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Tassadar

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  1. Guys thies errors: script error on npc/custom/honor/Warper1.txt line 92 parse_callfunc: not enough arguments, expected ',' 87 : } 88 : return; 89 : } 90 : function Pick { 91 : set .@warp * 92 : 's'et @warp_block,0; 93 : if((@f && .OnlyFirstFld) || (@d && .OnlyFirstDun)){ 94 : set .@select,1; 95 : if(.@warp_block){ 96 : while(.@warp_block & (1<<.@select)){ 97 : .@select += 1; [Error]: npc_parsesrcfile: Unknown syntax in file 'npc/custom/honor/Warper1.txt', line '120'. Stopping... * w1=function Restrict { * w2= * w3= * w4=
  2. Then it would look like this: new_zone02,98,30,1 script Language Changer 412,{ OnTouch: mes "^0000FF[Tradutor]^000000"; mes " * Por favor escolha o Idioma:"; mes " * Please choose a language:"; next; switch(select("Português:English")){ set #language, @menu - 1; next; case 1: mes "^0000FF[Tradutor]^000000"; mes "Obrigado."; mes "Divirta-se no Servidor HonorBR."; close; case 2: mes "^0000FF[Translator]^000000"; mes "Thank you."; mes "Have fun on HonorBR Server."; close; } }
  3. Yes. I'm using the late December version. And I've reduced the number of npcs making OnPCLoginEvent calls. I do not know what could be the problem was to be something very simple.
  4. When I use the character this in the npc map it works right. But when the npc is in another map and I soon in the game the npc hangs the character and does not appear options to close and / or choose the language. It will be some error with the OnPCLoginEvent: ??? pt_br: Quando eu uso o personagem esta no mapa do npc ele funciona direito. Mas quando o npc esta em outro mapa e eu logo no jogo o npc trava o personagem e não aparece opções de fechar e/ou escolher o idioma. Sera algum erro com o OnPCLoginEvent: ???
  5. Tks for your help. I did not understand how he arrows the variable set #language, @menu - 1; For the use that I am going to give is to put in the other npcs the check of the variable if X = portugues if Y = Ingles as the example: if (#language == 1) { Germany Text } else { Englisch Text } PT_BR: Não entendi como ele seta a variavel set #language, @menu - 1; Pois o uso que eu vou dar é colocar nos outros npcs a verificação da variavel se X=portugues se Y = Ingles conforme o exemplo: if (#language == 1) { Germany Text } else { Englisch Text }
  6. Good night guys. 1 - I am trying to make a multi language system on my server. But the npc I did hangs the character and does not work. In the emulator does not return any error: This appears in Putty: [Warning]: npc_scriptcont: failed npc_checknear test. I'm not sure if I'm using OnPCLoginEvent: the wrong way. Can anyone give me a light??? new_zone02,98,30,1 script Language Changer 412,{ OnPCLoginEvent: mes "^0000FF[Tradutor]^000000"; mes " * Por favor escolha o Idioma:"; mes " * Please choose a language:"; next; menu "Português",L_Por,"English",L_Eng; L_Por: set #language,0; next; mes "^0000FF[Tradutor]^000000"; mes "Obrigado."; mes "Divirta-se no Servidor HonorBR."; close; L_Eng: set #language,1; next; mes "^0000FF[Translator]^000000"; mes "Thank you."; mes "Have fun on HonorBR Server."; close; } 2 - I researched here in the forum and found this topic: https://rathena.org/board/topic/93969-language-system/#comment-251066 you could check if the use in the other npcs is still like this: if (#language == 1) { Germany Text } else { Englisch Text } Thank you. And thank you for the opportunity. TRADUÇÃO PT_BR: Boa noite galera. 1 - Estou tentando fazer um sistema de multi idioma no meu servidor. Mas o npc que fiz trava o personagem e não funciona. No emulador não retorna nenhum erro: Isso aparece no Putty: [Warning]: npc_scriptcont: failed npc_checknear test. Não sei se estou usando o OnPCLoginEvent: de maneira errada. alguém pode me dar uma luz??? 2 - Eu pesquisei aqui no forum e encontrei esse tópico: vocês podiam verificar se o uso nos outros npcs é mesmo assim: Obrigado. E desde já agradeço a oportunidade. *OBS= Eu sempre tento colocar a tradução para o PT_BR para ajudar outros brasileiros com a mesma dúvida. * OBS = I always try to put the translation to PT_BR to help other Brazilians with the same doubt.
  7. [Error]: Loading NPC file: npc/custom/honor/Warper2.txt script error on npc/custom/honor/Warper2.txt line 38 need '(' 33 : " ~ Inst▒ncias",Instances, " ~ ^FF0000▒reas Especiais^000000",Special; 34 : 35 : if (lastwarp$ == "") 36 : message strcharinfo(0),"Voc▒ ainda n▒o foi para nenhum mapa."; 37 : else * 38 : .@r = callfunc '"'mvp_maps",lastwarp$; 39 : if(.@r == 1) 40 : warp lastwarp$,lastwarpx,lastwarpy; 41 : else 42 : message strcharinfo(0),"You can't warp to MVP maps."; 43 : end; [Error]: script error on npc/custom/honor/Warper2.txt line 525 parse_syntax: expected '(' 522 : { 523 : .@map$ = getarg(0); 524 : setarray .@mpv_maps$,"mjolnir_04","ra_fild03";//etc * 525 : for'.'@i=0;.@i<getarraysize(.@mvp_maps$);.@i++) 526 : if(.@map$ == .@mpv_maps$[.@i]) 527 : return 0; 528 : return 1; 529 : } some errors.
  8. Hey Sader Thanks for your help. I could not understand what you meant here: Is to put this where? At the beginning or at the end? You could put a version with the replacements made. I know it sounds like a lot of slack, but I did three substitutions and I can not get it right. Thank you.
  9. PT-BR: Galera qual a melhor forma de restringir o acesso aos mapas que tenham mvps? Eu uso o NPC Warper padrão do emulador e tentei só deletar os itens dos menus, mas os menus chamam os mapa de x até y. Não entendi uma forma de tirar o teleporte de algum mapa dentro desse intervalo. English: What is the best way to restrict access to maps that have mvps? I use the NPC Warper's default emulator and tried to just delete the items from the menus, but the menus call the maps from x to y. I did not understand a way to get the teleportation of any map within that range. Thank you for the opportunity. //===== rAthena Script ======================================= //= Warper //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.4b //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= A complete - but very condensed - warper script. //= Some coordinates written by Tekno-Kanix and ToastOfDoom. //===== Additional Comments: ================================= //= 1.0 Initial script. //= 1.1 Added missing duplicates and fixed coordinates. //= 1.2 Added new episodes and simplified functions. //= 1.3 Added Renewal checks and Instances menu. //= Aligned coordinates with @go. //= 1.4 Added new Guild Dungeons. //= 1.4a Slight edits. //= 1.4b Added Wolfchev's Laboratory warp. //============================================================ - script Warper -1,{ function Go; function Disp; function Pick; function Restrict; // -------------------------------------------------- // Main Menu: // -------------------------------------------------- menu "Last Warp ^777777["+lastwarp$+"]^000000",-, " ~ Towns",Towns, " ~ Fields",Fields, " ~ Dungeons",Dungeons, " ~ Guild Castles",Castles, " ~ Guild Dungeons",Guild_Dungeons, " ~ Instances",Instances, " ~ Special Areas",Special; if (lastwarp$ == "") message strcharinfo(0),"You haven't warped anywhere yet."; else warp lastwarp$,lastwarpx,lastwarpy; end; // ------------------- Functions ------------------- // * Go("<map>",<x>,<y>); // ~ Warps directly to a map. // // * Disp("<Menu Option>",<first option>,<last option>); // * Pick("<map_prefix>"{,<index offset>}); // ~ Dynamic menu and map selection (auto-numbered). // // * Disp("<Option 1>:<Option 2>:<etc.>"); // * Pick("","<map1>","<map2>","<etc.>"); // ~ Manual menu and map selection (listed). // // * Restrict("<RE | Pre-RE>"{,<menu option numbers>}); // ~ Only allows map for Renewal or Pre-Renewal modes. // If menu option numbers are given, only those maps // will be restricted (i.e. not for "Go"). // // Other notes: // ~ Array @c[] holds all (x,y) coordinates. // ~ Use @c[2] EXCEPT when maps begin dynamically // at 0: use @c[0] and Pick() offset 1. // -------------------------------------------------- function Go { set lastwarp$, getarg(0); set lastwarpx, getarg(1,0); set lastwarpy, getarg(2,0); warp getarg(0),getarg(1,0),getarg(2,0); end; } function Disp { if (getargcount() < 3) set @menu$, getarg(0); else { set @menu$,""; for (set .