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Everything posted by AinsLord
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seems like the converter src here is already outdated is there any updated one that work on latest git? thanks
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basically i tried to copy what is on re-newal random option settings but somehow it doesnt applied perfectly here is the screenshot of my error im still trying to figure out what is really going on thanks if someone can help me with this
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i think this one is for database it self on phpmyadmin im actually looking for db.txt to YAML item converter if there is but yea thanks this will also help me ?
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is there like converter for old item db format to new item db? i want to create a custom item on new item db yaml but the output files or itemdb is still the old format thanks in advance
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trying to use emistry refine callfunc item/NPC
AinsLord replied to AinsLord's question in Scripting Support
where do i put or insert this? -
thanks a lot
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i just wanted like gvg/woe/koe maps as you can see the mapflags are gvg/gvgdungeon/gvgcastle but it works on PVP kindly elaborate what you mean reproduce new MF is it custom mapflag or what? thanks for replying
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just a quick question if i want the stone to be placed on 3slot /* item_db.txt // replace with your own custom id. 501,Red_Potion,Red Potion,11,50,,70,,,,,0xFFFFFFFF,63,2,,,,,,{ callfunc( "F_DiabloEnchant",501,909 ); },{},{} // Example Bonus 909,Jellopy,Jellopy,3,6,,10,,,,,,,,,,,,,{ .@eqp = getequippedon(); if (.@eqp & 16) { bonus bVit,100; } if (.@eqp & 256) { bonus bInt,100; } if (.@eqp & 64) { bonus bAgi,100; } },{},{} */ // usage: // callfunc( "F_DiabloEnchant",<delete item id>,<bonus item id> ); function script F_DiabloEnchant { .@itemid = getarg( 0,0 ); .@enchant = getarg( 1,0 ); if ( .@itemid && .@enchant ) { for ( .@i = EQI_HEAD_TOP; .@i < EQI_ACC_R; .@i++ ) { .@equip_itemid = getequipid( .@i ); .@menu$ = .@menu$ + ( .@equip_itemid == -1 ? "": getitemname( .@equip_itemid ) ) + ":"; } .@i = select( .@menu$ ); .@equip_itemid = getequipid( .@i ); .@equip_refine = getequiprefinerycnt( .@i ); for ( .@c = 0; .@c < 4; .@c++ ) .@card[.@c] = getequipcardid( .@i,.@c ); if ( .@card[0] && .@card[0] < 4001 ) { mes "Signed Item can't be enchanted."; } // else if ( .@card[3] ) { // mes "This item has been enchanted. Cant enchant twice."; // } else { delequip .@i; delitem .@itemid,1; .@card[3] = .@enchant; getitem2 .@equip_itemid,1,1,.@equip_refine,0,.@card[0],.@card[1],.@card[2],.@card[3]; // equip2 .@equip_itemid,.@equip_refine,0,.@card[0],.@card[1],.@card[2],.@card[3]; specialeffect2 154; message strcharinfo(0),"Enchant Success!"; } close; } return; } is this the part i need to edit? .@card[3] = .@enchant; this one is like once you put stone it cannot be enchant again correct? // else if ( .@card[3] ) { // mes "This item has been enchanted. Cant enchant twice."; // } this part may i know whats the use? // equip2 .@equip_itemid,.@equip_refine,0,.@card[0],.@card[1],.@card[2],.@card[3]; thanks in advance PS: Got error on custom script
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thanks i ll try this one when i came back home PS: @DorekoNekoThis codes still heals 777 case PR_SANCTUARY: hp = (skill_lv > 6) ? 777 : skill_lv * 100; if (target->type == BL_MOB && target->id == MOBID_EMPERIUM) { hp = 1; } case PR_SANCTUARY: hp = (skill_lv > 6) ? 777 : skill_lv * 100; if (target->id == MOBID_EMPERIUM) { hp = 1; } i tried this code case PR_SANCTUARY: hp = (skill_lv > 6) ? 777 : skill_lv * 100; if (target->type == BL_MOB && target->id == MOBID_EMPERIUM); hp = 1; break; case PR_SANCTUARY: hp = (skill_lv > 6) ? 777 : skill_lv * 100; if (target->id == MOBID_EMPERIUM); hp = 1; break; it heals 1 but it also heals 1 on players yeyyyy thanks a lot it works
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i was trying to do some src edit for sanctuary heal on emp that can only be "1" but i got this kind of error i tried the src edit i found here case PR_SANCTUARY: hp = (skill_lv>6)?777:skill_lv*100; if (dstmd->class_ == MOBID_EMPERIUM) hp = 1; break; thanks in advance
