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negativero

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Posts posted by negativero

  1. Where should I put these ? 

     

     

    src/map/skill.c | 1 +
     1 file changed, 1 insertion(+)
     
    diff
    --git a/src/map/skill.c b/src/map/skill.c
    index ad08fb3
    ..23db870 100755
    --- a/src/map/skill.c
    +++ b/src/map/skill.c
    @@ -15595,6 +15595,7 @@ void skill_weaponrefine (struct map_session_data *sd, int idx)
      pc_unequipitem(sd,idx,3);
      }
      clif_delitem(sd,idx,1,3);
    + clif_additem(sd,idx,1,0);
      clif_upgrademessage(sd->fd, 0, item->nameid);
      clif_inventorylist(sd);
      clif_refine(sd->fd,0,idx,item->refine);

    I want to put the source from the top into the bottom . Because the Weapon Refine Skill of Whitesmith doesn't show any images in the top when refining
     

     

    * Weapon Refine [Celest]

     *------------------------------------------*/
    void skill_weaponrefine(struct map_session_data *sd, int idx)
    {
    nullpo_retv(sd);
     
    if (idx >= 0 && idx < MAX_INVENTORY)
    {
    struct item *item;
    struct item_data *ditem = sd->inventory_data[idx];
    item = &sd->status.inventory[idx];
     
    if(item->nameid > 0 && ditem->type == IT_WEAPON) {
    int i = 0, per;
    int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
    if( ditem->flag.no_refine ) { // if the item isn't refinable
    clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
    return;
    }
    if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
    clif_upgrademessage(sd->fd, 2, item->nameid);
    return;
    }
    if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
    clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
    return;
    }
    per = status_get_refine_chance(ditem->wlv, (int)item->refine);
    if( sd->class_&JOBL_THIRD )
    per += 10;
    else
    per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [skotlex]
     
    pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
    if (per > rnd() % 100) {
    int ep=0;
    log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
    item->refine++;
    log_pick_pc(sd, LOG_TYPE_OTHER,  1, item);
    if(item->equip) {
    ep = item->equip;
    pc_unequipitem(sd,idx,3);
    }
    clif_delitem(sd,idx,1,3);
    clif_upgrademessage(sd->fd, 0, item->nameid);
    clif_inventorylist(sd);
    clif_refine(sd->fd,0,idx,item->refine);
    if (ep)
    pc_equipitem(sd,idx,ep);
    clif_misceffect(&sd->bl,3);
    if(item->refine == 10 &&
    item->card[0] == CARD0_FORGE &&
    (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
    { // Fame point system [DracoRPG]
    switch(ditem->wlv){
    case 1:
    pc_addfame(sd, battle_config.fame_refine_lv1,0); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
    break;
    case 2:
    pc_addfame(sd, battle_config.fame_refine_lv2,0); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
    break;
    case 3:
    pc_addfame(sd, battle_config.fame_refine_lv3,0); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
    break;
    }
    }
    } else {
    item->refine = 0;
    if(item->equip)
    pc_unequipitem(sd,idx,3);
    clif_upgrademessage(sd->fd, 1, item->nameid);
    clif_refine(sd->fd,1,idx,item->refine);
    pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
    clif_misceffect(&sd->bl,2);
    clif_emotion(&sd->bl, E_OMG);
    }
    }
    }
    }

     

  2. Please help me to change the time :(
    
    
    //===== rAthena Script =======================================
    //= Disguise Event
    //===== By: ==================================================
    //= GmOcean
    //===== Current Version: =====================================
    //= 5.1
    //===== Compatible With: ===================================== 
    //= rAthena SVN
    //===== Additional Comments: =================================  
    //= Note: This script requires PCRE to run properly.
    //= 5.0 Last update by GmOcean.
    //= 5.1 Cleaned and standardized, mostly. [Euphy]
    //============================================================
    
    gon_test,58,94,3 script Disguise Event 795,{
    
    // Currently set to run every two hours.
    // To change times, edit the OnClock labels below.
    