@i,getarg(1); .@i<=getarg(2); set .@i,.@i+1) set @menu$, @menu$+getarg(0)+" "+.@i+":"; } return; } function Pick { set .@warp_block,@warp_block; set @warp_block,0; set .@select, select(@menu$); if (getarg(0) == "") { set .@i, .@select; set .@map$, getarg(.@i); } else { set .@i, .@select-getarg(1,0); set .@map$, getarg(0)+((.@i<10)?"0":"")+.@i; } if (.@warp_block & (1<<.@select)) { message strcharinfo(0),"This map is not enabled in "+((checkre(0))?"":"Pre-")+"Renewal."; end; } set .@x, @c[.@i*2]; set .@y, @c[.@i*2+1]; deletearray @c[0],getarraysize(@c); Go(.@map$,.@x,.@y); } function Restrict { if ((getarg(0) == "RE" && !checkre(0)) || (getarg(0) == "Pre-RE" && checkre(0))) { if (getarg(1,0)) { set @warp_block,0; for (set .@i,1; .@i<getargcount(); set .@i,.@i+1) set @warp_block, @warp_block | (1<<getarg(.@i)); } else { message strcharinfo(0),"This map is not enabled in "+((checkre(0))?"":"Pre-")+"Renewal."; end; } } return; } // -------------------------------------------------- Towns: // -------------------------------------------------- menu "Prontera",T1, "Alberta",T2, "Aldebaran",T3, "Amatsu",T4, "Ayothaya",T5, "Brasilis",T6, "Comodo",T7, "Dewata",T8, "Eclage",T9, "Einbech",T10, "Einbroch",T11, "El Dicastes",T12, "Geffen",T13, "Gonryun",T14, "Hugel",T15, "Izlude",T16, "Jawaii",T17, "Lighthalzen",T18, "Louyang",T19, "Lutie",T20, "Malangdo",T21, "Malaya",T22, "Manuk",T23, "Midgarts Expedition Camp",T24, "Mora",T25, "Morroc",T26, "Moscovia",T27, "Nameless Island",T28, "Niflheim",T29, "Payon",T30, "Rachel",T31, "Splendide",T32, "Thor Camp",T33, "Umbala",T34, "Veins",T35, "Yuno",T36; T1: Go("prontera",155,183); T2: Go("alberta",28,234); T3: Go("aldebaran",140,131); T4: Go("amatsu",198,84); T5: Go("ayothaya",208,166); T6: Restrict("RE"); Go("brasilis",196,217); T7: Go("comodo",209,143); T8: Restrict("RE"); Go("dewata",200,180); T9: Restrict("RE"); Go("ecl_in01",48,53); T10: Go("einbech",63,35); T11: Go("einbroch",64,200); T12: Restrict("RE"); Go("dicastes01",198,187); T13: Go("geffen",119,59); T14: Go("gonryun",160,120); T15: Go("hugel",96,145); T16: Go("izlude",128,(checkre(3)?146:114)); T17: Go("jawaii",251,132); T18: Go("lighthalzen",158,92); T19: Go("louyang",217,100); T20: Go("xmas",147,134); T21: Restrict("RE"); Go("malangdo",140,114); T22: Restrict("RE"); Go("malaya",231,200); T23: Go("manuk",282,138); T24: Go("mid_camp",210,288); T25: Restrict("RE"); Go("mora",55,146); T26: Go("morocc",156,93); T27: Go("moscovia",223,184); T28: Go("nameless_n",256,215); T29: Go("niflheim",202,174); T30: Go("payon",179,100); T31: Go("rachel",130,110); T32: Go("splendide",201,147); T33: Go("thor_camp",246,68); T34: Go("umbala",97,153); T35: Go("veins",216,123); T36: Go("yuno",157,51); // -------------------------------------------------- Fields: // -------------------------------------------------- menu "Amatsu Fields",F1, "Ayothaya Fields",F2, "Bifrost Fields", F3, "Brasilis Fields",F4, "Comodo Fields",F5, "Dewata Fields",F6, "Eclage Fields",F7, "Einbroch Fields",F8, "El Dicastes Fields",F9, "Geffen Fields",F10, "Gonryun Fields",F11, "Hugel Fields",F12, "Lighthalzen Fields",F13, "Louyang Field",F14, "Lutie Field",F15, "Malaya Fields",F16, "Manuk Fields",F17, "Mjolnir Fields",F18, "Moscovia Fields",F19, "Niflheim Fields",F20, "Payon Forests",F21, "Prontera Fields",F22, "Rachel Fields",F23, "Sograt Deserts",F24, "Splendide Fields",F25, "Umbala Fields",F26, "Veins Fields",F27, "Yuno Fields",F28; F1: setarray @c[2],190,197; Disp("Amatsu Field",1,1); Pick("ama_fild"); F2: setarray @c[2],173,134,212,150; Disp("Ayothaya Field",1,2); Pick("ayo_fild"); F3: Restrict("RE"); setarray @c[2],193,220,220,187; Disp("Bifrost Field",1,2); Pick("bif_fild"); F4: Restrict("RE"); setarray @c[2],74,32; Disp("Brasilis Field",1,1); Pick("bra_fild"); F5: Restrict("Pre-RE",5); setarray @c[2],180,178,231,160,191,172,228,194,224,203,190,223,234,177,194,175,172,172; Disp("Comodo Field",1,9); Pick("cmd_fild"); F6: Restrict("RE"); setarray @c[2],371,212; Disp("Dewata Field",1,1); Pick("dew_fild"); F7: Restrict("RE"); setarray @c[2],97,314; Disp("Eclage Field",1,1); Pick("ecl_fild"); F8: Restrict("Pre-RE",2,10); setarray @c[2],142,225,182,141,187,228,185,173,216,173,195,148,272,220,173,214,207,174,196,200; Disp("Einbroch Field",1,10); Pick("ein_fild"); F9: Restrict("RE"); setarray @c[2],143,132,143,217; Disp("El Dicastes Field",1,2); Pick("dic_fild"); F10: Restrict("Pre-RE",13,15); setarray @c[0],46,199,213,204,195,212,257,192,188,171,166,263,248,158,195,191,186,183,221,117,178,218,136,328,240,181,235,235,211,185; Disp("Geffen Field",0,14); Pick("gef_fild",1); F11: setarray @c[2],220,227; Disp("Gonryun Field",1,1); Pick("gon_fild"); F12: Restrict("Pre-RE",3,7); setarray @c[2],268,101,222,193,232,185,252,189,196,106,216,220,227,197; Disp("Hugel Field",1,7); Pick("hu_fild"); F13: setarray @c[2],240,179,185,235,240,226; Disp("Lighthalzen Field",1,3); Pick("lhz_fild"); F14: setarray @c[2],229,187; Disp("Louyang Field",1,1); Pick("lou_fild"); F15: setarray @c[2],115,145; Disp("Lutie Field",1,1); Pick("xmas_fild"); F16: Restrict("RE"); setarray @c[2],40,272,207,180; Disp("Malaya Field",1,2); Pick("ma_fild"); F17: setarray @c[2],35,236,35,262,84,365; Disp("Manuk Field",1,3); Pick("man_fild"); F18: setarray @c[2],204,120,175,193,208,213,179,180,181,240,195,270,235,202,188,215,205,144,245,223,180,206,196,208; Disp("Mjolnir Field",1,12); Pick("mjolnir_"); F19: setarray @c[2],82,104,131,147; Disp("Moscovia Field",1,2); Pick("mosk_fild"); F20: setarray @c[2],215,229,167,234; Disp("Niflheim Field",1,2); Pick("nif_fild"); F21: Restrict("Pre-RE",5,11); setarray @c[2],158,206,151,219,205,148,186,247,134,204,193,235,200,177,137,189,201,224,160,205,194,150; Disp("Payon Forest",1,11); Pick("pay_fild"); F22: setarray @c[0],208,227,190,206,240,206,190,143,307,252,239,213,185,188,193,194,187,218,210,183,195,149,198,164; Disp("Prontera Field",0,11); Pick("prt_fild",1); F23: Restrict("Pre-RE",2,7,9,10,11,13); setarray @c[2],192,162,235,166,202,206,202,208,225,202,202,214,263,196,217,201,87,121,277,181,221,185,175,200,174,197; Disp("Rachel Field",1,13); Pick("ra_fild"); F24: setarray @c[2],219,205,177,206,194,182,224,170,198,216,156,187,185,263,206,228,208,238,209,223,85,97,207,202,31,195,38,195; Disp("Sograt Desert 1:Sograt Desert 2:Sograt Desert 3:Sograt Desert 7:Sograt Desert 11:Sograt Desert 12:Sograt Desert 13:Sograt Desert 16:Sograt Desert 17:Sograt Desert 18:Sograt Desert 19:Sograt Desert 20:Sograt Desert 21:Sograt Desert 22"); Pick("","moc_fild01","moc_fild02","moc_fild03","moc_fild07","moc_fild11","moc_fild12","moc_fild13","moc_fild16","moc_fild17","moc_fild18","moc_fild19","moc_fild20","moc_fild21","moc_fild22"); F25: setarray @c[2],175,186,236,184,188,204; Disp("Splendide Field",1,3); Pick("spl_fild"); F26: setarray @c[2],217,206,223,221,237,215,202,197; Disp("Umbala Field",1,4); Pick("um_fild"); F27: Restrict("Pre-RE",5); setarray @c[2],186,175,196,370,222,45,51,250,202,324,150,223,149,307; Disp("Veins Field",1,7); Pick("ve_fild"); F28: Restrict("Pre-RE",5,10); setarray @c[2],189,224,192,207,221,157,226,199,223,177,187,232,231,174,196,203,183,214,200,124,195,226,210,304; Disp("Yuno Field",1,12); Pick("yuno_fild"); // -------------------------------------------------- Dungeons: // -------------------------------------------------- menu "Abyss Lakes",D1, "Amatsu Dungeon",D2, "Anthell",D3, "Ayothaya Dungeon",D4, "Beach Dungeon",D5, "Bifrost Tower",D41, "Bio Labs",D6, "Brasilis Dungeon",D7, "Byalan Dungeon",D8, "Clock Tower",D9, "Coal Mines",D10, "Culvert",D11, "Cursed Abbey",D12, "Dewata Dungeon",D13, "Einbroch Dungeon",D14, "Gefenia",D15, "Geffen Dungeon",D16, "Glast Heim",D17, "Gonryun Dungeon",D18, "Hidden Dungeon",D19, "Ice Dungeon",D20, "Juperos",D21, "Kiel Dungeon",D22, "Louyang Dungeon",D23, "Magma Dungeon",D24, "Malangdo Dungeon",D25, "Moscovia Dungeon",D26, "Nidhogg's Dungeon",D27, "Odin Temple",D28, "Orc Dungeon",D29, "Payon Dungeon",D30, "Pyramids",D31, "Rachel