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Euphy

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  1. Euphy's post in Script Request was marked as the answer   
    vend_map,46,184,0 script dewa001 45,2,2,{ warp "SavePoint",0,0; end; }
  2. Euphy's post in Fusion Headgears was marked as the answer   
    @Paulinds: Here you go - http://upaste.me/raw/8cf7503130022f6

     
    prontera,163,167,4 script Fusion Master 808,{ mes "[Fusion Master]"; mes "After ten long years of searching,"; mes "I've finally come across a way to"; mes "make equipment stronger than"; mes "anyone would've thought..."; next; switch(select("Keep listening...:Fuse items:^777777Cancel^000000")) { case 1: mes "[Fusion Master]"; mes "The process is called ^0055FFFusion^000000."; mes "With it, I can combine two pieces"; mes "of equipment, doubling its"; mes "strength. Of course, there is a"; mes "chance I might fail... ^FF0000and"; mes "your equipment will break.^000000"; next; case 2: mes "[Fusion Master]"; if (Zeny < .Price) { mes "It costs "+.Price+"z to fuse items. Come back later."; close; } mes "What would you like to fuse?"; if (.Price) mes "Each attempt will cost "+.Price+"z."; next; set .@menu$,""; for(set .@i,0; .@i<getarraysize(.Items); set .@i,.@i+3) set .@menu$, .@menu$+((countitem(.Items[.@i+1])?"^0055FF":"^FF0000"))+getitemname(.Items[.@i+1])+"^000000 & "+((countitem(.Items[.@i+2])?"^0055FF":"^FF0000"))+getitemname(.Items[.@i+2])+":"; set .@i, (select(.@menu$)-1)*3; mes "[Fusion Master]"; mes "^0055FF"+getitemname(.Items[.@i+2])+"^000000 ~~> ^0055FF"+getitemname(.Items[.@i+1])+"^000000"; mes " "; if (!countitem(.Items[.@i+1]) || !countitem(.Items[.@i+2])) { mes "You don't have the required materials."; close; } if (.Ticket && .Items[.@i] < 100) if (countitem(.Ticket)) { mes "^FF00001 "+getitemname(.Ticket)+" will be consumed.^000000"; set .@NoFail,1; } if (!.@NoFail && .Items[.@i] < 100) { if (.DispChance) mes "^FF0000There is a "+(100-.Items[.@i])+"% chance of failure.^000000"; else mes "^FF0000The process may fail.^000000"; } mes "Do you wish to proceed?"; next; if(select("Continue:^777777Cancel^000000")==2) close; mes "[Fusion Master]"; delitem .Items[.@i+1],1; delitem .Items[.@i+2],1; if (.@NoFail) delitem .Ticket,1; if (.Price) set Zeny, Zeny-.Price; if(rand(1,100) > .Items[.@i] && !.@NoFail) { specialeffect2 155; mes "Oh, no..."; close; } mes "Success!"; mes "Here's your new item!"; getitem2 .Items[.@i+1],1,1,0,0,0,0,0,.Items[.@i+2]; if (.Announce) announce strcharinfo(0)+" has successfully fused "+getitemname(.Items[.@i+1])+" with "+getitemname(.Items[.@i+2])+"!",0; specialeffect2 91; case 3: close; } OnInit: // Format: <% success>,<Item A>,<Item B>{,...}; // Item B will be slotted inside of Item A; maximum 42 fusion items. setarray .Items[0],50,1202,1228,75,5025,2254,10,1102,1141; set .Price,0; // Zeny cost per fusion attempt, if any set .Ticket,7227; // Item ID consumed for 100% success rate (0 to disable) set .Announce,1; // Announce successful fusion? (1:yes / 0:no) set .DispChance,1; // Show the success rate? (1:yes / 0:no) end; }  
  3. Euphy's post in question and answer npc was marked as the answer   
    setarray .@Questions$[1], "First question!", "Second question!", // etc. "Last question"; setarray .@Answers$[1], "First answer!", "Second answer!", // etc. "Last answer"; set .@correct,0; for(set .@i,1; .@i<=10; set .@i,.@i+1) { mes "[Question "+.@i+"]"; mes .@Questions$[.@i]; input .@input$; if (.@input$ == .@Answers$[.@i]) set .@correct, .@correct+1; // Use the line below instead if case (capitals/non-capitals) does not matter // if (compare(.@input$,.@Answers$[.@i])) set .@correct, .@correct+1; next; } mes "[score]"; mes "^FF0000"+.@correct+"^000000 correct of 10 total."; if (.@correct > YOUR_NUMBER) { // your script } close;
  4. Euphy's post in Requesting healer! was marked as the answer   
    <header> { percentheal 100,100; if (BaseLevel < 900) { sc_start 32,240000,10; sc_start 22,240000,10; sc_start 20,240000,10; sc_start 35,240000,10; sc_start 43,240000,10; sc_start 44,240000,10; skilleffect 112,0; sc_start 45,240000,10; skilleffect 113,0; sc_start 46,240000,10; sc_start 23,240000,10; sc_start 125,240000,10; skilleffect 74,0;sc_start 40,240000,10; sc_start 118,240000,10; } else { specialeffect2 37; sc_start SC_INCREASEAGI,240000,10; specialeffect2 42; sc_start SC_BLESSING,240000,10; } end; }
    It's messy, sorry.
  5. Euphy's post in Reset stats and skills ! was marked as the answer   
    if (BaseLevel != 1000) { mes "I can't help you until you've hit level 1000."; close; } mes "Do you want to reset your stats?"; if(select("Yes!:No.")==2) close; ResetStatus; set StatusPoint, 32000; close;
  6. Euphy's post in Fallen Angel Wing Enchants was marked as the answer   
    The basic idea is:
    Block equipment changing (disable_items) -- very important! Store all the equipment data you want to keep for the gear to enchant (i.e. location, item ID, cards, refines...). Find a free card slot for the enchantment. Generate a random item ID for the enchantment. Delete the old gear (delequip), then use getitem2 to create a new piece of equipment slotted with the enchantment.
  7. Euphy's post in Eden Group Issues was marked as the answer   
    These are custom to iRO, and were removed on other servers in an update iRO didn't adopt. You can check the file history to get the older version of the script with those NPCs.
  8. Euphy's post in Safe Refine Ticket Refiner was marked as the answer   
    That's a bug in the script (I wonder why no one reported it). Fixed in 1d21607.
  9. Euphy's post in help to execut convert_itemtype.pl was marked as the answer   
    https://www.perl.org/get.html
  10. Euphy's post in Switching to Renewal from Pre-Re was marked as the answer   
    It might be an incorrect 'class' field. For example, you'll want '63' to include all third classes, whereas you probably had a Pre-Renewal value of '7'.
  11. Euphy's post in Chaning default spawn points? was marked as the answer   
    There's no such thing as a "spawn point". If you're referring to the Kafra savepoints, the coordinates are in npc/kafras/kafras.txt. If you mean @go coordinates, those are in src/map/atcommand.c.
  12. Euphy's post in WoE Control Rathena Original Bugged was marked as the answer   
    It's not a bug. On official servers, if a castle is unconquered, it can be freely taken at any time.
  13. Euphy's post in Character Vibes was marked as the answer   
    Oh, I also didn't read carefully enough. XD
    The cleanest way is to add your own constants in db/const.txt (anywhere is fine), for example:

