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Moooooon-Aisha

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Everything posted by Moooooon-Aisha

  1. So I was testing some stuff out and found that if I use CHANGELOOK upon equipping and un-equipping, it does not want to revert back to what the player is wearing. Code is as follows { changelook LOOK_HEAD_BOTTOM,2231; },{},{ changelook LOOK_HEAD_BOTTOM,getequipid(EQI_HEAD_LOW); } tried the other one and still the same result ,{},{ changelook LOOK_HEAD_BOTTOM,2231; },{ changelook LOOK_HEAD_BOTTOM,getequipid(EQI_HEAD_LOW); } I want to know, how do I revert back to the regular headgear I am wearing after I wore the other item that changes what I am wearing.
  2. Yes, and I don't think you'll get anything decent if it's free.
  3. Freebie Hat Tip: Use search function next time, or just google "rathena freebie" or "rathena exp hat" those stuff pop out when I tried.
  4. Hi, is there anyway to make it work so that aggressive mobs also do not attack players?
  5. Why not just use Euphy quest shop npc? It's practically what you want. Just add in the checkweight and progressbar yourself.
  6. I will soon post a new Disassembler NPC, which should be much cleaner and easier to control. Haven't been posting alot due to a project of mine.
  7. Just apply the diff patch. Applied it to my server without any issues.
  8. Check your console when you make kills. Post any errors here.
  9. announce "MVP ("+ getmonsterinfo(killedrid,MOB_NAME)+") killed by '"+ strcharinfo(0) +"' from party '"+ strcharinfo(1) +"' in '"+strcharinfo(3)+"'.",bc_yellow|bc_all; announce "MVP ("+ getmonsterinfo(killedrid,MOB_NAME)+") killed by '"+ strcharinfo(0) +"' in '"+strcharinfo(3)+"'.",bc_yellow|bc_all;
  10. I would like to change the job class names to different ones, how is it possible? I can not find it in msgstring.txt it seems.
  11. I don't know if it'll help but that's what I usually use when ripping out map files and their associated files.
  12. soundeffect "welcome.wav", 0; ---- sleep2 500 ---- mes("Welcome to the Kafra Corporation. Kafra's Employees are always ready to serve you. How can I help you today?"); next(); switch(select("Storage:Bye")) { case 1: mes("Blablabla?"); next; break; case 2: mes("See you later."); break; } soundeffect "bye.wav", 0; close(); } sleep2 after welcome wav should give you more than sufficient time
  13. Yes. *instance_announce <instance id>,"<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}}; Broadcasts a message to all players in the <instance id> currently residing on an instance map. If 0 is specified for <instance id>, the instance the script is attached to is used. Everything usually defaults to the instance the script is attached.
  14. 1@prt,155,51,5 script Captain#prelud 10180,6,6,{ end; OnTouch: 'player = getcharid(3); message strcharinfo(0),"You will now be watching the battle between Adventurers and Baphomet!"; sleep2 500; showscript "Troops! Let's head out!",getnpcid(0); sleep2 3000; warp instance_mapname("1@prt"),155,185; sleep2 1000; end; pre_instance = 1; donpcevent "PreInstance#ctl::OnControl"; end; } 1@prt,152,49,5 script Guard#prelu1 417,{ end; } 1@prt,152,47,5 duplicate(Guard#prelu1) Guard#prelu5 417 1@prt,152,45,5 duplicate(Guard#prelu1) Guard#prelu6 417 1@prt,158,49,5 duplicate(Guard#prelu1) Guard#prelu2 417 1@prt,158,47,5 duplicate(Guard#prelu1) Guard#prelu3 417 1@prt,158,45,5 duplicate(Guard#prelu1) Guard#prelu4 417 1@prt,1,1,0 script PreInstance#ctl 123,{ end; OnControl: sleep 1000; donpcevent "Prontera Knight#dum1::OnTalk"; instance_announce 