Jump to content

Rizz

Members
  • Posts

    72
  • Joined

  • Last visited

Everything posted by Rizz

  1. I have a problem with the fishing script, I just want to make it grants player 40% to get the fish, and 10% being teleported to the iz_dun05. I have modified it several times but it did not grant a 40% chance to get the fish etc. So I would be grateful if someone tells me how to edit the if random(1,100) function. Here's the script dewata,246,60,0 script Fishing Hole 844,{ //Fishing rod set .@Rod,2764; //Fishing Lure set .@Lure,2775; //Auto-Fish set .@Auto,1; //Auto-Fish on Fail set .@AutoFail,1; Fish: if (isequipped(.@Rod)) && (isequipped(.@Lure)){ specialeffect EF_BUBBLE,"Fishing Hole"; //soundeffect "fishingrod.wav",0; dispbottom "[Fishing] Casting..."; set .@fcast,15; if (isequipped(2550)) { //Fisher's Muffler set .@fcast,.@fcast - 2; } if (isequipped(2443)) { //Fisher's Boots set .@fcast,.@fcast - 2; } if (isequipped(2764)) { //Fishing Pole set .@fcast,.@fcast - 3; } if (isequipped(2775)) { //Fishing Lure set .@fcast,.@fcast - 1; } progressbar "ffffff",.@fcast; if (rand(1,10) == 7){ getitem 6096,1; //Fish with Blue Back specialeffect2 EF_TEMP_OK; //soundeffectall "success.wav",0,strcharinfo(3); mapannounce strcharinfo(3),strcharinfo(0)+" has caught a fish!",bc_map,"0xff77ff"; if(.@Auto==1){ goto Fish;}else{ end;} } if (rand(1,10) == 1) { dispbottom "[Fishing] Kraken drags your feet!!!"; warp "iz_dun05",0,0; } else { dispbottom "[Fishing] Nothing was caught..."; if(.@AutoFail == 1){ goto Fish;} else{ end;} } if (rand(1,100) == 1){ setarray .@Rare[0],13890,616,17229; set .@RareCatch, .@Rare[rand(getarraysize(.@Rare))]; getitem .@RareCatch,1; //Reward mapannounce strcharinfo(3),strcharinfo(0)+" has got a "+getitemname(.@RareCatch)+"!",bc_map,"0x33CC00"; } if(.@Auto == 1){ goto Fish;} else{ end;} } else { dispbottom "[Fishing] You need a Rod and Lure."; end; } }
  2. Hello, I am confused how to make the disguise NPC to give the player free cash point. I searched for info about it and some people recommend me to put to #CASHPOINTS += <amount>; make it grants the player the cash. But I do not know in which part I should put this. I would be grateful if someone can explain to me how to solve this ? Thanks. disguise.txt
  3. I want to change the server mode into pre-renewal but after disabling the renewal support in renewal.h. The ASPD formula still follows the Renewal system. May you tell what section that I had missed. Thanks heres my renewal.h // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #ifndef _CONFIG_RENEWAL_H_ #define _CONFIG_RENEWAL_H_ //quick option to disable all renewal option, used by ./configure #define PRERE #ifndef PRERE /** * rAthena configuration file (http://rathena.org) * For detailed guidance on these check http://rathena.org/wiki/SRC/config/ **/ /** * @INFO: This file holds general-purpose renewal settings, for class-specific ones check /src/config/classes folder **/ /// Game renewal server mode /// (disable by commenting the line) /// /// Leave this line to enable renewal specific support such as renewal formulas //#define RENEWAL /// Renewal cast time /// (disable by commenting the line) /// /// Leave this line to enable renewal casting time algorithms and enable fixed cast bonuses. /// See also default_fixed_castrate in conf/battle/skill.conf for default fixed cast time (default is 20%). /// Cast time is altered be 2 portion, Variable Cast Time (VCT) and Fixed Cast Time (FCT). /// By default FCT is 20% of VCT (some skills aren't) /// - VCT is decreased by DEX * 2 + INT. /// - FCT is NOT reduced by stats, reduced by equips or buffs. /// Example: /// On a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a FCT //#define RENEWAL_CAST /// Renewal drop rate algorithms /// (disable by commenting the line) /// /// Leave this line to enable renewal item drop rate algorithms /// While enabled a special modified based on the difference between the player and monster level is applied /// Based on the http://irowiki.org/wiki/Drop_System#Level_Factor table //#define RENEWAL_DROP /// Renewal exp rate algorithms /// (disable by commenting the line) /// /// Leave this line to enable renewal item exp rate algorithms /// While enabled a special modified based on the difference between the player and monster level is applied //#define RENEWAL_EXP /// Renewal level modifier on damage /// (disable by commenting the line) /// // Leave this line to enable renewal base level modifier on skill damage (selected skills only) //#define RENEWAL_LVDMG /// Renewal ASPD [malufett] /// (disable by commenting the line) /// /// Leave this line to enable renewal ASPD /// - shield penalty is applied /// - AGI has a greater factor in ASPD increase /// - there is a change in how skills/items give ASPD /// - some skill/item ASPD bonuses won't stack //#define RENEWAL_ASPD /// Renewal stat calculations /// (disable by commenting the line) /// /// Leave this line to enable renewal calculation for increasing status/parameter points //#define RENEWAL_STAT #endif #endif // _CONFIG_RENEWAL_H_
  4. thank you very much for you help sir