    // these are separated by tabs ALIGN_GOOD 1 ALIGN_EVIL 2 ALIGN_CHAOTIC 3In scripts, you'd treat these the same as numbers. Using the character variable 'align', for example:
    // set an alignment mes "You are now aligned with evil."; align = ALIGN_EVIL; // check an alignment if (align == ALIGN_GOOD) do this; else if (align == ALIGN_EVIL) do that; else if (align == ALIGN_CHAOTIC) do another; else // not aligned
  14. Euphy's post in Autotrade Message was marked as the answer   
    Search for the text in src/map/clif.c, comment or delete the relevant lines, and recompile.
     

    // if player is autotrading if (dstsd->state.autotrade == 1) { char output[256]; safesnprintf(output,sizeof(output),"%s is in autotrade mode and cannot receive whispered messages.", dstsd->status.name); clif_wis_message(fd, wisp_server_name, output, strlen(output) + 1); return; }
  15. Euphy's post in tcg code was marked as the answer   
    Use hex color codes, e.g.

    mes "^FF0000This text is displayed in red.^000000"; mes "You can also ^FFFF00highlight^000000 individual blocks."
  16. Euphy's post in custom refiner NPC was marked as the answer   
    npc/re/merchants/ticket_refiner.txt
  17. Euphy's post in Script about renting headgears a day. was marked as the answer   
    [paste=523icup1gj1]
  18. Euphy's post in Custom Poison Bottle? was marked as the answer   
    If you're testing on an admin account, they have this permission on by default:

    can_trade_bounded: true
  19. Euphy's post in Spawn in town when logging in was marked as the answer   
    Add a 'nosave' mapflag.

  20. Euphy's post in Headgear with custom effect was marked as the answer   
    See: H> How to add special effect, item specialeffect / effect
    @@sandbox:
    We usually prefer the 'specialeffect' commands (in this case, Specialeffect2) to Misceffect to more visibly show that it's a player-based effect ('misceffect' will always check NPC data first). It doesn't make any practical improvements, but that's generally the standard.
  21. Euphy's post in apostrophes in sql-queries was marked as the answer   
    Escape_sql
  22. Euphy's post in Card exchanger.. anyone can do this for me? was marked as the answer   
    Here you go: c7e020a
  23. Euphy's post in disable homunculus on rest was marked as the answer   
    Checkhomcall
  24. Euphy's post in Reached the maximum allowed number of entries was marked as the answer   
    In src/common/mmo.h:

    //Mercenary System #define MC_SKILLBASE 8201 #define MAX_MERCSKILL 40 #define MAX_MERCENARY_CLASS 61The one causing your error is "MAX_MERCENARY_CLASS".(And this is the correct section for your topic!)
  25. Euphy's post in Single player instance. was marked as the answer   
    Instances are attached to parties, so you can't create one without having a party.
    However, you can easily work around this: ensure that the player does not have a party before creating/entering the instance, and let the NPC create the party. Like this: [paste=1941ov47vbzx]
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