Banryu is 1 Handed Sword) Please Help me :(

     

    No, not in that files. Check item_db2 and find the line of your banryu and change its id to the range of 1100-1149, 13400-13499.

    Ex. 13499,Banryu,Banryu,...........{},{},{}

    Don't forget to change the id in your server side or else it will become Unknown Item

     

    Oh It Works Sir! Thank You!! But, How about showing the real Banryu? Not like any one hand weapon? is it possible? I saw that on other servers :/

     

    Did you change the id in your client side (grf) for the id of your banryu ?? (idnum2itemresnametable and others)

     

    yes sir

  4.  

     

     

     

     

     

     

    Can anyone help me with this please?

    Can you post the script of the item here?

    So I can check what's wrong with it.

     

    Fixed the problem sir! But I still have a problem. I can't see this  

     

    Check if your Custom Weapon ID is in the range, if not, sprite doesn't show.

    One handed Swords = 1100-1149, 13400-13499
    Two handed Swords = 1150-1199, 21000-21999
    Knives, Daggers etc = 1200-1249, 13000-13099
    Katars = 1250-1299 ; Has 35 free IDs
    One handed Axes = 1300-1349; Has 43 free IDs
    Two handed Axes = 1350-1399; Has 32 free IDs
    One handed Spears = 1400-1449; Has 34 free IDs
    Two Handed Spears = 1450-1471, 1474-1499
    Maces = 1500-1549, 16000-16999
    Books = 1550-1599 ; Has only 2 IDs.
    Knuckles = 1800-1899 ; Has 95 free IDs
    One Handed Staves/Rods = 1600-1699; Has 79 free IDs
    Two Handed Staves/Rods = 1472,1473,2000-2099
    Bows = 1700-1749, 18100-18499
    Guitars = 1900-1949 ; Has 32 free IDs
    Whips = 1950-1999 ; Has 130 free IDs
    Handguns = 13100-13149
    Other guns = 13150-13199
    Ninja weapons = 13300-13399

    What do you mean by that sir?

     

    Weapons has its id restriction.

    Ex : if your Banryu (Two-handed Sword) ID is not between 1150-1119 or 21000-21999, the sprite of Banryu will not be shown.

    So you need to edit your Banryu ID that meets the ID range.

     

    weapontable.lua
     
    Weapon_IDs = {
     
    WEAPONTYPE_NONE = 0,
    WEAPONTYPE_SHORTSWORD = 1,
    WEAPONTYPE_SWORD = 2,
    WEAPONTYPE_TWOHANDSWORD = 3,
    WEAPONTYPE_SPEAR = 4,
    WEAPONTYPE_TWOHANDSPEAR = 5,
    WEAPONTYPE_AXE = 6,
    WEAPONTYPE_TWOHANDAXE = 7,
    WEAPONTYPE_MACE = 8,
    WEAPONTYPE_TWOHANDMACE = 9,
    WEAPONTYPE_ROD = 10,
    WEAPONTYPE_BOW = 11,
    WEAPONTYPE_KNUKLE = 12,
    WEAPONTYPE_INSTRUMENT = 13,
    WEAPONTYPE_WHIP = 14,
    WEAPONTYPE_BOOK = 15,
    WEAPONTYPE_CATARRH = 16,
    WPCLASS_GUN_HANDGUN = 17,
    WPCLASS_GUN_RIFLE = 18,
    WPCLASS_GUN_GATLING = 19,
    WPCLASS_GUN_SHOTGUN = 20,
    WPCLASS_GUN_GRANADE = 21,
    WPCLASS_SYURIKEN = 22,
    WPCLASS_TWOHANDROD = 23,
    WPCLASS_LAST = 24,
    WEAPONTYPE_SHORTSWORD_SHORTSWORD = 25,
    WEAPONTYPE_SWORD_SWORD = 26,
    WEAPONTYPE_AXE_AXE = 27,
    WEAPONTYPE_SHORTSWORD_SWORD = 28,
    WEAPONTYPE_SHORTSWORD_AXE = 29,
    WEAPONTYPE_SWORD_AXE = 30,
    -- Custom Weapon
    WEAPONTYPE_banryu = 31
    }
     
