Jump to content

llchrisll

Members
  • Posts

    625
  • Joined

  • Last visited

  • Days Won

    26

Community Answers

  1. llchrisll's post in RecommendedQuestInfoLoad bad argument #1 was marked as the answer   
    That error appears when the lua file's content is messed up, like at manually updating it. Replace the whole file.
    Another problem might be if you are using encoded .lub files instead of decoded ones.
    Also NEMO patch for RecommendedQuestInfoList and OnGoingQuestInfoList don't accept the .lub extension.

    Look at my signtature, there you have a whole Renewal Translation Project.
  2. llchrisll's post in Attack Display Problem was marked as the answer   
    That might be an font issue
  3. llchrisll's post in CashShop Crash - 2020-04-01 was marked as the answer   
    Is your kRO grfs up to date and is your custom grf inserted in your data.ini?
    Or if you use data folder you need to apply the patch "Read Data Folder First".
  4. llchrisll's post in ncp for item custom was marked as the answer   
    Costumes are items in the item_db.txt marked as such.
    See doc/item_db.txt:
    Loc: Equipment's placement. Values are: 2^8 256 = Upper Headgear 2^9 512 = Middle Headgear 2^0 001 = Lower Headgear 2^4 016 = Armor 2^1 002 = Weapon 2^5 032 = Shield 2^2 004 = Garment 2^6 064 = Footgear 2^3 008 = Accessory Right 2^7 128 = Accessory Left 2^10 1024 = Costume Top Headgear 2^11 2048 = Costume Mid Headgear 2^12 4096 = Costume Low Headgear 2^13 8192 = Costume Garment/Robe 2^15 32768 = Ammo 2^16 65536 = Shadow Armor 2^17 131072 = Shadow Weapon 2^18 262144 = Shadow Shield 2^19 524288 = Shadow Shoes 2^20 1048576 = Shadow Accessory Right (Earring) 2^21 2097152 = Shadow Accessory Left (Pendant) Costume Top Headgear and the others below are equipments which are shown in the "Costume" Tab.
  5. llchrisll's post in Gold Room Instance Help was marked as the answer   
    That's false about Instance Maps, I use the gef_fild14 Map for my Hunting Ground Script and no issue at all. Since the Instance System automatically generates an map for the instance exclusive, based on the given one.
    You could also try to change instance_enter(.@inst$) into this:
     
    switch(instance_enter(.@inst$)) { case IE_NOINSTANCE: mes "You didn't generate the time gap yet!"; close; case IE_NOMEMBER: case IE_OTHER: mes "Unknown Error has occurded in entering "+.@inst$+"."; close; case IE_OK: mes "You'll now enter the "+.@inst$+"."; end; } end; That way you also get a certain message, why it fails.
  6. llchrisll's post in Stat Seller was marked as the answer   
    Remove the ""+ and +"" in every line containing this part 
    Edit: Well since I nearly got overhelm of the goto Labels, I optimized it a bit:
     
