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Posts posted by Quesooo
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How to change the zeny cost to item requirement before they can change to alternate outfit?
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We can still continue our offline server, by the way thank you so much @anacondaq for this release you help a lot your still the best.
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1
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Hi good day i try to modify slot machine scripts here but seems it doesn't give any on my taste.
May i request a slot machine that required a zeny payment only, if failed they need spin 3x after that they will be nuked and if sucess they will get a random items
hopefully someone can answer this thank you
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I believed 2019 client doesn't support rathena yet.
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getting an error like this now > Invalid instance NPC iswarp#1
how do i solve this?
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nice how do i install this?
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if you killed the last monster ( MVP ) inside the instance you will not get any rewards?
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help please any script that will follow this item
https://www.divine-pride.net/database/item/22567/squad-prize
thank you so much in advance
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nice map
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anyone have this?
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I have a problem on this when i click the vendor assistant or even the vending area it said that
QuoteSomeone already selected this area?
but there is no vendors around it
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13 hours ago, Kakaroto said:
Download, install and extract kRO server, all you need is in rdata.grf.
i download the latest kro client seems i can't find it inside the rdata even data.grf
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Anyone can tell me how do i implement this? if we don't have the sprites for this pets inside new pet_db.yml?
anyone can share it
source is from > https://github.com/rathena/rathena/blob/484897dee18fda73001910fdc21efe1701ff6233/db/re/item_db.txt
yeah the when i use item then get the pet egg its working but when i use a pet incubator nothing happens or the pet not showing, when i click the pet lots of missing files are throwing out an error like on collection/item/spritesplease help thank you
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can someone updated this using pet_db.yml
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2
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21 minutes ago, Cydh said:
For Blessed (Blacksmith Blessing) refinemenet feature, you can use (replace the current NPC) by hd_refiner.txt NPC from Refine UI update.
thank you for that sir
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I test it, when the item is +11 and failed its still remain on +11
it should be +10 if failed from +11 or more
and if the item is +10 and failed it wont break anymore -
5 minutes ago, pajodex said:
add this
if(getequiprefinerycnt(.@part) < 10) failedrefitem .@part // if refine is less than +10... item will break..
above
Line 166: specialeffect EF_CURSEATTACK;
the +10 item wont break anymore or downgrade to +9 it should be remain to +10 and if +11 it will go down to +10
the point is the save point for the item is just +10 -
5 minutes ago, pajodex said:
add this
if(getequiprefinerycnt(.@part) < 10) failedrefitem .@part // if refine is less than +10... item will break..
above
Line 166: specialeffect EF_CURSEATTACK;
thank you
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someone can update this? thank you
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How can i do this on blessed refiner?
Quotewhen item reached +10 it wont break anymore at +11 unless it will stay only to +10 if failed
using latest rathena database
//===== rAthena Script ======================================= //= Blessed Refiner //===== Description: ========================================= //= [Official Conversion] //= Refiners that use Blessed ores to refine equipment. //= Upon failure, the equipment is not destroyed. The success //= rate is identical to that for Enriched ores. //= - "Blacksmith Dister" only refines from +6~12. //= NOTE: This NPC is currently disabled on official servers. //===== Changelog: =========================================== //= 1.0 First version. [Euphy] //= 1.1 Removed re-roll behavior. [Secret] //============================================================ // Main NPC :: new_smelting612 //============================================================ - script ::BlacksmithDister -1,{ disable_items; mes "[Blacksmith Dister]"; mes "In this highly competitive society, we must be different in order to survive!"; mes "I only refine equipment at the +6 ~ 12 levels."; next; mes "[Blacksmith Dister]"; mes "I will need ^ff9999Blessed Oridecon^000000 for weapons, and ^ff9999Blessed Elunium^000000 for armors."; mes "Failed refines ^FF0000will not break or reduce the refine level^000000."; next; mes "[Blacksmith Dister]"; mes "How about it? Do you want to refine?"; next; 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(set .