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Kidlatsv

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  1. So, I was trying to edit 1h sword mastery for swordsman to increase ASPD per level: I made the following addition to the Status.cpp but the ASPD isn't applying, am I doing something wrong?
  2. Hey guys, I have been pulling my hair with this, so, I guess it's time to ask for professional help. How do I increase the buff of Blessing to +20 instead of +10?
  3. Thank you for the input Haziel. I'll try better.
  4. So, obviously I'm bored. I've started making new sprites intended to replace some Ragnarok sprites. I need your input on these sprites: Potions.bmp I really hate the handles on the third iteration, but it matches the collection image more, I also think the blue potion can use a color tweak, but, what do you guys think? - Should I lose the greenish-blue tint on the bottle? - How can I improve them? Additionally, how do I attach pictures to my post?
  5. Can anyone enlighten me as to why there are specific items hardcoded in itemdb.h? The reason I'm asking this is because I am restructuring my item_db to accommodate condensed variants of the orange, blue, and green potions, and I want them to be in chronological order (545 (red), 546 (yellow, will become orange), 547 (white, will become yellow) and so on). I'm also eliminating the unused items in that database (light orange potion, lotto balls, a lot of crap), as well as all the redundant potions in the 1156x number range.
  6. I didn’t make any changes. the mining version is the one attached to the link marked as latest. as for the github. Version, I don’t actually know, but I got the downloaded the emulator around four days before I posted that error.
  7. just change the following line in Minner.txt and this'll work just fine. - It was using an old slot before, so it wasn't properly detecting the upper headgear and weapon slot. - Anyway, the bigger issue is that the script procs on ANY monster you attack, so you get iron ores, elus, irons, even when you're just attacking porings. - I've been trying find a way to make it proc only when you're attacking a certain mob, like the guardian stone for example. - I'm a newb at scripting (an understatement to be sure), I tried strmobinfo, OnTouchNPC, and a slew of other methods but I can't make it behave as I desire, it can be done, hopefully. Maybe I just lack the necessary scripting knowledge or syntax savvy to make it behave the way I want it to, I'm still hoping that someone would come to my rescue. - I actually found a way to make it work, but it would become an instancing event and that would suck, big time.
  8. Okay, got this to work, but the question is, how do I make it so that the getitem only procs when attacking that guardian stone? In its current setting, attacking anything will proc the getitem values in the script.
  9. I'm getting a UTF-8 Error. What does that mean?
  10. I was dealing with this problem beforehand only to realize that the grfs I was using (rAthena2017 which comes with the easy offline installation, as well as the pack that comes with the latest kRO english translation) contains maps of the old iz_int. It could be either one of your grfs ranked higher in your data.ini contain old maps or (most probably) the kRO english translation has the old ones, check your data folder.
  11. Okay, so, I was using multiple variables which was absolutely wrong because every time I was setting it as an "if" variable I would have to keep track of every single variable I set beforehand, so I just used one variable and increased/decreased its value depending on the progress of the entire quest, to be more precise, here is the fully working version of the "errand":
  12. I've already resolved the issue, I misunderstood how variables worked when it comes to running quest. Thanks for the input. P.S. How do I delete a topic?
  13. Here I am again, in desperate need of help. I've been reading the documentation but can't make the set variables to fire/load in order, i've been trying to make re-editing this and trying all sorts of combinations for around 5 hours now with no end in sight. The quest is supposed to start by talking to the NPC inside the academy or the NPC right outside the gate. Upon talking to that NPC inside, it asks you to deliver iron to this guy within prontera, but the other NPC right outside the gate also wants it. If you choose to give the iron to that repairman it was supposed to make the npc right outside the academy gate mad at you, removing that branch of the quest from being completed. On the other hand, if you choose to give the iron to the NPC just outside the gate then the NPC inside the academy would become angry with you, blocking you from that branch of the quest. --------------------- After that both branches would proceed to two more errands each . In the end rewarding you with the angel school cap or devil school cap, depending on which branch you chose on that initial errand. --------------------- the problem is the set variables fire when talking to the NPC initially, so you deliver the iron, but when you come back to it, the NPC loops back to the first line and gives you iron again. -------------------- When I run rAthena it doesn't display any errors. schoolquest1.txt schoolquest2.txt schoolquest3.txt
  14. How do I activate and deactivate OnNPCKillEvent? prt_fild08,240,263,3 script Little Annie 716,{ // INITIAL ENCOUNTER if (FirstEncounter == 0) { if(1) { mes .npc$; mes "Hi, mister..."; emotion e_sob,0,"Little Annie"; } else { mes .npc$; mes "Hi, miss..."; emotion e_sob,0,"Little Annie"; } next; mes "["+strcharinfo(0)+"]"; mes "What's wrong?"; next; mes .npc$; mes "My little Okja here is being bullied by Porings!"; next; mes "["+strcharinfo(0)+"]"; mes "Do you want me to teach them a lesson?"; next; mes .npc$; mes "You'd do that for us?"; next; mes "["+strcharinfo(0)+"]"; mes "Yes I would, so don't be sad anymore."; next; mes .npc$; mes "If you could, please kill 10 Porings to teach them not to bully my little Okja anymore."; next; mes "["+strcharinfo(0)+"]"; mes "I'll go and teach them a lesson, cheer-up!"; next; mes .npc$; mes "Please teach those bullies a lesson for us..."; set FirstEncounter, 1; close; } // SUCCEEDING ENCOUNTERS { if ((FirstEncounter == 1) && (PoringKills < 10)) { mes .npc$; mes "Please, punish those bullies for us."; } else { if ((FirstEncounter == 1) && (PoringKills >= 10)) mes .npc$; mes "You've done it! You punished those Poring Bullies!"; next; mes .npc$; mes "I hope you don't mind, but little Okja tells me that we should give you a reward for your assistance."; next; mes .npc$; mes "You see, I make hats adorned with ears resembling those of my cute little Okja, and I want to make one for you as a form of recompense."; next; mes .npc$; mes "Speak to me again if you're interested!"; set killingdone, 1; close; } // if (killingdone == 1) { mes .npc$; mes "As I've already mentioned, I can make you a hat adorned with replicas of my cute little Okja's ears."; next; mes .npc$; mes "I'll need materials to make it for you though, so please gather them for me~"; next; mes .npc$; mes "I'll need 10,000 Zenies, 50 Animal Skins, 25 Green Herbs, and a Sweet Milk for my consumption, Hee~hee~."; next; mes "["+strcharinfo(0)+"]"; mes "Make it for me then!"; next; if ((Zeny >= 10000) && (countitem(919) >= 50) && (countitem(511) >= 25) && (countitem(627) >= 1)) { delitem 919,50; delitem 511,25; delitem 627,1; set Zeny, Zeny-10000; set PoringKills,PoringKills - 10; set oquest, 1; mes .npc$; mes "Here you are, thank you again!"; emotion e_no1,0,"Little Annie"; getitem 5407,1; } else { mes .npc$; mes "Come on, "+strcharinfo(0)+", I can't make the hat for you if you don't bring me what I need."; close; } } // OnNPCKillEvent: if( killedrid == 1002 ){ set PoringKills,PoringKills +1; dispbottom "You have killed "+PoringKills+" Porings."; } end; // OnInit: .npc$ = "[^51ba31Little Annie^000000]"; while(1){ npctalk "Don't worry Okja, we'll punish them soon enough!"; sleep 30000; } end; } } prt_fild08 mapflag loadevent Like here, I want the OnNPCKillEvent to activate only after line 37, then deactivate after line 59?
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