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frenzmu06

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Posts posted by frenzmu06

  1. Which has the more priority? itemInfo.lub or item_db.txt? I edited the System/itemInfo.lub - I put for some slots in headgears and I got 4 slotted headgears even without editing my item_db.txt nor my itemslotcounttable.txt. Have I done something wrong?

     

    Is this a bug or it's just me?  I tested it in 2013 clients

     

    I tried Lord Kaho's Horn into 4 slot without editing my item_db.txt and itemslotcounttable.txt.

     

    [5013] = {
            unidentifiedDisplayName = "Head Gear",
            unidentifiedResourceName = "¸®º»",
            unidentifiedDescriptionName = {
                "Unidentified item, can be identified with [Magnifier].",
            },
            identifiedDisplayName = "Lord Kaho's Horn",
            identifiedResourceName = "·ÎµåÄ«È£ÀÇ»Ô",
            identifiedDescriptionName = {
                "A special headgear created specifically for Lord Kaho ... Whoever he is.",
                "STR + 5, INT + 5",
                "VIT + 10, AGI + 10",
                "LUK + 20, MDEF + 10",
                "Class :^777777 Headgear^000000",
                "Defense :^777777 30^000000",
                "Equipped on :^777777 Upper^000000",
                "Weight :^777777 10^000000",
                "Applicable Job :^777777 Every Job^000000",
            },
            slotCount = 4,
            ClassNum = 99
     

     

    itemslotcounttable.txt is not used anymore by 2013 client, instead it uses the "slotCount = Value," field in the iteminfo.lub, changing the values @ slotcount field makes your item show how many slot you have input in that field but it is only a visual edit (you still have to edit your item_db for it to fully work/validate the slots you've added)

  2. can i request an edit to disguise event for it to have switch (or anyhow it'll be done) for it to hide after the event ends

     

    clearer ex:

       npc shows up when the event starts

       npc hides(turns off or something) after the event ends

       shows up again when event re start (after an hour or so /depends on your setting)

      

     

       i think does npc hide shows a shadow, its is better if it doesn't.

  3. @janeth

     

    on your svn/trunk/npc/custom

    right click>new>text document>rename to "gvg_no_assumptio">copy code below

    -	script	remove_assumptio	-1,{
    OnPCLoadMapEvent:
    	if (getmapflag(strcharinfo(3),mf_gvg))
    		sc_end SC_ASSUMPTIO;
    	end;
    }
    
    aldeg_cas01	mapflag	loadevent
    aldeg_cas02	mapflag	loadevent
    aldeg_cas03	mapflag	loadevent
    aldeg_cas04	mapflag	loadevent
    aldeg_cas05	mapflag	loadevent
    gefg_cas01	mapflag	loadevent
    gefg_cas02	mapflag	loadevent
    gefg_cas03	mapflag	loadevent
    gefg_cas04	mapflag	loadevent
    gefg_cas05	mapflag	loadevent
    payg_cas01	mapflag	loadevent
    payg_cas02	mapflag	loadevent
    payg_cas03	mapflag	loadevent
    payg_cas04	mapflag	loadevent
    payg_cas05	mapflag	loadevent
    prtg_cas01	mapflag	loadevent
    prtg_cas02	mapflag	loadevent
    prtg_cas03	mapflag	loadevent
    prtg_cas04	mapflag	loadevent
    prtg_cas05	mapflag	loadevent
    nguild_alde	mapflag	loadevent
    nguild_gef	mapflag	loadevent
    nguild_pay	mapflag	loadevent
    nguild_prt	mapflag	loadevent
    schg_cas01	mapflag	loadevent
    schg_cas02	mapflag	loadevent
    schg_cas03	mapflag	loadevent
    schg_cas04	mapflag	loadevent
    schg_cas05	mapflag	loadevent
    arug_cas01	mapflag	loadevent
    arug_cas02	mapflag	loadevent
    arug_cas03	mapflag	loadevent
    arug_cas04	mapflag	loadevent
    arug_cas05	mapflag	loadevent
    
    

    paste it on your newly made .txt file "gvg_no_assumptio">press ctrl+s>click close (X on upper right)>navigate to your svn/trunk/npc/scripts_custom.conf>add this line

     

     

    npc: npc/custom/gvg_no_assumptio.txt
    


    restart your server or use @reloadscript ingame

  4. how about kick everyone from the server who has the items you are deleting first before proceeding to deletion process

    Off topic.

    lol how did that became off topic?