    set .@GMLevel,60; // GM level required to access NPC.
    set .@n$,"[^0000FFDisguise NPC^000000]";
    
    if (getgmlevel()>=.@GMLevel) {
    mes .@n$;
    mes "Select an option.";
    next;
    switch(select("Turn ON/OFF Event:Event Settings")) {
    case 1:
    mes .@n$;
    if (.EventON) {
    mes "The Event is currently: [^0000FFON^000000]";
    mes "Would you like to turn it OFF?";
    } else {
    mes "The Event is currently: [^FF0000OFF^000000]";
    mes "Would you like to turn it ON?";
    }
    if(select("Yes:No")==2) close;
    if (.EventON) {
    set .EventON,0; set .Timer,0;
    setnpctimer 0; stopnpctimer;
    announce "A GM has decided to turn the Disguise Event off. As a result no further prizes will be given.",bc_map | bc_blue;
    deletepset 1;
    setnpcdisplay "Disguise Event",795;
    close;
    }
    set .EventON,1; set .Timer,1; setnpctimer 0; initnpctimer;
    set .ResetCounter,.ResetCounter+1;
    announce "The Disguise Event will begin in 3 minutes.",bc_all | bc_blue;
    announce "The Event is being held in gon_test please proceed to Maintown and talk to Basy.",bc_all | bc_blue;
    close;
    case 2:
    mes .@n$;
    mes "Pick a setting to modify.";
    next;
    switch(select("Monster Display:Number of Rounds:Prize Settings")) {
    case 1:
    setarray .@r$[0],"Disguise as all monsters.","Disguise as MVPs only.";
    mes .@n$;
    mes "Choose a disguise rule.";
    next;
    set .Rule, select(implode(.@r$,":"));
    mes .@n$;
    mes "The Disguise Rule has been set:";
    mes "  > ^0055FF"+.@r$[.Rule-1]+"^000000";
    close;
    case 2:
    mes .@n$;
    mes "Input the number of rounds you want the event to last.";
    mes "Current number: [^0000FF"+.Rounds+"^000000]";
    next;
    input .@Rounds;
    set .Rounds,.@Rounds;
    mes .@n$;
    mes "The number of rounds has been changed to "+.Rounds+".";
    close;
    case 3:
    mes .@n$;
    mes "Input the Item ID of the prize given each round.";
    mes "Current item: [^0000FF"+getitemname(.Prize)+"^000000] (ID #"+.Prize+")";
    next;
    input .@Prize;
    mes .@n$;
    if (getitemname(.@Prize)=="" || getitemname(.@Prize)=="null") {
    mes "That item does not exist. Please try again.";
    close;
    }
    set .Prize,.@Prize;
    mes "Input the amount to be given.";
    next;
    input .@amount;
    mes .@n$;
    if (.@amount<=0 || .@amount>=10000) {
    mes "That amount is invalid. Using default ammount of 1.";
    set .@amount,1;
    next;
    mes .@n$;
    }
    set .PrizeAmt,.@amount;
    mes "The Prize has been changed successfully.";
    mes "Prize: "+.PrizeAmt+"x [^0000FF"+getitemname(.Prize)+"^000000]";
    close;
    }
    }
    }
    if (.EventON) end;
    mes .@n$;
    mes "Welcome.";
    mes "How may I be of assistance?";
    if(select("Information:Nothing, just passing through.")==2) close;
    next;
    mes .@n$;
    mes "This event is quite simple.";
    mes "At the start of the event, I will";
    mes "disguise myself as a random";
    mes "monster. You have to shout";
    mes "that monter's name out loud.";
    next;
    mes "If you are correct, you will receive";
    mes "a prize. If not, keep trying!";
    mes "That's all that there is to this event.";
    close;
    