Sanctuary",D32, "Scaraba Hole",D33, "Sphinx",D34, "Sunken Ship",D35, "Thanatos Tower",D36, "Thor Volcano",D37, "Toy Factory",D38, "Turtle Dungeon",D39, "Umbala Dungeon",D40; D1: setarray @c[2],261,272,275,270,116,27; Disp("Abyss Lakes",1,3); Pick("abyss_"); D2: setarray @c[2],228,11,34,41,119,14; Disp("Amatsu Dungeon",1,3); Pick("ama_dun"); D3: setarray @c[2],35,262,168,170; Disp("Anthell",1,2); Pick("anthell"); D4: setarray @c[2],275,19,24,26; Disp("Ancient Shrine Maze:Inside Ancient Shrine"); Pick("ayo_dun"); D5: setarray @c[2],266,67,255,244,23,260; Disp("Beach Dungeon",1,3); Pick("","beach_dun","beach_dun2","beach_dun3"); D6: Restrict("RE",4); setarray @c[2],150,288,150,18,140,134,244,52; Disp("Bio Lab",1,4); Pick("lhz_dun"); D7: Restrict("RE"); setarray @c[2],87,47,262,262; Disp("Brasilis Dungeon",1,2); Pick("bra_dun"); D8: Restrict("RE",6); setarray @c[0],168,168,253,252,236,204,32,63,26,27,141,187; Disp("Byalan Dungeon",1,6); Pick("iz_dun",1); D9: setarray @c[2],199,159,148,283,65,147,56,155,297,25,127,169,277,178,268,74; Disp("Clock Tower 1:Clock Tower 2:Clock Tower 3:Clock Tower 4:Basement 1:Basement 2:Basement 3:Basement 4"); Pick("","c_tower1","c_tower2","c_tower3","c_tower4","alde_dun01","alde_dun02","alde_dun03","alde_dun04"); D10: setarray @c[2],52,17,381,343,302,262; Disp("Coal Mines",1,3); Pick("mjo_dun"); D11: setarray @c[2],131,247,19,19,180,169,100,92; Disp("Culvert",1,4); Pick("","prt_sewb1","prt_sewb2","prt_sewb3","prt_sewb4"); D12: setarray @c[2],51,14,150,11,120,10; Disp("Cursed Abbey",1,3); Pick("abbey"); D13: Restrict("RE"); setarray @c[2],285,160,299,29; Disp("Dewata Dungeon",1,2); Pick("dew_dun"); D14: setarray @c[2],22,14,292,290; Disp("Einbroch Dungeon",1,2); Pick("ein_dun"); D15: setarray @c[2],40,103,203,34,266,168,130,272; Disp("Gefenia",1,4); Pick("gefenia",0); D16: setarray @c[0],104,99,115,236,106,132,203,200; Disp("Geffen Dungeon",1,4); Pick("gef_dun",1); D17: setarray @c[2],370,304,199,29,104,25,150,15,157,287,147,15,258,255,108,291,171,283,68,277,156,7,12,7,133,271,224,274,14,70,150,14; Disp("Entrance:Castle 1:Castle 2:Chivalry 1:Chivalry 2:Churchyard:Culvert 1:Culvert 2:Culvert 3:Culvert 4:St. Abbey:Staircase Dungeon:Underground Cave 1:Underground Cave 2:Underground Prison 1:Underground Prison 2"); Pick("","glast_01","gl_cas01","gl_cas02","gl_knt01","gl_knt02","gl_chyard","gl_sew01","gl_sew02","gl_sew03","gl_sew04","gl_church","gl_step","gl_dun01","gl_dun02","gl_prison","gl_prison1"); D18: setarray @c[2],153,53,28,113,68,16; Disp("Gonryun Dungeon",1,3); Pick("gon_dun"); D19: setarray @c[2],176,7,93,20,23,8; Disp("Hidden Dungeon",1,3); Pick("prt_maze"); D20: setarray @c[2],157,14,151,155,149,22,33,158; Disp("Ice Dungeon",1,4); Pick("ice_dun"); D21: setarray @c[2],140,51,53,247,37,63,150,285; Disp("Entrance:Juperos 1:Juperos 2:Core"); Pick("","jupe_cave","juperos_01","juperos_02","jupe_core"); D22: setarray @c[2],28,226,41,198; Disp("Kiel Dungeon",1,2); Pick("kh_dun"); D23: setarray @c[2],218,196,282,20,165,38; Disp("The Royal Tomb:Inside the Royal Tomb:Suei Long Gon"); Pick("lou_dun"); D24: setarray @c[2],126,68,47,30; Disp("Magma Dungeon",1,2); Pick("mag_dun"); D25: Restrict("RE"); setarray @c[2],33,230; Disp("Malangdo Dungeon",1,1); Pick("mal_dun"); D26: setarray @c[2],189,48,165,30,32,135; Disp("Moscovia Dungeon",1,3); Pick("mosk_dun"); D27: setarray @c[2],61,239,60,271; Disp("Nidhogg's Dungeon",1,2); Pick("nyd_dun"); D28: setarray @c[2],298,167,224,149,266,280; Disp("Odin Temple",1,3); Pick("odin_tem"); D29: setarray @c[2],32,170,21,185; Disp("Orc Dungeon",1,2); Pick("orcsdun"); D30: setarray @c[0],21,183,19,33,19,63,155,159,201,204; Disp("Payon Dungeon",1,5); Pick("pay_dun",1); D31: Restrict("RE",7,8); setarray @c[2],192,9,10,192,100,92,181,11,94,96,192,8,94,96,192,8; Disp("Pyramids 1:Pyramids 2:Pyramids 3:Pyramids 4:Basement 1:Basement 2:Basement 1 - Nightmare Mode:Basement 2 - Nightmare Mode"); Pick("","moc_pryd01","moc_pryd02","moc_pryd03","moc_pryd04","moc_pryd05","moc_pryd06","moc_prydn1","moc_prydn2"); D32: setarray @c[2],140,11,32,21,8,149,204,218,150,9; Disp("Rachel Sanctuary",1,5); Pick("ra_san"); D33: Restrict("RE"); setarray @c[2],364,44,101,141; Disp("Scaraba Hole",1,2); Pick("dic_dun"); D34: setarray @c[2],288,9,149,81,210,54,10,222,100,99; Disp("Sphinx",1,5); Pick("","in_sphinx1","in_sphinx2","in_sphinx3","in_sphinx4","in_sphinx5"); D35: setarray @c[2],69,24,102,27; Disp("Sunken Ship",1,2); Pick("treasure"); D36: setarray @c[2],150,39,150,136,220,158,59,143,62,11,89,221,35,166,93,148,29,107,159,138,19,20,130,52; Disp("Thanatos Tower",1,12); Pick("tha_t"); D37: setarray @c[2],21,228,75,205,34,272; Disp("Thor Volcano",1,3); Pick("thor_v"); D38: setarray @c[2],205,15,129,133; Disp("Toy Factory",1,2); Pick("xmas_dun"); D39: setarray @c[2],154,49,148,261,132,189,100,192; Disp("Entrance:Turtle Dungeon 1:Turtle Dungeon 2:Turtle Dungeon 3"); Pick("tur_dun"); D40: Restrict("Pre-RE",1,2); setarray @c[2],42,31,48,30,204,78; Disp("Carpenter's Shop in the Tree:Passage to a Foreign World:Hvergermil's Fountain"); Pick("","um_dun01","um_dun02","yggdrasil01"); D41: Restrict("RE"); setarray @c[2],57,13,64,88,45,14,26,23; Disp("Bifrost Tower",1,4); Pick("ecl_tdun"); // -------------------------------------------------- Castles: // -------------------------------------------------- menu "Aldebaran Castles",C1, "Geffen Castles",C2, "Payon Castles",C3, "Prontera Castles",C4, "Arunafeltz Castles",C5, "Schwaltzvalt Castles",C6; C1: setarray @c[2],48,83,95,249,142,85,239,242,264,90; Disp("Neuschwanstein:Hohenschwangau:Nuenberg:Wuerzburg:Rothenburg"); Pick("","alde_gld","alde_gld","alde_gld","alde_gld","alde_gld"); C2: setarray @c[2],214,75,308,240,143,240,193,278,305,87; Disp("Repherion:Eeyolbriggar:Yesnelph:Bergel:Mersetzdeitz"); Pick("","gef_fild13","gef_fild13","gef_fild13","gef_fild13","gef_fild13"); C3: setarray @c[2],121,233,295,116,317,293,140,160,204,266; Disp("Bright Arbor:Scarlet Palace:Holy Shadow:Sacred Altar:Bamboo Grove Hill"); Pick("","pay_gld","pay_gld","pay_gld","pay_gld","pay_gld"); C4: setarray @c[2],134,65,240,128,153,137,111,240,208,240; Disp("Kriemhild:Swanhild:Fadhgridh:Skoegul:Gondul"); Pick("","prt_gld","prt_gld","prt_gld","prt_gld","prt_gld"); C5: setarray @c[2],158,272,83,47,68,155,299,345,292,107; Disp("Mardol:Cyr:Horn:Gefn:Banadis"); Pick("","aru_gld","aru_gld","aru_gld","aru_gld","aru_gld"); C6: setarray @c[2],293,100,288,252,97,196,137,90,71,315; Disp("Himinn:Andlangr:Viblainn:Hljod:Skidbladnir"); Pick("","sch_gld","sch_gld","sch_gld","sch_gld","sch_gld"); // -------------------------------------------------- Guild_Dungeons: // -------------------------------------------------- menu "Baldur",G1, "Luina",G2, "Valkyrie",G3, "Britoniah",G4, "Arunafeltz",G5, "Schwaltzvalt",G6; G1: Restrict("RE",2,3); setarray @c[2],119,93,119,93,120,130; Disp("Baldur F1:Baldur F2:Hall of Abyss"); Pick("","gld_dun01","gld_dun01_2","gld2_pay"); G2: Restrict("RE",2,3); setarray @c[2],39,161,39,161,147,155; Disp("Luina F1:Luina F2:Hall of Abyss"); Pick("","gld_dun02","gld_dun02_2","gld2_ald"); G3: Restrict("RE",2,3); setarray @c[2],50,44,50,44,140,132; Disp("Valkyrie F1:Valkyrie F2:Hall of Abyss"); Pick("","gld_dun03","gld_dun03_2","gld2_prt"); G4: Restrict("RE",2,3); setarray @c[2],116,45,116,45,152,118; Disp("Britoniah F1:Britoniah F2:Hall of Abyss"); Pick("","gld_dun04","gld_dun04_2","gld2_gef"); G5: Go("arug_dun01",199,195); G6: Go("schg_dun01",200,124); // -------------------------------------------------- Instances: // -------------------------------------------------- menu "Bakonawa Lake",I1, "Bangungot Hospital 2F",I2, "Buwaya Cave",I3, "Endless Tower",I4, "Hazy Forest",I5, "Malangdo Culvert",I6, "Nidhoggur's Nest",I7, "Octopus Cave",I8, "Old Glast Heim",I9, "Orc's Memory",I10, "Sealed Shrine",I11, "Wolfchev's Laboratory",I12; I1: Restrict("RE"); Go("ma_scene01",172,175); I2: Restrict("RE"); Go("ma_dun01",151,8); I3: Restrict("RE"); Go("ma_fild02",316,317); I4: Go("e_tower",72,112); I5: Restrict("RE"); Go("bif_fild01",161,334); I6: Restrict("RE"); Go("mal_in01",164,21); I7: Go("nyd_dun02",95,193); I8: Restrict("RE"); Go("mal_dun01",152,230); I9: Restrict("RE"); Go("glast_01",204,268); I10: Go("gef_fild10",240,198); I11: Go("monk_test",306,143); I12: Restrict("RE"); Go("lhz_dun04",148,269); // -------------------------------------------------- Special: // -------------------------------------------------- menu "Auction Hall",S1, "Battlegrounds",S2, "Casino",S3, "Eden Group Headquarters",S4, "Gonryun Arena",S5, "Izlude Arena",S6, "Monster Race Arena",S7, "Turbo Track",S8; S1: Go("auction_01",22,68); S2: Go("bat_room",154,150); S3: Go("cmd_in02",179,129); S4: Restrict("RE"); Go("moc_para01",31,14); S5: Go("gon_test",48,10); S6: Go("arena_room",100,88); S7: Go("p_track01",62,41); S8: Go("turbo_room",99,114); } // -------------------------------------------------- // Duplicates: // -------------------------------------------------- // -------------------------------------------------- // HonorBR: new_zone02,32,176,4 duplicate(Warper) Warper#new_zone 811 // -------------------------------------------------- alb2trea,57,70,6 duplicate(Warper) Warper#tre 811 alberta,28,240,4 duplicate(Warper) Warper#alb 811 aldebaran,145,118,4 duplicate(Warper) Warper#alde 811 amatsu,203,87,4 duplicate(Warper) Warper#ama 811 ayothaya,209,169,6 duplicate(Warper) Warper#ayo 811 comodo,194,158,4 duplicate(Warper) Warper#com 811 einbech,59,38,6 duplicate(Warper) Warper#einbe 811 einbroch,69,202,4 duplicate(Warper) Warper#einbr 811 gef_fild10,71,339,4 duplicate(Warper) Warper#orc 811 geffen,124,72,4 duplicate(Warper) Warper#gef 811 glast_01,372,308,4 duplicate(Warper) Warper#glh 811 gonryun,162,122,4 duplicate(Warper) Warper#gon 811 hugel,101,151,4 duplicate(Warper) Warper#hug 811 izlu2dun,110,92,4 duplicate(Warper) Warper#izd 811 izlude,134,150,4 duplicate(Warper) Warper#izl 811 //Pre-RE: (132,120) jawaii,253,138,4 duplicate(Warper) Warper#jaw 811 lighthalzen,162,102,4 duplicate(Warper) Warper#lhz 811 louyang,208,103,6 duplicate(Warper) Warper#lou 811 manuk,274,146,6 duplicate(Warper) Warper#man 811 mid_camp,216,288,4 duplicate(Warper) Warper#mid 811 mjolnir_02,85,364,4 duplicate(Warper) Warper#mjo 811 moc_ruins,64,164,4 duplicate(Warper) Warper#moc 811 morocc,159,97,4 duplicate(Warper) Warper#mor 811 moscovia,229,191,4 duplicate(Warper) Warper#mos 811 nameless_n,259,213,4 duplicate(Warper) Warper#nam 811 niflheim,205,179,4 duplicate(Warper) Warper#nif 811 pay_arche,42,134,4 duplicate(Warper) Warper#arc 811 payon,182,108,4 duplicate(Warper) Warper#pay 811 prontera,159,192,4 duplicate(Warper) Warper#prt 811 prt_fild05,279,223,6 duplicate(Warper) Warper#cul 811 rachel,135,116,4 duplicate(Warper) Warper#rac 811 splendide,205,153,4 duplicate(Warper) Warper#spl 811 thor_camp,249,76,4 duplicate(Warper) Warper#thor 811 umbala,106,150,3 duplicate(Warper) Warper#umb 811 veins,214,123,4 duplicate(Warper) Warper#ve 811 xmas,150,136,6 duplicate(Warper) Warper#xmas 811 yuno,162,47,4 duplicate(Warper) Warper#yuno 811 // -------------------------------------------------- // Duplicates (Renewal): // -------------------------------------------------- brasilis,201,222,4 duplicate(Warper) Warper#bra 811 dewata,204,186,6 duplicate(Warper) Warper#dew 811 dicastes01,194,194,6 duplicate(Warper) Warper#dic 811 ecl_in01,51,60,4 duplicate(Warper) Warper#ecl 811 malangdo,134,117,6 duplicate(Warper) Warper#mal 811 malaya,231,204,4 duplicate(Warper) Warper#ma 811 mora,57,152,4 duplicate(Warper) Warper#mora 811 Abelha Rainha(1059) mjolnir_04 Atroce(1785) ra_fild02 ra_fild03 ra_fild04 ra_fild05 ve_fild01 e ve_fild02 Angeling(1852)Pay_fild04 e Yuno_fild03 xmas_dun01 Amon Ra(1511) moc_pryd06 Arc Angeling(1388) yuno_fild05 Belzebu (1873) abbey03 Beelzebub(1874) abbey03 Bacsojin(1630) lou_dun03 Bafomé(1039) prt_maze03 Besouro Ladrão Dourado(1086) prt_sewb4 Bispo Decadente(1871) abbey02 Cavaleiro da Tempestade(1251) xmas_dun02 Deviling(1582) pay_fild04 yuno_fild03 Detale(1719) abyss_03 Doppelganger (1046) gld_dun02 gef_dun02 Drácula(1389) gef_dun01 Drake(1112) treasure02 Eddga(1115)pay_fild11 Faraó (1157) in_sphinx5 Flor do Luar(1150) pay_dun04 General Tartaruga(1312) tur_dun04 Gemini-S58(1681) lhz_dun01 lhz_dun02 Ghostring(1120) gld_dun04 pay_fild04 Gorynych(1885) mosk_dun03 prt_maze03 treasure02 Hatii(1252) xmas_fild01 Hydrolancer(1720) abyss_03 Ktullanux (1779) ice_dun03 Kiel D-01(1734) kh_dun02 Lady Tane(1688) ayo_dun02 Maya(1147) anthell02 Maya macho(1289) gld_dun03 ou anthell01 Orc Heroi(1087) gef_fild14 e gef_fild02 Orc Lord(1190) gef_fild10 Osíris(1038) moc_pryd04 Phreeoni(1159) moc_fild17 Quimera(1283) gl_cas02 gef_dun03 RSX-0806(1623) ein_dun02 Pesar Noturno (1768) ra_san05 Samurai Encarnado(1492) ama_dun03 Satan Morroc [1916) moc_fild21 Satan Morroc(1917) moc_fild22 Senhor dos Mortos(1373) niflheim Senhor das Trevas(1272) gef_dun03 gl_chyard Serpente Suprema(1418) gon_dun03 Tao Gunka(1583) beach_dun Valkyrie Randgris(1751) odin_tem03 Valkyrie Clone(1765) odin_tem02 Vesper(1685) jupe_core Zmey Gorynych(1885) mosk_dun03 - MvP'S de lhz_dun03 Assassin Cross Eremes(1647) Whitesmith Howard(1648) High Priest Margaretha(1649) High Wizard Kathryne(1651) Sniper Cecil(1650) Lord Knight Seyren(1646)
  10. good night guys! On my server I can see the level of the monsters plus my players can not: my battle / monster.txt is configured like this: // Display some mob info next to their name? (add as needed) // (does not works on guardian or Emperium) // 1: Display mob HP (Hp/MaxHp format) // 2: Display mob HP (Percent of full life format) // 4: Display mob's level show_mob_info: 4 What can it be?
  11. It worked perfectly. Thanks for helping me. The following NPC is working: //===== Cronus Script =================================================== //= Buffer VIP e não VIP //===== Criado para: ==================================================== //= Projeto AerieRO. //===== Por: ============================================================ //= Slicer //===== Versão Atual: =================================================== //= 0.4 //===== Descrição: ====================================================== //= Da buffs nos jogadores, diferenciando os grupos entre vips e comuns. //===== Changelog: ====================================================== //= 0.1 - Script criado //= 0.2 - Adicionado checagem de level. //= 0.3 - Atualizado para checagem de grupos. //= 0.4 - Adicionado efeito. //= 0.4.1 - Criado diversas duplicatas nas principais cidades. //======================================================================= prontera,149,191,4 script Curandeira#1::Curandeira 4_F_SHALOSH,{ if((getgroupid() < 1)) goto normal_player; if((getgroupid() >= 10)) goto vip_player_ouro; if((getgroupid() >= 5)) goto vip_player_prata; normal_player: if(#Healer_CD > gettimetick(2)) { mes "Você só pode curar uma vez a cada 5 minutos."; end; } specialeffect2 EF_HEAL2; percentheal 100,100; set #Healer_CD,gettimetick(2) + 300; end; vip_player_prata: if(#Healer_CD > gettimetick(2)) { mes "Você só pode curar uma vez a cada 5 minutos."; end; } specialeffect2 EF_HEAL2; percentheal 100,100; // CURA HP & SP 100% sc_start SC_STRFOOD,300000,5;// FOR + 5 sc_start SC_AGIFOOD,300000,5;// AGI + 5 sc_start SC_VITFOOD,300000,5;// VIT + 5 sc_start SC_INTFOOD,300000,5;// INT + 5 sc_start SC_DEXFOOD,300000,5;// DEX + 5 sc_start SC_LUKFOOD,300000,5;// SOR + 5 set #Healer_CD,gettimetick(2) + 300; end; vip_player_ouro: specialeffect2 EF_HEAL2; percentheal 100,100; // CURA HP & SP 100% sc_start SC_STRFOOD,3600000,7;// FOR + 7 sc_start SC_AGIFOOD,3600000,7;// AGI + 7 sc_start SC_VITFOOD,3600000,7;// VIT + 7 sc_start SC_INTFOOD,3600000,7;// INT + 7 sc_start SC_DEXFOOD,3600000,7;// DEX + 7 sc_start SC_LUKFOOD,3600000,7;// SOR + 7 end; } morocc,159,97,5 duplicate(Curandeira) Curandeira#hG2-2 4_F_MAYSEL ayothaya,155,111,5 duplicate(Curandeira) Curandeira#hG2-3 4_F_MAYSEL geffen,121,61,5 duplicate(Curandeira) Curandeira#hG2-4 4_F_MAYSEL umbala,94,162,5 duplicate(Curandeira) Curandeira#hG2-5 4_F_MAYSEL payon,180,105,5 duplicate(Curandeira) Curandeira#hG2-6 4_F_MAYSEL alberta,185,144,5 duplicate(Curandeira) Curandeira#hG2-7 4_F_MAYSEL aldebaran,134,123,5 duplicate(Curandeira) Curandeira#hG2-8 4_F_MAYSEL Thank you so much!!