    //===== eAthena Script ======================================= //= Stats Seller //===== By: ================================================== //= DeadChild //===== Current Version: ===================================== //= 1.0 //= 2.0 - Fixed an bug with warp and optimized it[llchrisll] //===== Compatible With: ===================================== //= Any eAthena Version //===== Description: ========================================= //= Stats Seller //===== Additional Comments: ================================= //= Have fun with it ^^ //============================================================ prontera,166,201,0 script STP/SKP Seller 86,{ mes .n$; mes "Hi, I'm the STP/SKP Seller"; mes "It cost "+.price+"z each point"; mes "which one you wanna buy?"; next; switch(select("- Status Points:- Skill Point:- No thanks I'm fine")) { case 1: mes .n$;; mes "What do you want to buy?"; next; set .@stat,select("Str:Agi:Vit:Int:Dex:Luk"); mes .n$; mes "Hold on..."; next; mes .n$; mes "So how many?"; input .@quantity; next; mes .n$; if (.@quantity == 0) { mes "Please don't waste my time"; close; } if (.@quantity > 999) { mes "Sorry but you can only get 999 Status Point"; close; } if (zeny < (.@quantity*.price)) { mes "Sorry but you do not have enough zeny."; close; } set Zeny,Zeny - (.@quantity*.price); switch(.@stat) { case 1: statusup2 bStr,.@quantity; break; case 2: statusup2 bAgi,.@quantity; break; case 3: statusup2 bVit,.@quantity; break; case 4: statusup2 bInt,.@quantity; break; case 5: statusup2 bDex,.@quantity; break; case 6: statusup2 bLuk,.@quantity; break; } getmapxy(.@mapname$,.@mapx,.@mapy,0,strcharinfo(0)); mes "Done"; next; warp .@mapname$,.@mapx,.@mapy; close; case 2: mes .n$; mes "So how many?"; input .@quantity; next; mes .n$; if (.@quantity == 0) { mes "Please don't waste my time"; close; } if (zeny < (.@quantity*.price)) { mes "Sorry but you do not have enough zeny."; close; } mes "Done"; set zeny, zeny - (.@quantity * .price); set SkillPoint,SkillPoint + .@quantity; break; case 3: mes .n$; mes "Okay then..."; close; } OnInit: set .n$,"["+strnpcinfo(0)+"]"; set .price,476000; end; }  
  7. llchrisll's post in I need help in editing mob_skill_db (renewal) was marked as the answer   
    Have you tried adding the skills into db/import/mob_skill_db.txt? 
    Cuz when I tested that instance out I didn't recieve any error at all, in case it's the instance from Alayne. 
  8. llchrisll's post in help The Default WoE Controller by euphy make my map server crash was marked as the answer   
    Except About SE:
    Disable Only:
    npc/guild2/agit_start_se.txt
    Well the town flags (npc/guild2/guild_flags.txt) are not important, they only display the castle owners.
  9. llchrisll's post in Runen Enchanter NPC for Custom Upper, Middle, Lower was marked as the answer   
    Something like this? Didn't test tho.
    cos_hg_enchant.txt
    Regards,
    Chris
  10. llchrisll's post in Invasion Script Request (dark ro style) was marked as the answer   
    I got an script, which is similiar, the only difference is that it's not wave-based and there is a fixed price for it.
    If it helps, here you are:
    https://github.com/llchrisll/rAthena-Scripts/blob/master/released/Entertainment/mob_inva.txt
    Regards,
    Chris
  11. llchrisll's post in verus04 enchant npc's was marked as the answer   
    You can find the topic regarding it here:
    Regards,
    Chris
  12. llchrisll's post in OnNPCKillEvent Message Help was marked as the answer   
    Gonna take a look at home, gonna test it the too...
    xX
    Edit: Here is the upgraded and fully tested script:
    If you have questions or anything else, pm me ;).
    Edit 2: Stupid e-mail protection, in case you don't have javascript activated:
    bug_quest.txt
    Regards,
    Chris
  13. llchrisll's post in Joining 2 variables into 1 was marked as the answer   
    Okay, mistake on my side.
    You need to use as  example:
    getd(".reqItemQty"+(.@n+1)+"["+.@i+"]")
    getd allows you to make an variable dynamical. 
    .@n+1 because we reduced that value in the menu but your arrays don't have 0 in the name. But you could use .reqItemQty0 instead of .reqItemQty1.
    Regards,
    Chris
  14. llchrisll's post in getinventorylist command's question was marked as the answer   
    You know that this command lists you're whole inventory? And that you're check won't work that way?
    I'm currently at work so I can't really script any correction, but try to use the variable inventorylist_id for your checks instead of saving the equipment in an array, also there is the variable inventorylist_equip which is set based if the equipment is equipped or not.
  15. llchrisll's post in Npc Error & Debug check-[ Anti Edit System ] was marked as the answer   
    Add end; after setarray then it should work.
    You don't get the error when login in, you get it when the server starts cuz of an missing end; at OnInit. The server continues afterwards what it shouldn't.
    Regards, 
    Chris
  16. llchrisll's post in How do I use (announce) in Narrator script? was marked as the answer   
    Change
    mapannounce @map$, to announce and bc_map tobc_all.For more information: Wiki - announce
    Regards,
    Chris
  17. llchrisll's post in Help fix this script town invasion was marked as the answer   
    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
  18. llchrisll's post in Is it possible to check onminute with this script? (SQL_Query) was marked as the answer   
    I think I know the problem:
    Exchange
    sleep 1000; with
    sleep2 1000;  
    Reason:
    sleep detaches the players rid from the script while sleep2 keeps it.
     
    You can read that at the doc/script_commands.txt at line 6093
     
    Well another problem is at the 2nd script, that there is no player attached.
    One way I can think of is to search for the same IP's which are online (like you did in your script) and select the account of the 3rd one.
    1. Option:
    Then you attach that one by using attachrid(<account id>); and then your code.
    2. Option:
    Instead of "announce" you can use "message "<Character Name>","Message"; "
    For the character name you can use "strcharinfo(0,<Char ID>);".
     
    I hope I didn't miss anything and hope it works.
    To be honest I'm still bad with that "LEFT JOIN" stuff at SQL, so I really can't follow that.
    Well I know how it works, but never got to use it.
     