     

    what i mean is = check first the players and kick them before you go the deleting process of item in the script posted by capuche which is 14px-U%2B2193.svg.png

    since as capuche said: You can't delete an item in the inventory of player online by sql

    You can't delete an item in the inventory of player online by sql

    prontera,150,145,0	script	Delete	100,{
    	set .@GMLevel,99;
    	set .@npc$,strnpcinfo(1);
    	if (getgmlevel() < .@GMLevel) close;
    	mes .@npc$;
    	mes "Input the item id";
    	next;
    	input .@id;
    	next;
    	if (getitemname(.@id) == "") {
    		mes .@npc$;
    		mes "Invalid id number";
    		close;
    	}
    	mes .@npc$;
    	mes "So,  you want to delete " +getitemname(.@id)+ "?";
    	next;
    	if (select("- Yes:- No") - 1) close;
    	mes .@npc$;
    	mes "Processssinnggg...";
    	next;
    	.@self = getcharid(3);
    	query_sql("DELETE FROM `auction` WHERE `nameid` = '" +.@id+ "'");
    	query_sql("DELETE FROM `cart_inventory` WHERE `nameid` = '" +.@id+ "'");
    	query_sql("DELETE FROM `guild_storage` WHERE `nameid` = '" +.@id+ "'");
    	query_sql("DELETE i FROM `inventory` i left join `char` c on c.`char_id` = i.`char_id` WHERE i.`nameid` = '501' and c.`online` = '0'");
    	query_sql("DELETE FROM `mail` WHERE `nameid` = '" +.@id+ "'");
    	query_sql("DELETE FROM `storage` WHERE `nameid` = '" +.@id+ "'");
    	do {
    		.@size = query_sql( "select `account_id` from `char` where `online` = '1' order by `account_id` desc limit "+ .@loop +", 128", .@account_id );
    		.@loop += 128;
    		for ( .@i = 0; .@i < .@size; .@i += 1 ) {
    			attachrid .@account_id[.@i];
    			delitem .@id, countitem( .@id );
    		}
    	}
    	while( .@size > 0 );
    	attachrid .@self;
    	mes .@npc$;
    	mes "Done!";
    	close;
    }
    

    Storage etc.. will be update after the player log out log in

    • Upvote 1
  5. Hi guys, is there something wrong with this script? Expanded job classes can't wear the valk helm

    5826,Valkyrie_Helmet,Valkyrie Helmet,5,0,,0,,10,,0,0xFFFFFFFF,7,2,256,,0,0,225,{ bonus bStr,2; bonus bInt,2; bonus bDex,2; bonus bAgi,2; bonus bMdef,5; },{},{}

     

    Yes but i got the same script with my custom items and all classes can wear that item.

    say whut? i can't get it... all classes can wear it or not?

     

    Check: Job,Upper

     

    where:

    Job: Equippable jobs. Uses the following bitmask table:

        (S.) Novice (2^00): 0x00000001

        Swordman (2^01): 0x00000002

        Magician (2^02): 0x00000004

        Archer (2^03): 0x00000008

        Acolyte (2^04): 0x00000010

        Merchant (2^05): 0x00000020

        Thief (2^06): 0x00000040

        Knight (2^07): 0x00000080

        Priest (2^08): 0x00000100

        Wizard (2^09): 0x00000200

        Blacksmith (2^10): 0x00000400

        Hunter (2^11): 0x00000800

        Assassin (2^12): 0x00001000

        Unused (2^13): 0x00002000

        Crusader (2^14): 0x00004000

        Monk (2^15): 0x00008000

        Sage (2^16): 0x00010000

        Rogue (2^17): 0x00020000

        Alchemist (2^18): 0x00040000

        Bard/Dancer (2^19): 0x00080000

        Unused (2^20): 0x00100000

        Taekwon (2^21): 0x00200000

        Star Gladiator (2^22): 0x00400000

        Soul Linker (2^23): 0x00800000

        Gunslinger (2^24): 0x01000000

        Ninja (2^25): 0x02000000

        Gangsi (2^26): 0x04000000

        Death Knight (2^27): 0x08000000

        Dark Collector (2^28): 0x10000000

        Kagerou/Oboro (2^29): 0x20000000

    where:

    Upper: Equippable upper-types. Uses the following bitmasks:

        1: Normal jobs

        2: Upper jobs

        4: Baby jobs

        8: Third jobs

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