  12. prontera,149,191,4 script Curandeira#1::Curandeira 4_F_SHALOSH,{ if((getgroupid() < 1)) goto normal_player; if((getgroupid() >= 10)) goto vip_player_ouro; if((getgroupid() >= 5)) goto vip_player_prata; normal_player: specialeffect2 EF_HEAL2; percentheal 100,100; end; if(#Healer_CD > gettimetick(2)) { mes "Healer on cooldown"; end; } set #Healer_CD,gettimetick(2) + 3000; vip_player_prata: specialeffect2 EF_HEAL2; percentheal 100,100; // CURA HP & SP 100% sc_start SC_STRFOOD,300000,5;// FOR + 5 sc_start SC_AGIFOOD,300000,5;// AGI + 5 sc_start SC_VITFOOD,300000,5;// VIT + 5 sc_start SC_INTFOOD,300000,5;// INT + 5 sc_start SC_DEXFOOD,300000,5;// DEX + 5 sc_start SC_LUKFOOD,300000,5;// SOR + 5 sc_start SC_MATKPOTION,300000,16;// MATK + 16 sc_start SC_ATKPOTION,300000,16;// ATK + 16 sc_start SC_INCREASEAGI,300000,5; // Increase Agi +5 sc_start SC_BLESSING,300000,5; // Blessing +5 sc_start SC_ANGELUS,300000,5; // Angelus +5 sc_start SC_MAGNIFICAT,300000,5; // Magnificat +5 sc_start SC_GLORIA,300000,5; // Gloria sc_start SC_IMPOSITIO,300000,5; // Imposition sc_start SC_ENDURE,300000,5; // Endure sc_start SC_ITEMBOOST,300000,50; // Drop + 50% sc_start SC_EXPBOOST,300000,50; // Exp + 50% end; vip_player_ouro: specialeffect2 EF_HEAL2; percentheal 100,100; // CURA HP & SP 100% sc_start SC_STRFOOD,3600000,7;// FOR + 7 sc_start SC_AGIFOOD,3600000,7;// AGI + 7 sc_start SC_VITFOOD,3600000,7;// VIT + 7 sc_start SC_INTFOOD,3600000,7;// INT + 7 sc_start SC_DEXFOOD,3600000,7;// DEX + 7 sc_start SC_LUKFOOD,3600000,7;// SOR + 7 sc_start SC_MATKPOTION,3600000,28;// MATK + 28 sc_start SC_ATKPOTION,3600000,28;// ATK + 28 sc_start SC_INCREASEAGI,3600000,7; // Increase Agi sc_start SC_BLESSING,3600000,7; // Blessing sc_start SC_ANGELUS,3600000,7; // Angelus sc_start SC_MAGNIFICAT,3600000,7; // Magnificat sc_start SC_GLORIA,3600000,7; // Gloria sc_start SC_IMPOSITIO,3600000,7; // Imposition sc_start SC_ENDURE,3600000,7; // Endure sc_start SC_ITEMBOOST,3600000,70; // Drop + 70% sc_start SC_EXPBOOST,3600000,70;// Exp + 70% end; } morocc,159,97,5 duplicate(Curandeira) Curandeira#hG2-2 4_F_MAYSEL ayothaya,155,111,5 duplicate(Curandeira) Curandeira#hG2-3 4_F_MAYSEL geffen,121,61,5 duplicate(Curandeira) Curandeira#hG2-4 4_F_MAYSEL umbala,94,162,5 duplicate(Curandeira) Curandeira#hG2-5 4_F_MAYSEL payon,180,105,5 duplicate(Curandeira) Curandeira#hG2-6 4_F_MAYSEL alberta,185,144,5 duplicate(Curandeira) Curandeira#hG2-7 4_F_MAYSEL aldebaran,134,123,5 duplicate(Curandeira) Curandeira#hG2-8 4_F_MAYSEL izlude,124,149,5 duplicate(Curandeira) Curandeira#hG2-9 4_F_MAYSEL xmas,149,136,5 duplicate(Curandeira) Curandeira#hG2-10 4_F_MAYSEL comodo,188,162,5 duplicate(Curandeira) Curandeira#hG2-11 4_F_MAYSEL amatsu,200,80,5 duplicate(Curandeira) Curandeira#hG2-12 4_F_MAYSEL gonryun,164,130,5 duplicate(Curandeira) Curandeira#hG2-13 4_F_MAYSEL yuno,152,186,5 duplicate(Curandeira) Curandeira#hG2-14 4_F_MAYSEL niflheim,188,180,5 duplicate(Curandeira) Curandeira#hG2-15 4_F_MAYSEL louyang,225,103,5 duplicate(Curandeira) Curandeira#hG2-16 4_F_MAYSEL rachel,131,117,5 duplicate(Curandeira) Curandeira#hG2-17 4_F_MAYSEL veins,212,124,5 duplicate(Curandeira) Curandeira#hG2-18 4_F_MAYSEL moscovia,221,192,5 duplicate(Curandeira) Curandeira#hG2-19 4_F_MAYSEL That way it did not work. The normal Group 0 player manages to heal several times yet. You have not applied any delay.
  13. good afternoon. I was configuring the npc items and it started to display this error not emulator. I checked everything and it seems all right. Can someone point out to me what's wrong and how to fix it? //===== EinherjarRO Scripts ================================== //= Requested //===== By: ================================================== //= Stolao //===== Current Version: ===================================== //= 2.1B //===== Compatible With: ===================================== //= rAthena SVN //===== Description: ========================================= //= A reward system for players who play more frequently //===== Todo ================================================= //= Make Logging out then it continue count //===== Additional Comments: ================================= //= 2.00 Origional Make //= 2.01 Fixed Logic Bug //= 2.02 Fixed Year Multiplier //= 2.03 Added an IP check //= 2.04 Split Rewards up //= 2.05 Move ip check to Daily reward collection //= 2.06 Added ability to see next day via commands/relogging //= 2.07 Added Delay //= 2.08 Moved Delay to none VIP only //= 2.09 Removed some useless lines //= 2.0A Removed Menus due to bugs //= 2.0B Fixed VIP Cutin //= 2.0C Added it showing previos day cutin //= 2.0D Added a for loop //= 2.0E Fixed Ramined logged in time calculation (visual bug) //= 2.0F Added a F_InsertPlural to "more minute" //= 2.10 Added a Mac Check //= 2.11 Changed the IP check to [Sader1992] version //= 2.12 Enable Bound Type //= 2.13 Added 'collectreward', 'dailyreward', 'collectdaily' Commands //= 2.14 Added 'nextreward' Command //= 2.15 Added Daily Buffs //= 2.16 Added Exp Rewards //= 2.17 Removed Reards for Autotraders //= 2.18 Move Buffs to Daily so VIP wont trigger twice //= 2.19 Optimized Slightly //= 2.1A Fixed a bug with VIP getting bonus rewards in normal rewards //= 2.1B Fixed some documentaion //===== Contact Info: ======================================== //= [Stolao] //= Email: [email protected] //============================================================ prontera,146,170,5 script Presentes 1743,{ OnPCLoginEvent: if(!@logintime) @logintime = gettime(DT_YEAR) * 60 * 24 * 365 + gettime(DT_DAYOFYEAR) * 60 * 24 + gettime(DT_HOUR) * 60 + gettime(DT_MINUTE); OnLoginCmnd: .@i = gettime(DT_YEAR) * 12 * 31 + gettime(DT_MONTH) * 31 + gettime(DT_DAYOFMONTH); if(.Reset && .@i > #LastDailyReward + 1) #DRewardCon = 0; if(.Reset && .@i > #LastVIPReward + 1) #VIPRewardCon = 0; .@VIPSize = getarraysize(.VIPRewards$); .@Size = getarraysize(.Rewards$); if(#DRewardCon >= .@Size && #VIPRewardCon >= .@VIPSize){ #LastDailyReward = .@i; #LastVIPReward = .@i; end; } sleep2 1000; for(.@k = 0; .@k < 2; .@k++){ if(!.@k){ if(!vip_status(VIP_STATUS_ACTIVE) && .VIPRewards$[#VIPRewardCon + 1] != ""){ //message strcharinfo(0),"[Presente do Dia]: Torne-se um VIP para mais recompensas."; continue; } else if(#VIPRewardCon >= .@VIPSize){ message strcharinfo(0),"[Presente do Dia]: Sem recompensas VIP restantes este mes."; continue; } else if(.@i <= #LastVIPReward){ message strcharinfo(0),"[Presente do Dia]: Recompensas VIP ja coletadas hoje"; continue; } } else { if(#DRewardCon >= .@Size){ message strcharinfo(0),"[Presente do Dia]: Sem recompensas restantes este mes."; continue; } else if(.@i <= #LastDailyReward){ message strcharinfo(0),"[Presente do Dia]: Recompensas ja coletadas hoje."; continue; } } if(!.@k) explode(.@XT$,.VIPRewards$[#VIPRewardCon + 1],","); else { if(.IPCheck){ query_sql("SELECT account_id FROM `login` WHERE last_ip = '"+getcharip()+"'", .@AccountId); .@Size = getarraysize(.@AccountId); for(.@i=0; .@i < .@Size; .@i++){ query_sql("SELECT `value` FROM `acc_reg_num` WHERE `account_id` = '"+.@AccountId[.@i]+"' AND `key` = '#LastDailyReward'",.@LastIp2); if(.@i <= .@LastIp2){ message strcharinfo(0),"[Presente do Dia]: Limite de uma recompensa por dia."; continue; } } } if(.MacCheck){ query_sql("SELECT last_unique_id FROM `login` WHERE account_id = "+getcharid(3)+"", .@last_unique_id$); query_sql("SELECT account_id FROM `login` WHERE last_unique_id = '"+.@last_unique_id$+"'", .@AccountId2); .@Size = getarraysize(.@AccountId2); for(.@i=0; .@i < .@Size; .@i++){ query_sql("SELECT `value` FROM `acc_reg_num` WHERE `account_id` = '"+.@AccountId2[.@i]+"' AND `key` = '#LastDailyReward'",.@MacCheck2); if(.@i <= .@MacCheck2){ message strcharinfo(0),"[Presente do Dia]: Limite de uma recompensa por computador."; continue; } } } if(.Rest){ .@time = gettime(DT_YEAR) * 60 * 24 * 365 + gettime(DT_DAYOFYEAR) * 60 * 24 + gettime(DT_HOUR) * 60 + gettime(DT_MINUTE); if(.@time < @logintime + .Rest){ .@delay = @logintime + .Rest - .@time; message strcharinfo(0),"[Presente do Dia]: Para coletar recompensas, fique logado por mais "+callfunc("F_InsertPlural",.@delay,"minutos")+"."; continue; } } deletearray .@XT$[0],getarraysize(.@XT$); .@NextDay = #DRewardCon + 1; explode(.@XT$,.Rewards$[.@NextDay],","); } if(checkvending() & 2 && .Mode & 256){ message strcharinfo(0),"[Presente do Dia]: Os fornecedores nao podem receber recompensas."; end; } .@Size = getarraysize(.@XT$); deletearray .@TT[0],getarraysize(.@TT); deletearray .@itms[0],getarraysize(.@itms); deletearray .@qnts[0],getarraysize(.@qnts); for(.@x = y = 0; .@x < .@Size; .@x++) .@TT[.