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Truly

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Everything posted by Truly

  1. Maybe you could try adding an npc variable to keep count for each item. So in the following: Quest_Setup: switch(.i) { default: set .BuildQuest,0; set .e,0; set .i,0; end; case 1: callsub OnBuyItem,25095,600,600,"SZeny",2394,1; } } Change it to something like this: Quest_Setup: switch(.i) { default: set .BuildQuest,0; set .e,0; set .i,0; end; case 1: if(.ThisItemLimit <= 10) { callsub OnBuyItem,25095,600,600,"SZeny",2394,1; set .ThisItemLimit,.ThisItemLimit+1; } } } I have not tested this, but it should work o: (Note, you will have to add a menu for GMs to clear it or some other means otherwise it will remain unaccessable) +Edit: Damn this copy paste ! haha, sorry but this edit should appear properly now!
  2. Hey everyone, i come with my first support question! This has to deal with BrowEdit, and i have asked this on the old eA forums months ago with no help, i don't if i can get it fixed here! Basically my lightmaps are 100% fine, and they work perfect except for when i make a lightmap to shine on an angled plane. (Note this is only the 2nd time it has happened to me in months of mapping) Here is a screenshot of the olden map i was working on: And now for the most recent one... Any help would be much appreciated. Also for small notes: I used revision 586 and 620, and there was no difference.
  3. Truly

    Hey =D

    Welcome to the forums!
  4. Truly

    Hey there

    Hey swapnil, welcome to the forums! And yeah the Devs (And actually everyone) is doing their part to make it work. Hope to see you become pretty active!
  5. I actually really like this suggestion, +1 Rep ^ I always reference to Line # when trying to help people, and even though we can just copy and paste it, it would be easier to just say "Hey you need to make you you have quotes on line 4 and 7!" - This waythey know exactly where we are talking about. (Sometimes copy and paste could even take a while to find unless you use CTRL + F haha) But yeah, i think everything there would be useful so i definitely back this one up, nice one!
  6. Name: Dylan G Nickname: Truly Role: Member (Unofficially a Mapper, Scripter, and some small overall Knowledge) Age: 18 Location: Delaware, U.S Bio: I am a Senior in High school right now, and i have been playing RO for at least ~7 years (On iRO). After a string of Server shutdowns, and loosing time spent with private servers, i decided to work on making my own server. This was roughly 2 years ago, and i took on a huge burden with not knowing all that is needed to make a server. Well i did not quit, and i just started out by getting a revision working, then started learning scripting.. I still remember the first little modifications i made haha! When i started getting o.k at scripting, i realized that my server would need its unique maintown... so i started learning to map (about one year ago). Now i have dipped into a ton of things regarding eA and i fancy myself as someone who has crossed the bridge of needing help, to giving help. <- That is why i made this account here and am trying to help as much as possible. Apart from RO, I enjoy some xbox games here and there, (not into the whole Call of Duty stuff, i stopped after CoD4) and i also watch a lot of shows, both anime and not. House and Bleach have to be my top time consumers! Family: I am the youngest of 4 siblings, my sister has some kids, my oldest brother has one kid, and my other older brother has no kids. Everyone likes to fight each other time to time, but were a family in the end. Not much else to say, but even though i hate them sometimes, i wouldn't be where i was today without them... Occupation: I am a Computer Technician at my High School. May sound odd, but they had a position open for Co-op seniors, and i was the one with the most computer knowledge . (Cool thing is i only have two classes, then i work for the rest of the school day. I also get to leave before normal students do so its just like school in its time, but i get paid!) Favorite Quote: "It Is Inevitable" - (Not sure)
  7. Small change, you need " before and after the map name, then the comma to separate strings within the array (Im pretty sure you need to O.O) So change it to: setarray .maps$[0], "prontera","moc_fild17";
  8. Wow really nice collection of tutorials, i might have seen a couple while i was in need haha! I wonder if these would get added to the Wiki for custom maps ?? o.o * +1 Rep for you! *
  9. Truly

    Rawr!