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so i was trying to do the nidhoggurs quest but in some point the quest doesnt go thru on the part of these quest tried to walk pass no pop up message so i tried to search regarding no need to do the quest just talk to the gate and the nest will be open up i found this link i tried it but seems doesnt work is there any other way to enable this nidhoggurs nest without doing those chain quest? thanks for the help
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so i have this script works with GVG/WOE function script UpperWoe1 { if ( getmapflag( strcharinfo(3), mf_gvg || getmapflag( strcharinfo(3), mf_gvg_castle || getmapflag( strcharinfo(3), mf_gvg_dungeon ) ) ) ) { bonus bMaxHPrate,15; bonus2 bMagicAddRace,RC_Player,5; bonus2 bAddRace,RC_Player,10; bonus2 bSubRace,RC_Player,7; } } but it also works on PVP map or turbo room anyone can help me with this? thanks in advance
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hi i just wondering 100% stun resist on my server still has a chance to stun isnt it suppose to be resistant already since you got 100% all in all card/equips? thanks in advance PS : dunno which thread i should post this so i posted it on general support
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hi miss @Emistry it seems i do have problem with your refine item/useable thanks for helping
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it seems selection dont show up heres the script //--- Bitmasks ---- // 1 - Top Headgear // 2 - Armor // 4 - Left Hand // 8 - Right Hand // 16 - Garment // 32 - Shoes // 64 - Left Accessory // 128 - Right Accessory // 256 - Middle Headgear // 512 - Lower Headgear // .....callfunc( "RefineFunc",<itemID>,<Amount>,<BitMasks>,<MinRefine>,<MaxRefine>,<CheckEquip>,<RefineMode>,<Percent> ); // 1. itemID -> Item that will be used during Refine. // 2. Amount -> Amount of Required Items. // 3. BitMask -> Refer to above bitmask table. // 4. MinRefine -> Required Min Refine to use. // 5. MaxRefine -> What is the Max Refine. [ Can Bypass Default Server Max Refine ] // 6. CheckEquip -> Check Equipments is Refineable or not. [ 0 = Disable / 1 = Enable ] // 7. RefineMode -> +1 / Max Refine. [ 0 = +1 Refine / 1 = Max Refine ] // 8. Percent -> Rate of Success to refine current Equipment. // Notes : You can Customize it according to whatever way you want. // Different NPCs / Items with Different Settings. // It will consume the items that you defined to Refine the Equipments according to your Settings. //----------- If used this as Item Script ----------- // Example : Red Potion with 100% Refine Rate // 501,Red_Potion,Red Potion,11,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ callfunc( "RefineFunc",501,1,63,0,10,1,0,100 ); },{},{} // Change Item Type to 11 and Amount Required to 1 ( Advised ) //----------- If used this as NPC Script ------------ // Example : 90% Success Rate Refiner. // turbo_room,108,112,5 script Refiner 757,{ // callfunc( "RefineFunc",3036,1,8,8,10,1,1,100); // } function script RefineFunc { for( set .@i,1; .@i <= 10; set .@i,.@i + 1 ) set .@Menu$,.@Menu$ + (( getarg(2) & pow( 2,(.@i-1 ) ) && getequiprefinerycnt( .@i ) >= getarg(3) && getequiprefinerycnt( .@i ) < getarg(4) && getequipisequiped( .@i) )?"^FF0000+"+getequiprefinerycnt( .@i )+" ^0000FF"+getequipname( .@i )+" "+( getitemslots( getequipid( .@i ) )?"["+getitemslots( getequipid( .@i ) )+"]":"" )+"^000000":"" )+":"; set .@Refine,select( .@Menu$ ); mes "Required ^FF0000"+getarg(1)+" x "+getitemname( getarg(0) )+"^000000"; if( getarg(5) == 1 && !getequipisenableref( .@Refine ) ) mes "I cant refine this items. Because it is ^FF0000Un-Refineable^000000."; else{ if( select( "^FF0000Refine^000000:Cancel" ) == 2 ) close; if( countitem( getarg(0) ) < getarg(1) ) close; delitem getarg(0),getarg(1); if( rand(100) < getarg(7) ){ if( getarg(6) ) while( getequiprefinerycnt( .@Refine ) < getarg(4) ) successrefitem ( .@Refine ); else successrefitem ( .@Refine ); mes "You have refined : "; mes "^FF0000+"+getequiprefinerycnt( .@Refine )+" ^0000FF"+getequipname( .@Refine )+"^000000"; }else{ failedrefitem ( .@Refine ); mes "Sorry, Failed in Refine and Equipment...Destroyed."; } } close; } this is the selection window im using it as an useable item 3036,+9_Weapon_Refine_Deed,+9 Weapon Refine Deed,11,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ callfunc( "RefineFunc",3036,1,8,8,10,1,1,100); },{},{} thanks for the help @Emistry
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will this still works with the latest rev?