    WeaponNameTable = {
     
    [Weapon_IDs.WEAPONTYPE_NONE] = "",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD] = "_단검",
    [Weapon_IDs.WEAPONTYPE_SWORD] = "_검",
    [Weapon_IDs.WEAPONTYPE_TWOHANDSWORD] = "_검",
    [Weapon_IDs.WEAPONTYPE_SPEAR] = "_창",
    [Weapon_IDs.WEAPONTYPE_TWOHANDSPEAR] = "_창",
    [Weapon_IDs.WEAPONTYPE_AXE] = "_도끼",
    [Weapon_IDs.WEAPONTYPE_TWOHANDAXE] = "_도끼",
    [Weapon_IDs.WEAPONTYPE_MACE] = "_클럽",
    [Weapon_IDs.WEAPONTYPE_TWOHANDMACE] = "_클럽",
    [Weapon_IDs.WEAPONTYPE_ROD] = "_롯드",
    [Weapon_IDs.WEAPONTYPE_BOW] = "_활",
    [Weapon_IDs.WEAPONTYPE_KNUKLE] = "_너클",
    [Weapon_IDs.WEAPONTYPE_INSTRUMENT] = "_악기",
    [Weapon_IDs.WEAPONTYPE_WHIP] = "_채찍",
    [Weapon_IDs.WEAPONTYPE_BOOK] = "_책",
    [Weapon_IDs.WEAPONTYPE_CATARRH] = "_카타르_카타르",
    [Weapon_IDs.WPCLASS_GUN_HANDGUN] = "_권총",
    [Weapon_IDs.WPCLASS_GUN_RIFLE] = "_기관총",
    [Weapon_IDs.WPCLASS_GUN_GATLING] = "_기관총",
    [Weapon_IDs.WPCLASS_GUN_SHOTGUN] = "_기관총",
    [Weapon_IDs.WPCLASS_GUN_GRANADE] = "_기관총",
    [Weapon_IDs.WPCLASS_SYURIKEN] = "_수리검",
    [Weapon_IDs.WPCLASS_TWOHANDROD] = "_롯드",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SHORTSWORD] = "_단검_단검",
    [Weapon_IDs.WEAPONTYPE_SWORD_SWORD] = "_검_검",
    [Weapon_IDs.WEAPONTYPE_AXE_AXE] = "_도끼_도끼",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SWORD] = "_단검_검",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD_AXE] = "_단검_도끼",
    [Weapon_IDs.WEAPONTYPE_SWORD_AXE] = "_검_도끼" 
    -- Custom Items
    [Weapon_IDs.WEAPONTYPE_banryu] = "_banryu"
    }
     
    WeaponHitWaveNameTable = {
     
    [Weapon_IDs.WEAPONTYPE_NONE] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD] = "_hit_sword.wav",
    [Weapon_IDs.WEAPONTYPE_SWORD] = "_hit_sword.wav",
    [Weapon_IDs.WEAPONTYPE_TWOHANDSWORD] = "_hit_sword.wav",
    [Weapon_IDs.WEAPONTYPE_SPEAR] = "_hit_spear.wav",
    [Weapon_IDs.WEAPONTYPE_TWOHANDSPEAR] = "_hit_spear.wav",
    [Weapon_IDs.WEAPONTYPE_AXE] = "_hit_axe.wav",
    [Weapon_IDs.WEAPONTYPE_TWOHANDAXE] = "_hit_axe.wav",
    [Weapon_IDs.WEAPONTYPE_MACE] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_TWOHANDMACE] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_ROD] = "_hit_rod.wav",
    [Weapon_IDs.WEAPONTYPE_BOW] = "_hit_arrow.wav",
    [Weapon_IDs.WEAPONTYPE_KNUKLE] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_INSTRUMENT] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_WHIP] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_BOOK] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_CATARRH] = "_hit_mace.wav",
    [Weapon_IDs.WPCLASS_GUN_HANDGUN] = "_hit_권총.wav",
    [Weapon_IDs.WPCLASS_GUN_RIFLE] = "_hit_라이플.wav",
    [Weapon_IDs.WPCLASS_GUN_GATLING] = "_hit_mace.wav",
    [Weapon_IDs.WPCLASS_GUN_SHOTGUN] = "_hit_mace.wav",
    [Weapon_IDs.WPCLASS_GUN_GRANADE] = "_hit_mace.wav",
    [Weapon_IDs.WPCLASS_SYURIKEN] = "_hit_mace.wav",
    [Weapon_IDs.WPCLASS_TWOHANDROD] = "_hit_rod.wav",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SHORTSWORD] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_SWORD_SWORD] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_AXE_AXE] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SWORD] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD_AXE] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_SWORD_AXE] = "_hit_mace.wav"
     