@x] = atoi(.@XT$[.@x]); if(.Mode & 1 && (.@TT[4] > 0 || .@vip[4] > 0)){ .@Size = getarraysize(.@TT); for(.@x = 4; .@x <= .@Size - 1 ; .@x += 2){ .@itms[.@y] = .@TT[.@x]; .@qnts[.@y] = .@TT[.@x + 1]; .@y++; } if(checkweight2(.@itms,.@qnts)){ for(.@x = 0; .@x < .@y; .@x++){ if(.Mode & 128) getitembound .@itms[.@x], .@qnts[.@x], .Bound_Mode; else getitem .@itms[.@x], .@qnts[.@x]; } } else { message strcharinfo(0),"[Presente do Dia]: Voce esta muito pesado para receber os premios, use o armazem e relogue."; continue; } } if(.Mode & 2 && (.@TT[1])){ #Loyalty += .@TT[1]; message strcharinfo(0),"[Presente do Dia]: Recebeu "+ .@TT[1] +" "+.Points$; } if(.Mode & 4 && (.@TT[0])){ zeny += .@TT[0]; message strcharinfo(0),"[Presente do Dia]: Recebeu "+ .@TT[0] +"zenys"; } if(.Mode & 8 && (.@TT[3] || .@TT[4])) getexp .@TT[3], .@TT[4]; if(!.@k){ if(.Mode & 32) cutin .VIPCutins$[#VIPRewardCon],4; #VIPRewardCon++; #LastVIPReward = .@i; sleep2 1000; if(.Mode & 64) cutin .VIPCutins$[#VIPRewardCon],4; message strcharinfo(0),"[Presente do Dia]: Voce coletou sua recompensa VIP, por "+callfunc("F_InsertPlural",#VIPRewardCon,"vez")+" este mes."; } else { if(.Mode & 16){ .@Size = getarraysize(.BuffInfo); for(.@x = 0; .@x < .@Size; .@x += 4){ if(.@NextDay == .BuffInfo[.@x + 1]) sc_start .BuffInfo[.@x], .BuffInfo[.@x + 2] * 15000, .BuffInfo[.@x + 3]; } } if(.Mode & 32) cutin .Cutins$[#DRewardCon],4; #DRewardCon++; #LastDailyReward = .@i; sleep2 1000; if(.Mode & 64) cutin .Cutins$[#DRewardCon],4; message strcharinfo(0),"[Presente do Dia]: Voce coletou sua recompensa diaria, por "+callfunc("F_InsertPlural",#DRewardCon,"vez")+" este mes."; } if(.Mode & 32 || .Mode & 64){ sleep2 15000; cutin "",255; } } end; OnNextCmnd: .@time = gettime(DT_YEAR) * 60 * 24 * 365 + gettime(DT_DAYOFYEAR) * 60 * 24 + gettime(DT_HOUR) * 60 + gettime(DT_MINUTE); if(.@time >= @logintime + .Rest){ message strcharinfo(0),"[Presente do Dia]: Sua proxima recompensa esta disponivel.."; } else { .@i = gettime(DT_YEAR) * 12 * 31 + gettime(DT_MONTH) * 31 + gettime(DT_DAYOFMONTH); if(.@i <= #LastDailyReward) message strcharinfo(0),"[Presente do Dia]: Sua proxima recompensa estara disponivel amanha.."; else { .@days = (.@time >= @logintime + .Rest) / 60 / 24; .@hours = ((.@time >= @logintime + .Rest) / 60) % 24; .@mins = (.@time >= @logintime + .Rest) % 60; message strcharinfo(0),"[Presente do Dia]: Voce tem "+ ((.@days) ? .@days +" Dias " : "") + ((.@hours) ? .@hours +" Horas " : "") + ((.@mins) ? .@mins +" Minutos " : "") +"ate sua proxima recompensa."; } if(.Mode & 32 || .Mode & 64){ if(.@NextDay >= getarraysize(.Rewards$)) .@g = 0; else .@g = #DRewardCon + 1; cutin .Cutins$[.@g],4; } } end; OnHour00: if(gettime(DT_DAYOFMONTH) == 1){ query_sql("DELETE FROM `acc_reg_num` WHERE `key` = '#DRewardCon' OR `key` = '#VIPRewardCon' OR `key` = '#LastVIPReward' OR `key` = '#LastDailyReward'"); addrid(0); #DRewardCon = #VIPRewardCon = #LastVIPReward = #LastDailyReward = 0; } end; OnInit: // Basic Settings // 1: Item | 2: Points | 4: Zeny | 8: Exp // 16: Gain Buffs // 32: Show Cutins | 64: Show Next Day Cutin // 128: Item Rewards Bound // 256: No Rewards for Autotraders // (a bit value, e.g. 3 = Items & Points from Multi) .Mode = 1|2|4|16|32|64|128|256; // Item Binding Mode // Bound_Account : Account Bound item // Bound_Guild : Guild Bound item // Bound_Party : Party Bound item // Bound_Char : Character Bound item .Bound_Mode = Bound_Account; // To disable the command '@loginreward' comment the next lines // * Needs extra commands for typos bindatcmd("relog","LOGIN::OnLoginCmnd",0,99); bindatcmd("collectreward",strnpcinfo(3)+"::OnLoginCmnd",0,99); bindatcmd("dailyreward",strnpcinfo(3)+"::OnLoginCmnd",0,99); bindatcmd("collectdaily",strnpcinfo(3)+"::OnLoginCmnd",0,99); bindatcmd("nextreward",strnpcinfo(3)+"::OnNextCmnd",0,99); // Reset days back to 0 on a skipped day. // Toggle // [0] = Off // [1] = On .Reset = 0; // .Rest // Delay after login to collect rewards // In Minutes .Rest = 1; // Point Name .Points$ = "Pontos de Lealdade"; // Ip check to prevent multi accounts // Toggle // [0] = Off // [1] = On .IPCheck = 0; // Consecutive Days Buff // Each buff contains 4 variables // <Type>,<Days>,<Duration>,<Rate>, // Buff 1 // <Type>,<Days>,<Duration>,<Rate>, // Buff 2 // ...; // // Example: 188,7,45,3 // -On the 7th day logged in Player gains +3 Str for 45 mins // // Type is 188, which references which SC_ to use, SC_INCSTR in this example // -For a full list of SC_ visit the db/const.txt // Days is days buff is applied, in this example 7, so every 7th day, 14,21,28.... // Duration is buff duration is Minuits, in this example 45 mins // Rate is buff val1, in this example player gains 3 Str setarray .BuffInfo ,260,2,120,1 // Life Insurance for 120 on 2nd Day ,198,3,120,10 // +10% Hp for 120 Mins on 3rd Day ,260,4,120,1 // Life Insurance for 120 on 4th Day ,196,5,120,25 // +25 Flee for 120 Mins on 5th Day ,198,6,120,10 // +10% Hp for 120 Mins on 6th Day ,257,7,240,50 // +50% Exp for 240 Mins on 7th Day ,260,8,120,1 // Life Insurance for 120 on 8th Day ,198,9,120,10 // +10% Hp for 120 Mins on 9th Day ,196,10,120,25 // +25 Flee for 120 Mins on 10th Day ,198,12,120,10 // +10% Hp for 120 Mins on 12th Day ,257,14,240,50 // +50% Exp for 240 Mins on 14th Day ,196,15,120,25 // +25 Flee for 120 Mins on 15th Day ,260,16,360,1 // Life Insurance for 360 on 16th Day ,198,18,120,10 // +10% Hp for 120 Mins on 18th Day ,196,20,120,25 // +25 Flee for 120 Mins on 20th Day ,257,21,240,50 // +50% Exp for 240 Mins on 21st Day ,260,22,360,1 // Life Insurance for 360 on 22nd Day ,198,24,120,10 // +10% Hp for 120 Mins on 24th Day ,196,25,120,25 // +25 Flee for 120 Mins on 25th Day ,260,26,120,1 // Life Insurance for 120 on 26th Day ,198,27,120,10 // +10% Hp for 120 Mins on 27th Day ,257,28,240,50 // +50% Exp for 240 Mins on 28th Day ,196,30,120,25; // +25 Flee for 120 Mins on 30th Day // Daily Prize items: // "<Zeny>,<Points>,<BaseExp>,<JobExp>,<itemID-1>,<amount-1>,<itemID-2>,<amount-2>...etc", // Day 1 // "<Zeny>,<Points>,<BaseExp>,<JobExp>,<itemID-1>,<amount-1>,<itemID-2>,<amount-2>...etc" // Day 2 // ...; // Total length of any days string must be 255 or shorter setarray .Rewards$[1], "10000,0,0,0,501,5,673,1", // Day 1: 10000 Zeny + Moeda Cobre Roleta "0,0,0,0,501,5,673,1", // Day 2: 5 Red Potion + Moeda Cobre Roleta "0,0,0,0,503,5,673,1", // Day 3: 5 Green Potion + Moeda Cobre Roleta "25000,0,0,0,506,5,673,1", // Day 4: 25000 Zeny + Moeda Cobre Roleta "0,0,0,0,502,5,673,1", // Day 5: 25000 Zeny + Moeda Cobre Roleta "25000,0,0,0,604,3,673,1", // Day 6: 25000 Zeny + Dead Branch + Moeda Cobre Roleta "50000,0,0,0,12208,1,673,1", // Day 7: 50000 Zeny 1 Battle Manual + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 8: 25000 Zeny + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 9: 25000 Zeny + Moeda Cobre Roleta "0,0,0,0,503,5,673,1", // Day 10: 5 White Potion + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 11: 25000 Zeny + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 12: 25000 Zeny + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 13: 25000 Zeny + Moeda Cobre Roleta "0,0,0,0,502,5,673,1", // Day 14: 5 White Potion + 3 Green Potion+ Moeda Cobre Roleta "50000,0,0,0,502,5,673,1", // Day 15: 50000 Zeny + Moeda Cobre Roleta "25000,0,0,0,604,3,673,1", // Day 16: 25000 Zeny + Dead Branch + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 17: 25000 Zeny + Moeda Cobre Roleta "0,0,0,0,503,5,506,3,673,1", // Day 18: 5 White Potion + 3 Green Potion + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 19: 25000 Zeny + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 20: 25000 Zeny + Moeda Cobre Roleta "25000,0,0,0,604,3,673,1", // Day 21: 25000 Zeny + Dead Branch + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 22: 25000 Zeny + Moeda Cobre Roleta "0,0,0,0,502,5,673,1", // Day 23: 5 White Potion + 3 Green Potion "25000,0,0,0,502,5,673,1", // Day 24: 25000 Zeny + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 25: 25000 Zeny + Moeda Cobre Roleta "0,0,0,0,503,5,506,3,673,1", // Day 26: 5 White Potion + 3 Green Potion + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 27: 25000 Zeny + Moeda Cobre Roleta "100000,0,0,0,604,3,673,1", // Day 28: 100000 Zeny + Dead Branch + Moeda Cobre Roleta // VIP Prize items: // "<Zeny>,<Points>,<BaseExp>,<JobExp>,<itemID-1>,<amount-1>,<itemID-2>,<amount-2>...etc", // Day 1 // "<Zeny>,<Points>,<BaseExp>,<JobExp>,<itemID-1>,<amount-1>,<itemID-2>,<amount-2>...etc" // Day 2 // ...; // Total length of any days string must be 255 or shorter // // Note VIPs Collect both VIP and Normal Player rewards