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celeron0134

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Everything posted by celeron0134

  1. setarray .@indices[1], EQI_HEAD_TOP, EQI_ARMOR; i tried but failed setarray .@indices[1], ""+EQI_HEAD_TOP+"::OnHead", ""+EQI_ARMOR+"::OnArmor"; so it when a headgear is picked it will go on the OnHead Label.. if Armor is picked it will go OnArmor Label
  2. Hello good day ,, can i trigger this? setarray .@indices[1], EQI_HEAD_TOP, EQI_ARMOR, EQI_HAND_L, EQI_HAND_R, EQI_GARMENT, EQI_SHOES, EQI_ACC_L, EQI_ACC_R, EQI_HEAD_MID, EQI_HEAD_LOW; for(.@i = 1; .@i<getarraysize(.@indices); ++.@i) { if(getequipisequiped(.@indices[.@i])) { .@menu$ = .@menu$ + F_getpositionname(.@indices[.@i]) + "-[" + getequipname(.@indices[.@i]) + "]"; .@equipped = 1; } .@menu$ = .@menu$ + ":"; } how can i trigger EQI_HEAD_TOP or EQI_SHOES if(getequipisequiped(.@indices[EQI_HEAD_TOP])) { mes "Yup this is the headgear"; close; } if(getequipisequiped(.@indices[EQI_SHOES])) { mes "Yup this is the Footgear"; close; } so when i picked any headgear it will go to their respective ifs
  3. Bump for this.. as i tried and failed =D - ID: 230201 Group: "AG_BATTLE" Name: "Exploring Poring's life (1)" Reward: TitleID: 1029 Target: - Id: 0 MobID: 1002 Count: 10 Score: 10 but no rewards can be seen on the achievement window nothing to collect..
  4. Hello good day.. setarray .@indices[1], EQI_HEAD_TOP, EQI_ARMOR, EQI_HAND_L, EQI_HAND_R, EQI_GARMENT, EQI_SHOES, EQI_ACC_L, EQI_ACC_R, EQI_HEAD_MID, EQI_HEAD_LOW; Case 1: switch select .@headstones Case 2: switch select .@armorstones Case 3: Switch select .@weaponstones like this..
  5. hello ,will there be a support for this script? got errors on src/custom after compiling.. if no kindly tell so that we stop hoping for support and try to fix it ourselves or find solutions for the error @Emistry i have errors when recompiling.. same as the rest.. mind if you fix your script so we can use it? thanks
  6. bump please - tried making 7 NPCS for it to work.. i need them to be on 1 NPC
  7. 12199,Rice_Scroll,Scroll of Magic,2,0,,0,,,,,0xFFFFFFFF,7,2,,,,,,{ callfunc "soullink"; },{},{} put this on your itemdb.txt function script soullink { switch ( basejob ) { case Job_Alchemist: set .@spirit, 445; break; case Job_Monk: set .@spirit, 447; break; case Job_Star_Gladiator: set .@spirit, 448; break; case Job_Sage: set .@spirit, 449; break; case Job_Crusader: set .@spirit, 450; break; case Job_SuperNovice: set .@spirit, 451; break; case Job_Knight: set .@spirit, 452; break; case Job_Wizard: set .@spirit, 453; break; case Job_Priest: set .@spirit, 454; break; case Job_Bard: case Job_Dancer: set .@spirit, 455; break; case Job_Rogue: set .@spirit, 456; break; case Job_Assassin: set .@spirit, 457; break; case Job_Blacksmith: set .@spirit, 458; break; case Job_Hunter: set .@spirit, 460; break; case Job_Soul_Linker: set .@spirit, 461; break; default: if ( upper == 1 && baselevel < 70 ) set .@spirit, 494; } if ( .@spirit ) { sc_start4 sc_spirit, 360000, 5, .@spirit,0,0; skilleffect .@spirit, 5; } end; } add this to your npc/custom/ .. ...