    }
     
    Can you please help me what to change? thx (Ps. My Banryu is 1 Handed Sword) Please Help me :(

     

    No, not in that files. Check item_db2 and find the line of your banryu and change its id to the range of 1100-1149, 13400-13499.

    Ex. 13499,Banryu,Banryu,...........{},{},{}

    Don't forget to change the id in your server side or else it will become Unknown Item

     

    Oh It Works Sir! Thank You!! But, How about showing the real Banryu? Not like any one hand weapon? is it possible? I saw that on other servers :/

  5.  

     

     

     

     

    Can anyone help me with this please?

    Can you post the script of the item here?

    So I can check what's wrong with it.

     

    Fixed the problem sir! But I still have a problem. I can't see this  

     

    Check if your Custom Weapon ID is in the range, if not, sprite doesn't show.

    One handed Swords = 1100-1149, 13400-13499
    Two handed Swords = 1150-1199, 21000-21999
    Knives, Daggers etc = 1200-1249, 13000-13099
    Katars = 1250-1299 ; Has 35 free IDs
    One handed Axes = 1300-1349; Has 43 free IDs
    Two handed Axes = 1350-1399; Has 32 free IDs
    One handed Spears = 1400-1449; Has 34 free IDs
    Two Handed Spears = 1450-1471, 1474-1499
    Maces = 1500-1549, 16000-16999
    Books = 1550-1599 ; Has only 2 IDs.
    Knuckles = 1800-1899 ; Has 95 free IDs
    One Handed Staves/Rods = 1600-1699; Has 79 free IDs
    Two Handed Staves/Rods = 1472,1473,2000-2099
    Bows = 1700-1749, 18100-18499
    Guitars = 1900-1949 ; Has 32 free IDs
    Whips = 1950-1999 ; Has 130 free IDs
    Handguns = 13100-13149
    Other guns = 13150-13199
    Ninja weapons = 13300-13399

    What do you mean by that sir?

     

    Weapons has its id restriction.

    Ex : if your Banryu (Two-handed Sword) ID is not between 1150-1119 or 21000-21999, the sprite of Banryu will not be shown.

    So you need to edit your Banryu ID that meets the ID range.

     

    weapontable.lua
     
    Weapon_IDs = {
     
    WEAPONTYPE_NONE = 0,
    WEAPONTYPE_SHORTSWORD = 1,
    WEAPONTYPE_SWORD = 2,
    WEAPONTYPE_TWOHANDSWORD = 3,
    WEAPONTYPE_SPEAR = 4,
    WEAPONTYPE_TWOHANDSPEAR = 5,
    WEAPONTYPE_AXE = 6,
    WEAPONTYPE_TWOHANDAXE = 7,
    WEAPONTYPE_MACE = 8,
    WEAPONTYPE_TWOHANDMACE = 9,
    WEAPONTYPE_ROD = 10,
    WEAPONTYPE_BOW = 11,
    WEAPONTYPE_KNUKLE = 12,
    WEAPONTYPE_INSTRUMENT = 13,
    WEAPONTYPE_WHIP = 14,
    WEAPONTYPE_BOOK = 15,
    WEAPONTYPE_CATARRH = 16,
    WPCLASS_GUN_HANDGUN = 17,
    WPCLASS_GUN_RIFLE = 18,
    WPCLASS_GUN_GATLING = 19,
    WPCLASS_GUN_SHOTGUN = 20,
    WPCLASS_GUN_GRANADE = 21,
    WPCLASS_SYURIKEN = 22,
    WPCLASS_TWOHANDROD = 23,
    WPCLASS_LAST = 24,
    WEAPONTYPE_SHORTSWORD_SHORTSWORD = 25,
    WEAPONTYPE_SWORD_SWORD = 26,
    WEAPONTYPE_AXE_AXE = 27,
    WEAPONTYPE_SHORTSWORD_SWORD = 28,
    WEAPONTYPE_SHORTSWORD_AXE = 29,
    WEAPONTYPE_SWORD_AXE = 30,
    -- Custom Weapon
    WEAPONTYPE_banryu = 31
    }
     