  5. I got this notification when trying to run the server: [Info]: Start checking DB integrity : DB error - Incorrect table name '' [Debug]: at char.cpp:2281 - SELECT 1 FROM `` LIMIT 1; [Fatal Error]: char : A tables is missing in sql-server, please fix it, see (sql-files main.sql for structure) Char-Server has terminated abnormally. Restarting in 15 seconds, press Ctrl+C to cancel. ShowInfo("Start checking DB integrity\n"); for (i=0; i<ARRAYLENGTH(sqltable); i++){ //check if they all exist and we can acces them in sql-server if( SQL_ERROR == Sql_Query(sql_handle, "SELECT 1 FROM `%s` LIMIT 1;", sqltable[i]) ){ Sql_ShowDebug(sql_handle); return false; } } I dont know what's wrong with the line 2281, please help me to fix this error
  6. could you show me where should i put this on my script above? , I am sry, I am inexperienced
  7. I have severali ssues: I need a guidance about how to make the npc only allows party members which are between level x ~ y (ex. lv 120-150) to enter the instance. I tried to create one based on some examples but when the instance already generated, the underlevelled members which joins the party after the instance was generated can enter. Some player can trick this restriction by adding their underlevelled char to the party when the instance has been generated. prontera,155,172,6 script Mystic Instance 693,{ .@instance$ = "Mystic Cave"; set .@party_id,getcharid(1); if (BaseLevel < 120) { mes "[Worried Woman]"; mes "This is too dangerous, come back when you are level 120..."; close; } if (!.@party_id) { mes "[Worried Woman]"; mes "Don't go there alone."; mes "Why don't you at least organize a party?"; close; } if (instance_id()) { // ignore the console debug message (harmless) mes "[Worried Woman]"; mes "You are already part of an instance."; next; switch(select("Enter Instance.:Cancel.")) { case 1: break; case 2: mes "[Worried Woman]"; mes "Please help my son?"; emotion e_sob; close; } } else { mes "[Worried Woman]"; mes "Help me traveler.."; next; mes "[Worried Woman]"; mes "I beg you..please help me. My son... it's been a week. I am afraid if something bad happened on him."; switch(select("Create Instance.:Cancel.")) { case 1: .@create = instance_create(.@instance$); if (.@create < 0) { mes "[Worried Woman]"; switch (.@create) { case -1: mes "ERROR: Invalid type."; break; case -2: mes "I think you are not ready for this."; break; case -3: mes "Instance is on going."; break; case -4: mes "No free instances."; break; } mes " "; mes "Instance creation ^FF0000failed^000000."; emotion e_omg; close; } mes "[Worried Woman]"; mes "He went with prontera search party to find out a tree in weird cave. Please.. bring him back to me"; mes " "; mes "Now entering the instance..."; next; break; case 2: mes "[Worried Woman]"; mes "Okay. Maybe next time!"; close; } } .@enter = instance_enter(.@instance$); if (.@enter != 0) { mes "[Worried Woman]"; switch (.@enter) { case 1: mes "ERROR: Party not found."; break; case 2: mes "ERROR: Party does not have an instance."; break; case 3: mes "ERROR: Unknown error."; break; } mes " "; mes "Instance entry ^FF0000failed^000000."; emotion e_omg; close; } close; } I hope Rathena shifus can help me
  8. I have applied this one but party member outside the map still warped. How to make script only warps the partymember inside the map/instance?
  9. thanks for your concern :), but I still dont get it, where to put this script commands, moreover it's still failed. I am sorry , I really need a guidance ..
  10. Hello,I need help how to make script that warps party member existed in the map/instance (except party member outside). Hopefuly someone can provide an example or give me a guidance.
  11. dew_dun02,0,0,0 script Reward -1,{ OnInstanceInit: disablenpc strnpcinfo(0); end; OnEnable: .@current_map$ = instance_mapname("dew_dun02"); getpartymember getcharid(1); for( .@i = 0; .@i < $@partymembercount; .@i++ ) { if (attachrid($@partymemberaid[.@i])) { if (strcharinfo(3) == .@current_map$) { getitem 607,1; set(BaseExp, BaseExp + 1000); // Give Base Exp set(JobExp, JobExp + 1000); // Give Job Exp } detachrid; } } end; } I tried to apply both of your suggestions, but I found a trouble. It said that the emulator fails to attachrid moreover it gives the party member no item and exp. I hope someone can explain about this
  12. Thanks for your help. And I am sorry cuz I forgot to mention about the script that I had posted. The problem is when player kill the mob, the party member located outside the instance still get the item and exp. It makes me confused. I apologize cuz I am still inexperience in making a script. Thank you very much sir. I do appreciate your suggestion, I'll try it
  13. Hello, I need a guidance on how to create a proper script when one party member kills a specific mob, every party member which inside the instance map will get exp and item. I have created one based on the some examples that I have found in this forum but I am still confused. Here: OnMyBossDead: // boss getpartymember getcharid(1),2; for( .@i = 0; .@i < $@partymembercount; .@i++ ) getitem 607,1,$@partymemberaid[.@i]; // next events .@map$ = instance_mapname("dew_dun02"); .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; killmonster .@map$,.@label$; mapannounce .@map$,"Shady Guy: Good work warriror! Please speak to me as soon as possible.",bc_all; donpcevent instance_npcname("Shady Guy#finish")+"::OnEnable"; end; } thanks..
×
×
  • Create New...