    OnInit:
    set .EventON,0;
    set .Wait,0;
    set .Winner,0;
    set .ResetCounter,0;
    set .Rounds,25;
    set .Prize,7179;
    set .PrizeAmt,1;
    set .Rule,1;
    setarray .MVP[0],1038,1039,1046,1059,1086,1087,1112,1115,1147,1150,1157,1159,1190,1251,1252,1272,1312,1373,
                     1389,1399,1418,1492,1502,1511,1583,1623,1630,1646,1647,1648,1649,1650,1651,1658,1685,1688,
      1708,1719,1734,1751,1768,1779,1785,1802,1832,1871,1874,1885,1917,1980,2022,2068,2087,2131,
      2156,2165;
    set .BlackList$, "1003,1006,1017,1021,1022,1027,1043,1075,1136,1137,1168," + 
       "1171,1172,1173,1181,1187,1210,1217,1218,1222,1223,1224,1225,1226,1227,1228," + 
       "1233,1284,1407,1411,1414,1495,1501,1900,1996,2000,2001,2002,2003,2004," + 
       "2005,2006,2007,2011,2012,2025,2028,2029,2030,2031,2032,2033,2034,2035," + 
       "2036,2037,2038,2039,2040,2041,2042,2043,2044,2045,2046,2047,2048,2049," + 
       "2050,2051,2052,2053,2054,2055,2056,2057,2058,2059,2060,2061,2062,2063," + 
       "2064,2065,2066,2067,2075,2076,2077,2078,2079,2080,2081,2083,2084,2085," + 
       "2086,2087,2088,2089,2090,2091,2092,2093,2094,2095,2096,2097,2098,2099," + 
       "2100,2101,2012,2103,2104,2105,2106,2107,2108,2109,2110,2111,2112,2113," + 
       "2114,2115,2116,2117,2118,2119,2120,2121,2123,2124,2125,1496,";
    end;
    OnClock0000:
    OnClock0200:
    OnClock0400:
    OnClock0600:
    OnClock0800:
    OnClock1000:
    OnClock1200:
    OnClock1400:
    OnClock1600:
    OnClock1800:
    OnClock2000:
    OnClock2200:
    set .ResetCounter,.ResetCounter+1;
    set .EventON,1;
    set .Timer,1;
    set .Wait,1;
    announce "The Disguise Event will begin in 3 minutes.",bc_all | bc_blue;
    announce "The Event is being held in gon_test.",bc_all | bc_blue;
    setnpctimer 0;
    initnpctimer;
    end;
    OnTimer10000:
    if (.Timer || .Change) end;
    set .Wait,0;
    goto iDisguise;
    end;
    OnTimer30000:
    if (.Timer) end;
    set .Change,0;
    setnpcdisplay "Disguise Event",795;
    npctalk "You took too long to guess what I was. Please wait 10 seconds while I disguise again.";
    specialeffect 725;
    set $MonsterName$,"";
    deletepset 1;
    stopnpctimer;
    setnpctimer 0;
    initnpctimer;
    end;
    OnTimer60000:
    if (.Timer!=1) end;
    announce "The Disguise Event will begin in 2 minutes.",bc_all | bc_blue;
    announce "The Event is being held in gon_test.",bc_all | bc_blue;
    end;
    OnTimer120000:
    if (.Timer!=1) end;
    announce "The Disguise Event will begin 1 minute.",bc_all | bc_blue;
    announce "The Event is being held in gon_test.",bc_all | bc_blue;
    end;
    OnTimer180000:
    if (.Timer!=1) end;
    announce "The Disguise Event has begun!",bc_all | bc_blue;
    announce "The Event is being held in gon_test.",bc_all | bc_blue;
    set .Timer,0; stopnpctimer;
    setnpctimer 0; initnpctimer;
    iDisguise:
    if (.Rule==1) {
    set .Winner,0;
    set .Monster,1000+rand(1,995);
    if (compare(","+.BlackList$+"," , ","+.Monster+",")) goto iDisguise;
    if (.Monster==.LastMonster) goto iDisguise;
    set .LastMonster,.Monster;
    set $MonsterName$,getmonsterinfo(.Monster,0);
    }
    if (.Rule==2) {
    set .Winner,0;
    set .Monster,rand(49);
    set $MonsterName$,getmonsterinfo(.MVP[.Monster],0);
    }
    deletepset 1;
    defpattern 1,"([^:]+):.\\s*"+$MonsterName$+".*", "iCorrect";
    activatepset 1;
    if (.Rule==1) setnpcdisplay "Disguise Event",.Monster;
    if (.Rule==2) setnpcdisplay "Disguise Event",.MVP[.Monster];
    set .Change,1;
    setnpctimer 0;
    end;
    iCorrect:
    if (.Winner) {
    dispbottom "Someone has already won this round.";
    end;
    }
    set .Winner,1;
    set .RoundCount,.RoundCount+1;
    deletepset 1;
    activatepset 1;
    getitem 7179,1;
    announce strcharinfo(0)+" is correct! I was disguised as: "+$MonsterName$+"",bc_map | bc_blue;
    if (.RoundCount>=.Rounds) {
    setnpcdisplay "Disguise Event",795;
    set .RoundCount,0; set .Change,0; set .EventON,0;
    setnpctimer 0; stopnpctimer;
    npctalk "Thank you all for playing. That was the last round of the Disguise Event. Come play again later.";
    end;
    }
    setnpcdisplay "Disguise Event",795;
    set .Change,0;
    setnpctimer 0;
    end;
    }
    
  3.  

    When I'm wearing the Pencil in mouth the combo effect is working without the model training hat.

     

    What should I put in the item_db.txt ?

     

    Sorry I'm Noob T.T Please help me thanks 

     

     

    A popular snack while taking tests. It makes one look more studious but, it's days may be numbered if it stays in somebody's mouth any longer.

    HIT + 3.

    [+ Model Training Hat]

    DEX + 2, DEF + 2.
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