    WeaponNameTable = {
     
    [Weapon_IDs.WEAPONTYPE_NONE] = "",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD] = "_단검",
    [Weapon_IDs.WEAPONTYPE_SWORD] = "_검",
    [Weapon_IDs.WEAPONTYPE_TWOHANDSWORD] = "_검",
    [Weapon_IDs.WEAPONTYPE_SPEAR] = "_창",
    [Weapon_IDs.WEAPONTYPE_TWOHANDSPEAR] = "_창",
    [Weapon_IDs.WEAPONTYPE_AXE] = "_도끼",
    [Weapon_IDs.WEAPONTYPE_TWOHANDAXE] = "_도끼",
    [Weapon_IDs.WEAPONTYPE_MACE] = "_클럽",
    [Weapon_IDs.WEAPONTYPE_TWOHANDMACE] = "_클럽",
    [Weapon_IDs.WEAPONTYPE_ROD] = "_롯드",
    [Weapon_IDs.WEAPONTYPE_BOW] = "_활",
    [Weapon_IDs.WEAPONTYPE_KNUKLE] = "_너클",
    [Weapon_IDs.WEAPONTYPE_INSTRUMENT] = "_악기",
    [Weapon_IDs.WEAPONTYPE_WHIP] = "_채찍",
    [Weapon_IDs.WEAPONTYPE_BOOK] = "_책",
    [Weapon_IDs.WEAPONTYPE_CATARRH] = "_카타르_카타르",
    [Weapon_IDs.WPCLASS_GUN_HANDGUN] = "_권총",
    [Weapon_IDs.WPCLASS_GUN_RIFLE] = "_기관총",
    [Weapon_IDs.WPCLASS_GUN_GATLING] = "_기관총",
    [Weapon_IDs.WPCLASS_GUN_SHOTGUN] = "_기관총",
    [Weapon_IDs.WPCLASS_GUN_GRANADE] = "_기관총",
    [Weapon_IDs.WPCLASS_SYURIKEN] = "_수리검",
    [Weapon_IDs.WPCLASS_TWOHANDROD] = "_롯드",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SHORTSWORD] = "_단검_단검",
    [Weapon_IDs.WEAPONTYPE_SWORD_SWORD] = "_검_검",
    [Weapon_IDs.WEAPONTYPE_AXE_AXE] = "_도끼_도끼",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SWORD] = "_단검_검",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD_AXE] = "_단검_도끼",
    [Weapon_IDs.WEAPONTYPE_SWORD_AXE] = "_검_도끼" 
    -- Custom Items
    [Weapon_IDs.WEAPONTYPE_banryu] = "_banryu"
    }
     
    WeaponHitWaveNameTable = {
     
    [Weapon_IDs.WEAPONTYPE_NONE] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD] = "_hit_sword.wav",
    [Weapon_IDs.WEAPONTYPE_SWORD] = "_hit_sword.wav",
    [Weapon_IDs.WEAPONTYPE_TWOHANDSWORD] = "_hit_sword.wav",
    [Weapon_IDs.WEAPONTYPE_SPEAR] = "_hit_spear.wav",
    [Weapon_IDs.WEAPONTYPE_TWOHANDSPEAR] = "_hit_spear.wav",
    [Weapon_IDs.WEAPONTYPE_AXE] = "_hit_axe.wav",
    [Weapon_IDs.WEAPONTYPE_TWOHANDAXE] = "_hit_axe.wav",
    [Weapon_IDs.WEAPONTYPE_MACE] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_TWOHANDMACE] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_ROD] = "_hit_rod.wav",
    [Weapon_IDs.WEAPONTYPE_BOW] = "_hit_arrow.wav",
    [Weapon_IDs.WEAPONTYPE_KNUKLE] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_INSTRUMENT] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_WHIP] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_BOOK] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_CATARRH] = "_hit_mace.wav",
    [Weapon_IDs.WPCLASS_GUN_HANDGUN] = "_hit_권총.wav",
    [Weapon_IDs.WPCLASS_GUN_RIFLE] = "_hit_라이플.wav",
    [Weapon_IDs.WPCLASS_GUN_GATLING] = "_hit_mace.wav",
    [Weapon_IDs.WPCLASS_GUN_SHOTGUN] = "_hit_mace.wav",
    [Weapon_IDs.WPCLASS_GUN_GRANADE] = "_hit_mace.wav",
    [Weapon_IDs.WPCLASS_SYURIKEN] = "_hit_mace.wav",
    [Weapon_IDs.WPCLASS_TWOHANDROD] = "_hit_rod.wav",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SHORTSWORD] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_SWORD_SWORD] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_AXE_AXE] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SWORD] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_SHORTSWORD_AXE] = "_hit_mace.wav",
    [Weapon_IDs.WEAPONTYPE_SWORD_AXE] = "_hit_mace.wav"
     