  8. prontera,156,178,5 script ldfhsdfkljs 100,{ if ( getpetinfo(PET_CLASS) ) { mes "please return your pet into egg state to continue"; close; } getinventorylist; for ( .@i = 0; .@i < @inventorylist_count; .@i++ ) { if ( @inventorylist_card1[.@i] == -256 ) { query_sql "select intimate, class, level, equip, name from pet where pet_id = "+( .@id = @inventorylist_card2[.@i] + ( ( @inventorylist_card2[.@i] >= 0 )? 0 : 1 << 16 ) + @inventorylist_card3[.@i] * ( 1 << 16 ) ), .@intimate, .@class, .@level, .@equipped, .@name$; if ( .@intimate > .pet_min_friendly ) { .@menu$ = .@menu$ +"^0000FF"+ .@name$ +" ^00CC00{"+ getmonsterinfo( .@class, 0 ) +"} ^000000["+ .@level +"] ^FF0000"+( ( .@equipped )? "*equipped" : "" )+":"; .@pet_id[.@c] = .@id; .@egg_id[.@c] = @inventorylist_id[.@i]; .@pet_name$[.@c] = .@name$; .@pet_class[.@c] = .@class; .@pet_level[.@c] = .@level; .@pet_equipped[.@c] = .@equipped; .@c++; } } } if ( !.@c ) { mes "your inventory doesn't have any pet egg that intimate enough"; close; } mes "select which pet that you want it to evolve"; next; .@s = select( .@menu$ ) -1; mes "selected : "+ .@pet_name$[.@s]; mes "level : "+ .@pet_level[.@s]; mes "equipped : "+( ( .@pet_equipped[.@s] )? "Yes" : "No" ); if ( getd( ".petr"+ .@pet_class[.@s] ) ) { mes "require :-"; .@size = getarraysize( getd( ".petr"+ .@pet_class[.@s] ) ); for ( .@i = 0; .@i < .@size; .@i += 2 ) mes getd( ".petr"+ .@pet_class[.@s] +"["+( .@i +1 )+"]" )+"x "+ getitemname( getd( ".petr"+ .@pet_class[.@s] +"["+ .@i +"]" ) ); } next; if ( !getd( ".pet"+ .@pet_class[.@s] ) ) { mes "this pet cannot evolve any further"; close; } if ( .@pet_level[.@s] < .min_level ) { mes "this pet doesn't meet the level requirement"; close; } if ( .@pet_equipped[.@s] ) { mes "please unequip this pet accesory to continue"; close; } if ( getd( ".petr"+ .@pet_class[.@s] ) ) { .@size = getarraysize( getd( ".petr"+ .@pet_class[.@s] ) ); for ( .@i = 0; .@i < .@size; .@i += 2 ) { if ( countitem( getd( ".petr"+ .@pet_class[.@s] +"["+ .@i +"]" ) ) < getd( ".petr"+ .@pet_class[.@s] +"["+( .@i +1 )+"]" ) ) { mes "you need "+ getd( ".petr"+ .@pet_class[.@s] +"["+( .@i +1 )+"]" ) +"x "+ getitemname( getd( ".petr"+ .@pet_class[.@s] +"["+ .@i +"]" ) ) +" to evolve this pet"; close; } } for ( .@i = 0; .@i < .@size; .@i += 2 ) delitem getd( ".petr"+ .@pet_class[.@s] +"["+ .@i +"]" ), getd( ".petr"+ .@pet_class[.@s] +"["+( .@i +1 )+"]" ); } delitem2 .@egg_id[.@s], 1, 1, 0, 0, -256, ( .@pet_id[.@s] % ( 1 << 16 ) - ( .@remainder15 = .@pet_id[.@s] % ( 1 << 15 ) ) < ( 1 << 15 ) )? .@remainder15 : ( .@remainder15 - ( 1 << 15 ) ), .@pet_id[.@s] >> 16, 0; makepet .@get_pet_id = getd( ".pet"+ .@pet_class[.@s] +"["+ rand( getarraysize( getd( ".pet"+ .@pet_class[.@s] ) ) ) +"]" ); mes "your "+ .@pet_name$[.@c] +" has reborn into "+ getmonsterinfo( .@get_pet_id, 0 ); mes "please rename your pet ~"; close; OnInit: .min_level = 80; // minimum level 80 to change pet egg .pet_min_friendly = 900; // setarray getd( ".petr"+ <require pet egg> ), <require itemID 1>, <require item require 1>, <require itemID 2>, <require item require 2>, ... setarray getd( ".petr"+ 1031 ), 501,1, 502,2, 503,10; // setarray getd( ".pet"+ <require pet egg> ), <random pet egg 1>, <random pet egg 2> .... setarray getd( ".pet"+ 1031 ), 1063; // poring pet(1002) can evolve into drops(1113) or poporing(1031) // add more as needed end; } used @AnnieRuru's script but it always says your inventory doesn't have any pet egg that intimate enough how to fix this?
