Jump to content

GmOcean

Members
  • Posts

    666
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by GmOcean

  1. Well, this is just a basic script to do what you want. You can expand it further by using this template.

    prontera,150,180,4	script	TimeWarper	123,{
    	if(cooldown){mes "Sorry, your still on CoolDown and cannot enter yet. You will be notified when you can."; close;}
    	mes "[TimeWarper]";
    	mes "Hi, would you like to be warped?";
    	if(select("Yes:No") == 1){warp .loc$[0],atoi(.loc$[1]),atoi(.loc$[2]); end;}
    	close;
    	OnTimeLimit:
    	addtimer((.CD*60000),strnpcinfo(3)+"::OnCoolDown");
    	set cooldown,1;
    	end;
    	OnCoolDown:
    	set cooldown,0;
    	dispbottom "Your may now be warped again.";
    	end;
    	OnPCLoadMapEvent:
    	if( strcharinfo(3) == .loc$[0] ){addtimer( (.TL*60000),strnpcinfo(3)+"::OnTimeLimit");}
    	end;
    	OnInit:
    	set .TL,3; //TimeLimit in Minutes.
    	set .CD,5; //CoolDown in Minutes.
    	setarray .loc$[0],"<mapname>","<x>","<y>";
    	end;
    }
    <mapname>    mapflag    loadevent
    
  2. Currently not possible, without a mob_db edit which would lower Porings for the whole server. After doing this, only than can we " simulate " the effects of it only being lower in that map. But if your going to go this route, your better off just making a copy of Poring Mob, placing it in Mob_db2.txt (or it's SQL equal if your using sql) and then making the " copy " drop rate lower.

    • Upvote 1
  3. You need to enable the custom fonts, for your client by diffing.

    [UI] Enable Official Custom Fonts
    This option forces Official Custom Fonts (eot files int data folder) on all langtype.
    

    If that doesn't work, try changing your clientinfo.xml langtype to 0.

    AND lastly if that doesn't work, I have no idea :/

  4. yea sorry lol. I didn't notice it right away.... I was seeing CR_FullProtect and it clicked as correct, but Emistry is right, it should be those listed SC effects...

    8145,creator_flamel_card,Creator Card,6,20,,10,,,,,,,,16,,,,,{ bonus bNoKnockback,0; },{ sc_start4 SC_CP_WEAPON,60000,5,0,0,1; sc_start4 SC_CP_SHIELD,60000,5,0,0,1; sc_start4 SC_CP_ARMOR,60000,5,0,0,1; sc_start4 SC_CP_HELM,60000,5,0,0,1; },{ sc_end SC_CP_WEAPON; sc_end SC_CP_SHIELD; sc_end SC_CP_ARMOR; sc_end SC_CP_HELM; }
    

    So yea, the above should do what you wanted...

    • Upvote 1
  5. I'm not sure where to put this actually, tossed between Graphics section and here. But I'm assuming client since, well, this is part of new clients only.. anyways....

     

    Is it possible to edit RO's In-Game World map? I don't just mean the visual part of it as in changing looks, but rather the interactive part as well.

    Mainly, because I've noticed in RO, they have the 1 world map, that doesn't add support for the new world, which I don't really care about. But if it is possible to change the way it looks and operates, how would I go about doing it?

    Ex. When you hover over prontera, it shows the arrow's moving towards towns that are accessible via warp using the Kafra.

    If possible how can we change that? And are we able to incorporate the changes with out own " world-map " ?

  6. Problem here is: donpcevent requires a player to be attached, while doevent does not.

    Additionally, your thinking too hard for this, and in a result made it over complicated. You can just combine both of those scripts....

    prontera,164,174,4	script	Newbie Gift	115,{
    if( !#Freebiess ){
    	set #Freebiess,1;
    	mes "Welcome...this is your gift...";
    	getitem 1530,1;
    	showevent 0,0;
    	}else{
    	mes "You have claim the Reward already.";
    	}
    	close;
    
    OnPCLoginEvent:
    if(!#Freebiess){ showevent 1,0; }
    end;
    
    }
    

    There, I combined them, also, I changed it to check to see if they received the Item when they login, so it only does " showevent 1,0 " when a NEW account logs in, not just anybody.

