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Posts posted by Moooooon-Aisha
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5 minutes ago, IsabelaFernandez said:
this is true, this video is very old even though it is 2 versions above the video. But is it safe for me to test this protection on my test server? If you know of any other free protection project I would be happy to look for
Gepard.
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Freebie
Hat
Tip: Use search function next time, or just google "rathena freebie" or "rathena exp hat" those stuff pop out when I tried.
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Hi, is there anyway to make it work so that aggressive mobs also do not attack players?
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3 hours ago, maken06 said:
Thank you @Bringer for recommending them, but I have already tried them both and they are not what I am looking for...
Why not just use Euphy quest shop npc? It's practically what you want. Just add in the checkweight and progressbar yourself.
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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.
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Just apply the diff patch. Applied it to my server without any issues.
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Check your console when you make kills. Post any errors here.
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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;
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9 hours ago, Naruto said:
not too easily, gonnahave to figure out which client sections are responsible for the visual portion of the job name... even then there may be issue (never just did the name)
my client is somewhat english you can use it to compare
just look at Monk, theres a few lonely monk... look up the original encoded or whatever name... the scrambled version and just change it.. the double section monk/monk is for filing in grf... my client might help you see
So the only way is client hexing?
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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.
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I don't know if it'll help but that's what I usually use when ripping out map files and their associated files.- 1
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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
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2 hours ago, Disabled LOOLP said:
instance defined in db/re/instance ?
Yes.
1 hour ago, Mabuhay said:I believe you missed putting the instance id? I dunno if putting 0 would work but if your instance id is not 0, i will really throw an error. The instance id created in the mapserver shown is 1..so... That may be the cause.
*instance_announce <instance id>,"<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}} Personally i use mapannounce instead. It is easier and less confusing to use. Just call the instance map name and proper instance id.
*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.
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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; }
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1 minute ago, Disabled LOOLP said:
"Intance is not found"
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.
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1 minute ago, Disabled LOOLP said:
Intance or Instance ?
Pretty sure that one is generated via source error reporting so it must be a typo on their end.
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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? -
sleep2 1000;
delays the sound by 1 second
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42 minutes ago, Peopleperson49 said:
Let me try to add them here again. I can still download them just fine from the first post. It shows they have already been downloaded 5 or 6 times so it is working for some people. Please let me know if these still don't work.
Peopleperson49
IndBonusPack1.patchUnavailable
Heya, it still shows as "Unavailable"
As shown below:
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6 hours ago, Bringer said:
can anyone help to change this script to Max Stats NOT By Level
Request to Mod this script
- Max All Stats 300
- get_unique_id
- Char Base Rewards
- 3 Winners For Each Jobs