@i,1; .@i<=10; set .@i,.@i+1) set .@menu$, .@menu$ + ( getequipisequiped(.@indices[.@i]) ? getequipname(.@indices[.@i]) : F_getpositionname(.@indices[.@i]) +"-[Unequipped]" ) +":"; set .@part, .@indices[ select(.@menu$) ]; if (!getequipisequiped(.@part)) { mes "[Blacksmith Dister]"; switch(.@part) { case 1: mes "I'm a blacksmith, not a hairstylist."; break; case 2: mes "With my hammer, I will make you a star of the sky."; break; case 3: case 4: mes "Making artificial hands is not my specialty."; break; case 5: mes "Bring out the item so I can refine it!"; break; case 6: mes "Where is this weird smell coming from?"; break; case 7: case 8: mes "Where is the accessory?"; break; case 9: mes "What do you want me to refine?"; break; case 10: mes "Huh? What do you want me to do?"; break; } close; } if (!getequipisenableref(.@part)) { mes "[Blacksmith Dister]"; mes "This item cannot be refined."; close; } .@equip_id = getequipid(.@part); .@equip_refine = getequiprefinerycnt(.@part); setarray .@card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3); if (.@equip_refine < 6 || .@equip_refine > 12) { mes "[Blacksmith Dister]"; mes "This equipment has refined to "+.@equip_refine+". I only handle items with refine levels from +6 to +12!"; close; } set .@equip_lv, getequipweaponlv(.@part); switch(.@equip_lv) { default: case 0: set .@price,20000; set .@material,6439; //Unbreakable_Def set .@type$,"Armor"; break; case 1: set .@price,1000; set .@material,6438; //Unbreakable_Weap set .@type$,"Weapon"; break; case 2: set .@price,2000; set .@material,6438; //Unbreakable_Weap set .@type$,"Weapon"; break; case 3: set .@price,20000; set .@material,6438; //Unbreakable_Weap set .@type$,"Weapon"; break; case 4: set .@price,40000; set .@material,6438; //Unbreakable_Weap set .@type$,"Weapon"; break; } set .@ore$,"^ff9999Blessed "+.@type$+" Ore^000000"; mes "[Blacksmith Dister]"; mes "This "+.@type$+" has been refined to "+.@equip_refine+". To refine it, I need "+.@ore$+" and a "+callfunc("F_InsertComma",.@price)+" zeny refining fee."; mes "Do you want to proceed?"; next; if(select("Yes:No") == 2) { mes "[Blacksmith Dister]"; mes "I am busy, don't joke with me!"; close; } if (getequippercentrefinery(.@part) < 100) { mes "[Blacksmith Dister]"; mes "This "+.@type$+" has been refined many times. Although it will not disappear upon failure, the "+.@ore$+" will disappear!"; next; mes "[Blacksmith Dister]"; mes "Of course, the refining fee will not be returned! Do you want to continue?"; next; if(select("Yes:No") == 2) { mes "[Blacksmith Dister]"; mes "Good. I'd be sad if it failed, too."; close; } } if (countitem(.@material) == 0 || Zeny < .@price) { mes "[Blacksmith Dister]"; mes "Materials insufficient."; mes "To refine "+((.@equip_lv)?"a level "+.@equip_lv+" weapon":"armor")+", I need "+.@ore$+" and a "+callfunc("F_InsertComma",.@price)+" zeny refining fee."; close; } delitem .@material,1; set Zeny, Zeny-.@price; // anti-hack if (callfunc("F_IsEquipIDHack", .@part, .@equip_id) || callfunc("F_IsEquipCardHack", .@part, .@card[0], .@card[1], .@card[2], .@card[3]) || callfunc("F_IsEquipRefineHack", .@part, .@equip_refine)) close; mes "[Blacksmith Dister]"; mes "Tac! Tac! Tac!"; if (getequippercentrefinery(.@part, true) > rand(100)) { specialeffect EF_BLESSING; successrefitem .@part; next; mes "[Blacksmith Dister]"; mes "Hahahahahaha!!!"; next; mes "[Blacksmith Dister]"; mes "Refine was a huge success~ Hahaha!"; close; } specialeffect EF_CURSEATTACK; specialeffect2 EF_SUI_EXPLOSION; next; emotion (!rand(5))?ET_ANGER:ET_HUK; mes "[Blacksmith Dister]"; mes "Oh my goodness!!!!"; next; mes "[Blacksmith Dister]"; mes "Oh! Although it was blessed by "+.@ore$+" to retain the equipment..."; next; mes "[Blacksmith Dister]"; mes "My mood is worse when I fail!!"; close; } prt_in,52,56,3 duplicate(BlacksmithDister) Blacksmith Dister#prt 826 payon,148,172,3 duplicate(BlacksmithDister) Blacksmith Dister#pay 826 alberta_in,20,56,3 duplicate(BlacksmithDister) Blacksmith Dister#alb 826 yuno_in01,175,18,3 duplicate(BlacksmithDister) Blacksmith Dister#yuno 826 ein_in01,26,82,3 duplicate(BlacksmithDister) Blacksmith Dister#ein 826 lhz_in02,280,15,3 duplicate(BlacksmithDister) Blacksmith Dister#lhz 826
thank you.
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Hi Chris i got a debug on my console saying that
script debug : 20000131 110109701 : 'C_Mobs = 635 and more !
is this normal?im using your hunting ground instance
im also encounter this how to solve this chris please advice
btw im using hunting ground, also can i request how to make hunting quest no spammable like a party can enter the dungeon only 1 day only and if you die you can't enter it again
also encounter this problem when entering hunting ground
thank you for nice script release.
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28 minutes ago, llchrisll said:
awesome thank you so much
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@llchrisll where si the last man standing?
EndlessTower Instance Issue
in Scripting Support
Posted · Edited by Quesooo
update your emulator to latest git