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keoma

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Posts posted by keoma

  1. On 9/10/2024 at 9:57 AM, Paul said:

    I think its on your statusdb

    try to look at this path.

    db\pre-re\status.yml

    and find this line - Status : Freeze

      - 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

  2. 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.

  3. 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); }

    randomopt02.png

  4. 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.

     

     

     

    • Love 1
  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. 20 minutes ago, BigBurrito said:
    
    	set .@breaker$, strcharinfo(0);  ///THIS IS THE NEW LINE ADDED
        // Respawn the Emperium, and display new owners.
        sleep 500; // Slow down script execution slightly.
        if( agitcheck() )
            donpcevent "Agit#"+strnpcinfo(2)+"::OnStartArena";
        sleep 7000;
        announce "The [" + getcastlename(strnpcinfo(2)) + "] castle has been conquered by [ "+.@breaker$+" ] of the [" + getguildName(.@GID) + "] guild.",bc_all; // THIS NEW ANNOUNCER
        end;

    This was mine, and worked..

     

    Thank you very much, saved my day hahaha, Like Like Like Thank you <3
    • Love 1
  7. 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

    Quote

       // Respawn the Emperium, and display new owners.
        sleep 500; // Slow down script execution slightly.
        if( agitcheck() )
            donpcevent "Agit#"+strnpcinfo(2)+"::OnStartArena";
        sleep 7000;
        announce "[" + strcharinfo(0) + "] conquered [" + getcastlename(strnpcinfo(2)) + "] castle for [" + getguildName(.@GID) + "] guild!",bc_all|bc_woe;
        end;

     

    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. 

     

  8. 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

     


  9. 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

  10. 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;

     

  11. 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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