

keoma
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- Status: Freeze DurationLookup: NPC_WIDEFREEZE States: NoMove: true NoCast: true NoAttack: true CalcFlags: Def_Ele: true Def: true Mdef: true Opt1: Freeze Flags: SendOption: true BossResist: true StopAttacking: true StopCasting: true RemoveOnDamaged: true Fail: Refresh: true Inspiration: true Warmer: true Gvg_Freez: true Whiteimprison: true Stone: true StoneWait: true Freeze: true Stun: true Sleep: true Burning: true EndOnStart: Aeterna: true
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Not yet, I can't get support here or in Brazil
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Hello, sorry for the English, as I am Brazilian. I'm having a problem when my character is frozen. When he is hit by a skill he can power up. As you can see, if he is not hit by some skill he cannot use ygg When I am hit by any skill it allows me to use ygg. Skill: Volcano, Swamp of the Dead, Disenchant, Total removal, Protect terrain, etc.
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Can anyone help me with this NPC? it is giving this error in cloaknpc I tried to add a function that I saw in rAthena but it gives an error and even stopped the npc - What does this cloaknpc function mean? function script cloaknpc { if(getargcount() > 2){ if(getarg(1)) cloakonnpc getarg(0),getarg(2); else cloakoffnpc getarg(0),getarg(2); } else { if(getarg(1)) cloakonnpc getarg(0); else cloakoffnpc getarg(0); }
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I would like to exchange, instead of zeny being a nasario ticket for conversion of visual item sec_in01,99,174,5 script Itens Visuais#main 1_M_PAY_ELDER,{ set .@loop_1,1; while(.@loop_1) { mes "^0000FF[Itens Visuais]^000000"; mes "Olá! Posso converter seus ^0000FFHeadgears^000000 em Itens Visuais, também tenho alguns a venda."; mes "Em que posso ajudar?"; next; switch( select("- Converter Item.", (.CostumeShop?"^0000FF- Loja de Itens Visuais.^000000":""), "^FF0000- Cancelar.^000000") ) { case 1: set .@loop_2,1; while(.@loop_2) { set .@count, 0; set .@buildmenu$, ""; setarray .@equippos[0], EQI_HEAD_TOP, EQI_HEAD_MID, EQI_HEAD_LOW; setarray .@equipname$[0], "Topo", "Meio", "Baixo"; for( set .@i,0; .@i < getarraysize(.@equippos); set .@i, .@i + 1 ) { if( getequipisequiped(.@equippos[.@i]) ) { set .@buildmenu$, .@buildmenu$ + "- " + getequipname(.@equippos[.@i]) + " ^0000FF[" + .@equipname$[.@i] + "]^000000."; set .@count,.@count+1; } set .@buildmenu$, .@buildmenu$ + ":"; } set .@buildmenu$, .@buildmenu$ + "^FFA500- Voltar.^000000:^FF0000- Cancelar.^000000"; if( .@count <= 0 ) { mes "^0000FF[Itens Visuais]^000000"; mes "Você não possuí nenhum ^0000FFHeadgear^000000 equipado."; next; break; } mes "^0000FF[Itens Visuais]^000000"; mes "Muito bem, agora selecione o ^0000FFequipamento^000000 que deseja converter."; next; set .@i, select(.@buildmenu$)-1; if( .@i >= getarraysize(.@equippos) ) { set .@loop_2,0; if( .@i > getarraysize(.@equippos) ) set .@loop_1,0; break; } mes "^0000FF[Itens Visuais]^000000"; mes "Você escolheu ^0000FF" + getequipname(.@equippos[.@i]) + "^000000 para a conversão."; if( .ZenyCost ) { mes "É necessário ^FF0000" + .ZenyCost + " Zeny^000000 para conversão."; if( Zeny < .ZenyCost ) { mes "^FF0000Você não tem Zeny suficiente.^000000"; next; break; } } mes " "; mes "Deseja inciar a conversão?"; next; switch( select("- Sim, por favor.", "^FFA500- Não, obrigado.^000000", "^FF0000- Cancelar.^000000") ) { case 1: if( .ZenyCost ) set Zeny, Zeny - .ZenyCost; if( .CardRefund ) { for( set .@c, 0; .@c < getequipcardcnt(.@equippos[.@i]); set .@c,.@c+1 ) { set .@cardid, getequipcardid(.@equippos[.@i],.@c); if( .@cardid ) getitem .@cardid, 1; } } set .@itemname$, getequipname(.@equippos[.@i]); emotion ET_SMILE; costume .@equippos[.@i]; specialeffect EF_CONCENTRATION; mes "^0000FF[Itens Visuais]^000000"; mes "Muito bem, seu ^0000FF" + .@itemname$ + "^000000 foi convertido para visual!"; next; break; case 2: break; case 3: set .@loop_1, 0; set .@loop_2, 0; break; } } break; case 2: mes "^0000FF[Itens Visuais]^000000"; mes "Muito bem, vou abrir a ^0000FFLoja de Itens Visuais^000000."; close2; npcshopattach "Costume Shop#shop"; callshop "Costume Shop#shop", 1; end; case 3: set .@loop_1,0; break; } } emotion ET_SMILE; mes "^0000FF[Itens Visuais]^000000"; mes "Tudo bem, volte quando desejar mudar um pouco se visual!"; close; OnBuyItem: set .@CID, getbattleflag("costumeitem_reserved_id"); if( .@CID <= 0 ) { emotion ET_SORRY; mes "^0000FF[Itens Visuais]^000000"; mes "Ahhh! A loja não abriu, tente novamente mais tarde."; close; } if( Zeny < @bought_cost ) { emotion ET_SORRY; mes "^0000FF[Itens Visuais]^000000"; mes "Você não tem Zeny suficiente para comprar este(s) iten(s)."; close; } mes "^0000FF[Itens Visuais]^000000"; freeloop(1); for( set .@i, 0; .@i < getarraysize(@bought_nameid); set .@i, .@i + 1 ) { if( !checkweight(@bought_nameid[.@i],@bought_quantity[.@i]) ) { emotion ET_KEK; mes "Você está carregando muitos itens, as ^0000FFKafras^000000 podem te ajudar..."; mes "Guarde alguns dos seus itens no Armazém Pessoal."; close; } } for( set .@i, 0; .