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llchrisll

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Everything posted by llchrisll

  1. I don't believe that this will work, since he would have to define all classes then, every single one. Edit: Even my own script is the same as his/hers. But the difference is only that I use BaseJob so case-sensetive. Weird is also that it works with Rune Knight like he mentioned. Regards, Chris
  2. Sorry for the late reply, I'm kinda busy in real life. As soon as I have time I will try to look up the errors mentioned. Regards, Chris
  3. Ah now I understand, sorry. Well if I think it's and source bug when I look at it like you explained. Good luck . Regards, Chris
  4. I'm not quite sure what you are indenting to explain, but as far as I understood, you want to use the #TESTINGVAR as "permission" to use this shop and as an identifier which items will be listed. Just so you know the var you used, #TESTINGVAR will be used as currency instead of Zeny. Basically says instead of zeny and variable will be used as currency, like an dynamic shop. Regards, Chris
  5. At line 754 delitem .@req1[.@l],.@req2[.@l]; exchange it with delitem .@req1[.@r],.@req2[.@r]; Had .@l instead of .@r. Weird thought it displays Item ID 0 , normally he would try to count the 1st Item in the array everytime since he had the wrong variable. Tell me if the errors still happens, thanks for the report. Will be fixxed on my GitHub soon. Regards, Chris
  6. Sorry, for the late reply. I think I'm gonna do an extra upload for it on my Git. I will post you the link then when I tested it. Regards, Chris
  7. You know that it's only possible to refine up to 20 so far, And-10 isn't possible, as far as I know. Maybe with source modification. Regards, Chris
  8. Well you could say it's the files in data/ like id2numdesctable and in one file, converting those is a pain in the a** if you have too many items. Regards, Chris
  9. Can't take a look at the db/re/item_db.txt from my Handy but the stats except increase heal isn't in the pre-re/item_db. Just copy the item script from pre-re to the other and add: bonus bHealPower,6; after the stats until the problem is solved.Regards, Chris
  10. Change mapannounce @map$, to announce and bc_map tobc_all.For more information: Wiki - announce Regards, Chris
  11. Well, I can't take a closer at script cuz I'm mobile, but if you want you could use my script: Monster Invasion. Regards, Chris
  12. Hmm, just saying but you forgot the close2; before the warp. Else the map server will print something like "wrong use of end; use close; in stead". End; this way will end the script, but not close the text box. Regards, Chris
  13. Holy ****, that's a long script xD, like Stoloa mentioned try to use those commands. My longest is Training System with 2890 lines and 102 KB large xD. If you ever need help, just tell us . Regards, Chris Note: no offense intended
  14. Please refer to this wiki page: Click me But note: Stop when it says something about x-Ray, those are old entries it's now done via lua files. I'm currently at work so I can't tell which files you have to edit something in admin/pcidentity.lua or like that Note 2: if you have lub files, then those. Regards, Chris
  15. On my god that's huge o.O, looks awesome. How long did it take to create that map?
  16. Da gibt's jetzt 2 Möglichkeiten, was mir einfallen: 1: Deine rAthena Revision ist nicht auf den neuesten Stand, welche "set" nicht mehr benötigt. 2: alternativ kannst du es wie es vorher war mit "set Talon,1;" versuchen statt "Talon = 1;" als Beispiel. Wenn jemand eine andere Lösung hat, lass ich mich gerne belehren . Lg, Chris
  17. Try the skill name itself: AC_CONCENTRATION instead of SC_CONCENTRATION Also I think that SC_CONCENTRATION is wrong, look a const.txt in the db folder, like nanakiwurtz mentioned. Regards, Chris
  18. Why don't you add an variable check in the item script? Or make a function to call the variable?
  19. The problem with this is that it has a high probability of failing after the first unloading.I resulted to using enablenpc/disablenpc because of this problem. What kind of failure?Regards, Chris
  20. like i mentioned: OnClock0100: atcommand "@unloadnpcfile <path>"; end; OnClock0200: atcommand "@loadnpc <path>"; end; Note: Look @unloadnpcfile up in doc/atcommands.txt first, if you have it.Regards, Chris
  21. Exchange this: set .@rew_am,InvaKill*.rew_am; at line 644 with: if( (InvaKill/10) < 1) { mes "You didn't kill enough mobs."; close; } set .@rew_am,(InvaKill/10)*.rew_am;And set .rew_am to 1 at line 690Set .rew_id to 7227 at line 678 Note: you can pm me if you want some modifications regarding my scripts, just saying though Regards, Chris
  22. For unloading I suggest @unloadnpcfile this unloads the whole file.
  23. Thanks, another thing about your delay at abort quest, if you want you can add the following: if(.@limit[.@q_c] != 0) { // No Quest Limit setd("QSys_"+strnpcinfo(2)+"_"+.@q_id[.@q_c]+"_Limit"),getd("QSys_"+strnpcinfo(2)+"_"+.@q_id[.@q_c]+"_Limit") + 1; if(getd("QSys_"+strnpcinfo(2)+"_"+.@q_id[.@q_c]+"_Limit") == .@limit[.@q_c]) { setd("QSys_"+strnpcinfo(2)+"_"+.@q_id[.@q_c]+"_QDelay"),gettimetick(2)+getvariableofnpc(.q_delay,"Quest System"); setd("QSys_"+strnpcinfo(2)+"_"+.@q_id[.@q_c]+"_Limit"),0; } }After: mes "Quest has been aborted."; if(.@q_type[.@q_c] == 1) // Monster Hunting for ( set .@a,0; .@a < getarraysize(.@req1); set .@a,.@a + 1) { query_sql "SELECT `mob_am` FROM `quest_list` WHERE `npc_id` = '"+strnpcinfo(2)+"' AND `quest_id` = '"+.@q_id[.@q_c]+"'",.@req2; if(getd("MobHunt_"+.@req1[.@a]+"_CT") > .@req2) setd("MobHunt_"+.@req1[.@a]+"_CT"),getd("MobHunt_"+.@req1[.@a]+"_CT") - .@req2; else setd("MobHunt_"+.@req1[.@a]+"_CT"),0; } query_sql "DELETE FROM `quest_player` WHERE `npc_id` = '"+strnpcinfo(2)+"' AND `quest_id` = '"+.@q_id[.@q_c]+"' AND `char_id` = '"+getcharid(0)+"'"; at line 683Regards, Chris
  24. Updated Quest System v1.0 to v1.1: - Fixed an bug, to go over the required mob quantity - Modified the code when an Mob gets killed that the value in the database will be updated immediately - Removed the variable "MobHunt_"+<MobID>" - Modified the code about "MobHunt_"+<MobID>+"_CT" to increase it's value in case there is another quest with the same required mob (= Total Mob Counter) Updated Dungeon Party System v1.0: - Removed "set .pt_max" and replaced it with "MAX_PARTY" in the checks Regards, Chris
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