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Lord Turtle

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Posts posted by Lord Turtle

  1. On 7/26/2014 at 12:46 PM, Tokei said:
    There you go :

     

     

     

     

     

     

     

     

     

     

     

     

     

    twRO-Ragray patches : ftp://ropatch.gameflier.com/Patch/

     

    Hello sir do you have the updated link of JRO ftp? the link above doesnt work

  2. edit on file conf/battle/monster.conf
     

    // Defines on who the mob npc_event gets executed when a mob is killed.
    // Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0)
    // Type 0: On the player that did the most damage to the mob.
    // NOTE: This affects who gains the Castle when the Emperium is broken. 
    mob_npc_event_type: 1

     

    Hope this helps ? 

    • MVP 1
  3. Want to know as well ? 

     

    Hello guys, i just wanted to share my solution.

    You need to edit all of these files:
    navi_link_krpri.lub
    navi_linkdistance_krpri.lub
    navi_map_krpri.lub
    navi_npc_krpri.lub

    edit those files and the navigation system in a custom map will be fully working and connected with other maps.

  4. Failed to find a path
    unknown.png?width=475&height=376
     
    Hello, how can i fix this "failed to find a path" on custom map. i already edited "navi_link_krpri.lub"
     
     
    i put
    { "customap", 24042, 201, 729, "Eden Teleport Officer", "34", 206, 60, "moc_para01", 31, 14 },

     

    and file "navi_map_krpri.lub" with
    { "customap", "custom town", 5001, 250, 240 },

     

    i want to be able to find the NPC linked on my weapon when clicked. the said NPC is located inside Eden Headquarters.

    it works on official towns. only on custom map i cant make it to work.

  5.  

    Edit these files and add the lines with ++ (ofc erase the ++)

    status.cpp

    		case SC_NORECOVER_STATE:
    			tick_def2 = status->luk * 100;
    			break;
    ++		case SC_COMA:
    ++			break;
    		default:
    			// Effect that cannot be reduced? Likely a buff.
    			if (!(rnd()%10000 < rate))

    script_constants.cpp

    	export_constant2("Eff_Fear",SC_FEAR);
    	export_constant2("Eff_Burning",SC_BURNING);
    	export_constant2("Eff_Crystalize",SC_CRYSTALIZE);
    ++	export_constant2("Eff_Coma",SC_COMA);
    
    	export_constant2("SC_ALL",SC_NONE);



    on item script just add 

    bonus2 bResEff,Eff_Coma,10000;

  6. On 11/6/2019 at 4:47 AM, Dragonis1701 said:

    That works perfectly. Is there a way to make it so that, if the player is equipped with X element, for example fire, and then uses a fireproof potion, that the player's element becomes fire level 2?

     

    Edit: Nevermind. I figured it out. ?

    You must state share on the forums what is the answer to your question. even if its you the original poster who figured it out.

    Thank you have a nice day.

  7. On 10/31/2019 at 3:50 AM, Easycore said:

    You do not specify which is the error showed on console.

    This is what it shows on console on first and second @reloadscript , i dont know why it triggers quest i did not edit anything there ? 

    On more than 2 times reload scriptmap server always crash.

    [Status]: set users RAGNAROK : 1
    [Status]: Done loading '0' entries for '0' NPC Markets from 'market' table.
    [Error]: quest_add: Character 150003 already has quest 6025.
    [Debug]: Source (NPC): #B_camp_start03 at bat_c03 (146,56)
    [Debug]: Function: setquest (1 parameter):
    [Debug]: Data: number value=6025
    [Info]: Done loading '13035' NPCs:
            -'3091' Warps
            -'187' Shops
            -'9756' Scripts
            -'3911' Spawn sets
            -'79336' Mobs Cached
            -'0' Mobs Not Cached
    [Status]: Event 'OnInit' executed with '1480' NPCs.
    [Status]: Event 'OnInterIfInit' executed with '0' NPCs.
    [Status]: Done loading '0' entries for '0' NPC Markets from 'market' table.
    [Error]: Server received crash signal! Attempting to save all online characters!
    [Info]: Saved Inventory (0) data to table inventory for char_id: 150003
    [Info]: Saved Cart (0) data to table cart_inventory for char_id: 150003
    [Info]: Saved char 150003 - PUKEKE: status skills.
    [Status]: Map-server #0 has disconnected.
    [Status]: set users RAGNAROK : 0
  8.  

    i have noticed that when you are already inside a map, then the mapflag suddenly changed eg. PVPON , restricted equipments that are equipped still have their effect until you make a move that will result in triggering the status recalculation so i have made a code that triggers the recalculation automatically after changing mapflags but i have some problem with it.