  9. Good day.. how can i change the "Evolution - Angeling" to my custom pet? also how to change the appearance on the 2nd pic? example.. Cat O Ninetail to Moonlight thanks
  10. setarray .@indices[1], EQI_HEAD_TOP, EQI_ARMOR, EQI_HAND_L, EQI_HAND_R, EQI_GARMENT, EQI_SHOES, EQI_ACC_L, EQI_ACC_R, EQI_HEAD_MID, EQI_HEAD_LOW; like the script of the refining NPC where the menu will be your current equipment.. when EQI_HEAD_TOP is picked = only STR runes are available on headgears,, when EQI_ARMOR is picked = only AGI runes are available on armors when EQI_HAND_L (SHIELD) only VIT runes are available on shield -- and checks if the equipped is shield and not weapons
  11. can you show me the full script? i tried it but the cases are dependent on the setarray .EquipID[0] which means if i put armor on the 7th slot on .EquipID[0] it will work.. but the prob is its limited on 1 armor only ( cotton shirts) and can't add more.. what i need is.. when you talked to the NPC.. switch(select your current equipment . and when you pick like example a headgear.. it will go case 1 of the rune.. if shield it will go case 2; .. id like to enchant any armors too and not dependent on the setarray
  12. this one? setarray .EquipID[0],2301,2302,2303,2304,2305,2306,2307,2308,2309,2310; or this one? switch( getiteminfo(.EquipID[.@Equip],10)){ Case 1: setarray .RuneID[0],4700,4701,4702,4703,4704,4705,4706,4707,4708,4709; break; Case 2: setarray .RuneID[0],4710,4711,4712,4713,4714,4715,4716,4717,4718,4719; break; Case 3: setarray .RuneID[0],4720,4721,4722,4723,4724,4725,4726,4727,4728,4729; break; Case 4: setarray .RuneID[0],4730,4731,4732,4733,4734,4735,4736,4737,4738,4739; break; Case 5: setarray .RuneID[0],4740,4741,4742,4743,4744,4745,4746,4747,4748,4749; break; Case 6: setarray .RuneID[0],4750,4751,4752,4753,4754,4755,4756,4757,4758,4759; break;
  13. i tried this and having the same results.. can someone fix this script? or explain how to use it
  14. @Haruka Mayumi if you have time to spare kindly check this thanks prontera,155,181,5 script Sample 757,{ mes "Which Armor you want to Enchant ?"; mes "Make sure there is no Card / Rune in it."; next; setarray .EquipID[0],2301,2302,2303,2304,2305,2306,2307,2308,2309,2310; for( set .@i,0; .@i < getarraysize( .EquipID ); set .@i,.@i + 1 ) set .@EquipMenu$,.@EquipMenu$ + getitemname( .EquipID[.@i] )+( !getitemslots(.EquipID[.@i])?"":"["+getitemslots(.EquipID[.@i])+"]" )+":"; set .@Equip,select( .@EquipMenu$ ) - 1; if( !countitem( .EquipID[.@Equip] ) ){ mes "You didnt have this Equipment with you."; close; } mes "Equipment : ^FF0000"+getitemname( .EquipID[.@Equip] )+"^000000"; switch( select( "Strength:Intelligent:Dexterity:Agility:Vitality:Luck" )){ Case 1: setarray .RuneID[0],4700,4701,4702,4703,4704,4705,4706,4707,4708,4709; break; Case 2: setarray .RuneID[0],4710,4711,4712,4713,4714,4715,4716,4717,4718,4719; break; Case 3: setarray .RuneID[0],4720,4721,4722,4723,4724,4725,4726,4727,4728,4729; break; Case 4: setarray .RuneID[0],4730,4731,4732,4733,4734,4735,4736,4737,4738,4739; break; Case 5: setarray .RuneID[0],4740,4741,4742,4743,4744,4745,4746,4747,4748,4749; break; Case 6: setarray .RuneID[0],4750,4751,4752,4753,4754,4755,4756,4757,4758,4759; break; } for( set .@i,0; .@i < getarraysize( .RuneID ); set .@i,.@i + 1 ) set .@RuneMenu$,.@RuneMenu$ + getitemname( .RuneID[.@i] )+":"; set .@Rune,select( .@RuneMenu$ ) - 1; mes "Rune : ^FF0000"+getitemname( .RuneID[.@Rune] )+"^000000"; next; if( select("Confirm:Cancel") == 1 ){ if( !countitem( .RuneID[.@Rune] ) ){ mes "Sorry you didnt have the "+getitemname( .RuneID[.@Rune] )+" with you."; }else{ delitem .EquipID[.@Equip],1; delitem .RuneID[.@Rune],1; getitem2 .EquipID[.@Equip],1,1,0,0,0,0,0,.RuneID[.@Rune]; mes "Done."; mes "^0000FF"+getitemname( .EquipID[.@Equip] )+"^000000"; mes "Enchanted with ^FF0000"+getitemname( .RuneID[.@Rune] )+"^000000"; } } close; } what i need now is the seperation from equips.. example the setarray on case 1 runes can only be inserted on shields.. case 2 setarray can only be inserted on footgears and so on.. also i need a enchant remover that gives back the enchant runes and cards inserted on the equipment thankyou