    • Upvote 1
  7. Lol, my bad... looks like I really was tired writing this @.@;

    give me a moment and i'll fix it

     

    Edit: Here you go, you'll notice that I did change the array set up around, I had them backwards lol... I coded it 1 way, while telling you to put it in another way lmao..(note to self - stop writing scripts while falling asleep).

    prontera,150,180,4	script	npc name	123,{
    	mes "I can upgrade items into a more powerful version.";
    	mes "Interested?";
    	if(select("Yes!:Not in the slightest")==2){close;}
    	next;
    	mes "What Item do you want to make?";
    	set .@a,1;
    	set .@menu$,""+ getitemname(getd(".item"+.@a+"[0]")) +"";
    	while(.@a != .total)
    		{set .@a,.@a+1; set .@menu$,.@menu$ + ":"+ getitemname( getd(".item"+.@a+"[0]") ) +"";}
    	select(.@menu$);
    	next;
    	mes "All I need is the following:";
    	set .@i,2;
    	set .@menu,@menu;
    	mes "[1]x "+ getitemname(getd(".item"+.@menu+"[1]")) +"";
    	while(getd(".item"+.@menu+"["+.@i+"]"))
    		{mes "["+ getd(".item"+.@menu+"["+(.@i+1)+"]") +"]x "+ getitemname( getd(".item"+.@menu+"["+.@i+"]") ) +""; set .@i,.@i+2;}
    	if(select("Turn in items:Cancel")==2){close;}
    	set .@i,2;
    	if(!countitem( getd(".item"+.@menu+"[1]") )){mes "You need to have 1, "+ getitemname(getd(".item"+.@menu+"[1]")) +""; close;}
    	while(getd(".item"+.@menu+"["+.@i+"]"))
    		{if(countitem(getd(".item"+.@menu+"["+.@i+"]")) < getd(".item"+.@menu+"["+(.@i+1)+"]"))
    			{mes "You don't have enough, "+ getitemname(getd(".item"+.@menu+"["+.@i+"]")) +". You have ^FF0000"+ countitem(getd(".item"+.@menu+"["+.@i+"]")) +"/"+ getd(".item"+.@menu+"["+(.@i+1)+"]") +""; close;}
    			set .@i,.@i+2;}
    	set .@i,2;
    	while(getd(".item"+.@menu+"["+.@i+"]"))
    		{delitem( getd(".item"+.@menu+"["+.@i+"]"), getd(".item"+.@menu+"["+(.@i+1)+"]") ); set .@i,.@i+2;}
    	delitem(getd(".item"+.@menu+"[1]"),1);
    	getitem(getd(".item"+.@menu+"[0]"),1);
    	close;
    	OnInit:
    	//[0] = New Item | [1] = Old Item | [2] = ItemReq1 | [3] = ItemAmt1 | [4] = ItemReq2 | etc...
    	setarray .item1[0],505,504,501,1,502,1,503,1;
    	setarray .item2[0],506,504,501,1,502,1,503,1;
    	//setarray .item3[0],olditem,newitem,req1,amt1,req2,amt2,etc,...;
    	set .total,2; //Set to number of arrays made.
    	end;
    }
    