    Please check the codes below.



    map.cpp

    /*==========================================
     * recalculate stats inside a map
     *------------------------------------------*/
    static int map_instacalc(struct block_list *bl, va_list ap)
    {
    	struct map_session_data* sd;
    
    	nullpo_retr(0, bl);
    	nullpo_retr(0, sd = (struct map_session_data *)bl);
    
    	status_calc_pc(sd, SCO_NONE);
    	
    	return 1;
    }

    map.cpp

    /**
     * Set a mapflag
     * @param m: Map ID
     * @param mapflag: Mapflag ID
     * @param status: true - Set mapflag, false - Remove mapflag
     * @param args: Arguments for special flags
     * @return True on success or false on failure
     */
    @ -4647,6 +4662,7 @@ bool map_setmapflag_sub(int16 m, enum e_mapflag mapflag, bool status, union u_ma
    				clif_map_property_mapall(m, MAPPROPERTY_NOTHING);
    				map_foreachinmap(map_mapflag_pvp_stop_sub, m, BL_PC);
    				map_foreachinmap(unit_stopattack, m, BL_CHAR, 0);
    ++				map_foreachinmap(map_instacalc, m, BL_PC);
    			} else {
    				if (!battle_config.pk_mode) {
    					clif_map_property_mapall(m, MAPPROPERTY_FREEPVPZONE);
    @ -4684,6 +4700,7 @@ bool map_setmapflag_sub(int16 m, enum e_mapflag mapflag, bool status, union u_ma
    			if (!status) {
    				clif_map_property_mapall(m, MAPPROPERTY_NOTHING);
    				map_foreachinmap(unit_stopattack, m, BL_CHAR, 0);
    ++				map_foreachinmap(map_instacalc, m, BL_PC);
    			} else {
    				clif_map_property_mapall(m, MAPPROPERTY_AGITZONE);
    				if (mapdata->flag[MF_PVP]) {

    This code is working but the problem is when i reload script theres an error showing on console and after i reload 2nd time = automatic server crash. please help.

    This is what it shows on console on first and second @reloadscript , i dont know why it triggers quest i did not edit anything there.

    [Status]: set users RAGNAROK : 1
    [Status]: Done loading '0' entries for '0' NPC Markets from 'market' table.
    [Error]: quest_add: Character 150003 already has quest 6025.
    [Debug]: Source (NPC): #B_camp_start03 at bat_c03 (146,56)
    [Debug]: Function: setquest (1 parameter):
    [Debug]: Data: number value=6025
    [Info]: Done loading '13035' NPCs:
            -'3091' Warps
            -'187' Shops
            -'9756' Scripts
            -'3911' Spawn sets
            -'79336' Mobs Cached
            -'0' Mobs Not Cached
    [Status]: Event 'OnInit' executed with '1480' NPCs.
    [Status]: Event 'OnInterIfInit' executed with '0' NPCs.
    [Status]: Done loading '0' entries for '0' NPC Markets from 'market' table.
    [Error]: Server received crash signal! Attempting to save all online characters!
    [Info]: Saved Inventory (0) data to table inventory for char_id: 150003
    [Info]: Saved Cart (0) data to table cart_inventory for char_id: 150003
    [Info]: Saved char 150003 - PUKEKE: status skills.
    [Status]: Map-server #0 has disconnected.
    [Status]: set users RAGNAROK : 0

     

  9. On 5/25/2019 at 9:03 PM, Jhedzkie said:

     

     

    As this is a paid release, you'll have to purchase it. ?

    ohh, when clicked earlier it just says files are not available. now i see its a paid release, thanks for informing ? 

  10. On 1/14/2018 at 6:26 PM, Yuna said:

    How would I go about editing the src code to include the trans classes in to LOOK_BODY2so the trans classes can change to the alternative 3rd outfits as well?

     

    Edit: Nevermind, figured it all out! Thanks alot for the support.

    how did  you do it?

    BUMP

  11. Hello everyone, i have made a BOT Script for my server to assist players for farming. but im having "[Warning] npc_event: player's event queue is full" warning on my console when it runs after a few minutes
    i already tried increasing MAX_EVENTQUEUE to 100 and recompile but same problem is showing. 

    can i get a help to optimize my script, i will release it to the community once it is done. this script uses an item that calls this function.

    function	script	F_botex	{
    set .@i,0;
    while (@i < 1) {
    OnUna:
    	set @b,0;
        dispbottom ""+@i+"";
    	@rid = getcharid(3);
    	getmapxy(.@m$,.@x,.@y,0);
    	sleep2 100;
    	@x1 = rand(-13,13);
    	@y1 = rand(-13,13);
    	@x = @x1+.@x;
    	@y = @y1+.@y;
    	sleep2 100;
    	if(!checkcell( .@m$,@x,@y,cell_chkpass )){
    		dispbottom "Coordinate not exists!";
    		goto OnUna;
    	} else if(checkcell( .@m$,@x,@y,cell_chkpass )){
    		dispbottom "Coordinate exists!";
    	}
    	sleep2 100;
    OnTwo:
    	set @b,@b+1;
    	viewpoint 1,@x,@y,1,0xFF0000;
    		dispbottom "auto walking to x = "+@x+" y = "+@y;
    		unitwalk getcharid(3),@x,@y,strnpcinfo(3)+"::OnReach";
    		sleep2 2000;
    		if(@b > 5) goto OnUna;
    		getmapxy(.@m$,.@x,.@y,0);
    		if(@x != .@x && @y != .@y) goto OnTwo;
    		sleep2 100;
    OnThree:
    	unitskilluseid @rid,"WL_JACKFROST",5,@rid,-4;
    	percentheal 100,100;
    	sleep2 100;
    	dispbottom "JackJack";
    	}
    }
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