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so the material list on pet evo and on pet evo window list is different this is on pet evo windown mats list - Target: ANGELING ItemRequirements: - Item: Yellow_Potion Amount: 20 - Item: Spirit_Chain Amount: 1 - Item: White_Herb Amount: 50 - Item: Jellopy Amount: 200 this is on Pet DB i need to have those materials before i can evolve my pet but the only items will disappear is the materials on pet_db not on the pet evo window thanks for the help PS: dunno which thread should i post this topic so i posted it here at general thread
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Utility: Costume Enchantments - Custom idRO Klasik based
AinsLord replied to Cydh's topic in Utility Script Releases
Hi sir @Cydh just wondering by opening a 2nd/duplicate NPC for garment 3rd slot enchant why its not selecting the costume on the list perhaps all the costumes that are equip are able to enchant even its not on the list? // - The NPC will enchants costume on inventory, so it's // impossible to keep the current costume info, cannot // make multiple enchants. // - For multiple enchant slots, read the documentation // below - script cCostumeEnchant#Enchanter -1,{ .@loc$ = charat(strnpcinfo(2),3); .@this$ = ".data"+.@loc$+""; .@npcname$ = strnpcinfo(1); .@locname$ = getd(.@this$+"locname$"); .@slot$ = charat(strnpcinfo(2),5); mes "["+.@npcname$+"]"; mes "Hi "+strcharinfo(0)+", I'm "+.@npcname$; next; mes "["+.@npcname$+"]"; mes "I have ability to maximize"; mes "your "+.@locname$+" Costume."; next; mes "["+.@npcname$+"]"; mes "I need a costume "+.@locname$+" and "+.@locname$+" enchant stone"; mes "to begin the process"; next; mes "["+.@npcname$+"]"; mes "You need to know that my ability"; mes "only for "+.@locname$+" costume"; mes "that you have in inventory."; next; mes "["+.@npcname$+"]"; mes "That's why, in this process"; mes "also affected to similar"; mes "costumes in your inventory."; mes "So, just place ^0000CCONE COSTUME^000000"; mes "that you want to enchant"; mes "in your inventory"; next; mes "["+.@npcname$+"]"; mes "I don't take the responsibility"; mes " if you put more many costumes"; mes "in your inventory."; next; mes "["+.@npcname$+"]"; mes "Now, choose the stone"; mes "that you have"; next; .@sel = select(getd(.@this$+"groupmenu$")) - 1; .@sel = .@sel*2; .@groupID$ = getd(.@this$+"group$["+.@sel+"]"); .@groupName$ = getd(.@this$+"group$["+(.@sel+1)+"]"); // Stone selection next; mes "["+.@npcname$+"]"; mes "Choose the "+.@groupName$+" stone that you have"; next; .@grouparr$ = .@this$+"stones_"+.@groupID$+"$"; .@stonemenu$ = ""; for (.@i = 0; .@i < getarraysize(getd(""+.@grouparr$+"")); .@i+=2) { if (.@i) .@stonemenu$ = .@stonemenu$+":"; .@stonemenu$ = .@stonemenu$+"[^0000CC"+countitem(atoi(getd(""+.@grouparr$+"["+(.@i)+"]")))+"^000000] "+getd(""+.@grouparr$+"["+(.@i+1)+"]")+""; } .@sel = select(.@stonemenu$) - 1; .@i = .@sel * 2; .@stoneID = atoi(getd(""+.@grouparr$+"["+(.@i)+"]")); .@stoneName$ = getd(""+.@grouparr$+"["+(.@i+1)+"]"); .@cosarr$ = .@this$+"costumes$"; setarray .@slot[0],0,0,0,0; .@refine = 0; disable_items; pcblockskill 0,true; if (.@slot$ == "") { // Costume selection next; mes "["+.@npcname$+"]"; mes "Choose the costume that"; mes "will be enchanted using "+.@stoneName$+""; .@costumemenu$ = ""; for (.@i = 0; .@i < getarraysize(getd(.@cosarr$)); .@i+=2) { if (.@i) .@costumemenu$ = .@costumemenu$+":"; .@temp = atoi(getd(.@cosarr$+"["+(.@i)+"]")); .@costumemenu$ = .@costumemenu$+""+getd(.@cosarr$+"["+(.@i+1)+"]")+" ("+(countitem(.@temp)-isequipped(.@temp))+")"; } .@sel = select(.@costumemenu$) - 1; .@i = .@sel * 2; .@costumeID = atoi(getd(.@cosarr$+"["+.@i+"]")); .@costumeName$ = getd(.@cosarr$+"["+(.@i+1)+"]"); if ((countitem(.@costumeID) - isequipped(.@costumeID)) < 1 || countitem(.@stoneID) < 1) { next; mes "["+.@npcname$+"]"; mes "I said, you need bring"; mes "the costume and stone needed"; mes "for this process."; close; } } else { // Check equipped costume. Additional feature by me of course, Cydh! .@eqiLoc = getd(.@this$+"eqiLoc"); .@costumeID = getequipid(.@eqiLoc); if (.@costumeID == -1 || countitem(.@stoneID) < 1 || countitem(.@costumeID) != 1) { next; mes "["+.@npcname$+"]"; mes "You hvae to wear the "+.@locname$+" costume"; mes "dan bring the stone needed"; next; mes "["+.@npcname$+"]"; mes "^0000CCPlease put somewhere else"; mes "the similar costumes in your inventory^000000"; close; } if (countitem(.@costumeID) != 1) { next; mes "["+.