  8. Okay, I think this should be it..

    prontera,150,180,4	script	npc name	123,{
    	mes "I can upgrade items into a more powerful version.";
    	mes "Interested?";
    	if(select("Yes!:Not in the slightest")==2){close;}
    	next;
    	mes "What Item do you want to make?";
    	set .@a,1;
    	while(.@a != .total)
    		{set .@menu$,""+ getitemname( getd(".item"+.@a+"[0]") ) +"";}
    	select(.@menu$);
    	next;
    	mes "All I need is the following:";
    	set .@i,2;
    	set .@menu,@menu;
    	mes "[1]x "+ getitemname(getd(".item"+.@menu+"[0]")) +"";
    	while(getd(".item"+.@menu+"["+.@i+"]"))
    		{mes "["+ getd(".item"+.@menu+"["+(.@i+1)+"]") +"]x "+ getitemname( getd(".item"+.@menu+"["+.@i+"]") ) +""; set .@i,.@i+2;}
    	if(select("Turn in items:Cancel")==2){close;}
    	set .@i,2;
    	if(!countitem( getd(".item"+.@menu+"[0]") ){mes "You need to have 1, "+ getitemname(getd(".item"+.@menu+"[0]")) +""; close;}
    	while(getd(".item"+.@menu+"["+.@i+"]"))
    		{if(countitem(getd(".item"+.@menu+"["+.@i+"]")) < getd(".item"+.@menu+"["+(.@i+1)+"]"))
    			{mes "You don't have enough, "+ getitemname(getd(".item"+.@menu+"["+.@i+"]")) +". You have ^FF0000"+ countitem(getd(".item"+.@menu+"["+.@i+"]")) +"/"+ getd(".item"+.@menu+"["+(.@i+1)+"]") +""; close;}}
    	set .@i,2;
    	while(getd(".item"+.@menu+"["+.@i+"]"))
    		{delitem( getd(".item"+.@menu+"["+.@i+"]"), getd(".item"+.@menu+"["+(.@i+1)+"]") );}
    	delitem(getd(".item"+.@menu+"[0]"),1);
    	getitem(getd(".item"+.@menu+"[1]"),1);
    	close;
    	OnInit:
    	//[0] = Old Item | [1] = New Item | [2] = ItemReq1 | [3] = ItemAmt1 | [4] = ItemReq2 | etc...
    	setarray .item1[0],25500,25508,501,1,502,1,503,1;
    	setarray .item2[0],olditem,newitem,req1,amt1,req2,amt2,etc,...;
    	set .total,2; //Set to number of arrays made.
    	end;
    }
    

    I'm going to go to sleep now. So if there are any errors, than maybe someone else will be able to fix them for you in the mean time. At any rate, this script should allow you to have as many items as you like, however, your limited to 64 Requirements per item.

    Ex: To make a Orange Potion, I can only set 64 ' different ' required items each with their own amount.

     

    Should be more than enough for something like this lol.

  9. I see, though, it'd be easier if you just did this:

    celestiaj,73,86,6	script	PVP Warper	497,{
    if(.locked){mes "Sorry, PVP Rooms are currently Locked."; close;}
    mes "^ff0000[PVP Warper]^000000";
    mes "Which PVP room do you want to warp to?";
    next;
    menu "Normal - No Restrictions",normal,"Trans - 2nd jobs only!",trans,"Non-donate Normal",nodonate,"Non-donate Trans",nodonate2,"Classic PVP - No Customs",classic,"Cancel",canc;
    
    	normal:
    		next;
    		announce "PVP: "+strcharinfo(0)+" just entered PVP:Normal!",bc_all,0x33FF99;
    		warp "pvp_n_1-5",0,0;
    		end;
    	trans:
    		next;
    		mes "^ff0000[PVP Warper]^000000";
    		mes "WARNING! If you're not a 2nd job trans player, you will be automatically warped out of the map!";
    		next;
    		mes "What will you do?";
    		menu "Proceed",proceed1,"Cancel",out1;
    		
    		proceed1:
    		announce "PVP: "+strcharinfo(0)+" just entered PVP:Trans!",bc_all,0x33FF99;
    		warp "pvp_y_1-2",0,0;
    		end;
    		
    		out1:
    		next;
    		close;
    	
    	nodonate:
    		next;
    		mes "^ff0000[PVP Warper]^000000";
    		mes "WARNING! If you are equipped with donate equipments upon entering the map, you will be automatically be warped back to your save point!";
    		next;
    		mes "What will you do?";
    		menu "Proceed",proceed,"Cancel",out;
    		
    		proceed:
    		next;
    		announce "PVP: "+strcharinfo(0)+" just entered PVP:Non-Donate!",bc_all,0x33FF99;
    		warp "pvp_n_4-3",0,0;
    		end;
    		
    		out:
    		next;
    		close;
    	