setarray .VIPRewards$[1], "10000,0,0,0,501,5,673,1,7720,1", // Day 1: 10000 Zeny + Moeda Cobre Roleta + Gold Coin "0,0,0,0,501,5,673,1", // Day 2: 5 Red Potion + Moeda Cobre Roleta "0,0,0,0,503,5,673,1", // Day 3: 5 Green Potion + Moeda Cobre Roleta "25000,0,0,0,506,5,673,1", // Day 4: 25000 Zeny + Moeda Cobre Roleta "0,0,0,0,502,5,673,1", // Day 5: 25000 Zeny + Moeda Cobre Roleta "25000,0,0,0,604,3,673,1", // Day 6: 25000 Zeny + Dead Branch + Moeda Cobre Roleta "50000,0,0,0,12208,1,673,1,7720,1", // Day 7: 50000 Zeny 1 Battle Manual + Moeda Cobre Roleta + Gold Coin "25000,0,0,0,502,5,673,1", // Day 8: 25000 Zeny + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 9: 25000 Zeny + Moeda Cobre Roleta "0,0,0,0,503,5,673,1", // Day 10: 5 White Potion + Moeda Cobre Roleta + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 11: 25000 Zeny + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 12: 25000 Zeny + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 13: 25000 Zeny + Moeda Cobre Roleta "0,0,0,0,502,5,673,1,7720,1", // Day 14: 5 White Potion + 3 Green Potion+ Moeda Cobre Roleta + Gold Coin "50000,0,0,0,502,5,673,1", // Day 15: 50000 Zeny + Moeda Cobre Roleta "25000,0,0,0,604,3,673,1", // Day 16: 25000 Zeny + Dead Branch + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 17: 25000 Zeny + Moeda Cobre Roleta "0,0,0,0,503,5,506,3,673,1", // Day 18: 5 White Potion + 3 Green Potion + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 19: 25000 Zeny + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 20: 25000 Zeny + Moeda Cobre Roleta "25000,0,0,0,604,3,673,1",7720,1, // Day 21: 25000 Zeny + Dead Branch + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 22: 25000 Zeny + Moeda Cobre Roleta "0,0,0,0,502,5,673,1", // Day 23: 5 White Potion + 3 Green Potion "25000,0,0,0,502,5,673,1", // Day 24: 25000 Zeny + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 25: 25000 Zeny + Moeda Cobre Roleta "0,0,0,0,503,5,506,3,673,1", // Day 26: 5 White Potion + 3 Green Potion + Moeda Cobre Roleta "25000,0,0,0,502,5,673,1", // Day 27: 25000 Zeny + Moeda Cobre Roleta "100000,0,0,0,604,3,673,1,7720,1", // Day 28: 100000 Zeny + Dead Branch + Moeda Cobre Roleta // Cutin Array // Shows a cutin before collecting for each date // Start at 0 if showing next day setarray .Cutins$, "kafra_01", "kafra_02", "kafra_03", "kafra_04", "kafra_05", "kafra_06", "kafra_07", "kafra_01", "kafra_02", "kafra_03", "kafra_04", "kafra_05", "kafra_06", "kafra_07", "kafra_01", "kafra_02", "kafra_03", "kafra_04", "kafra_05", "kafra_06", "kafra_07", "kafra_08", "kafra_01", "kafra_02", "kafra_03", "kafra_04", "kafra_05", "kafra_06", "kafra_07", "kafra_08", "kafra_09", "kafra_01", "kafra_02", "kafra_03"; // Cutin Array // Shows a cutin on collecting for each date setarray .VIPCutins$, "kafra_01", "kafra_02", "kafra_03", "kafra_04", "kafra_05", "kafra_06", "kafra_07", "kafra_01", "kafra_02", "kafra_03", "kafra_04", "kafra_05", "kafra_06", "kafra_07", "kafra_01", "kafra_02", "kafra_03", "kafra_04", "kafra_05", "kafra_06", "kafra_07", "kafra_08", "kafra_01", "kafra_02", "kafra_03", "kafra_04", "kafra_05", "kafra_06", "kafra_07", "kafra_08", "kafra_09", "kafra_01", "kafra_02", "kafra_03"; end; } [Error]: Loading NPC file: npc/custom/honor/Presente_diario.txt script error on npc/custom/honor/Presente_diario.txt line 357 need '(' 352 : // "<Zeny>,<Points>,<BaseExp>,<JobExp>,<itemID-1>,<amount-1>,<itemID-2>,<amount-2>...etc" // Day 2 353 : // ...; 354 : // Total length of any days string must be 255 or shorter 355 : // 356 : // Note VIPs Collect both VIP and Normal Player rewards * 357 : setarray '.'VIPRewards$[1], 358 : "10000,0,0,0,501,5,673,1,7720,1", // Day 1: 10000 Zeny + Moeda Cobre Roleta + Gold Coin 359 : "0,0,0,0,501,5,673,1", // Day 2: 5 Red Potion + Moeda Cobre Roleta 360 : "0,0,0,0,503,5,673,1", // Day 3: 5 Green Potion + Moeda Cobre Roleta 361 : "25000,0,0,0,506,5,673,1", // Day 4: 25000 Zeny + Moeda Cobre Roleta 362 : "0,0,0,0,502,5,673,1", // Day 5: 25000 Zeny + Moeda Cobre Roleta [Error]: npc_parsesrcfile: Unknown syntax in file 'npc/custom/honor/map_announcer.txt', line '71'. Stopping... * w1=end; * w2= Thanks for the opportunity.
  14. Good afternoon guys .. on my server I noticed the absence of some items that have been around for quite some time. For example: Snake Head Hat [1] [Upper Head] Item ID# 5388 (Snake_Head) in my item_db: 5388,Snake_Head,Snake Head Hat,4,20,,200,,2,,1,0xFFFFFFFF,63,2,256,,30,1,393,{ skill "TF_DOUBLE",5; bonus bDoubleRate,25; },{},{} I am using the latest version of r-athena, I'm using this exe version: #define PACKETVER 20151104 This Kro: kRO_FullClient_20171009.zip This Data: zackdreaver/ROenglishRE the same occurs with items: 18885, 18756, 5564, 2177, 2855 and 2959; The items appear more than the missing illustrations, both small and large. I asked a friend and he said it could be the System folder (Lua Files) with some problem. Does anyone have a Data folder without these errors to tell me? Or has a System folder without these errors to indicate me.? Is there anyone with a working date folder with no bugs to sell me? Thanks for the opportunity.
  15. Good afternoon guys .. on my server I use a healing npc, but I've noticed that the players are abusing it. For example: going on the monster with @go attacking with azura and going to Prontera to heal on the NPC. I would like to set a delay of 5 minutes. I researched the forum and even found several npcs loading variables to do this. I would like to ask for a help for which variables to use and where to put in npc. //= Slicer //===== Versão Atual: =================================================== //= 0.4 //===== Descrição: ====================================================== //= Da buffs nos jogadores, diferenciando os grupos entre vips e comuns. //===== Changelog: ====================================================== //= 0.1 - Script criado //= 0.2 - Adicionado checagem de level. //= 0.3 - Atualizado para checagem de grupos. //= 0.4 - Adicionado efeito. //= 0.4.1 - Criado diversas duplicatas nas principais cidades. //======================================================================= prontera,149,191,4 script Curandeira#1::Curandeira 4_F_SHALOSH,{ if((getgroupid() < 1)) goto normal_player; if((getgroupid() >= 10)) goto vip_player_ouro; if((getgroupid() >= 5)) goto vip_player_prata; normal_player: specialeffect2 EF_HEAL2; percentheal 100,100; end; vip_player_prata: specialeffect2 EF_HEAL2; percentheal 100,100; // CURA HP & SP 100% sc_start SC_INCREASEAGI,300000,5; // Increase Agi +5 sc_start SC_BLESSING,300000,5; // Blessing +5 sc_start SC_ANGELUS,300000,5; // Angelus +5 end; vip_player_ouro: specialeffect2 EF_HEAL2; percentheal 100,100; // CURA HP & SP 100% sc_start SC_INCREASEAGI,3600000,7; // Increase Agi sc_start SC_BLESSING,3600000,7; // Blessing sc_start SC_ANGELUS,3600000,7; // Angelus sc_start SC_MAGNIFICAT,3600000,7; // Magnificat sc_start SC_GLORIA,3600000,7; // Gloria sc_start SC_IMPOSITIO,3600000,7; // Imposition sc_start SC_ENDURE,3600000,7; // Endure end; } morocc,159,97,5 duplicate(Curandeira) Curandeira#hG2-2 4_F_MAYSEL ayothaya,155,111,5 duplicate(Curandeira) Curandeira#hG2-3 4_F_MAYSEL geffen,121,61,5 duplicate(Curandeira) Curandeira#hG2-4 4_F_MAYSEL umbala,94,162,5 duplicate(Curandeira) Curandeira#hG2-5 4_F_MAYSEL Thank you for the opportunity.
  16. Good afternoon. Does anyone know that NPC's use these photo systems? Tks.
  17. yes and yes. the roullete is funcional. I just can not change the items.
  18. guys I modified the id of the item, put it repeated to test, in the Table: db_roulette and in the game the item did not change. . Is there any other place I have to set up? Thank you very much in advance.
  19. This system is very complex for what I want, it has 4 races, cosmetic items etc. I need something simpler.
  20. Good morning guys. Could someone tell me if someone in the forum has made a system of factions without races. Only two factions. as in the net vs. blue I need something like this: Two rival factions that automatically enter pvp on certain maps. Players from the same faction can not kill themselves except by @dual. Only that. No races items etc. Thank you.
  21. Good morning everyone. Is there any tutorial that teaches you to put icons in npcs head? As shown in the image below: Thank you.
  22. Good morning everyone. How do I show npc how many "X" items the player is loading? Example: mes "This npc works with Revenge Coins!" mes "you have: (25) Coins of revenge!" I found the countitem command, but I did not understand the operation. Thank you very much in advance.