@npcname$+"]"; mes "^0000CCPlease put somewhere else"; mes "the similar costumes in your inventory^000000"; close; } .@n = getarraysize(getd(.@cosarr$))/2; .@size = .@n/2; for (.@i = 0; .@i < .@n; .@i+=2) { if (.@costumeID == atoi(getd(.@cosarr$+"["+.@i+"]"))) break; } if (.@i == .@size) { next; mes "["+.@npcname$+"]"; mes "I don't recognized"; mes "the costume you wear"; close; } .@slot[0] = getequipcardid(.@eqiLoc,0); .@slot[1] = getequipcardid(.@eqiLoc,1); .@slot[2] = getequipcardid(.@eqiLoc,2); .@slot[3] = getequipcardid(.@eqiLoc,3); .@refine = getequiprefinerycnt(.@eqiLoc); } next; mes "["+.@npcname$+"]"; mes "^ff0000- Important -^000000 before"; mes "enchanting this costume"; next; mes "["+.@npcname$+"]"; mes "^ff0000If the costume had been enchanted"; mes "with other stone and this process"; mes "is success, the previous stone"; mes "will be replaced with this"; mes "new stone effect^000000"; next; mes "["+.@npcname$+"]"; mes "Continue?"; next; if (select("Of course!","I doubt now") == 2) { next; mes "["+.@npcname$+"]"; mes "OK, let's us meet again."; mes "See you."; close; } next; mes "["+.@npcname$+"]"; mes "I will enchant "+.@costumeName$+""; mes "with a "+.@stoneName$+""; next; specialeffect2 EF_REPAIRWEAPON; progressbar "ffffff",3; if (countitem(.@costumeID) > 0 && countitem(.@stoneID) > 0) { delitem .@stoneID,1; if (rand(1,100) < 85) { specialeffect2 EF_PHARMACY_FAIL; mes "["+.@npcname$+"]"; mes "Oopps, I failed. Sorry"; close; } delitem .@costumeID,1; specialeffect2 EF_PHARMACY_OK; mes "["+.@npcname$+"]"; mes "Great! It's done"; if (.@slot$ == "") .@slot[3] = .@stoneID; else .@slot[atoi(.@slot$)] = .@stoneID; getitem2 .@costumeID,1,1,.@refine,0,.@slot[0],.@slot[1],.@slot[2],.@slot[3]; } close; OnInit: .@hiddenname$ = strnpcinfo(2); if (.@hiddenname$ == "Enchanter") end; .@loc$ = charat(.@hiddenname$,3); /** * Stone groups **/ setarray .@group$[0] ,"atk","ATK Stone" ,"matk","MATK Stone" ,"hp","HP Stone" ,"sp","SP Stone"; /** * Upper costumes **/ if (.@loc$ == "0") { .@locname$ = "Upper"; .@eqiLoc = EQI_COSTUME_HEAD_TOP; // Costumes setarray .@costumes$[0],"19936","C Knit Cap of Water" ,"19762","C Happy Peach Proof" ,"31179","C Wolf Masquerade" ,"19935","C Hunting Cap of Gust"; // ,"19992","C Chilling Breathe"; // Stones setarray .@stone_str$[0],"38000","STR1 Stone","38031","STR2 Stone","38032","STR3 Stone"; setarray .@stone_agi$[0],"38002","AGI1 Stone","38027","AGI2 Stone","38028","AGI3 Stone"; setarray .@stone_int$[0],"38001","INT1 Stone","38029","INT2 Stone","38030","INT3 Stone"; setarray .@stone_vit$[0],"38004","VIT1 Stone","38023","VIT2 Stone","38024","VIT3 Stone"; setarray .@stone_dex$[0],"38003","DEX1 Stone","38025","DEX2 Stone","38026","DEX3Stone"; setarray .@stone_luk$[0],"38005","LUK1 Stone","38021","LUK2 Stone","38022","LUK3 Stone"; setarray .@stone_atk$[0],"38006","ATK1 Stone","38019","ATK2 Stone","38020","ATK3 Stone"; setarray .@stone_matk$[0],"38007","MATK1 Stone","38017","MATK2 Stone","38018","MATK3 Stone"; setarray .@stone_hp$[0],"38011","HP1 Stone","38012","HP2 Stone","38013","HP3 Stone"; setarray .@stone_sp$[0],"38014","SP1 Stone","38015","SP2 Stone","38016","SP3 Stone"; // setarray .@stone_sp$[0],"6644","SP1 Stone","25440","SP2 Stone","25420","SP3 Stone"; // setarray .@stone_sp$[0],"6645","SP1 Stone","25440","SP2 Stone","25420","SP3 Stone"; } /** * Middle costumes **/ else if (.@loc$ == "1") { .@locname$ = "Middle"; .@eqiLoc = EQI_COSTUME_HEAD_MID; // Costumes setarray .@costumes$[0],"20005","C Sigrun Wings" ,"31118","C Assassin Mask" ,"19139","C Orbs of Survival" ,"20132","C Vicious Mind Aura" // ,"20010","Costume Rainbow Wing Ears" // ,"31380","C Crow" // ,"18914","Costume Servant Devilring" // ,"20325","C Little Mermaid" // ,"20492","C. Whistle" // ,"20440","Costume Tone of Gold Orb" // ,"19805","Costume Taboo Cursed Scroll" // ,"20405","Costume Eremes Scarf" ,"20399","C Crow Tengu Mask"; // Stones setarray .@stone_str$[0],"38000","STR1 Stone","38031","STR2 Stone","38032","STR3 Stone"; setarray .@stone_agi$[0],"38002","AGI1 Stone","38027","AGI2 Stone","38028","AGI3 Stone"; setarray .@stone_int$[0],"38001","INT1 Stone","38029","INT2 Stone","38030","INT3 Stone"; setarray .@stone_vit$[0],"38004","VIT1 Stone","38023","VIT2 Stone","38024","VIT3 Stone"; setarray .@stone_dex$[0],"38003","DEX1 Stone","38025","DEX2 Stone","38026","DEX3Stone"; setarray .@stone_luk$[0],"38005","LUK1 Stone","38021","LUK2 Stone","38022","LUK3 Stone"; setarray .