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crazyarashi

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Posts posted by crazyarashi

  1. Hi good day,

    well i have 0 idea about creating new jobs but it is possible to change the skills of a specific job :))
    For adding New skills to a specific job

    1. Database 
    -skill_tree.txt - adding a skill to a specific job (Example)
    -----------------------------------------------------------
    //Sorcerer (Trans)
    4074,2446,5,90,5,0,0,0,0,0,0,0,0 //SO_EARTHGRAVE#Earth Grave#        \\
    4074,2447,5,286,3,0,0,0,0,0,0,0,0 //SO_DIAMONDDUST#Diamond Dust#  \\ Sorcerer Original Skills

    4074,2214,5,0,0,0,0,0,0,0,0,0,0 //WL_CHAINLIGHTNING#Chain Lightning# \\ Adding a Warlock Skill

    2. Client Side Files

    skilltreeview.lub/lua

    Spoiler


           [JOBID.JT_SORCERER] = {
            [0] = SKID.SO_VACUUM_EXTREME,
            [1] = SKID.SO_STRIKING,
            [2] = SKID.SO_ELECTRICWALK,
            [3] = SKID.SO_EL_ANALYSIS,
            [4] = SKID.SO_CLOUD_KILL,
            [5] = SKID.SO_WARMER,
            [6] = SKID.SO_EARTHGRAVE,
            [7] = SKID.SO_SPELLFIST,
            [8] = SKID.SO_DIAMONDDUST,
            [9] = SKID.SO_VARETYR_SPEAR,
            [10] = SKID.SO_EL_CONTROL,
            [11] = SKID.SO_POISON_BUSTER,
            [12] = SKID.SO_FIREWALK,
            [13] = SKID.SO_ARRULLO,
            [14] = SKID.SO_PSYCHIC_WAVE,
            [15] = SKID.SO_SUMMON_AQUA,
            [16] = SKID.SO_SUMMON_VENTUS,
            [17] = SKID.SO_EL_SYMPATHY,
            [18] = SKID.SO_EL_ACTION,
            [19] = SKID.SO_SUMMON_AGNI,
            [20] = SKID.SO_SUMMON_TERA,
            [22] = SKID.SO_WATER_INSIGNIA,
            [23] = SKID.SO_WIND_INSIGNIA,
            [24] = SKID.SO_EL_CURE,
            [26] = SKID.SO_FIRE_INSIGNIA,
            [27] = SKID.SO_EARTH_INSIGNIA,
            [31] = SKID.SO_ELEMENTAL_SHIELD,
            [41] = SKID.ALL_FULL_THROTTLE,
            [42] = SKID.WL_CHAINLIGHTNING // Adding the skill beside full throttle in the skill tree view in game.


        For the alternate costume you need to add it to your grf. using GRF Editor
        you need add it in this path

       data / sprite / Àΰ£Á· / ¸öÅë / ¿© / costume_1 // - Female Sprite

       data / sprite / Àΰ£Á· / ¸öÅë / ³² / costume_1 // - Male Sprite
     

  2. 2 minutes ago, danielps said:

    I like put next after switch select, why? simples, it's more beaty, cause player select a menu and than click next to see next page =D If i do like you, he don't see the menu, he first click next than he see the menu, and when he select the menu the message of case 1 or case 2 they willl show in the same page of menu question... its very ugly '-'

    i prefer my way....

     

    Ok but did you test first my original script? It give whit screen some times to you? try testin many times both my original script and your version, see if mine or your show you white screen...

     

    Dont think it will change anything... i use this in all my scripts... its just a , afeter the name, when player talk with npc it will be show like this:
    Hello player,
    Nice to see you.

    You way would be:
    Hello player
    Nice to see you

    And the npc is talking portuguese =D

    I'll try your way @crazyarashi even i think it would not change hehe but from all opinions this is the only that make a little os sence... 

