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keoma

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  1. 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); }
  2. 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.
  3. I want all players to be able to see the emperium hp bar during the war.
  4. https://imgur.com/UV50xBv I would like the same monstrace in the image above the hp bar of the emperium
  5. 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
  6. Thank you very much, saved my day hahaha, Like Like Like Thank you <3
  7. 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
  8. 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.
  9. 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
  10. Hexed 2015 has a problem, when you type the code "<ITEM000021oW% f'oW% f'oW'oW'oWITEM>" all clients that are close to the crash cause error. I would like to know how do I block these codes? I'm Brazilian and I tried to use google translator so I do not know if you can understand what I wrote
  11. Consegui adicionar o congelamento com 99 de mdef . ele esta congelando 0,3 Segundo só que esta com muita resistência demora pra congelar porém não estou conseguindo editar o tempo de congelamento e essa resistência case SC_FREEZE: sc_def = status->mdef*100; sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10; tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk if(status->mdef == 99) sc_def = status->mdef*100-1; break;
  12. Boa Noite . Estou usando rAthena a alguns dias . por sinal ótimo emulador porem estou com uma unica dificuldade em questão da mdef / luk . quando personagem atinge 99 de MDEF . ele fica imune a congelamento . e eu preciso que ele congele por 1 segundo . 99 Mdef = Congelamento de 1 segundo 95 mdef = congelamento de 2 segundos por ai vai ... e a outra questão é a luk . gostaria que a luk influenciasse um pouco no congelamento . exemplo meu serve é status 250 . se eu usar 150 de Luk ela ajude eu descongelar um pouco mais rápido "não quero fique totalmente imune a congelamento" . Alguém pode me dar uma luz ? Creio que seja essa parte a ser alterada mas não estou conseguindo . src/map/status.c case SC_FREEZE: sc_def = status->mdef*100; sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10; tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk break; Desde já agradeço !
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