  15. a NPC that enchants orbs depending on equipment.. you need a specific orb on a specific armor.. example : Armor - only STR orbs can be inserted ( Str + 1 to Str + 10) there will be a menu here Garment - only DEX orbs can be inserted with Zeny cost and 100% success rate,, Armor,Shield,garment,footgears,accessories,upper,middle,lower and lvl 4 weapons only and retains refine equips orrr -- if its possible let's say Str + 1 Orb can be doubled click and a function will pop up.. on which armor do you want to insert? thankyou in advance
  16. oh i see.. thanks anyways.. ill just use HAT_EF for this
  17. is there a way to show sprites on equiping accessories?? example lhz_aura i tried using its sprite id 24369,S_Restore_Pendant,Restore Shadow Pendant,12,0,,0,,,,0,0xFFFFFFFE,63,2,2097152,,1,1,2069,{},{},{} didnt work
  18. Character Name Change Coupon Item ID# 12790 Use this item to change your character's name on the Character Select menu.After using this item you must logout to the Character Select menu and Right-Click on your character and choose 'Change Name'You can then enter a new name as long as it is not already taken.You must leave your current guild and/or party before changing your name.You can use this item once and it is account bound can we use this for title purposes example: killing 100 porings will give you a title of Poringslayer there would be a dialogue : mes "do you want to use the title Poringslayer? , you'll be logged out of the game if you click OK" then copies strcharinfo.. - [PoringSlayer]"+strcharinfo+" idunno if this will do.. bc as said on the item description you must leave guild and party
  19. it will be a huge help if you plan to release this .. thanks in advance if you changed your mind.. ? bro .. i hope you'll release it.. sooner =( if not.. maybe someone can do this for free
  20. Emp break = 5 apples all Players inside the setarray of castles ( active castles ) - (except the castle owner) recieves 1 apple per minute ( configurable ) all players on the guild that owns the castle will recieve 2 apples per minute onAgitEnd .. after a countdown of 5 secs will recall the guild who owns the castle and gives them a reward of 10apples per player.. and summons 5 MVPs on the castle at random coordinates ( MVP auto dies 1minute before next WOE session ) add a checker for non guild owners who enter's the active castle and kick them out of the castle ( effective till next WOE session ) add a @command like example @guild with switch select from the setarray of castles.. ( you can only warp on the castle your guild owns ) ( add ownership on the menu ) example : kriemhild - apple guild : castle 2 - poring guild staying on the castle you owned after WOE .. gives you guildpoints .. this will be used to buy something from a shop that all thankyou so much in advance!! keep up the good work rathena , more power and god bless
  21. orayt thanks again.. ill just add targeted skills .. muaaaah
  22. @Haruka Mayumi how to make it so. that it detects a player cloaking or hiding or in chase walk.. so it will cast ruwach and heaven's drive.. tried adding ruwach and heavens drive.. but heaven's drive misses maybe the npc has to have stats .. grandcross skill doesnt work also
  23. this is better than i expected.. love it.. !! thanks a lot EDIT: Cute NPC sprite and name !! =D
  24. @Haruka Mayumi here's the request - the concept is like when players are on the PVP room.. they have to defend the NPC spot like maybe 3 cells SQUARE . if there are no players on the 3 cells square.. the countdown timer will stop.. 2minutes = countdown noplayer near the npc = countdown stops on2minutes - 1 7929 will drop ( configurable on how many pcs will drop ) and if it's possible ,, The NPC casts Tarot Card of fate on the nearby players on the 3cell square every 3secs
  25. Thankyou so much.. i named The NPC as Haruka Mayumi, it's the least i can do
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