    If that didnt work try giving this a try :)) 

    ra_temsky,148,135,4	script	Premiador	416,{
    	mes "[^FF0000 Premiador ^000000]";
    	mes "Ola "+strcharinfo(0)+",";
    	mes "Parabens pela vitoria, como posso lhe ajudar?";
    	goto main;
    	next;	
    
    	main:
    	switch(select($menu$+"Sortear premio",$menu$+"Informacoes")){
    		next;
    		case 1:
    			mes "[^FF0000 Premiador ^000000]";
    			mes "Muito bem, vamos sortear o seu premio....";
    			next;
    			mes "[^FF0000 Premiador ^000000]";
    			mes "Prontinho, ja tenho aqui seu premio, ate mais!";
    			close2;

     

  3. Just now, danielps said:

    Ok i'll try, but see the print screen..

    if it were the problema, why the switch dont show de menu? or the message before? "

    
    mes "Parabéns pela vitória, como posso lhe ajudar?";"

    ?

    And i make all my npc like that...

    switch( select (menu here){
     next;
    mes;
    case 1:

    case 2:
    }

    And everythig is normal, only that one has this problem =/
    Anyway i'll try and i tell you!
     

    Tested it :D

    screenStormRO054.jpg

  4. Try Removing This part i had a same case with my npc fixed it by removing the mes before a case.

    	switch(select($menu$+"Sortear premio",$menu$+"Informações")){
    		next;
    		mes "[^FF0000 Premiador ^000000]"; <-----
    		case 1:

     

  5. Resolved it by applying what tokei corrected :D and by fixing a few close lines 
    Here's the full script :)) 

    prt_in,63,69,3	script	Rough Stones Exchanger	756,{
    
    mes "[Leon]";
    mes "Hi adventurer, I'm Leon and im trading";
    mes "a whole ^0055FFOridecon^000000 or ^0055FFElunium^000000";
    mes "For 5 ^0055FFRough Oridecon^000000 or ^0055FFRough Elunium^000000";
    next;
    mes "[Leon]";
    mes "What would you like to exchange today?";
    next;
    	switch(select("Rough Elu to Elunium:Rough Ori to Oridecon")) {
    		case 1:
    			set .@i, countitem(757);
    			if (.@i < 5) goto noelu;
    			next;
    			mes "[Leon]";
    			mes "How many Rough Elunium would you like to exchange?";
    			next;
    			input .@e = .@e / 5 * 5;
    			next;
    			if (.@e < 5 || .@e > countitem(757)) {
    			mes "[Leon]";
    			mes "That's an invalid amount of ^00FF00Rough Elunium^000000";
    			mes "The exchange rate is 5 Rough Elunium to 1 Elunium";
    			close;
    			}
    	
    			mes "Are you sure you want to exchange ^0055FF" + .@e + " Rough Eluniums?^000000?";	
    			if (select("Yes:No") == 2) close;
    			mes "[Leon]";
    			mes "Okay come to me again if you want to exchange";
    			delitem 757, .@e;
    			getitem 985, .@e/5;
    			end;
    
    		case 2:
    			set .@i2, countitem(756);
    			if (.@i2 < 5) goto noori;
    			next;
    			mes "[Leon]";
    			mes "How many Rough Oridecon would you like to exchange?";
    			next;
    			input .@r = .@r / 5 * 5;
    			next;
    
    			if (.@r < 5 || .@r > countitem(756)) {
    				mes "[Leon]";
    				mes "That's an invalid amount of Oridecon";
    				mes "The Exchange rate is 5 Rough Oridecon to 1 Oridecon";
    				mes "Make sure you input the right value";
    				close;
    				}
    
    			mes "Are you sure you want to exchange ^0055FF"+.@r+" Rough Oridecon?^000000?";
    			if(select("Yes:No")==2) close;
    			mes "[Leon]";
    			mes "Okay come to me again if you want to exchange";
    			delitem 756,.@r;
    			getitem 984,.@r/5;
    			end;
    			}
    
    				
    noori:
    	mes "[Leon]";
    	mes "You don't have enough ^00FF00Rough Oridecon^000000 to exchange";
    	close;
    	
    noelu:
    	mes "[Leon]";
    	mes "You dont have enough ^00FF00Rough Elunium^000000 to exchange";
    	close;
    }
    

     

  6. 6 minutes ago, Cyro said:

    cant you elaborate your question ?