    	nodonate2:
    		next;
    		mes "Feature not yet impelemented";
    		close;
    	
    	classic:
    		next;
    		mes "^ff0000[PVP Warper]^000000";
    		mes "WARNING! If you are equipped with any custom equipments upon entering the map, you will be automatically be warped back to your save point!";
    		next;
    		mes "What will you do?";
    		menu "Proceed",pro123,"Cancel",out123;
    		
    		pro123:
    		next;
    		announce "PVP: "+strcharinfo(0)+" just entered PVP:Classic!",bc_all,0x33FF99;
    		warp "5@tower",0,0;
    		end;
    		
    		out123:
    		next;
    		
    	canc:
    		close;
    
    OnClock1450:
    OnClock2050:
    announce "WoE is starting soon! PvP Rooms will be inaccessible!",bc_all,0x99FFFF;
    set .locked,1;
    end;
    OnClock1601:
    OnClock2201:
    announce "WoE has ended! PvP Rooms are now accessible!",bc_all,0x99FFFF;
    set .locked,0;
    end;
    }
    

    This, eliminate the need to have multiple NPCs, also, gets rid of all the enable/disable NPC commands in there. All this script does, is set a variable to 1 (active) or 0 (inactive). If it's 1 then it'll tell players it's locked, if it's 0 it will act as normal.

  10. prontera,150,180,4	script	npc name	123,{
    	mes "I can turn a "+ getitemname(.before) +" into a "+ getitemname(.after) +"";
    	mes "All I need is the following:";
    	for(set .@i,0; .@i<.items; set .@i,.@i+1)
    		{mes "["+ .amt[.@i] +"]x "+ getitemname(.req[.@i]) +"";}
    	if(switch(select("Turn in items:Cancel"))==2){close;}
    	Case 1:
    	for(set .@j,0; .@j<.items; set .@j,.@j+1)
    		{if(countitem(.req[.@j]) < .amt[.@j]){mes "You don't have enough, "+ getitemname(.req[.@j]) +". You have ^FF0000"+ countitem(.req[.@j]) +"/"+ .amt[.@j] +""; close;}}
    	for(set .@a,0; .@a<.items; set .@a,.@a+1)
    		{delitem(.req[.@a],.@amt[.@a]);}
    	getitem(.after,1);
    	close;
    	OnInit:
    	set .before,25500;
    	set .after,25508;
    	setarray .req[0],501,502,503; //Replace with any items you want, can go upto 128 items.
    	setarray .amt[0],1,1,1;//Replace with amount for it's respective item above.
    	set .items,getarraysize(.req);
    	end;
    }
    

    That should do it O.o assuming I have the items right lol.

  11. Here, all I did was delete anything having to deal with zeny. And left in Patskie's changes.

    //===== eAthena Script =======================================
    //= Armor Enchanter
    //===== By: ==================================================
    //= L0ne_W0lf
    //===== Current Version: =====================================
    //= 1.1
    //===== Compatible With: =====================================
    //= eAhena SVN
    //===== Description: =========================================
    //= [Aegis Conversion]
    //= Add a +1, 2, or 3, of a random stat to specified armor.
    //===== Additional Comments: =================================
    //= 1.0 First version.
    //= 1.1 Corrected typo (Sit -> Suit) (bugreport:4586)
    //============================================================
    