@stone_atk$[0],"38006","ATK1 Stone","38019","ATK2 Stone","38020","ATK3 Stone"; setarray .@stone_matk$[0],"38007","MATK1 Stone","38017","MATK2 Stone","38018","MATK3 Stone"; setarray .@stone_hp$[0],"38011","HP1 Stone","38012","HP2 Stone","38013","HP3 Stone"; setarray .@stone_sp$[0],"38014","SP1 Stone","38015","SP2 Stone","38016","SP3 Stone"; } /** * Lower costumes **/ else if (.@loc$ == "2") { .@locname$ = "Lower"; .@eqiLoc = EQI_COSTUME_HEAD_LOW; // Costumes setarray .@costumes$[0] ,"30082","C Blue Electric Aura" ,"30083","C Orange Electric Aura" ,"30084","C Purple Electric Aura" ,"30085","C Red Electric Aura" ,"30109","C D-Blue Electric Aura" ,"30110","C D-Orange Electric Aura" ,"30111","C D-Purple Electric Aura" ,"30112","C D-Red Electric Aura" ,"31181","C Necklace Rosary" ,"19992","C Chilling Breath" ,"31134","C Talkative Parrot" ,"3000","C Angeling Wings" ,"3001","C Arctic Wings" ,"3003","C Demon Wings" ,"3005","C Gargoyle Wings" ,"3006","C Icarus Wings" ,"3007","C Phoenix Wings" ,"3002","C Black Butterfly Wings"; ; // Additional ASPD Stone setarray .@group$[getarraysize(.@group$)],"aspd","ASPD Stone" ,"str","STR Stone" ,"agi","AGI Stone" ,"int","INT Stone" ,"vit","VIT Stone" ,"dex","DEX Stone" ,"luk","LUK Stone"; // Stones setarray .@stone_str$[0],"38000","STR1 Stone","38031","STR2 Stone","38032","STR3 Stone"; setarray .@stone_agi$[0],"38002","AGI1 Stone","38027","AGI2 Stone","38028","AGI3 Stone"; setarray .@stone_int$[0],"38001","INT1 Stone","38029","INT2 Stone","38030","INT3 Stone"; setarray .@stone_vit$[0],"38004","VIT1 Stone","38023","VIT2 Stone","38024","VIT3 Stone"; setarray .@stone_dex$[0],"38003","DEX1 Stone","38025","DEX2 Stone","38026","DEX3Stone"; setarray .@stone_luk$[0],"38005","LUK1 Stone","38021","LUK2 Stone","38022","LUK3 Stone"; setarray .@stone_atk$[0],"38006","ATK1 Stone","38019","ATK2 Stone","38020","ATK3 Stone"; setarray .@stone_matk$[0],"38007","MATK1 Stone","38017","MATK2 Stone","38018","MATK3 Stone"; setarray .@stone_hp$[0],"38011","HP1 Stone","38012","HP2 Stone","38013","HP3 Stone"; setarray .@stone_sp$[0],"38014","SP1 Stone","38015","SP2 Stone","38016","SP3 Stone"; setarray .@stone_aspd$[0],"38033","ASPD1 Stone","38034","ASPD2 Stone","38035","ASPD3 Stone"; } /** * Garment costumes **/ else if (.@loc$ == "3") { .@locname$ = "Garment"; .@eqiLoc = EQI_COSTUME_GARMENT; // Costumes setarray .@costumes$[0],"20830","C Wings of Seraph" ,"20762","C Great Devil Wing" ,"20510","C Wigs of Dagger" ,"30018","C Wings of Butterfly" ,"30020","C Wings Of Monarch" ,"30021","C Wings of Phoenix" ,"30105","C Gungnir" ,"30107","C Mjolnir" ,"30106","C Laevateinn" ,"30108","C Sumbrandr" ,"30022","C Wings of Profane"; // Additional ASPD Stone setarray .@group$[getarraysize(.@group$)],"aspd","ASPD Stone" ,"str","STR Stone" ,"agi","AGI Stone" ,"int","INT Stone" ,"vit","VIT Stone" ,"dex","DEX Stone" ,"luk","LUK Stone"; // Stones setarray .@stone_str$[0],"38000","STR1 Stone","38031","STR2 Stone","38032","STR3 Stone"; setarray .@stone_agi$[0],"38002","AGI1 Stone","38027","AGI2 Stone","38028","AGI3 Stone"; setarray .@stone_int$[0],"38001","INT1 Stone","38029","INT2 Stone","38030","INT3 Stone"; setarray .@stone_vit$[0],"38004","VIT1 Stone","38023","VIT2 Stone","38024","VIT3 Stone"; setarray .@stone_dex$[0],"38003","DEX1 Stone","38025","DEX2 Stone","38026","DEX3Stone"; setarray .@stone_luk$[0],"38005","LUK1 Stone","38021","LUK2 Stone","38022","LUK3 Stone"; setarray .@stone_atk$[0],"38006","ATK1 Stone","38019","ATK2 Stone","38020","ATK3 Stone"; setarray .@stone_matk$[0],"38007","MATK1 Stone","38017","MATK2 Stone","38018","MATK3 Stone"; setarray .@stone_hp$[0],"38011","HP1 Stone","38012","HP2 Stone","38013","HP3 Stone"; setarray .@stone_sp$[0],"38014","SP1 Stone","38015","SP2 Stone","38016","SP3 Stone"; setarray .@stone_aspd$[0],"38033","ASPD1 Stone","38034","ASPD2 Stone","38035","ASPD3 Stone"; } /** * DO NOT CHANGE THIS CODE BELOW IF YOU KNOW WHAT YOU ARE DOING * This is my style to load on init instead recall and redefining in every NPC is being used **/ .@this$ = ".data"+.@loc$+""; setd(.@this$+"locname$",.@locname$); setd(.@this$+"eqiLoc",.@eqiLoc); .@groupmenu$ = ""; for (.@i = 0; .@i < getarraysize(.@group$); .@i+=2) { if (.@i) { .@groupmenu$ = .@groupmenu$+":"; } .@groupmenu$ = .@groupmenu$+""+.@group$[.@i+1]+""; setd(.@this$+"group$["+(.@i)+"]",.@group$[.@i]); setd(.@this$+"group$["+(.@i+1)+"]",.@group$[.@i+1]); } setd(.@this$+"groupmenu$",.@groupmenu$); for (.@i = 0; .@i < getarraysize(.@costumes$); .@i+=2) { setd(.@this$+"costumes$["+(.@i)+"]",.