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khyle650

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  1. khyle650's post in The new enchant system cannot be opened/used correctly... was marked as the answer   
    Use this example: create npc script.
    - script Enchant Expert -1,{ //------------------------------------------------------------------------------------- // Enchant UI (RagExe 2021-11-03 or newer.) if ( countitem( 2375 ) || countitem( 2433 ) || countitem( 5808 ) || countitem( 2537 ) || countitem( 2729 ) || countitem( 2374 ) ) { item_enchant 68; end; } //------------------------------------------------------------------------------------- } // Duplicates //============================================================ prt_in,28,73,4 duplicate(Enchant Expert) Enchant Expert#prt VH_H_HUNTER_EV Add enchant in DB: rathena\db\import\item_enchant.yml
    # This file is a part of rAthena. # Copyright(C) 2022 rAthena Development Team # https://rathena.org - https://github.com/rathena # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program. If not, see <http://www.gnu.org/licenses/>. # ########################################################################### # Item Enchant Database ########################################################################### # # Item Enchant Settings # ########################################################################### # - Id Client side LUA index. # TargetItems: List of possible target items. # <item name> Item name of possible target item. # MinimumRefine Minimum refine of the target item. (Default: 0) # MinimumEnchantgrade Minimum enchant grade of the target item. (Default: 0) # AllowRandomOptions Enable random options in the target item. (Default: true) # Reset: Reset options. (Default: null) # Chance Chance of successful reset. (Default: 0) # Price Price for resetting enchants. (Default: 0) # Materials: Items required for resetting enchants. (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) # Order: Order in which the slots can be enchanted. # Overwriting via import will clear the currently defined order. # - Slot Number of the slot (0-3). # Slots: Enchant options. # - Slot Number of the slot (0-3). # Price Price required for the normal enchant process. (Default: 0) # Materials: Items required for the normal enchant process. (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) # Chance Base chance for the normal enchant process. (Default: 100000) # EnchantgradeBonus: Additional bonus chance increase per enchant grade. (Default: null) # - Enchantgrade Enchant grade required for the bonus. # Chance Additional chance that is added to the base chance. # Enchants: Available enchants for the normal enchant process per enchant grade. (Default: null) # - Enchantgrade Enchant grade of the item to be enchanted. # Items: Available enchants for the normal enchant process on the given enchant grade. (Default: null) # - Item Item name of the available enchant item. # Chance Chance to get this specific enchant item. # PerfectEnchants: Available perfect enchants (100% chance + selectable) for this slot. (Default: null) # - Item Item name of the available enchant item. # Price Price required for this perfect enchant. (Default: 0) # Materials: Items required for this perfect enchant. (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) # Upgrades: Available enchant upgrades for this slot. (Default: null) # - Enchant Item name of the enchant item available for upgrade. # Upgrade Item name of the enchant it can be upgrade to. # Price Price required for this enchant upgrade. (Default: 0) # Materials: Items required for this enchant upgrade (Default: null) # - Material Item name of the required item. # Amount Amount of the required item. (Default: 1) ########################################################################### Header: Type: ITEM_ENCHANT_DB Version: 1 Body: - Id: 68 TargetItems: Diabolus_Armor: true Diabolus_Boots: true Diabolus_Helmet: true Diabolus_Manteau: