Zell

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Everything posted by Zell

  1. If the skill list isn't in emulator you need to add it by yourself and the server database editor make things easy to this. I wonder if you you dislike the program (and makes no sense, the program is perfect) or don't know how to use.
  2. The query is right. Can you show the register in the table?
  3. Read in console what is wrong. What I put wound't make the script stops to work.
  4. zzzz https://pastebin.com/raw/bWADQwh0
  5. @Cydh maybe you can give me some direction?
  6. Just create a new file. Save only the sprite empty in your job class.spr (leave the act as it is). Now click add images to add all your job sprite and tada
  7. You can add new icons in your Lua files for show player VIP time... Show woe duration, for Quests timers and what ever you want.
  8. View File Fake Icon Stats This commands allow you to add fake icon stats. Right now the command does not clean the effect automatically after the time, cause who order this command want to be like this, so you can add sleep and remove the icon. Sample Script: prontera,150,150,5 Script FakeIcon 90,{ mes "[Fake Icon Stats]"; mes "Hey."; switch(select("Receive Fake Icon 1 with 5 seconds (display only)","Receive Icon 2 for 10 seconds (display only)","Disable Icon 1 and 2")) { case 1: fakeIcon(getcharid(0),1,5000,1); break; case 2: fakeIcon(getcharid(0),2,10000,1); break; case 3: fakeIcon(getcharid(0),1,0,0); fakeIcon(getcharid(0),2,0,0); break; } close; } Submitter Zell Submitted 09/17/2019 Category Source Modifications Video Content Author Zell  
  9. Version 1.0.0

    4,131 downloads

    This commands allow you to add fake icon stats. Right now the command does not clean the effect automatically after the time, cause who order this command want to be like this, so you can add sleep and remove the icon. Sample Script: prontera,150,150,5 Script FakeIcon 90,{ mes "[Fake Icon Stats]"; mes "Hey."; switch(select("Receive Fake Icon 1 with 5 seconds (display only)","Receive Icon 2 for 10 seconds (display only)","Disable Icon 1 and 2")) { case 1: fakeIcon(getcharid(0),1,5000,1); break; case 2: fakeIcon(getcharid(0),2,10000,1); break; case 3: fakeIcon(getcharid(0),1,0,0); fakeIcon(getcharid(0),2,0,0); break; } close; }

    Free

  10. I'm using Poring data in script, you can change the poring id in code and put whatever you want with yout agressive behavior
  11. Actually you already can do it with setnpcdisplay and mobavail but to talk with npc you have to hold shift (dont know if kro handle this different)
  12. Updates: Launcher: New Launcher Autochess Had made 50 mob skills for my autochess project, but not yet translated them to english, when I finish the new interface I show you guys.
  13. After the first INNER JOIN (I'm using mine code as reference) add INNER JOIN `char_bg` cb ON cb.char_id = c.char_id, so you will have something like this " INNER JOIN `char` c ON c.char_id = bg.char_id " + " INNER JOIN `char_bg` cb ON cb.char_id = c.char_id " + And now to retrieve some information of char_bg is juts use cb.COLUMN
  14. *coff* the scripts I posted first in pastebin it's the same query *coff* Don't understand what you want. The division is only in char and not in the bg? Or in both?
  15. Yes. Just user another inner join INNER JOIN your_division_table div ON div.division = bg.div
  16. Yes, the update query from your chmapif_parse_updfamelist is wrong. As I sayed, more easy to make a custom bindatcmd and make a right query by yourself
  17. Well. Don't know if you are using some source modify or a source custom, but mine chmapif_parse_updfamelist just receive 3 types of rank. RANK_BLACKSMITH, RANK_ALCHEMIST and RANK_TAEKWON, prob yours is different. Why not create a bindatcmd to make your query?
  18. post the code of addfame. I don't use bg's. No idea how about the query.
  19. Doest not matter the range. Ranged monster when attacking sometimes stand in a water cell too.
  20. Hello. I want to make a cell where it is walkable but not standable when attacking. I can obtain this behavior when mob is only walking. I use water cells to make my mobs do not stop in this cell while random walk (it works), but when they search a monster and goes to attack, they ignore this condition and stop in water cells. with no enemies, walk and stop only in not water cells but when fighting (they have 3 of attack range) Already changed the map_getcell with a new chkcell to something like return (!cell.wakable && cell.water) but it does not work.
  21. Cause players have headgers... so they would need to make a animation when create them too. Gravity is lazy, just accept it. For sample, they use the archer soldier arrow animation (literally they same file sprite) for archer attack.
  22. Something you made wrong. If you ara receiving "Unknow command" its cause you don't add this line right "BUILDIN_DEF(fakeplayer,"siisiiiiiiiiiii")". @monsterGID = fakeplayer( "prontera", 150, 150, "blabla", 0, 0, 1, 2, 0, 0, 1, 2, 3, 0, ! );