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Lord Turtle

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Everything posted by Lord Turtle

  1. You can put AfterCastWalkDelay: on each skill that you want to have that effect.
  2. Hello sir do you have the updated link of JRO ftp? the link above doesnt work
  3. Okay. its because you quoted the answer as not working thats why its confusing.
  4. Good example on combination of two sprites. Good Work
  5. You need to use the minimum compatible client version to be able to use the feature. in your case it is 2017-09-20bRagexeRE or later.
  6. Lord Turtle

    Conf Mob

    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 ?
  7. 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.
  8. 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.
  9. Failed to find a path 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.
  10. 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;
  11. 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.
  12. 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
  13. 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
  14. so what did you do? would you like to post an example so others can see.
  15. Hello i cant download the attachment
  16. ohh, when clicked earlier it just says files are not available. now i see its a paid release, thanks for informing ?
  17. very good release and will open lots of possibilities in the future. but i cant access the files
  18. what is the reward when you guess correctly?
  19. Hello i used your script, it doesnt spawn any monsters EDIT: I FORGOT TO ADD MONSTER DATABASE LOL, ITS WORKING NOW THANKS ?
  20. 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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