    poring_c02,176,72,4    script    Apprentice Craftsman    73,{
            mes "[Apprentice Craftsman]";
            mes "I've been studying ways to enhance an armor to maximize it's capability.";
            next;
            mes "[Apprentice Craftsman]";
            mes "Enchanting is an awesome skill that infuses a mysterious status power into the armor's hidden socket.";
            next;
            mes "[Apprentice Craftsman]";
            mes "However, you have to keep in mind that if there are two armors of the same kind in your possession, the Enchantment will be applied in the order they are placed in your inventory.";
            next;
            mes "[Apprentice Craftsman]";
            mes "In that case, the Enchantment may be applied to an item which you didn't mean to Enchant. So just bring ^5555ffONE Armor^000000 you want enchanted to be safe..";
            next;
            mes "[Apprentice Craftsman]";
            mes "I'm not responsible for what would happen if you have more than one of the same kind in your inventory.";
            next;
            switch(select("Non Slotted Armor.:Slotted Armor.:High Grade Armor.:Maybe next time.")) {
            case 1:
                switch(select("Mantle:Coat:Chain Mail:Full Plate:Silk Robe:Saint's Robe:Holy Robe:Wooden Mail:Tights:Silver Robe:Mage Coat:Thief Clothes:Legion Plate Armor:Lucius's Fierce Armor of Volcano:Saphien's Armor of Ocean:Aebeccee's Raging Typhoon Armor:Claytos Cracking Earth Armor:Ninja Suit:Chameleon Armor:Glorious Suit:Glorious Popularized Suit:Glorious Mass-Production Suit")) {
                case 1:
                    callsub S_EnchantArmor,2307,50;
                case 2:
                    callsub S_EnchantArmor,2309,50;
                case 3:
                    callsub S_EnchantArmor,2314,50;
                case 4:
                    callsub S_EnchantArmor,2316,50;
                case 5:
                    callsub S_EnchantArmor,2321,50;
                case 6:
                    callsub S_EnchantArmor,2325,50;
                case 7:
                    callsub S_EnchantArmor,2327,50;
                case 8:
                    callsub S_EnchantArmor,2328,50;
                case 9:
                    callsub S_EnchantArmor,2330,50;
                case 10:
                    callsub S_EnchantArmor,2332,50;
                case 11:
                    callsub S_EnchantArmor,2334,50;
                case 12:
                    callsub S_EnchantArmor,2335,50;
                case 13:
                    callsub S_EnchantArmor,2341,50;
                case 14:
                    callsub S_EnchantArmor,2344,50;
                case 15:
                    callsub S_EnchantArmor,2346,50;
                case 16:
                    callsub S_EnchantArmor,2348,50;
                case 17:
                    callsub S_EnchantArmor,2350,50;
                case 18:
                    callsub S_EnchantArmor,2337,50;
                case 19:
                    callsub S_EnchantArmor,2386,50;
                case 20:
                    callsub S_EnchantArmor,2394,50;
                case 21:
                    callsub S_EnchantArmor,2395,50;
                case 22:
                    callsub S_EnchantArmor,2396,50;
                }
            case 2:
                switch(select("Mink Coat:Lord's Clothes:Glittering Jacket:Formal Suit:Mantle(1):Coat(1):Chain Mail(1):Full Plate(1):Silk Robe(1):Scapulare(1):Saint's Robe(1):Tights(1):Silver Robe(1):Thief Clothes(1):Legion Plate Armor(1):Lucius's Fierce Armor of Volcano(1):Saphien's Armor of Ocean(1):Aebeccee's Raging Typhoon Armor(1):Claytos Cracking Earth Armor(1)")) {
                case 1:
                    callsub S_EnchantArmor,2311,55;
                case 2:
                    callsub S_EnchantArmor,2318,55;
                case 3:
                    callsub S_EnchantArmor,2319,55;
                case 4:
                    callsub S_EnchantArmor,2320,55;
                case 5:
                    callsub S_EnchantArmor,2308,55;
                case 6:
                    callsub S_EnchantArmor,2310,55;
                case 7:
                    callsub S_EnchantArmor,2315,55;
                case 8:
                    callsub S_EnchantArmor,2317,55;
                case 9:
                    callsub S_EnchantArmor,2322,55;
                case 10:
                    callsub S_EnchantArmor,2324,55;
                case 11:
                    callsub S_EnchantArmor,2326,55;
                case 12:
                    callsub S_EnchantArmor,2331,55;
                case 13:
                    callsub S_EnchantArmor,2333,55;
                case 14:
                    callsub S_EnchantArmor,2336,55;
                case 15:
                    callsub S_EnchantArmor,2342,55;
                case 16:
                    callsub S_EnchantArmor,2345,55;
                case 17:
                    callsub S_EnchantArmor,2347,55;
                case 18:
                    callsub S_EnchantArmor,2349,55;
                case 19:
                    callsub S_EnchantArmor,2351,55;
                }
            case 3:
                switch(select("Meteo Plate Armor:Orlean's Gown:Life Link:Diablos Robe:Diablos Armor:Assaulter Plate:Elite Engineer Armor:Assassin Robe:Warlock's Battle Robe:Medic's Robe:Elite Archer Suit:Elite Shooter Suit:Sprint Mail:Kandura:Armor of Naga:Improved Tights")) {
                case 1:
                    callsub S_EnchantArmor,2364,60;
                case 2:
                    callsub S_EnchantArmor,2365,60;
                case 3:
                    callsub S_EnchantArmor,2391,60;
                case 4:
                    callsub S_EnchantArmor,2374,60;
                case 5:
                    callsub S_EnchantArmor,2375,60;
                case 6:
                    callsub S_EnchantArmor,2376,60;
                case 7:
                    callsub S_EnchantArmor,2377,60;
                case 8:
                    callsub S_EnchantArmor,2378,60;
                case 9:
                    callsub S_EnchantArmor,2379,60;
                case 10:
                    callsub S_EnchantArmor,2380,60;
                case 11:
                    callsub S_EnchantArmor,2381,60;
                case 12:
                    callsub S_EnchantArmor,2382,60;
                case 13:
                    callsub S_EnchantArmor,2387,60;
                case 14:
                    callsub S_EnchantArmor,2388,60;
                case 15:
                    callsub S_EnchantArmor,2389,60;
                case 16:
                    callsub S_EnchantArmor,2390,60;
                }
            case 4:
                mes "[Apprentice Craftsman]";
                mes "Please come back when you have any interest in enchanting your armor.";
                close;
            }
        else {
            mes "[Apprentice Craftsman]";
            mes "I am in charge of Enchanting Armors. Simply put, I've been studying ways to power-up armor.";
            next;
            mes "[Apprentice Craftsman]";
            mes "If by any chance, you would want to enchant your armor, bring me 400,000 zeny and the armor you want to enchant and you are all set to go.";
            close;
        }
    