/////////////////////////////////////////////////////// // ___________ _____.__ // \__ ___/__.__.________/ ____\__| ____ ____ // | | < | |\_ __ \ __\| |/ \ / ___\ // | | \___ | | | \/| | | | | \/ /_/ > // |____| / ____| |__| |__| |__|___| /\___ / // \/ Scripts \//_____/ // //===================================================== // Name: Race to Max Level // // Description: // This NPC allows for Game Masters to set a reward to // be given to the first player of each 2nd class that // reaches maximum level (base and class). //===================================================== /////////////////////////////////////////////////////// morocc,159,91,5 script Race to Max Level 58,{ set .@gm_level, 99; // GM level required to set the reward set .@maxbase, 99; set .@maxjob, 50; set .@defaultreward, 510; setarray .@rewardablejobs[0], Job_Lord_Knight, Job_High_Priest, Job_High_Wizard, Job_Whitesmith, Job_Sniper, Job_Assassin_Cross, Job_Paladin, Job_Champion, Job_Professor, Job_Stalker, Job_Creator, Job_Clown, Job_Gypsy; Begin: clear; mes "[ ^0099ccRace to Max Level^000000 ]"; mes "Hello, " + ((getgmlevel() >= .@gm_level) ? "master! What do you want to do today?" : "are you here for your reward?"); switch(select(((getgmlevel() >= .@gm_level) ? "Set Reward:Restart Race" : ":") + ":YES!:...Reward?:Who was rewarded?:Cancel")) { case 1: goto SetReward; case 2: goto RestartRace; case 3: goto GetReward; case 4: goto ExplainRace; case 5: goto ShowRewarded; default: end; } SetReward: clear; mes "[ ^0099ccRace to Max Level^000000 ]"; if ($reward == 0) set $reward, .@defaultreward; mes "The reward is " + getitemname($reward) + " (ID: " + $reward + ")."; mes "Do you want to change it?"; if (select("Yes:No") == 1) { clear; mes "[ ^0099ccRace to Max Level^000000 ]"; mes "Please enter the new reward item ID."; input .@rewardid; clear; mes "[ ^0099ccRace to Max Level^000000 ]"; mes "Set " + getitemname(.@rewardid) + " as the reward?"; if(select("Yes:No") == 1) { set $reward, .@rewardid; } } goto Begin; RestartRace: clear; mes "[ ^0099ccRace to Max Level^000000 ]"; mes "Are you sure you want to restart the race?"; if (select("Yes:No") == 1) { for (.@i = 0; .@i < getarraysize(.@rewardablejobs); .@i++) { set $rewarded$[.@rewardablejobs[.@i]], ""; } announce "The Race to Max Level has begun! Claim a reward once you reach " + .@maxbase + " base and " + .@maxjob + " class!", bc_all; } goto Begin; GetReward: next; mes "[ ^0099ccRace to Max Level^000000 ]"; mes "Let's see... " + strcharinfo(0) + ", huh?"; set .@competitioner, 0; for (.@i = 0; .@i < getarraysize(.@rewardablejobs); .@i++) { if (Class == .@rewardablejobs[.@i]) { set .@competitioner, 1; if (BaseLevel < .@maxbase || JobLevel < .@maxjob) { mes "I'm sorry, but you still need to level a bit more."; } else if ($rewarded$[Class] == strcharinfo(0)) { mes "You have already claimed your reward."; } else if ($rewarded$[Class] != "") { mes "Too late!"; mes "The reward for " + jobname(Class) + " was already claimed by " + $rewarded$[Class] + "."; } else goto GiveReward; } } if (.@competitioner == 0) mes "[ ^0099ccRace to Max Level^000000 ]"; mes "You need to change your job."; close; GiveReward: set $rewarded$[Class], strcharinfo(0); clear; mes "[ ^0099ccRace to Max Level^000000 ]"; mes "Congratulations! You were the first " + jobname(Class) + " to reach " + .@maxbase + " base and " + .@maxjob + " class!"; getitem $reward, 1; announce strcharinfo(0) + " (" + jobname(Class) + ") reached Max. Level and received " + getitemname($reward) + "!", bc_all; close; ExplainRace: clear; mes "[ ^0099ccRace to Max Level^000000 ]"; mes "Yes! When you reach the maximum level for your class, talk to me and you'll be rewarded with a special item."; next; goto Begin; ShowRewarded: clear; mes "[ ^0099ccRace to Max Level^000000 ]"; for (.@i = 0; .@i < getarraysize(.@rewardablejobs); .@i++) { mes jobname(.@rewardablejobs[.@i]) + ": " + (($rewarded$[.@rewardablejobs[.@i]] != "") ? $rewarded$[.@rewardablejobs[.@i]] : "^ff0000Nobody^000000"); } next; goto Begin; }
So basically you want what stat to get max?
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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.
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On 11/14/2019 at 10:52 AM, Peopleperson49 said:
All 3 are downloading for me in the first post of the topic that I started. You really should read from the beginning, lol. Have a nice day.
Peopleperson49
I would like to point out that if you look at the script and item type commands doc, most stuff there never came from the official servers. Someone along the way said that would be something useful and they added it. This isn't anything different. Their is no negatives to adding them in anyway except the few minutes time of already overworked DEVs... They are quite powerful commands that have a lot of versatility. Once added they would only make rA stronger overall. Since they are simple items type commands their isn't much difficulty adding them to the git. As I said before it just takes a few minutes for someone with DEV access to add them. Once added they are there forever.
Peopleperson49
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. -
2 minutes ago, Ryo Osaki said:
Hi where's the NPC coor?
Just add it on your own, just copy-paste the header of your original NPC on it.
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Only way I could think of is making a custom SC_ and apply it using that. And no, I haven't tried making custom statuses yet.
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ROCShield is it effective and safe?
in Third Party Support
Posted
Yes, and I don't think you'll get anything decent if it's free.