true Diabolus_Ring: true Diabolus_Robe: true Reset: Chance: 100000 Price: 3000000 Order: - Slot: 3 - Slot: 2 - Slot: 1 Slots: - Slot: 3 Price: 100000 Enchants: - Enchantgrade: 0 Items: - Item: Strength1 Chance: 12460 - Item: Inteligence1 Chance: 12470 - Item: Agility1 Chance: 12470 - Item: Vitality1 Chance: 12470 - Item: Luck1 Chance: 12460 - Item: Dexterity1 Chance: 12470 - Item: Strength2 Chance: 3500 - Item: Inteligence2 Chance: 3500 - Item: Agility2 Chance: 3500 - Item: Vitality2 Chance: 3500 - Item: Luck2 Chance: 3500 - Item: Dexterity2 Chance: 3500 - Item: Strength3 Chance: 700 - Item: Inteligence3 Chance: 700 - Item: Agility3 Chance: 700 - Item: Vitality3 Chance: 700 - Item: Luck3 Chance: 700 - Item: Dexterity3 Chance: 700 PerfectEnchants: - Item: Strength1 Price: 500000 - Item: Inteligence1 Price: 500000 - Item: Agility1 Price: 500000 - Item: Vitality1 Price: 500000 - Item: Luck1 Price: 500000 - Item: Dexterity1 Price: 500000 - Item: Strength2 Price: 1000000 - Item: Inteligence2 Price: 1000000 - Item: Agility2 Price: 1000000 - Item: Vitality2 Price: 1000000 - Item: Luck2 Price: 1000000 - Item: Dexterity2 Price: 1000000 - Item: Strength3 Price: 3000000 - Item: Inteligence3 Price: 3000000 - Item: Agility3 Price: 3000000 - Item: Vitality3 Price: 3000000 - Item: Luck3 Price: 3000000 - Item: Dexterity3 Price: 3000000 Upgrades: - Enchant: Strength1 Upgrade: Strength2 Price: 500000 - Enchant: Strength2 Upgrade: Strength3 Price: 1000000 - Enchant: Inteligence1 Upgrade: Inteligence2 Price: 500000 - Enchant: Inteligence2 Upgrade: Inteligence3 Price: 1000000 - Enchant: Agility1 Upgrade: Agility2 Price: 500000 - Enchant: Agility2 Upgrade: Agility3 Price: 1000000 - Enchant: Vitality1 Upgrade: Vitality2 Price: 500000 - Enchant: Vitality2 Upgrade: Vitality3 Price: 1000000 - Enchant: Luck1 Upgrade: Luck2 Price: 500000 - Enchant: Luck2 Upgrade: Luck3 Price: 1000000 - Enchant: Dexterity1 Upgrade: Dexterity2 Price: 500000 - Enchant: Dexterity2 Upgrade: Dexterity3 Price: 1000000 - Slot: 2 Price: 200000 Enchants: - Enchantgrade: 0 Items: - Item: Strength1 Chance: 12460 - Item: Inteligence1 Chance: 12470 - Item: Agility1 Chance: 12470 - Item: Vitality1 Chance: 12470 - Item: Luck1 Chance: 12460 - Item: Dexterity1 Chance: 12470 - Item: Strength2 Chance: 3500 - Item: Inteligence2 Chance: 3500 - Item: Agility2 Chance: 3500 - Item: Vitality2 Chance: 3500 - Item: Luck2 Chance: 3500 - Item: Dexterity2 Chance: 3500 - Item: Strength3 Chance: 700 - Item: Inteligence3 Chance: 700 - Item: Agility3 Chance: 700 - Item: Vitality3 Chance: 700 - Item: Luck3 Chance: 700 - Item: Dexterity3 Chance: 700 PerfectEnchants: - Item: Strength1 Price: 500000 - Item: Inteligence1 Price: 500000 - Item: Agility1 Price: 500000 - Item: Vitality1 Price: 500000 - Item: Luck1 Price: 500000 - Item: Dexterity1 Price: 500000 - Item: Strength2 Price: 1000000 - Item: Inteligence2 Price: 1000000 - Item: Agility2 Price: 1000000 - Item: Vitality2 Price: 1000000 - Item: Luck2 Price: 1000000 - Item: Dexterity2 Price: 1000000 - Item: Strength3 Price: 3000000 - Item: Inteligence3 Price: 3000000 - Item: Agility3 Price: 3000000 - Item: Vitality3 Price: 3000000 - Item: Luck3 Price: 3000000 - Item: Dexterity3 Price: 3000000 Upgrades: - Enchant: Strength1 Upgrade: Strength2 Price: 500000 - Enchant: Strength2 Upgrade: Strength3 Price: 1000000 - Enchant: Inteligence1 Upgrade: Inteligence2 Price: 500000 - Enchant: Inteligence2 Upgrade: Inteligence3 Price: 1000000 - Enchant: Agility1 Upgrade: Agility2 Price: 500000 - Enchant: Agility2 Upgrade: Agility3 Price: 1000000 - Enchant: Vitality1 Upgrade: Vitality2 Price: 500000 - Enchant: Vitality2 Upgrade: Vitality3 Price: 1000000 - Enchant: Luck1 Upgrade: Luck2 Price: 500000 - Enchant: Luck2 Upgrade: Luck3 Price: 1000000 - Enchant: Dexterity1 Upgrade: Dexterity2 Price: 500000 - Enchant: Dexterity2 Upgrade: Dexterity3 Price: 1000000 - Slot: 1 Price: 300000 Enchants: - Enchantgrade: 0 Items: - Item: Strength1 Chance: 12460 - Item: Inteligence1 Chance: 12470 - Item: Agility1 Chance: 12470 - Item: Vitality1 Chance: 12470 - Item: Luck1 Chance: 12460 - Item: Dexterity1 Chance: 12470 - Item: Strength2 Chance: 3500 - Item: Inteligence2 Chance: 3500 - Item: Agility2 Chance: 3500 - Item: Vitality2 Chance: 3500 - Item: Luck2 Chance: 3500 - Item: Dexterity2 Chance: 3500 - Item: Strength3 Chance: 700 - Item: Inteligence3 Chance: 700 - Item: Agility3 Chance: 700 - Item: Vitality3 Chance: 700 - Item: Luck3 Chance: 700 - Item: Dexterity3 Chance: 700 PerfectEnchants: - Item: Strength1 Price: 500000 - Item: Inteligence1 Price: 500000 - Item: Agility1 Price: 500000 - Item: Vitality1 Price: 500000 - Item: Luck1 Price: 500000 - Item: Dexterity1 Price: 500000 - Item: Strength2 Price: 1000000 - Item: Inteligence2 Price: 1000000 - Item: Agility2 Price: 1000000 - Item: Vitality2 Price: 1000000 - Item: Luck2 Price: 1000000 - Item: Dexterity2 Price: 1000000 - Item: Strength3 Price: 3000000 - Item: Inteligence3 Price: 3000000 - Item: Agility3 Price: 3000000 - Item: Vitality3 Price: 3000000 - Item: Luck3 Price: 3000000 - Item: Dexterity3 Price: 3000000 Upgrades: - Enchant: Strength1 Upgrade: Strength2 Price: 500000 - Enchant: Strength2 Upgrade: Strength3 Price: 1000000 - Enchant: Inteligence1 Upgrade: Inteligence2 Price: 500000 - Enchant: Inteligence2 Upgrade: Inteligence3 Price: 1000000 - Enchant: Agility1 Upgrade: Agility2 Price: 500000 - Enchant: Agility2 Upgrade: Agility3 Price: 1000000 - Enchant: Vitality1 Upgrade: Vitality2 Price: 500000 - Enchant: Vitality2 Upgrade: Vitality3 Price: 1000000 - Enchant: Luck1 Upgrade: Luck2 Price: 500000 - Enchant: Luck2 Upgrade: Luck3 Price: 1000000 - Enchant: Dexterity1 Upgrade: Dexterity2 Price: 500000 - Enchant: Dexterity2 Upgrade: Dexterity3 Price: 1000000 You need add item in Data\luafiles514\lua files\ItemDBNameTbl.lub and enchant in Data\luafiles514\lua files\Enchant\EnchantList.lub
    Example:
    ItemDBNameTbl.lub:
    F_Ein_Weapon_Hammer = 102124, Diabolus_Armor = 2375, Diabolus_Boots = 2433, Diabolus_Helmet = 5808, Diabolus_Manteau = 2537, Diabolus_Ring = 2729, Diabolus_Robe = 2374 EnchantList.lub:
    Table[68] = CreateEnchantInfo() Table[68]:SetSlotOrder(3, 2, 1) Table[68]:AddTargetItem("Diabolus_Armor") Table[68]:AddTargetItem("Diabolus_Boots") Table[68]:AddTargetItem("Diabolus_Helmet") Table[68]:AddTargetItem("Diabolus_Manteau") Table[68]:AddTargetItem("Diabolus_Ring") Table[68]:AddTargetItem("Diabolus_Robe") Table[68]:SetCondition(0, 0) Table[68]:ApproveRandomOption(true) Table[68]:SetReset(true, 100000, 3000000) Table[68]:SetCaution("Diabolus Set Enchantment\nSuccess Chance: 100%\nReset Chance: 100%, will not be destroyed on failure") Table[68].Slot[3]:SetRequire(100000) Table[68].Slot[3]:SetSuccessRate(100000) Table[68].Slot[3]:SetGradeBonus(1, 0) Table[68].Slot[3]:SetGradeBonus(2, 0) Table[68].Slot[3]:SetGradeBonus(3, 0) Table[68].Slot[3]:SetGradeBonus(4, 0) Table[68].Slot[3]:SetEnchant(0, "Èû1", 12460) Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®1", 12470) Table[68].Slot[3]:SetEnchant(0, "¾îÁú1", 12470) Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»1", 12470) Table[68].Slot[3]:SetEnchant(0, "·°1", 12460) Table[68].Slot[3]:SetEnchant(0, "µ¦1", 12470) Table[68].Slot[3]:SetEnchant(0, "Èû2", 3500) Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®2", 3500) Table[68].Slot[3]:SetEnchant(0, "¾îÁú2", 3500) Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»2", 3500) Table[68].Slot[3]:SetEnchant(0, "·°2", 3500) Table[68].Slot[3]:SetEnchant(0, "µ¦2", 3500) Table[68].Slot[3]:SetEnchant(0, "Èû3", 700) Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®3", 700) Table[68].Slot[3]:SetEnchant(0, "¾îÁú3", 700) Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»3", 700) Table[68].Slot[3]:SetEnchant(0, "·°3", 700) Table[68].Slot[3]:SetEnchant(0, "µ¦3", 700) Table[68].Slot[3]:AddPerfectEnchant("Èû1", 500000) Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®1", 500000) Table[68].Slot[3]:AddPerfectEnchant("¾îÁú1", 