    }
     
    Can you please help me what to change? thx (Ps. My Banryu is 1 Handed Sword) Please Help me :(
  6.  

     

     

    Can anyone help me with this please?

    Can you post the script of the item here?

    So I can check what's wrong with it.

     

    Fixed the problem sir! But I still have a problem. I can't see this  

     

    Check if your Custom Weapon ID is in the range, if not, sprite doesn't show.

    One handed Swords = 1100-1149, 13400-13499
    Two handed Swords = 1150-1199, 21000-21999
    Knives, Daggers etc = 1200-1249, 13000-13099
    Katars = 1250-1299 ; Has 35 free IDs
    One handed Axes = 1300-1349; Has 43 free IDs
    Two handed Axes = 1350-1399; Has 32 free IDs
    One handed Spears = 1400-1449; Has 34 free IDs
    Two Handed Spears = 1450-1471, 1474-1499
    Maces = 1500-1549, 16000-16999
    Books = 1550-1599 ; Has only 2 IDs.
    Knuckles = 1800-1899 ; Has 95 free IDs
    One Handed Staves/Rods = 1600-1699; Has 79 free IDs
    Two Handed Staves/Rods = 1472,1473,2000-2099
    Bows = 1700-1749, 18100-18499
    Guitars = 1900-1949 ; Has 32 free IDs
    Whips = 1950-1999 ; Has 130 free IDs
    Handguns = 13100-13149
    Other guns = 13150-13199
    Ninja weapons = 13300-13399

    What do you mean by that sir?

  7. Why I can't click this quest NPC? Btw, There's an image for error X_X

     

     

    //===== rAthena Script =======================================
    //= Euphy's Quest Shop
    //===== By: ==================================================
    //= Euphy
    //===== Current Version: =====================================
    //= 1.6c
    //===== Compatible With: =====================================
    //= rAthena Project
    //===== Description: =========================================
    //= A dynamic quest shop based on Lunar's, with easier config.
    //= Includes support for multiple shops & cashpoints.
    //= Item Preview script by ToastOfDoom.
    //===== Additional Comments: =================================
    //= 1.0 Initial script.
    //= 1.2 Added category support.
    //= 1.3 More options and fixes.
    //= 1.4 Added debug settings.
    //= 1.5 Replaced categories with shop IDs.
    //= 1.6 Added support for purchasing stackables.
    //= 1.6a Added support for previewing costumes and robes.
    //= 1.6b Added 'disable_items' command.
    //= 1.6c Replaced function 'A_An' with "F_InsertArticle".
    //============================================================
     
    // Shop NPCs -- supplying no argument displays entire menu.
    // callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}};
    //============================================================
    prontera,146,172,5 script Quest Shop#2 998,{ callfunc "qshop2"; }
     
     
    // Script Core
    //============================================================
    - script quest_shop2 -1,{ 
    function Add; function Chk; function Slot;
    OnInit:
    freeloop(1);
     
    // -----------------------------------------------------------
    //  Basic shop settings.
    // -----------------------------------------------------------
     
    set .Announce,1; // Announce quest completion? (1: yes / 0: no)
    set .ShowSlot,1; // Show item slots? (2: all equipment / 1: if slots > 0 / 0: never)
    set .ShowID,0;   // Show item IDs? (1: yes / 0: no)
    set .ShowZeny,0; // Show Zeny cost, if any? (1: yes / 0: no)
    set .MaxStack,100; // Max number of quest items purchased at one time.
     