@costumes$[.@i]); setd(.@this$+"costumes$["+(.@i+1)+"]",.@costumes$[.@i+1]); } for (.@i = 0; .@i < getarraysize(.@stone_str$); .@i+=2) { setd(.@this$+"stones_str$["+(.@i)+"]",.@stone_str$[.@i]); setd(.@this$+"stones_str$["+(.@i+1)+"]",.@stone_str$[.@i+1]); } for (.@i = 0; .@i < getarraysize(.@stone_agi$); .@i+=2) { setd(.@this$+"stones_agi$["+(.@i)+"]",.@stone_agi$[.@i]); setd(.@this$+"stones_agi$["+(.@i+1)+"]",.@stone_agi$[.@i+1]); } for (.@i = 0; .@i < getarraysize(.@stone_vit$); .@i+=2) { setd(.@this$+"stones_vit$["+(.@i)+"]",.@stone_vit$[.@i]); setd(.@this$+"stones_vit$["+(.@i+1)+"]",.@stone_vit$[.@i+1]); } for (.@i = 0; .@i < getarraysize(.@stone_int$); .@i+=2) { setd(.@this$+"stones_int$["+(.@i)+"]",.@stone_int$[.@i]); setd(.@this$+"stones_int$["+(.@i+1)+"]",.@stone_int$[.@i+1]); } for (.@i = 0; .@i < getarraysize(.@stone_dex$); .@i+=2) { setd(.@this$+"stones_dex$["+(.@i)+"]",.@stone_dex$[.@i]); setd(.@this$+"stones_dex$["+(.@i+1)+"]",.@stone_dex$[.@i+1]); } for (.@i = 0; .@i < getarraysize(.@stone_luk$); .@i+=2) { setd(.@this$+"stones_luk$["+(.@i)+"]",.@stone_luk$[.@i]); setd(.@this$+"stones_luk$["+(.@i+1)+"]",.@stone_luk$[.@i+1]); } for (.@i = 0; .@i < getarraysize(.@stone_atk$); .@i+=2) { setd(.@this$+"stones_atk$["+(.@i)+"]",.@stone_atk$[.@i]); setd(.@this$+"stones_atk$["+(.@i+1)+"]",.@stone_atk$[.@i+1]); } for (.@i = 0; .@i < getarraysize(.@stone_matk$); .@i+=2) { setd(.@this$+"stones_matk$["+(.@i)+"]",.@stone_matk$[.@i]); setd(.@this$+"stones_matk$["+(.@i+1)+"]",.@stone_matk$[.@i+1]); } for (.@i = 0; .@i < getarraysize(.@stone_hp$); .@i+=2) { setd(.@this$+"stones_hp$["+(.@i)+"]",.@stone_hp$[.@i]); setd(.@this$+"stones_hp$["+(.@i+1)+"]",.@stone_hp$[.@i+1]); } for (.@i = 0; .@i < getarraysize(.@stone_sp$); .@i+=2) { setd(.@this$+"stones_sp$["+(.@i)+"]",.@stone_sp$[.@i]); setd(.@this$+"stones_sp$["+(.@i+1)+"]",.@stone_sp$[.@i+1]); } for (.@i = 0; .@i < getarraysize(.@stone_aspd$); .@i+=2) { setd(.@this$+"stones_aspd$["+(.@i)+"]",.@stone_aspd$[.@i]); setd(.@this$+"stones_aspd$["+(.@i+1)+"]",.@stone_aspd$[.@i+1]); } end; } same goes for the upper/lower/mid costumes im still trying to figure it out but i notice this line } if (.@i == .@size) { next; mes "["+.@npcname$+"]"; mes "I don't recognized"; mes "the costume you wear"; close; its not event showing on the NPC dialogue i think this line will tell if the costume equipped is listed or not thanks a lot for the help -
anyone knows how to fix this kind of issue? i have checked some information on how to fixed but seems i cant find any solution anyone knows where or how to fix it? PS : sorry dunno where to post this kind of concern so i posted it here on src supp thanks in advance
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ok sir ill try this one later on Hi @Origami thanks a lot for the help got something to add for this feature can be the barricade cant attack by the owner of the emp? thanks again Bump still figuring out how these barricades cant be attack by the owner of the emperium //===== Hercules Script =========================================== //= King of Emperium Hill //===== By: ======================================================= //= AnnieRuru //===== Current Version: ========================================== //= 1.2 //===== Compatible With: ========================================== //= hercules & rathena 2018-04-08 //===== Description: ============================================== //= defends the emperium in the middle of the map until times up //===== Topic ===================================================== //= http://hercules.ws/board/topic/4495-gvg-king-of-emperium-hill/ //===== Additional Comments: ====================================== //= Finally there is a topic for this ! //================================================================= - script KoE FAKE_NPC,{ OnInit: disablenpc "The King#KoE"; disablenpc "The King#Lou"; disablenpc "The King#Alde"; disablenpc "The King#LHZ"; disablenpc "The King#Prt"; disablenpc "The King#Hug"; disablenpc "Exit#KoE"; bindatcmd "koe", strnpcinfo(0)+"::OnCommand", 99,100; end; OnCommand: if ( compare( .@atcmd_parameters$, "on" ) ) goto L_start; else if ( compare( .