    Welcome to the new forums!
  10. I noticed you have this question in another topic, and this is not the first time you have done this. Please refrain from asking the same question multiple times, when it is first asked, it will be seen. There is no need for making more then 1 post about it. Now with this problem could you post what you have in those files? idnum2itemdesctable iidnum2itemdisplaynametable idnum2itemresnametable itemslotcounttable num2itemdesctable num2itemdisplaynametable num2itemresnametable Also a side note here, if i remember correctly, when you try to add custom weapons, you must take an unused id from the listings of weapons not used. For example, and unused katar ID is 1287. This may be one of your problems, it may not. This was a problem for me as well. Reference to unused weapon IDs: [wiki]Custom_Items[/wiki] Bottom of the page. (If there is another method to using custom IDs, i am not aware of it so i cannot help too much there.)
  11. The custom image next to the description should be in the collection folder. And make sure the name is exactly how it should be. Also, for custom headgears, you need to edit the lua files as well.
  12. Wow i have to say i love the ballroom map, i was thinking... how did you do that... reflection.... OH! Haha, it gives me a lot of ideas with that, nice work!!
  13. Haha yeah this is a very nice add in my opinion. Never really occurred to me to change strings using some of those types of commands. Sadly i notice it was from almost three years ago and i wonder why it wasn't added o.O But yeah, that kind of opens some doors for scripting, +1 !
  14. Ah i see, well its still a really difficult method to achieve a +10, so it is still very nice. (The way i described would be so difficult haha i can't imagine how many it would take)
  15. Alright i think i found it, change this line: if (.@part <= 2 && .@part >= 5) { // Armor Body Parts (Non Weapons) to if (.@part <= 2 || .@part >= 5) { // Armor Body Parts (Non Weapons)
  16. I think i will give 7/10 as well. The size of the map is not huge, but it suits its purpose. The map itself is very clean and not over populated with models / objects. The style of the map is nice, all things seem to compliment each other (mostly, at some parts they are a bit odd to see). The detail used is also pretty nice, adding a small object to a perhaps sometimes unnoticable area is what matters. As for suggestions, i would say start making more unique maps with the layout. The bmp of the map shows it is perfectly square, although its an ideal town, it usually is not like this, and you should try venturing into that aspect of mapping Good map though, im sure many will use it!
  17. I actually really like this idea, it makes refininy simple and easy at the start, but it seems to be an exponential growth rate, making it harder to get higher refines. This alternate method is a nicely made idea, im wondering if i could use it somewhere haha Just for a quick question, is it like this? Amra Stone 1 = Amra Stone 2 Amra Stone 2 + Amra Stone 2 = Amra Stone 3 Amra Stone 3 + Amra Stone 3 + Amra Stone 3 = Amra Stone 4 If not, then my reply is sort of off, but its still a nice idea.
  18. So when you test this in game, does it not remove the refine? or does it just delete the item completely? or does it do something else? These questions will pinpoint where the error in the script is. The getitem2 is set to return the item exactly like the weapons do, so i dont think that is the problem.
  19. With the refiner script, it should show the parts listing like "Head","Armor", etc. You want to basically remove that part and just use a few if commands to get it done simply. I am currently at work, but if you post the script you are working with, i would be more then happy to show you what i am talking about o:
  20. Hey Z3R0, shouldn't it be setting .@a, 0 in the for loop? Since arrays use 0 as first value, 1 for 2nd and so on.
  21. if (getequiprefinerycnt(.@part) >= 7) { // Current Refine is 7 or Higher This line will check for the armor being at least 7, or higher, and if so it will continue. Else, it will not destroy the item. Have you tested the latest script that i just posted, and if it doesn't work, explain in detail what is not working o: "I click on refine cotton shirts, and when it is refining 6 to 7, it fails and removes!" or "When i refine from 8 to 9, if i fail, it doesn't delete the armor!"
  22. Here is the command straight from the script_commands file: *rentitem <item id>,<time>; *rentitem "<item name>",<time>; Creates a rental item in the attached character's inventory. The item will expire in <time> seconds and be automatically deleted. When receiving a rental item, the character will receive a message in their chat window. The character will also receive warning messages in their chat window before the item disappears. This command can not be used to rent stackable items. Rental items cannot be dropped, traded, sold to NPCs, or placed in guild storage. (i.e. trade mask 75) Note: 'delitem' in an NPC script can still remove rental items. So just set it up with your item name or id, then the time in seconds and it should work out for you!