    // -----------------------------------------------------------
    //  Points variable -- optional quest requirement.
    // setarray .Points$[0],"<variable name>","<display name>";
    // -----------------------------------------------------------
     
    setarray .Points$[0],"#CASHPOINTS","Cash Points";
     
    // -----------------------------------------------------------
    //  Shop IDs -- to add shops, copy dummy data at bottom of file.
    // setarray .Shops$[1],"<Shop 1>","<Shop 2>"{,...};
    // -----------------------------------------------------------
     
    setarray .Shops$[1],"Headgears","Weapons","Other";
     
    // -----------------------------------------------------------
    //  Quest items -- do NOT use a reward item more than once!
    // Add(<shop ID>,<reward ID>,<reward amount>,
    //    <Zeny cost>,<point cost>,
    //    <required item ID>,<required item amount>{,...});
    // -----------------------------------------------------------
     
    Add(1,5022,1,0,0,7086,1,969,10,999,40,1003,50,984,2);
    Add(1,5032,1,0,0,1059,250,2221,1,2227,1,7063,600);
    Add(1,5027,1,0,0,2252,1,1036,400,7001,50,4052,1);
    Add(1,5045,1,0,0,2252,1,1054,450,943,1200);
     
    Add(2,1224,1,0,0,7297,30,969,10,999,50,714,10);
    Add(2,1225,1,0,0,7292,30,969,10,999,50,714,10);
     
    Add(3,531,1,3,0,512,1,713,1);
    Add(3,532,1,3,0,513,1,713,1);
    Add(3,533,1,3,0,514,1,713,1);
    Add(3,534,1,3,0,515,1,713,1);
     
    // -----------------------------------------------------------
     
    freeloop(0);
    set .menu$,"";
    for(set .@i,1; .@i<=getarraysize(.Shops$); set .@i,.@i+1) {
    set .menu$, .menu$+.Shops$[.@i]+":";
    npcshopdelitem "qshop"+.@i,909;
    }
    end;
     
    OnMenu:
    set .@size, getarraysize(@i);
    if (!.@size) set .@i, select(.menu$);
    else if (.@size == 1) set .@i, @i[0];
    else {
    for(set .@j,0; .@j<.@size; set .@j,.@j+1)
    set .@menu$, .@menu$+.Shops$[@i[.@j]]+":";
    set .@i, @i[select(.@menu$)-1];
    }
    deletearray @i[0],getarraysize(@i);
    if (.Shops$[.@i] == "") {
    message strcharinfo(0),"An error has occurred.";
    end;
    }
    dispbottom "Select one item at a time.";
    callshop "qshop"+.@i,1;
    npcshopattach "qshop"+.@i;
    end;
     