0,"1",1; sleep 600; donpcevent "Prontera Knight#dum2::OnTalk"; instance_announce 0,"2",1; sleep 600; donpcevent "Prontera Knight#dum3::OnTalk"; instance_announce 0,"3",1; sleep 600; donpcevent "Baphomet#dum4::OnTalk"; instance_announce 0,"4",1; sleep 600; goto OnMonsterSpawn; end; OnMonsterSpawn: hideonnpc "Prontera Knight#dum1"; hideonnpc "Prontera Knight#dum2"; hideonnpc "Prontera Knight#dum3"; hideonnpc "Baphomet#dum4"; end; sleep 150; monster instance_mapname("1@prt"),151,188,"Prontera Knight",1002,strnpcinfo(0)+"::OnGuardDeath"; 'pk_1 = $@mobid[1]; monster instance_mapname("1@prt"),155,188,"Prontera Knight",1002,strnpcinfo(0)+"::OnGuardDeath"; 'pk_2 = $@mobid[1]; monster instance_mapname("1@prt"),159,188,"Prontera Knight",1002,strnpcinfo(0)+"::OnGuardDeath"; 'pk_3 = $@mobid[1]; monster instance_mapname("1@prt"),156,192,"Baphomet",1003,strnpcinfo(0)+"::OnBaphoDeath"; 'bp_1 = $@mobid[1]; sleep 50; unitattack 'pk_1,'bp_1; unitattack 'pk_2,'bp_1; unitattack 'pk_3,'bp_1; sleep 3000; unitattack 'bp_1,'pk_2; sleep 300; unitattack 'bp_1,'pk_3; sleep 300; unitattack 'bp_1,'pk_1; end; OnGuardDeath: 'death++; if('death == 3){ attachrid('player); warp "agogo",0,0; party_destroy(getcharid(1)); instance_destroy; } end; OnBaphoDeath: end; } /* dummies */ 1@prt,151,188,5 script Prontera Knight#dum1 123,{ end; OnTalk: npctalk "This is it, we're the only remaining force..."; end; OnAction: end; } 1@prt,155,188,5 script Prontera Knight#dum2 123,{ end; OnTalk: npctalk "At arms! We die today, so others can flee this terror!"; end; OnAction: end; } 1@prt,159,188,5 script Prontera Knight#dum3 123,{ end; OnTalk: npctalk "Is the evacuation even finished? We must hold this demon back!"; end; OnAction: end; } 1@prt,155,192,5 script Baphomet#dum4 124,{ end; OnTalk: npctalk "Insignificant fools! Do you really think you can stop me?!"; end; OnAction: end; }
  15. 1@prt,1,1,0 script PreInstance#ctl 123,{ end; OnControl: sleep 1000; donpcevent instance_npcname("Prontera Knight#dum1::OnTalk"); instance_announce 0,"1",1; No typo on my end.
  16. Pretty sure that one is generated via source error reporting so it must be a typo on their end.
  17. So I'm trying to make a few instances. First one I made, runs without any problems whatsoever. Second one has a really annoying bug that I can't seem to fix. Any ideas? It says that the instance is created. But it's not recognizing the instance the announce is being called?
  18. sleep2 1000; delays the sound by 1 second
  19. Heya, it still shows as "Unavailable" As shown below:
  20. So basically you want what stat to get max?
  21. Is there any way to apply the Homunculus auto-loot mechanic to pets? I know pets can also loot however, they do it in an awkward way that they store the item in themselves rather than directly giving it to the owner. Is there any possibility to make it so that whenever the pet loots, the owner gets the item instantly? How it works right now is that the pet stores it in itself and waits for a performance to drop all the looted items.
  22. Yes, it says it's unavailable for me. All 3 of them, saying that they are either unavailable or that I have no permission to view them. Also I agree that these should be added in since they really don't disturb the overall function of the emulator. Yes they're custom, but there also custom scripts implemented in the emulator so I don't really see any reason why it shouldn't be included. Hopefully they'll consider.
  23. Just add it on your own, just copy-paste the header of your original NPC on it.
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