500000) Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»1", 500000) Table[68].Slot[3]:AddPerfectEnchant("·°1", 500000) Table[68].Slot[3]:AddPerfectEnchant("µ¦1", 500000) Table[68].Slot[3]:AddPerfectEnchant("Èû2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("¾îÁú2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("·°2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("µ¦2", 1000000) Table[68].Slot[3]:AddPerfectEnchant("Èû3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("¾îÁú3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("·°3", 3000000) Table[68].Slot[3]:AddPerfectEnchant("µ¦3", 3000000) Table[68].Slot[3]:AddUpgradeEnchant("Èû1", "Èû2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("Èû2", "Èû3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("·°1", "·°2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("·°2", "·°3", 1000000) Table[68].Slot[3]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000) Table[68].Slot[3]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000) Table[68].Slot[2]:SetRequire(200000) Table[68].Slot[2]:SetSuccessRate(100000) Table[68].Slot[2]:SetGradeBonus(1, 0) Table[68].Slot[2]:SetGradeBonus(2, 0) Table[68].Slot[2]:SetGradeBonus(3, 0) Table[68].Slot[2]:SetGradeBonus(4, 0) Table[68].Slot[2]:SetEnchant(0, "Èû1", 12460) Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®1", 12470) Table[68].Slot[2]:SetEnchant(0, "¾îÁú1", 12470) Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»1", 12470) Table[68].Slot[2]:SetEnchant(0, "·°1", 12460) Table[68].Slot[2]:SetEnchant(0, "µ¦1", 12470) Table[68].Slot[2]:SetEnchant(0, "Èû2", 3500) Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®2", 3500) Table[68].Slot[2]:SetEnchant(0, "¾îÁú2", 3500) Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»2", 3500) Table[68].Slot[2]:SetEnchant(0, "·°2", 3500) Table[68].Slot[2]:SetEnchant(0, "µ¦2", 3500) Table[68].Slot[2]:SetEnchant(0, "Èû3", 700) Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®3", 700) Table[68].Slot[2]:SetEnchant(0, "¾îÁú3", 700) Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»3", 700) Table[68].Slot[2]:SetEnchant(0, "·°3", 700) Table[68].Slot[2]:SetEnchant(0, "µ¦3", 700) Table[68].Slot[2]:AddPerfectEnchant("Èû1", 500000) Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®1", 500000) Table[68].Slot[2]:AddPerfectEnchant("¾îÁú1", 500000) Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»1", 500000) Table[68].Slot[2]:AddPerfectEnchant("·°1", 500000) Table[68].Slot[2]:AddPerfectEnchant("µ¦1", 500000) Table[68].Slot[2]:AddPerfectEnchant("Èû2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("¾îÁú2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("·°2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("µ¦2", 1000000) Table[68].Slot[2]:AddPerfectEnchant("Èû3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("¾îÁú3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("·°3", 3000000) Table[68].Slot[2]:AddPerfectEnchant("µ¦3", 3000000) Table[68].Slot[2]:AddUpgradeEnchant("Èû1", "Èû2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("Èû2", "Èû3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("·°1", "·°2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("·°2", "·°3", 1000000) Table[68].Slot[2]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000) Table[68].Slot[2]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000) Table[68].Slot[1]:SetRequire(300000) Table[68].Slot[1]:SetSuccessRate(100000) Table[68].Slot[1]:SetGradeBonus(1, 0) Table[68].Slot[1]:SetGradeBonus(2, 0) Table[68].Slot[1]:SetGradeBonus(3, 0) Table[68].Slot[1]:SetGradeBonus(4, 0) Table[68].Slot[1]:SetEnchant(0, "Èû1", 12460) Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®1", 12470) Table[68].Slot[1]:SetEnchant(0, "¾îÁú1", 12470) Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»1", 12470) Table[68].Slot[1]:SetEnchant(0, "·°1", 12460) Table[68].Slot[1]:SetEnchant(0, "µ¦1", 12470) Table[68].Slot[1]:SetEnchant(0, "Èû2", 3500) Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®2", 