@atcmd_parameters$, "off" ) ) goto L_end; else { dispbottom "type - '@koe on' to start the event"; dispbottom "type - '@koe off' to end the event"; } end; L_start: OnSun2000: // everyday 8pm starts if ( .start ) end; gvgon "koe"; announce "The King of Emperium Hill has begun!", bc_all; .start = true; enablenpc "The King#KoE"; enablenpc "The King#Lou"; enablenpc "The King#Alde"; enablenpc "The King#LHZ"; enablenpc "The King#Prt"; enablenpc "The King#Hug"; disablenpc "Exit#KoE"; $koegid = 0; donpcevent "::OnRevKoE"; maprespawnguildid "koe", $koegid, 3; killmonster "koe", "KoE::OnEmpDead"; monster "koe",49,49, "EMPERIUM", 1288, 1, "KoE::OnEmpDead"; monster "koe",45,51,"Barricade",1905,1,"KoEbarricade::OnBarDead1"; monster "koe",45,48,"Barricade",1905,1,"KoEbarricade::OnBarDead1"; end; L_end: OnSun2100: // everyday 8:30pm ends gvgoff "koe"; announce "The King of Emperium Hill is over!", bc_all; .start = 0; enablenpc "Exit#KoE"; disablenpc "The King#KoE"; disablenpc "The King#Lou"; disablenpc "The King#Alde"; disablenpc "The King#LHZ"; disablenpc "The King#Prt"; disablenpc "The King#Hug"; killmonster "koe", "KoE::OnEmpDead"; maprespawnguildid "koe", $koegid, 2; // uncomment this line to kick non-owner off the map when event ends end; OnEmpDead: $koegid = getcharid(2); announce "The current King of Emperium Hill is the ["+ strcharinfo(2) +"] guild.", bc_all; donpcevent "::OnRevKoE"; maprespawnguildid "koe", $koegid, 2; killmonster "koe", "KoE::OnEmpDead"; sleep 500; if ( .start ) monster "koe",50,50, "EMPERIUM", 1288, 1, "KoE::OnEmpDead"; monster "koe",45,51,"Barricade",1905,1, "KoEbarricade::OnBarDead1"; // Tried to put it here monster "koe",45,48,"Barricade",1905,1, "KoEbarricade::OnBarDead1"; // Tried to put it here sleep 3000; donpcevent "KoEbarricade::OnInit"; end; } // KoE Entrance alexandria,165,143,3 script The King#KoE 1_M_MERCHANT,{ mes "[The King]"; if ( !getcharid(2) ) { mes "You must have a guild to participate in the ^FF0000King of Emperium Hill Tournament^000000."; close; } mes "Hello."; mes "Would you like to participate in the ^FF0000King of Emperium Hill Tournament^000000?"; if ( select ( "Yes", "No" ) == 2 ) close; if ( !getvariableofnpc( .start, "KoE" ) ) close; switch( rand(1,4) ){ case 1: warp "koe", 14, 17; end; case 2: warp "koe", 14, 84; end; case 3: warp "koe", 85, 84; end; case 4: warp "koe", 85, 16; end; } } // KoE Exit koe,49,56,5 script Exit#KoE 1_M_BARD,{ mes "[Exit]"; mes "See ya."; close2; warp "Save",0,0; if ( getcharid(2) == $koegid && getguildmaster(getcharid(2)) == strcharinfo(0) ) getitem 36028, 10; getitem 7227, 50; getitem 37001, 5; // configure prize here - Poring Coin end; } // Flags koe,25,74,5 script King of Emperium Hill#1::koe_flag GUILD_FLAG,{ if ( !$koegid ) end; mes "[King of Emperium Hill]"; mes "The Current King of Emperium Hill is the ["+ getguildname($koegid) +"] guild."; close; OnInit: // Uncomment this line to make the emblem stay after @reloadscript OnRevKoE: flagemblem $koegid; end; } koe,39,40,3 duplicate(koe_flag) King of Emperium Hill#2 GUILD_FLAG koe,39,59,1 duplicate(koe_flag) King of Emperium Hill#3 GUILD_FLAG koe,60,59,7 duplicate(koe_flag) King of Emperium Hill#4 GUILD_FLAG koe,60,40,5 duplicate(koe_flag) King of Emperium Hill#5 GUILD_FLAG koe,74,74,3 duplicate(koe_flag) King of Emperium Hill#6 GUILD_FLAG koe,75,24,1 duplicate(koe_flag) King of Emperium Hill#7 GUILD_FLAG koe,26,24,7 duplicate(koe_flag) King of Emperium Hill#8 GUILD_FLAG hugel,101,144,3 duplicate(The King#KoE) The King#Hug 1_M_MERCHANT louyang,212,101,5 duplicate(The King#KoE) The King#Lou 1_M_MERCHANT aldebaran,133,113,5 duplicate(The King#KoE) The King#Alde 1_M_MERCHANT lighthalzen,154,105,5 duplicate(The King#KoE) The King#LHZ 1_M_MERCHANT prontera,163,317,6,3 duplicate(The King#KoE) The King#Prt 1_M_MERCHANT //alexandria,165,143,3 duplicate(The King#KoE) The King#Alex 1_M_MERCHANT koe mapflag nobranch koe mapflag nomemo koe mapflag nopenalty koe mapflag noreturn koe mapflag nosave SavePoint koe mapflag noteleport //koe mapflag gvg_noparty koe mapflag nowarp koe mapflag nowarpto koe mapflag guildlock koe mapflag noicewall i did try to put it here OnEmpDead: $koegid = getcharid(2); announce "The current King of Emperium Hill is the ["+ strcharinfo(2) +"] guild.", bc_all; donpcevent "::OnRevKoE"; maprespawnguildid "koe", $koegid, 2; killmonster "koe", "KoE::OnEmpDead"; sleep 500; if ( .start ) monster "koe",50,50, "EMPERIUM", 1288, 1, "KoE::OnEmpDead"; monster "koe",45,51,"Barricade",1905,1, "KoEbarricade::OnBarDead1"; monster "koe",45,48,"Barricade",1905,1, "KoEbarricade::OnBarDead1"; sleep 3000; donpcevent "KoEbarricade::OnInit"; end; } still the barricade can be attack by the owner of the KoE/Emp
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where should i put this on the script of barricades or koe script?