    OnBuyItem:
    // .@q[] : RewardID, BoughtAmt, RewardAmt, BaseAmt, ReqZeny, ReqPts, { ReqItem, ReqAmt, ... }
    setarray .@q[0],@bought_nameid[0],((@bought_quantity[0] > .MaxStack)?.MaxStack:@bought_quantity[0]);
    copyarray .@q[3],getd(".q_"+.@q[0]+"[0]"),getarraysize(getd(".q_"+.@q[0]));
    set .@q[2],.@q[1]*.@q[3];
    if (!.@q[2] || .@q[2] > 30000) {
    message strcharinfo(0),"You can't purchase that many "+getitemname(.@q[0])+".";
    end;
    }
    mes "[Quest Shop]";
    mes "Reward: ^0055FF"+((.@q[2] > 1)?.@q[2]+"x ":"")+Slot(.@q[0])+"^000000";
    mes "Requirements:";
    disable_items;
    if (.@q[4]) mes " > "+Chk(Zeny,.@q[4]*.@q[1])+(.@q[4]*.@q[1])+" Zeny^000000";
    if (.@q[5]) mes " > "+Chk(getd(.Points$[0]),.@q[5]*.@q[1])+(.@q[5]*.@q[1])+" "+.Points$[1]+" ("+getd(.Points$[0])+"/"+(.@q[5]*.@q[1])+")^000000";
    if (.@q[6]) for(set .@i,6; .@i<getarraysize(.@q); set .@i,.@i+2)
    mes " > "+Chk(countitem(.@q[.@i]),.@q[.@i+1]*.@q[1])+((.ShowID)?"{"+.@q[.@i]+"} ":"")+Slot(.@q[.@i])+" ("+countitem(.@q[.@i])+"/"+(.@q[.@i+1]*.@q[1])+")^000000";
    next;
    setarray @qe[1], getiteminfo(.@q[0],5), getiteminfo(.@q[0],11);
    if (@qe[2] > 0 && ((@qe[1] & 1) || (@qe[1] & 256) || (@qe[1] & 512) || (@qe[1] & 1024) || (@qe[1] & 2048) || (@qe[1] & 4096) || (@qe[1] & 4) || (@qe[1] & 8192)))
    set .@preview,1;
    addtimer 1000, strnpcinfo(0)+"::OnEnd";
    while(1) {
    switch(select(" ~ Purchase ^0055FF"+getitemname(.@q[0])+"^000000:"+((.@preview && !@qe[7])?" ~ Preview...":"")+": ~ ^777777Cancel^000000")) {
    case 1:
    if (@qe[0]) { 
    mes "[Quest Shop]";
    mes "You're missing one or more quest requirements.";
    close;
    }
    if (!checkweight(.@q[0],.@q[2])) {
    mes "[Quest Shop]";
    mes "^FF0000You need "+(((.@q[2]*getiteminfo(.@q[0],6))+Weight-MaxWeight)/10)+" additional weight capacity to complete this trade.^000000";
    close;
    }
    if (.@q[4]) set Zeny, Zeny-(.@q[4]*.@q[1]);
    if (.@q[5]) setd .Points$[0], getd(.Points$[0])-(.@q[5]*.@q[1]);
    if (.@q[6]) for(set .@i,6; .@i<getarraysize(.@q); set .@i,.@i+2)
    delitem .@q[.@i],.@q[.@i+1]*.@q[1];
    getitem .@q[0],.@q[2];
    if (.Announce) announce strcharinfo(0)+" has created "+((.@q[2] > 1)?.@q[2]+"x "+getitemname(.@q[0]):callfunc("F_InsertArticle",getitemname(.@q[0])))+"!",0;
    specialeffect2 EF_FLOWERLEAF;
    close;
    case 2:
    setarray @qe[3], getlook(LOOK_HEAD_BOTTOM), getlook(LOOK_HEAD_TOP), getlook(LOOK_HEAD_MID), getlook(LOOK_ROBE), 1;
    if ((@qe[1] & 1) || (@qe[1] & 4096)) changelook LOOK_HEAD_BOTTOM, @qe[2];
    else if ((@qe[1] & 256) || (@qe[1] & 1024)) changelook LOOK_HEAD_TOP, @qe[2];
    else if ((@qe[1] & 512) || (@qe[1] & 2048)) changelook LOOK_HEAD_MID, @qe[2];
    else if ((@qe[1] & 4) || (@qe[1] & 8192)) changelook LOOK_ROBE, @qe[2];
    break;
    case 3:
    close;
    }
    }
     
    OnEnd:
    if (@qe[7]) {
    changelook LOOK_HEAD_BOTTOM, @qe[3];
    changelook LOOK_HEAD_TOP, @qe[4];
    changelook LOOK_HEAD_MID, @qe[5];
    changelook LOOK_ROBE, @qe[6];
    }
    deletearray @qe[0],8;
    end;
     
    function Add {
    if (getitemname(getarg(1)) == "null") {
    debugmes "Quest reward #"+getarg(1)+" invalid (skipped).";
    return;
    }
    setarray .@j[0],getarg(2),getarg(3),getarg(4);
    for(set .@i,5; .@i<getargcount(); set .@i,.@i+2) {
    if (getitemname(getarg(.@i)) == "null") {
    debugmes "Quest requirement #"+getarg(.@i)+" invalid (skipped).";
    return;
    } else
    setarray .@j[.@i-2],getarg(.@i),getarg(.@i+1);
    }
    copyarray getd(".q_"+getarg(1)+"[0]"),.@j[0],getarraysize(.@j);
    npcshopadditem "qshop"+getarg(0),getarg(1),((.ShowZeny)?getarg(3):0);
    return;
    }
     