    I want to make the BG rewards automatically goes to the inventory of the player at the end of the round so i tried

    getitem7829,10; //But it needs an npc to work
    
    and i tried another
    getitem $@TeamA,7829,10; But it doesn't seem to work either // Just Tested This. I saw it in EaMOD Rewarding System and kinda copy it.
     
    
    Gonna edit the question to make it clearer sorry about that :D
  7. Hi Im currently making a battlegrounds script and I want to the rewards straight to the inventory of the player at the end of the round /hmm 

    i tried using getitem but it needs an npc to work so i tried the script below but it doesnt work.
    is there any other way to make the rewards go to the inventory of the player on the end of the round without using an npc? /heh 


     

    	if( $@TeamA != 0 )
    	{
    		if( $@TestBG_Victory == $@TeamA)
    		{
    			getitem $@TeamA,7829,10;
              	end;
    		} else {
    			getitem $@TeamA,7829,5;
              	end;
    		}
    		end;
        	}

     

  8. 1 hour ago, quakeman00 said:

    installed the latest version of azzyai from the website but ive been using it vanilla and modified and it dosent work , the homun just follow me and does nothing and let itself being killed "and its an evolved Vanilmirth "the melting one, not the jelly" tested it in multiple dungeons , it does absolutely nothing unless i manually ask it to do it , i did /hoai on and off and reloading the game , nothing seems to work

     

    ive seent hat issue alot with the current version but eveyrone keep saying the found the issue or we have to "DOWNLOAD" thier fix but nobody talk what the fix is, anyone would care to elaborate or explain what im missing to get it to act like its suposed to "roaming in a circle , killing everything and spamming spells"

    Did you try to make standby while /hoai is activated? :))

  9. 23 minutes ago, Jey said:

    Try to avoid using freeloop. The infinity loop is caused by a wrong condition:

    
    if ( getgmlevel() < 100 && !checkvending() ) {
    	DetachRID();
    	continue;
    }

    This will detach every non GM (needs at least level 100) and non vending player. Better would be:

    
    if ( getgmlevel() > 0 || // ignores GMs
    	 checkvending()   || // ignores Vender
         checkweight(32000,1) == 0 || // Checkweight failed
    	 checkidle() > 60 ) { // ignores AFK-Player (should also include venders)

    I just had a look in an own script. It's pretty much the same, but differs from the time (not every hour at minute zero). And it just waits ten seconds, if it fails.

    
    
    
    OnMinute00:
    //Damit das ein wenig interessanter wird, wird der Coin nicht genau zur vollen
    //Stunde ausgeteilt, sondern irgendwann innerhalb dieser Stunde.
    	stopnpctimer;
    	initnpctimer;
    	setnpctimer(rand(0,3540000));
    	end;
    OnTimer3545000:
    	stopnpctimer;
    	query_sql "SELECT `account_id` FROM `char` WHERE `online` = '1' ORDER BY RAND() LIMIT 0,1",.@accid;
    	if( getarraysize(.@accid) != 1 ) end;
    	attachrid .@accid[0]; //Player attached
    	if( checkweight(32000,1) == 0 || checkidle() > 60 || getgmlevel() > 0 )
    	{
    		setnpctimer(3535000); //Evtl. Wird in 10 Sekunden jemand gefunden, der nicht afk ist.
    		startnpctimer;
    		end;
    	}
    	getitem 32000,1;
    	switch(rand(17)) {
    		case 0: announce "["+strcharinfo(0)+"] ist ein richtiger Glückspilz und findet einen Coin hinter "+((Sex)?"seinem":"ihrem")+" Sofa.",b_all; break;
    // [...]

    (Sorry in German, but you'll get the point)

    i see thanks for the info :))

  10. Try Using Freeloop something like this

    -	script	AutoPickEvent	-1,{
     
    OnMinute00: 
    	freeloop(1);
    	{
    	query_sql "select account_id from `char` where online = 1 order by rand() limit 1", .@aid;
    	attachrid .@aid;
    	if ( getgmlevel() < 100 && !checkvending() ) {
    	DetachRID();
    	continue;
      	}
    	announce strcharinfo(0) +" won 1 Hourly Coin in Lucky Pick Event.",0,0x00FF00;
    	getitem 31060,1;
    	break;
    	}
    	freeloop(0);
    	end;
    }

     

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