3500) Table[68].Slot[1]:SetEnchant(0, "¾îÁú2", 3500) Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»2", 3500) Table[68].Slot[1]:SetEnchant(0, "·°2", 3500) Table[68].Slot[1]:SetEnchant(0, "µ¦2", 3500) Table[68].Slot[1]:SetEnchant(0, "Èû3", 700) Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®3", 700) Table[68].Slot[1]:SetEnchant(0, "¾îÁú3", 700) Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»3", 700) Table[68].Slot[1]:SetEnchant(0, "·°3", 700) Table[68].Slot[1]:SetEnchant(0, "µ¦3", 700) Table[68].Slot[1]:AddPerfectEnchant("Èû1", 500000) Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®1", 500000) Table[68].Slot[1]:AddPerfectEnchant("¾îÁú1", 500000) Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»1", 500000) Table[68].Slot[1]:AddPerfectEnchant("·°1", 500000) Table[68].Slot[1]:AddPerfectEnchant("µ¦1", 500000) Table[68].Slot[1]:AddPerfectEnchant("Èû2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("¾îÁú2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("·°2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("µ¦2", 1000000) Table[68].Slot[1]:AddPerfectEnchant("Èû3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("¾îÁú3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("·°3", 3000000) Table[68].Slot[1]:AddPerfectEnchant("µ¦3", 3000000) Table[68].Slot[1]:AddUpgradeEnchant("Èû1", "Èû2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("Èû2", "Èû3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("·°1", "·°2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("·°2", "·°3", 1000000) Table[68].Slot[1]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000) Table[68].Slot[1]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000)
  2. khyle650's post in Is .yml really extremely case sensitive? was marked as the answer   
    Change:
    MaxRandom: 1 Random: For:
    MaxRandom: 1 Random: Repect space.
    item_randomopt_group.yml
  3. khyle650's post in effect for classes was marked as the answer   
    Script: |
          bonus bInt,3;
          bonus bMatkRate,15;
          if (class == Job_Soul_Linker){
             bonus2 bSkillAtk,"SL_SMA",25;
             bonus2 bSkillAtk,"SL_STUN",25;}
          if (class == Job_High_Wizard){
             bonus2 bSkillAtk," ",25;
             bonus2 bSkillAtk," ",25;}
          if (class == Job_High_Priest){
             bonus2 bSkillAtk," ",25;}
  4. khyle650's post in effect for classes was marked as the answer   
    Use Class == Job...
    Check for more bonus: here
     
  5. khyle650's post in H>creating a costume trans palettes and getting some problem was marked as the answer   
    @Bodystyle for all Class, change in src/map/atcommand.cpp
    Search: if ( (sd->class_ & JOBL_FOURTH) || !(sd->class_ & JOBL_THIRD) || (sd->class_ & MAPID_THIRDMASK) == MAPID_SUPER_NOVICE_E || (sd->class_ & MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || (sd->class_ & MAPID_THIRDMASK) == MAPID_SOUL_REAPER) { clif_displaymessage(fd, msg_txt(sd,740)); // This job has no alternate body styles. return -1; } Replace: /*if ( (sd->class_ & JOBL_FOURTH) || !(sd->class_ & JOBL_THIRD) || (sd->class_ & MAPID_THIRDMASK) == MAPID_SUPER_NOVICE_E || (sd->class_ & MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || (sd->class_ & MAPID_THIRDMASK) == MAPID_SOUL_REAPER) { clif_displaymessage(fd, msg_txt(sd,740)); // This job has no alternate body styles. return -1; }*/  
    Pallete color for bodystyle 1 copy in Data/palette/¸ö/costume_1:
    Example Paladin: copy pallete Royal Guard and change name for sprite Paladin.
    Male: Basic + Mount Lion Æȶóµò_³²_0_1.pal Æȶóµò_³²_1_1.pal Æȶóµò_³²_2_1.pal Æȶóµò_³²_3_1.pal Female: Basic + Mount Lion Æȶóµò_¿©_0_1.pal Æȶóµò_¿©_1_1.pal Æȶóµò_¿©_2_1.pal Æȶóµò_¿©_3_1.pal Male: Peco Mount ÆäÄÚÆȶóµò_³²_0_1.pal ÆäÄÚÆȶóµò_³²_1_1.pal ÆäÄÚÆȶóµò_³²_2_1.pal ÆäÄÚÆȶóµò_³²_3_1.pal Female: Peco Mount ÆäÄÚÆȶóµò_¿©_0_1.pal ÆäÄÚÆȶóµò_¿©_1_1.pal ÆäÄÚÆȶóµò_¿©_2_1.pal ÆäÄÚÆȶóµò_¿©_3_1.pal  
    Name Sprite Bible
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