    function Chk {
    if (getarg(0) < getarg(1)) {
    set @qe[0],1;
    return "^FF0000";
    } else
    return "^00FF00";
    }
     
    function Slot {
    set .@s$,getitemname(getarg(0));
    switch(.ShowSlot) {
    case 1: if (!getitemslots(getarg(0))) return .@s$;
    case 2: if (getiteminfo(getarg(0),2) == 4 || getiteminfo(getarg(0),2) == 5) return .@s$+" ["+getitemslots(getarg(0))+"]";
    default: return .@s$;
    }
    }
    }
     
    function script qshop {
    deletearray @i[0],getarraysize(@i);
    for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
    set @i[.@i],getarg(.@i);
    doevent "quest_shop::OnMenu";
    end;
    }
     
     
    // Dummy shop data -- copy as needed.
    //============================================================

    I hope there is someone who will help me.

    post-3525-0-46107400-1407666982_thumb.jpg

  8.  

     

     

    Good day everyone! May tanong lang po sana ako. Pano po iedit or ano ano ang ieedit para magawa yung "Classic Ragnarok" Like 2-2 lang sya as in mala 2007 po gnun ty po sa mga sasagot

    Di ko lang sure if meron configuration nyan 

    tingin ko manual mong aayusin from pre-re.

     

    Awtsu iisa isahin pa pala yun :v

     

    I think so hehehe last time kasi nag karon ako ng project na ganyan 

    inisa isa ko since wala ako mahanap na easy way xD

     

    Sige ty po

  9.  

    Good day everyone! May tanong lang po sana ako. Pano po iedit or ano ano ang ieedit para magawa yung "Classic Ragnarok" Like 2-2 lang sya as in mala 2007 po gnun ty po sa mga sasagot

    Di ko lang sure if meron configuration nyan 

    tingin ko manual mong aayusin from pre-re.

     

    Awtsu iisa isahin pa pala yun :v

  10.  

    1. Punta ka sa src/map/map.h at hanapin mo eto.
     
    change this
    #define MAX_LEVEL 175
     
    to this
    #define MAX_LEVEL 255
     
    and recompile.
     
    2. Sa db/re/job_exp if your using Renewal or db/pre-re/job_exp if your using Pre-Renewal hanapin mo etong mga sumusunod na lines.
     
    change 99 to 255
    //Base - Normal and Baby Jobs
    99,0:1:2:3:4:5:6:7:8:9:10:11:12:13:14:15:16:17:18:19:20:21:23:24:25:4023:4024:4025:4026:4027:4028:4029....
     
    //Base - Adv Jobs
    99,4001:4002:4003:4004:4005:4006:4007:4008:4009:4010:4011:4012:4013:4014:4015:4016:4017:4018:4019:4020:4021:4022...
     
    change 70 to 120
    //Job - Adv Second Classes
    70,4008:4009:4010:4011:4012:4013:4014:4015:4016:4017:4018:4019:4020:4021:4022...
     
    //Job - Ninja/Gunslinger
    70,24:25,1,100,200,300,400,600,700,1000,1200,1400,1700,1900,2400,2700,3200,3600,4200,4900,5500...
     
    change 50 to 120
    //Job - Star Gladiator
    50,4047:4048,1,50700,50700,50700,50700,50700,50700,50700,50700,50700,50700,50700...
     
    //Job - Soul Linker (Same EXP table as 2nd Classes & Baby 2nd Classes)
    50,4049,1,2500,4200,7000,10300,15900,18900,20900,22600,24900,28800,31500,32000,33300...
     
    and restart your server.
     
    About sa Devil Square di mo na need mag lagay nun kc meron na sa npc/script_custom.conf in line 86, just remove the "//" and save then type @reloadscript ingame.

     

    Hi, Thanks sa Levels Sir! Ask ko lang to.. Kasi sa Devil Square nilagyan ko ng script di naman lumabas yung NPC. eto po yung line 86 ko //npc: npc/custom/battleground/bg_flavius_02.txt

  11. Hi, Good Day! Hihingi po sana ako ng tulong kung pano gawing 255/120 ang server ko kasi kkagwa ko lang po at newbie pa ako. 99/70 lang po kasi ang server ko. at pag maglalagay po ba ng mga scripts like " DevilSquare"  saan po ilalagay na folder yun? Thx po

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