  23. Why not just use the failedirefitem function for deleting the item equipped, then using getitem2 to bring it back? Personally i made my own refiner with custom rates which can be changed, and i used this method in there and it worked fine. +Edit: Tested and it works fine, let me know if you get any errors! prt_in,281,138,5 script Suhnbi#cash 85,{ mes "[^ff0000Suhnbi^000000]"; mes "I am the Armsmith"; mes "I can refine all kinds of weapons,"; mes "armor and equipment, so let me"; mes "know what you want to refine."; next; setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3"; set .@menu$,""; for( set .@i,1; .@i <= 10; set .@i,.@i+1 ) { if( getequipisequiped(.@i) ) set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]"; set .@menu$, .@menu$ + ":"; } set .@part,select(.@menu$); if( !getequipisequiped(.@part) ) close; if( !getequipisenableref(.@part) ) { mes "[^ff0000Suhnbi^000000]"; mes "I don't think I can refine this item at all."; close; } if( !getequipisidentify(.@part) ) { mes "[^ff0000Suhnbi^000000]"; mes "This has not been identified. So, it can't be refined..."; close; } if( getequiprefinerycnt(.@part) >= 10 ) { mes "[^ff0000Suhnbi^000000]"; mes "This item cannot be refined because it has already reached its maximum level..."; close; } // Make sure you have the neccessary items and Zeny to refine your items // Determines chance of failure and verifies that you want to continue. switch( getequipweaponlv(.@part) ) { case 1: callsub S_RefineValidate,1,7620,50,.@part; break; case 2: callsub S_RefineValidate,2,7620,200,.@part; break; case 3: callsub S_RefineValidate,3,7620,5000,.@part; break; case 4: callsub S_RefineValidate,4,7620,20000,.@part; break; default: callsub S_RefineValidate,0,7619,2000,.@part; break; } if( getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100) ) { mes "[^ff0000Suhnbi^000000]"; mes "Clink! Clank! Clunk!"; SuccessRefItem .@part; next; Emotion e_no1; mes "[^ff0000Suhnbi^000000]"; mes "Here you are! It's done."; mes "It's been a while since I've made such a fine equipment. You must be happy because it has become stronger!"; close; } else { // [Z3R0] - Added Item Check and Equipment Malfunctions // Armor Check & Safeguard from Deletion, -1 From Refine Count (Retain All Cards) if (.@part <= 2 && .@part >= 5) { // Armor Body Parts (Non Weapons) if (getequiprefinerycnt(.@part) >= 7) { // Current Refine is 7 or Higher //FailedRefItem .@part; // Do Not know if there is an attribute function to get attribute set .@card[0], getequipcardid(.@part, 0); set .@card[1], getequipcardid(.@part, 1); set .@card[2], getequipcardid(.@part, 2); set .@card[3], getequipcardid(.@part, 3); getitem2 getequipid(.@part),1,1,getequiprefinerycnt(.@part) - 1,0,.@card[0],.@card[1],.@card[2],.@card[3]; failedrefitem .@part; } } // Weapon Check & Safeguard from Deletion, -1 From Deletion, -1 From Refine Count (Retain All Cards) if (.@part <= 4 && .@part >= 3) { // Weapons (Right and Left Hand) if (getequiprefinerycnt(.@part) >= 8) { // Current Refine is 8 or Higher //FailedRefItem .@part; // Do Not know if there is an attribute function to get attribute set .@card[0], getequipcardid(.@part, 0); set .@card[1], getequipcardid(.@part, 1); set .@card[2], getequipcardid(.@part, 2); set .@card[3], getequipcardid(.@part, 3); getitem2 getequipid(.@part),1,1,getequiprefinerycnt(.@part) - 1,0,.@card[0],.@card[1],.@card[2],.@card[3]; failedrefitem .@part; } } mes "[^ff0000Suhnbi^000000]"; mes "Clink! Clank! Clunk!"; //FailedRefItem .@part; next; if (rand(5) == 1) Emotion e_cash; else Emotion e_omg; mes "[^ff0000Suhnbi^000000]"; mes "Cough!!!!"; next; mes "[^ff0000Suhnbi^000000]"; mes "Cough...Cough.."; mes "What a shame..."; mes "The refining process failed. I had told you earlier this might happen!"; close; } S_RefineValidate: mes "[^ff0000Suhnbi^000000]"; if (getarg(0)) mes "A level " + getarg(0) + " weapon..."; mes "To refine this I need one ^ff9999" + getitemname(getarg(1)) + "^000000 and a service fee of " + getarg(2) + " Zeny."; mes "Do you wish to continue?"; next; if( select("Yes:No") == 1 ) { if( getequippercentrefinery(getarg(3)) < 100 ) { mes "[^ff0000Suhnbi^000000]"; mes "Wow!!"; mes "This weapon, probably"; mes "looks like it's been refined..."; mes "many times..."; mes "It may break if"; mes "you refine it again."; next; mes "[^ff0000Suhnbi^000000]"; mes "But don't worry this is a special case so i will only take the stone if it fails."; mes " "; mes "I think we have a fair trade do you still want to continue?"; next; if( select("Yes:No") == 2 ) { mes "[^ff0000Suhnbi^000000]"; mes "I completely agree..."; mes "I might be a great refiner, but sometimes even I make mistakes."; close; } } if( countitem(getarg(1)) > 0 && Zeny > getarg(2) ) { delitem getarg(1), 1; set Zeny, Zeny - getarg(2); return; } else { mes "[^ff0000Suhnbi^000000]"; mes "You don't seem to have enough Zeny or " + getitemname(getarg(1)) + "..."; mes "Go get some more. I'll be here all day if you need me."; close; } } else { mes "[^ff0000Suhnbi^000000]"; mes "Yeah... There's no need to rush."; mes "Take your time."; close; } }
  24. Truly

    eA Theme

    Starting from the top, i think Protimus' three links, the style for http://forum.gevro.net/ is very very nice. Its clean for the most part and easy on the eyes. As for the Pulse theme, i really like the simple professional feel, and how it doesn't really play around with the colors too much. The Black and white compliment each other very nicely. I am actually on the Pulse theme right now! I also have to add in that i still enjoy the old eA forum theme, nothing really wrong with it in my opinion o: The current default theme in my eyes seems like a traditional IPB setup, its nice but i think it should be changed to a more Custom and nice feeling theme. +Edit : I just noticed the Pulse theme sort of sets a standardized size for each post which sadly is not good. Makes topics longer then they should be and scrolling through posts are a wee bit annoying for some.
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