    
    S_EnchantArmor:
        set .@itemid,getarg(0);
        if (countitem(7227) < 10) {
            mes "[Apprentice Craftsman]";
            mes "I need 10 TCG's";
            close;
        }
        if ((countitem(.@itemid) > 0) && (countitem(.@itemid) < 2)) {
            mes "[Apprentice Craftsman]";
            mes "Socket enchant wil cost you 400,000 zeny. And there will be a random option enchanted. Of course, there is a chance of breaking your armor.";
            next;
            mes "[Apprentice Craftsman]";
            mes "First and most importantly.";
            mes "^ff5555Existing Refine Level of the Armor";
            mes "and Cards will be GONE.^000000";
            mes "Do you still want to try an Enchant?";
            next;
            switch(select("Hmm... Let me think it over.:Go ahead.")) {
            case 1:
                mes "[Apprentice Craftsman]";
                mes "Well, I can't blame you. Safety first, Ey?";
                mes "Now you have a nice day.";
                close;
            case 2:
                mes "[Apprentice Craftsman]";
                mes "Quite of an adventurer huh? Well, shall we?";
                close2;
                specialeffect2 EF_MAPPILLAR;
    
    
                set .@enc_ran,1;
                delitem .@itemid,1;
                delitem 7227, 10;
                switch(select("Str +3:Int +3:Dex +3:Agi +3:Vit +3:Luk +3:Nevermind"))
                {
                case 1:
                    set .@addpart,4702;
                    getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
                    close;
                case 2:
                    set .@addpart,4712;
                    getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
                    close;
                case 3:
                    set .@addpart,4722;
                    getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
                    close;
                case 4:
                    set .@addpart,4732;
                    getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
                    close;
                case 5:
                    set .@addpart,4742;
                    getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
                    close;
                case 6:
                    set .@addpart,4752;
                    getitem2 .@itemid, 1, 1, 0, 0, 0, 0, 0, .@addpart;
                    close;
                default:
                    close;
            }
        }
    }
        else
            close;
    }
    
×
×
  • Create New...