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sure im actually using ms. annies script //===== Hercules Script =========================================== //= King of Emperium Hill //===== By: ======================================================= //= AnnieRuru //===== Current Version: ========================================== //= 1.2 //===== Compatible With: ========================================== //= hercules & rathena 2018-04-08 //===== Description: ============================================== //= defends the emperium in the middle of the map until times up //===== Topic ===================================================== //= http://hercules.ws/board/topic/4495-gvg-king-of-emperium-hill/ //===== Additional Comments: ====================================== //= Finally there is a topic for this ! //================================================================= - script KoE FAKE_NPC,{ OnInit: disablenpc "The King#KoE"; disablenpc "The King#Lou"; disablenpc "The King#Alde"; disablenpc "The King#LHZ"; disablenpc "The King#Prt"; disablenpc "The King#Hug"; disablenpc "Exit#KoE"; bindatcmd "koe", strnpcinfo(0)+"::OnCommand", 99,100; end; OnCommand: if ( compare( .@atcmd_parameters$, "on" ) ) goto L_start; else if ( compare( .@atcmd_parameters$, "off" ) ) goto L_end; else { dispbottom "type - '@koe on' to start the event"; dispbottom "type - '@koe off' to end the event"; } end; L_start: OnSun2000: // everyday 8pm starts if ( .start ) end; gvgon "koe"; announce "The King of Emperium Hill has begun!", bc_all; .start = true; enablenpc "The King#KoE"; enablenpc "The King#Lou"; enablenpc "The King#Alde"; enablenpc "The King#LHZ"; enablenpc "The King#Prt"; enablenpc "The King#Hug"; disablenpc "Exit#KoE"; $koegid = 0; donpcevent "::OnRevKoE"; maprespawnguildid "koe", $koegid, 3; killmonster "koe", "KoE::OnEmpDead"; monster "koe",49,49, "EMPERIUM", 1288, 1, "KoE::OnEmpDead"; end; L_end: OnSun2100: // everyday 8:30pm ends gvgoff "koe"; announce "The King of Emperium Hill is over!", bc_all; .start = 0; enablenpc "Exit#KoE"; disablenpc "The King#KoE"; disablenpc "The King#Lou"; disablenpc "The King#Alde"; disablenpc "The King#LHZ"; disablenpc "The King#Prt"; disablenpc "The King#Hug"; killmonster "koe", "KoE::OnEmpDead"; maprespawnguildid "koe", $koegid, 2; // uncomment this line to kick non-owner off the map when event ends end; OnEmpDead: $koegid = getcharid(2); announce "The current King of Emperium Hill is the ["+ strcharinfo(2) +"] guild.", bc_all; donpcevent "::OnRevKoE"; maprespawnguildid "koe", $koegid, 2; killmonster "koe", "KoE::OnEmpDead"; sleep 500; if ( .start ) monster "koe",50,50, "EMPERIUM", 1288, 1, "KoE::OnEmpDead"; end; } // KoE Entrance alexandria,165,143,3 script The King#KoE 1_M_MERCHANT,{ mes "[The King]"; if ( !getcharid(2) ) { mes "You must have a guild to participate in the ^FF0000King of Emperium Hill Tournament^000000."; close; } mes "Hello."; mes "Would you like to participate in the ^FF0000King of Emperium Hill Tournament^000000?"; if ( select ( "Yes", "No" ) == 2 ) close; if ( !getvariableofnpc( .start, "KoE" ) ) close; switch( rand(1,4) ){ case 1: warp "koe", 14, 17; end; case 2: warp "koe", 14, 84; end; case 3: warp "koe", 85, 84; end; case 4: warp "koe", 85, 16; end; } } // KoE Exit koe,49,56,5 script Exit#KoE 1_M_BARD,{ mes "[Exit]"; mes "See ya."; close2; warp "Save",0,0; if ( getcharid(2) == $koegid ) getitem 36028, 10; getitem 7227, 50; getitem 37001, 5; // configure prize here - Poring Coin end; } // Flags koe,25,74,5 script King of Emperium Hill#1::koe_flag GUILD_FLAG,{ if ( !$koegid ) end; mes "[King of Emperium Hill]"; mes "The Current King of Emperium Hill is the ["+ getguildname($koegid) +"] guild."; close; OnInit: // Uncomment this line to make the emblem stay after @reloadscript OnRevKoE: flagemblem $koegid; end; } koe,39,40,3 duplicate(koe_flag) King of Emperium Hill#2 GUILD_FLAG koe,39,59,1 duplicate(koe_flag) King of Emperium Hill#3 GUILD_FLAG koe,60,59,7 duplicate(koe_flag) King of Emperium Hill#4 GUILD_FLAG koe,60,40,5 duplicate(koe_flag) King of Emperium Hill#5 GUILD_FLAG koe,74,74,3 duplicate(koe_flag) King of Emperium Hill#6 GUILD_FLAG koe,75,24,1 duplicate(koe_flag) King of Emperium Hill#7 GUILD_FLAG koe,26,24,7 duplicate(koe_flag) King of Emperium Hill#8 GUILD_FLAG hugel,101,144,3 duplicate(The King#KoE) The King#Hug 1_M_MERCHANT louyang,212,101,5 duplicate(The King#KoE) The King#Lou 1_M_MERCHANT aldebaran,133,113,5 duplicate(The King#KoE) The King#Alde 1_M_MERCHANT lighthalzen,154,105,5 duplicate(The King#KoE) The King#LHZ 1_M_MERCHANT prontera,163,317,6,3 duplicate(The King#KoE) The King#Prt 1_M_MERCHANT //alexandria,165,143,3 duplicate(The King#KoE) The King#Alex 1_M_MERCHANT koe mapflag nobranch koe mapflag nomemo koe mapflag nopenalty koe mapflag noreturn koe mapflag nosave SavePoint koe mapflag noteleport //koe mapflag gvg_noparty koe mapflag nowarp koe mapflag nowarpto koe mapflag guildlock koe mapflag noicewall here it is sir @Origami
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welp im trying to add barricade on my koe it seems working just fine no errors on console but its not enough for me after killing the emperium the killed barricades will spawn in 3sec or 5secs with map announcement here is the script - script KoEbarricade 78,{ OnInit: setcell "koe",45,53,45,46,cell_walkable,0; //non walkable monster "koe",45,51,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead1"; monster "koe",45,48,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead1"; setcell "koe",53,54,46,54,cell_walkable,0; //non walkable monster "koe",51,54,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead2"; monster "koe",48,54,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead2"; setcell "koe",54,46,54,53,cell_walkable,0; //non walkable monster "koe",54,48,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead3"; monster "koe",54,51,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead3"; setcell "koe",46,45,53,45,cell_walkable,0; //non walkable monster "koe",48,45,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead4"; monster "koe",51,45,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead4"; end; OnBarDead1: setcell "koe",45,53,45,46,cell_walkable,1; OnBarDead2: setcell "koe",53,54,46,54,cell_walkable,1; OnBarDead3: setcell "koe",54,46,54,53,cell_walkable,1; OnBarDead4: setcell "koe",46,45,53,45,cell_walkable,1; end; } PS: do i need to merge this script on my KoE script? thanks in advance
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@Haruka Mayumi hi i was trying to do this but it seem im having some trouble @arthurcunha mind sharing how you did it?