  23. Obrigado meus queridos. Eles me ajudaram muito. Vou deixar o npc arrumado aqui na postagem para quem sabe como ajudar alguém também. Thank you, my dears. They helped me a lot. I'll leave the npc tidy here in the post for anyone who knows how to help someone too. //===== Cronus Script =================================================== //= Buffer VIP e não VIP //===== Criado para: ==================================================== //= Projeto AerieRO. //===== Por: ============================================================ //= Slicer //===== Versão Atual: =================================================== //= 0.4 //===== Descrição: ====================================================== //= Da buffs nos jogadores, diferenciando os grupos entre vips e comuns. //===== Changelog: ====================================================== //= 0.1 - Script criado //= 0.2 - Adicionado checagem de level. //= 0.3 - Atualizado para checagem de grupos. //= 0.4 - Adicionado efeito. //= 0.4.1 - Criado diversas duplicatas nas principais cidades. //======================================================================= prontera,149,191,4 script Curandeira#1::Curandeira 4_F_SHALOSH,{ if((getgroupid() < 1)) goto normal_player; if((getgroupid() >= 3)) goto vip_player_ouro; if((getgroupid() >= 1)) goto vip_player_prata; normal_player: specialeffect2 EF_HEAL2; percentheal 100,100; end; vip_player_prata: specialeffect2 EF_HEAL2; percentheal 100,100; // CURA HP & SP 100% sc_start SC_STRFOOD,300000,5;// FOR + 5 sc_start SC_AGIFOOD,300000,5;// AGI + 5 sc_start SC_VITFOOD,300000,5;// VIT + 5 sc_start SC_INTFOOD,300000,5;// INT + 5 sc_start SC_DEXFOOD,300000,5;// DEX + 5 sc_start SC_LUKFOOD,300000,5;// SOR + 5 sc_start SC_MATKPOTION,300000,16;// MATK + 16 sc_start SC_ATKPOTION,300000,16;// ATK + 16 sc_start SC_INCREASEAGI,300000,5; // Increase Agi +5 sc_start SC_BLESSING,300000,5; // Blessing +5 sc_start SC_ANGELUS,300000,5; // Angelus +5 sc_start SC_MAGNIFICAT,300000,5; // Magnificat +5 sc_start SC_GLORIA,300000,5; // Gloria sc_start SC_IMPOSITIO,300000,5; // Imposition sc_start SC_ENDURE,300000,5; // Endure sc_start SC_ITEMBOOST,300000,50; // Drop + 50% sc_start SC_EXPBOOST,300000,50; // Exp + 50% end; vip_player_ouro: specialeffect2 EF_HEAL2; percentheal 100,100; // CURA HP & SP 100% sc_start SC_STRFOOD,3600000,8;// FOR + 8 sc_start SC_AGIFOOD,3600000,8;// AGI + 8 sc_start SC_VITFOOD,3600000,8;// VIT + 8 sc_start SC_INTFOOD,3600000,8;// INT + 8 sc_start SC_DEXFOOD,3600000,8;// DEX + 8 sc_start SC_LUKFOOD,3600000,8;// SOR + 8 sc_start SC_MATKPOTION,3600000,32;// MATK + 32 sc_start SC_ATKPOTION,3600000,32;// ATK + 32 sc_start SC_INCREASEAGI,3600000,8; // Increase Agi sc_start SC_BLESSING,3600000,8; // Blessing sc_start SC_ANGELUS,3600000,8; // Angelus sc_start SC_MAGNIFICAT,3600000,8; // Magnificat sc_start SC_GLORIA,3600000,8; // Gloria sc_start SC_IMPOSITIO,3600000,8; // Imposition sc_start SC_ENDURE,3600000,8; // Endure sc_start SC_ITEMBOOST,3600000,100; // Drop + 100% sc_start SC_EXPBOOST,3600000,100;// Exp + 100% end; } morocc,159,97,5 duplicate(Curandeira) Curandeira#hG2-2 4_F_MAYSEL ayothaya,155,111,5 duplicate(Curandeira) Curandeira#hG2-3 4_F_MAYSEL geffen,121,61,5 duplicate(Curandeira) Curandeira#hG2-4 4_F_MAYSEL umbala,94,162,5 duplicate(Curandeira) Curandeira#hG2-5 4_F_MAYSEL payon,180,105,5 duplicate(Curandeira) Curandeira#hG2-6 4_F_MAYSEL alberta,185,144,5 duplicate(Curandeira) Curandeira#hG2-7 4_F_MAYSEL aldebaran,134,123,5 duplicate(Curandeira) Curandeira#hG2-8 4_F_MAYSEL izlude,124,149,5 duplicate(Curandeira) Curandeira#hG2-9 4_F_MAYSEL xmas,149,136,5 duplicate(Curandeira) Curandeira#hG2-10 4_F_MAYSEL comodo,188,162,5 duplicate(Curandeira) Curandeira#hG2-11 4_F_MAYSEL amatsu,200,80,5 duplicate(Curandeira) Curandeira#hG2-12 4_F_MAYSEL gonryun,164,130,5 duplicate(Curandeira) Curandeira#hG2-13 4_F_MAYSEL yuno,152,186,5 duplicate(Curandeira) Curandeira#hG2-14 4_F_MAYSEL niflheim,188,180,5 duplicate(Curandeira) Curandeira#hG2-15 4_F_MAYSEL louyang,225,103,5 duplicate(Curandeira) Curandeira#hG2-16 4_F_MAYSEL rachel,131,117,5 duplicate(Curandeira) Curandeira#hG2-17 4_F_MAYSEL veins,212,124,5 duplicate(Curandeira) Curandeira#hG2-18 4_F_MAYSEL moscovia,221,192,5 duplicate(Curandeira) Curandeira#hG2-19 4_F_MAYSEL
  24. my buff npc is giving stone curse, and I can not figure out why. I looked in the forum and I did not find a solution could someone help me? //===== Cronus Script =================================================== //= Buffer VIP e não VIP //===== Criado para: ==================================================== //= Projeto AerieRO. //===== Por: ============================================================ //= Slicer //===== Versão Atual: =================================================== //= 0.4 //===== Descrição: ====================================================== //= Da buffs nos jogadores, diferenciando os grupos entre vips e comuns. //===== Changelog: ====================================================== //= 0.1 - Script criado //= 0.2 - Adicionado checagem de level. //= 0.3 - Atualizado para checagem de grupos. //= 0.4 - Adicionado efeito. //= 0.4.1 - Criado diversas duplicatas nas principais cidades. //======================================================================= prontera,149,191,4 script Curandeira#1::Curandeira 4_F_SHALOSH,{ if((getgroupid() < 1)) goto normal_player; if((getgroupid() >= 3)) goto vip_player_ouro; if((getgroupid() >= 1)) goto vip_player_prata; normal_player: percentheal 100,100; end; vip_player_prata: percentheal 100,100; // CURA HP & SP 100% sc_start SC_STRFOOD,300000,5;// FOR + 5 sc_start SC_AGIFOOD,300000,5;// AGI + 5 sc_start SC_VITFOOD,300000,5;// VIT + 5 sc_start SC_INTFOOD,300000,5;// INT + 5 sc_start SC_DEXFOOD,300000,5;// DEX + 5 sc_start SC_LUKFOOD,300000,5;// SOR + 5 sc_start SC_MATKPOTION,300000,16;// MATK + 16 sc_start SC_ATKPOTION,300000,16;// ATK + 16 sc_start SC_INC_AGI,300000,5; // Increase Agi +5 sc_start SC_BLESSING,300000,5; // Blessing +5 sc_start SC_ANGELUS,300000,5; // Angelus +5 sc_start SC_MAGNIFICAT,300000,5; // Magnificat +5 //sc_start SC_CASH_PLUSEXP,3600000,100; //sc_start SC_CASH_RECEIVEITEM,300000,100; //sc_start SC_ITEMBOOST,300000,200; //sc_start SC_CASH_DEATHPENALTY,300000,0; end; vip_player_ouro: percentheal 100,100; // CURA HP & SP 100% sc_start SC_STRFOOD,3600000,8;// FOR + 8 sc_start SC_AGIFOOD,3600000,8;// AGI + 8 sc_start SC_VITFOOD,3600000,8;// VIT + 8 sc_start SC_INTFOOD,3600000,8;// INT + 8 sc_start SC_DEXFOOD,3600000,8;// DEX + 8 sc_start SC_LUKFOOD,3600000,8;// SOR + 8 sc_start SC_MATKPOTION,3600000,32;// MATK + 32 sc_start SC_ATKPOTION,3600000,32;// ATK + 32 sc_start SC_ENDURE,3600000,8; // Endure sc_start SC_ANGELUS,3600000,8; // Angelus sc_start SC_MAGNIFICAT,3600000,8; // Magnificat sc_start SC_GLORIA,3600000,8; // Gloria sc_start SC_IMPOSITIO,3600000,8; // Imposition sc_start SC_BLESSING,3600000,8; // Blessing sc_start SC_INC_AGI,3600000,8; // Increase Agi //sc_start SC_CASH_PLUSEXP,3600000,100; //sc_start SC_CASH_RECEIVEITEM,3600000,100; //sc_start SC_CASH_DEATHPENALTY,3600000,0; end; } morocc,159,97,5 duplicate(Curandeira) Curandeira#hG2-2 4_F_MAYSEL ayothaya,155,111,5 duplicate(Curandeira) Curandeira#hG2-3 4_F_MAYSEL geffen,121,61,5 duplicate(Curandeira) Curandeira#hG2-4 4_F_MAYSEL umbala,94,162,5 duplicate(Curandeira) Curandeira#hG2-5 4_F_MAYSEL payon,180,105,5 duplicate(Curandeira) Curandeira#hG2-6 4_F_MAYSEL alberta,185,144,5 duplicate(Curandeira) Curandeira#hG2-7 4_F_MAYSEL aldebaran,134,123,5 duplicate(Curandeira) Curandeira#hG2-8 4_F_MAYSEL izlude,124,149,5 duplicate(Curandeira) Curandeira#hG2-9 4_F_MAYSEL xmas,149,136,5 duplicate(Curandeira) Curandeira#hG2-10 4_F_MAYSEL comodo,188,162,5 duplicate(Curandeira) Curandeira#hG2-11 4_F_MAYSEL amatsu,200,80,5 duplicate(Curandeira) Curandeira#hG2-12 4_F_MAYSEL gonryun,164,130,5 duplicate(Curandeira) Curandeira#hG2-13 4_F_MAYSEL yuno,152,186,5 duplicate(Curandeira) Curandeira#hG2-14 4_F_MAYSEL niflheim,188,180,5 duplicate(Curandeira) Curandeira#hG2-15 4_F_MAYSEL louyang,225,103,5 duplicate(Curandeira) Curandeira#hG2-16 4_F_MAYSEL rachel,131,117,5 duplicate(Curandeira) Curandeira#hG2-17 4_F_MAYSEL veins,212,124,5 duplicate(Curandeira) Curandeira#hG2-18 4_F_MAYSEL moscovia,221,192,5 duplicate(Curandeira) Curandeira#hG2-19 4_F_MAYSEL How can I put these two buffs in npc?
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