@i < getarraysize(@bought_nameid); set .@i, .@i + 1 ) getcostumeitem @bought_nameid[.@i], @bought_quantity[.@i]; freeloop(0); set Zeny, Zeny - @bought_cost; emotion ET_THANKS; mes "Muito bem!! Aqui estão seus itens."; mes "Volte quando desejar comprar algum item em nossa loja."; close; OnInit: // Configurações Básicas // // Custo em Zeny para converter um equipamento em um item visual. // 0 Desativa esta opção. set .ZenyCost, 1000; // Devolver cartas ao converter o item para visual? // 0 Desativa esta opção. set .CardRefund, 0; // Habilitar Loja de Itens Visuais? set .CostumeShop, 1; end; } - shop Costume Shop#shop -1,5086:100000,5596:100000,5794:100000,5258:200000,5474:200000,5207:200000,5137:300000,5766:300000,5786:300000,5389:400000,2254:400000,5074:400000,5132:400000 // Custo em Zeny para converter um equipamento em um item visual. // 0 Desativa esta opção. set .ZenyCost, 1000; instead of asking zeny ask for a ticket id: 41091 I tried to replace the .ZenyCost, variable by if (countitem (41064)> = 1) but it did not work.
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I want all players to be able to see the emperium hp bar during the war.
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https://imgur.com/UV50xBv I would like the same monstrace in the image above the hp bar of the emperium
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I'm trying to make the hp bar of the emperium appear, but I', not getting it. battle/conf/monster.conf // Display some mob info next to their name? (add as needed) // (does not works on guardian or Emperium) // 1: Display mob HP (Hp/MaxHp format) // 2: Display mob HP (Percent of full life format) // 4: Display mob's level show_mob_info: 2 // Should HP bars be shown for monsters? // 2012-04-04aRagexeRE or higher client required. monster_hp_bars_info: yes However it does not appear. However it does not appear. nor in the monsters in the emperium https://imgur.com/2U2fR2C https://imgur.com/lvj6VQu
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buildin_strcharinfo: Fatal error ! Player not attached!
keoma replied to keoma's question in Scripting Support
Thank you very much, saved my day hahaha, Like Like Like Thank you <3 -
buildin_strcharinfo: Fatal error ! Player not attached!
keoma replied to keoma's question in Scripting Support
Print - Here is the image of the error. The error is happening when i add this to the file ..... It would be the name of who broke the clastle. I tried to add too I followed several topics -
buildin_strcharinfo: Fatal error ! Player not attached!
keoma posted a question in Scripting Support
Woe Breaker name add on annoumce rathena/npc/guild/agit_main.txt // Respawn the Emperium, and display new owners. sleep 500; // Slow down script execution slightly. if( agitcheck() ) donpcevent "Agit#"+strnpcinfo(2)+"::OnStartArena"; sleep 7000; announce "The [" + getcastlename(strnpcinfo(2)) + "] castle has been conquered by the [" + getguildName(.@GID) + "] guild.",bc_all|bc_woe; end; I edited the ad option for After @reloadscript, the name of who conquered the castle does not appear. following error appears in the emulador " Buildin_strcharinfo: Fatal error ! Player not Attached. -
https://youtu.be/-2lIbS2N1VM The character goes through all traps and gets stuck only in the shell that was clicked. When stepping on traps stop immediately ? https://imgur.com/a/k3qQEBC // Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3) // Default on official servers: 1 (for players) gvg_traps_target_all: 0 // Traps visibility setting (trap with UF_HIDDEN_TRAP flag): // 0 = Always visible // 1 = Enable invisibility in versus maps (GVG/PVP/BG) // 2 = Enable invisibility in all maps traps_setting: 0 // Remove trap type // 0 = Aegis system : Returns 1 'Trap' item // 1 = Athena system : Returns all items used to deploy the trap skill_removetrap_type: 0 // Skill Trap Type // On official servers if a unit is completely immune to knockback, it will still walk to the last target tile before // stopping when inflicted by a stopping status effect (including traps like Ankle Snare and Spiderweb). All traps on // the way will be activated. // This does NOT include being immune to knock back from equip. This bonus only helps against knockback skills. // 0: (official) [b]// 1: Stop effects in GvG/WoE make units stop immediately.[/b] // 2: Stop effects make monsters immune to knockback / bosses stop immediately. // 3: 1+2 skill_trap_type: 1 // Can damage skill units like icewall and traps (Note 3) // On official servers, players can damage icewalls and some traps with skills. When monsters use skills, damage // will show on the icewalls and traps, but it is not actually substracted from the durability. // The official setting makes it quite easy to trap MVPs, set this to 31 if you want all units to be able to // damage skills (previous behavior). can_damage_skill: 1 // Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3) // Default on official servers: 1 (for players) gvg_traps_target_all: 0 // Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3) // Default on official servers: 1 (for players) gvg_traps_target_all: 0