    Regards,
    Chris
  19. llchrisll's post in @request A Simple PVP Ladder was marked as the answer   
    Hmm do you got an pvp script already?
    So we can make an ladder for it, in case you have.
     
    Gold Room:
    Well I have an private gold room where you have to fight for it
    The battle occures every 2nd day and you can visit ur gold room as often as you like but you get kicked out of an specific time.
     
    But making an Gold Room everyone can go into isn't that hard in my opinion..., I know this is Request Section but just saying .
    Regards,
    Chris

    Edit: Heres my freshly scripted Gold Room, which drops the gold already on the floor, untested though :I.
    If you prefer monsters to be killed, tell me.
    prontera,150,180,4 script Gold Room 110,{ mes .n$; mes "Welcome, "+strcharinfo(0)+"!"; mes "Do you want to be warped to the Gold Room?"; if(select("- Yes:- No") - 1) close; next; mes .n$; mes "Fine, let's go."; close2; warp "new_zone04",0,0; end; OnInit: set .n$,"["+strnpcinfo(0)+"]"; while(1) { makeitem 969,1,"new_zone04",rand(88,111),rand(168,191); sleep2 1000; } end; } // Mapflags // Just delete or uncomment lines which should not be loaded new_zone04 mapflag pvp off new_zone04 mapflag nosave SavePoint new_zone04 mapflag nowarpto new_zone04 mapflag nowarp new_zone04 mapflag nomemo new_zone04 mapflag noreturn new_zone04 mapflag no
  20. llchrisll's post in [request] PvP Room was marked as the answer   
    Well that was an typo on my side:
    set .n$,"["+strcharinfo(0)+"]"; // NPC Name
    I requested the char name of the attached player, which wouldn't work since it was requesting it on server start when no player is attached yet.
    Should have been:
    set .n$,"["+strnpcinfo(1)+"]"; // NPC Name
    Also @reloadscript won't initiate "OnInit" either > Server Restart.
    Other possiblity is to use that at the beginning, so after the header:
    if(.n$ == "") donpcevent strnpcinfo(3)+"::OnInit";
    This is the result:
    prontera,156,167,3    script    Champion    100,{ if(.n$ == "") donpcevent strnpcinfo(3)+"::OnInit"; mes .n$; if(Class != .class) {     mes "I'm sorry, but only "+jobname(.class)+"s are allowed to join this PvP Room.";     close; } mes "Do you want to go to the PvP Room?"; if(select("- Yes:- No") - 1) close; close2; warp "pvp_y_2-2",0,0; end; OnInit: set .n$,"["+strnpcinfo(1)+"]"; // NPC Name set .class,4016; // Allowed Class end; } After the test you can remove the "if(.n$ == "") donpcevent strnpcinfo(3)+"::OnInit";". Since it's not required anymore ;O.
    Regards,
    Chris
  21. llchrisll's post in Teleport NPC with chat room was marked as the answer   
    @Emistry
    That wasn't supposed to be an variable ^^.
    @integral
    You don't require initnpctimer; after you the addtimer
    Still it would be the best to post your script.
    Because if you didn't add "{" and "}" at the warp part:
    OnWarp: if(getmapusers("map") < player_limit) warp "map.gat",x,y; else dispbottom strnpcinfo(1)+": This map has reached the maximum players which can stay on this map."; end;
    should be then this:

    OnWarp: if(getmapusers("map") < player_limit) { addtimer 300000,strnpcinfo(3)+"::On5Minutes"; warp "map.gat",x,y; } else dispbottom strnpcinfo(1)+": This map has reached the maximum players which can stay on this map."; end;
    before only the next command would have been executed.
    another one would have been ignored.
    Regards,
    Chris
  22. llchrisll's post in Teleport NPC was marked as the answer   
    First:
    I would move the
    addtimer 300000, strnpcinfo(3)+"::On5Minutes";
    before the warp not before you check if users are already on that map.
    Second:
    To add the price add this
    set .@id,7720; if(countitem(.@id) < 1) { mes "You need at least 1x "+getitemname(.@id)+" to teleport."; close; }
    after
    set .@map$,"turbo_room";
    and this
    delitem .@id,1;
    after
    warp .@map$,100,100;
    I hope was able to help .
    Regards,
    Chris
  23. llchrisll's post in Cash shop NPC that can sell items by configuring/adding it in-game, Not in script was marked as the answer   
    Here try my new release: Dynamic Shop v1.0
    View my collection for more info and my other releases .
    Regards,
    Chris
×
×
  • Create New...