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hendra814

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Posts posted by hendra814

  1. 8 minutes ago, LearningRO said:

    already add new table on database?
    storage_1
    vip_storage

    Not yet, i don't know to create it.

    can i use this sql script to create it? this is from my collection script personal storage.

    CREATE TABLE IF NOT EXISTS `storage_char_0` (
      `id` int(11) unsigned NOT NULL AUTO_INCREMENT,
      `account_id` int(11) unsigned NOT NULL DEFAULT '0',
      `nameid` smallint(5) unsigned NOT NULL DEFAULT '0',
      `amount` smallint(11) unsigned NOT NULL DEFAULT '0',
      `equip` int(11) unsigned NOT NULL DEFAULT '0',
      `identify` smallint(6) unsigned NOT NULL DEFAULT '0',
      `refine` tinyint(3) unsigned NOT NULL DEFAULT '0',
      `attribute` tinyint(4) unsigned NOT NULL DEFAULT '0',
      `card0` smallint(5) unsigned NOT NULL DEFAULT '0',
      `card1` smallint(5) unsigned NOT NULL DEFAULT '0',
      `card2` smallint(5) unsigned NOT NULL DEFAULT '0',
      `card3` smallint(5) unsigned NOT NULL DEFAULT '0',
      `option_id0` smallint(5) unsigned NOT NULL DEFAULT '0',
      `option_val0` smallint(5) unsigned NOT NULL DEFAULT '0',
      `option_parm0` tinyint(3) unsigned NOT NULL DEFAULT '0',
      `option_id1` smallint(5) unsigned NOT NULL DEFAULT '0',
      `option_val1` smallint(5) unsigned NOT NULL DEFAULT '0',
      `option_parm1` tinyint(3) unsigned NOT NULL DEFAULT '0',
      `option_id2` smallint(5) unsigned NOT NULL DEFAULT '0',
      `option_val2` smallint(5) unsigned NOT NULL DEFAULT '0',
      `option_parm2` tinyint(3) unsigned NOT NULL DEFAULT '0',
      `option_id3` smallint(5) unsigned NOT NULL DEFAULT '0',
      `option_val3` smallint(5) unsigned NOT NULL DEFAULT '0',
      `option_parm3` tinyint(3) unsigned NOT NULL DEFAULT '0',
      `option_id4` smallint(5) unsigned NOT NULL DEFAULT '0',
      `option_val4` smallint(5) unsigned NOT NULL DEFAULT '0',
      `option_parm4` tinyint(3) unsigned NOT NULL DEFAULT '0',
      `expire_time` int(11) unsigned NOT NULL DEFAULT '0',
      `bound` tinyint(3) unsigned NOT NULL DEFAULT '0',
      `unique_id` bigint(20) unsigned NOT NULL DEFAULT '0',
      PRIMARY KEY (`id`),
      KEY `account_id` (`account_id`)
    ) ENGINE=MyISAM AUTO_INCREMENT=3169 DEFAULT CHARSET=utf8;
  2. 13 hours ago, LearningRO said:

    yes new emu moved into inter_server.yml for new storage

    thanks, but getting error when try the npc

    Quote

    [Error]: intif_parse_StorageReceived: Failed to load! (AID: 2000000, type: 3)

    here my inter_server.yml

    # Config for Storages
    #
    # To access the premium storage, use script command 'openstorage2'.
    # If premium storages are added, copy the structure of the storage table and match the table name in this config.
    # The 'max' of premium storages are not adjusted by 'vip_storage_increase' config nor MIN_STORAGE.
    #
    # Structure:
    #	- ID: <storage_id>          // (int) Storage ID will be used for script command 'openstorage2'.
    #	  Name: "<storage name>"    // (string) Storage name will be sent to the client to display on the title bar.
    #	  Table: "<storage_table>"  // (string) Name of table where storage is saved. The table stucture is the same as the default storage table.
    #	  Max: <max_amount>         // (int) *optional* Maximum number of items in storage. MAX_STORAGE will be used if no value is defined.
    ###############################################################################################################################################
    Header:
      Type: INTER_SERVER_DB
      Version: 1
    
    Body:
       - ID: 1
         Name: "Personal"
         Table: "storage_1"
         Max: 100
       - ID: 2
         Name: "VIP Storage"
         Table: "vip_storage"
         Max: 300

     

    and here the npc script

    Welgaia,151,125,4	script	storage	94,{
        mes "[ Kafra ]";
        mes "Which storage do you want to open?";
        next;
        switch(select("Personal Storage","VIP Storage")) {
            case 1:
                mes "[ Kafra ]";
                mes "Premium storage will be opened";
                close2;
                openstorage2(1,STOR_MODE_GET|STOR_MODE_PUT);
                break;
            case 2:
                mes "[ Kafra ]";
                if (vip_status(1)) {
                    .@mode = STOR_MODE_GET|STOR_MODE_PUT;
                    mes "VIP will be opened. Thank you";
                } else {
                    .@mode = STOR_MODE_GET;
                    mes "Seems you're no longer VIP anymore. You only can take the items.";
                }
                close2;
                openstorage2(2,.@mode);
                break;
        }
        end;
    }

    Is this need sql update for create new storage table? Because from Cydh example don't  have information for sql part.

  3. based thie error notificaton should i install netframework 4.0 ?

    Quote

    See the end of this message for details on invoking 
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
       at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
       at StrEditor.WPF.EditorControls.FrameViewer._primary_Paint(Object sender, PaintEventArgs e)
       at System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
       at OpenTK.GLControl.OnPaint(PaintEventArgs e)
       at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer)
       at System.Windows.Forms.Control.WmPaint(Message& m)
       at System.Windows.Forms.Control.WndProc(Message& m)
       at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
       at System.Windows.Forms.ContainerControl.WndProc(Message& m)
       at System.Windows.Forms.UserControl.WndProc(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
       at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4614.0 built by: NET48REL1LAST_B
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    StrEditor
        Assembly Version: 1.0.0.0
        Win32 Version: 1.0.0.0
        CodeBase: file:///G:/RO%20Files/RO%20Tool/StrEditor%20v1.0.7/StrEditor.exe
    ----------------------------------------
    PresentationFramework
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4605.0
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/PresentationFramework/v4.0_4.0.0.0__31bf3856ad364e35/PresentationFramework.dll
    ----------------------------------------
    WindowsBase
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4605.0 built by: NET48REL1LAST_C
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/WindowsBase/v4.0_4.0.0.0__31bf3856ad364e35/WindowsBase.dll
    ----------------------------------------
    System.Core
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4605.0 built by: NET48REL1LAST_C
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
    ----------------------------------------
    System
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4605.0 built by: NET48REL1LAST_C
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    PresentationCore
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4605.0 built by: NET48REL1LAST_C
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_32/PresentationCore/v4.0_4.0.0.0__31bf3856ad364e35/PresentationCore.dll
    ----------------------------------------
    System.Xaml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4605.0 built by: NET48REL1LAST_C
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xaml/v4.0_4.0.0.0__b77a5c561934e089/System.Xaml.dll
    ----------------------------------------
    OpenTK
        Assembly Version: 2.0.0.0
        Win32 Version: 2.0.0
        CodeBase: file:///G:/RO%20Files/RO%20Tool/StrEditor%20v1.0.7/OpenTK.DLL
    ----------------------------------------
    Utilities
        Assembly Version: 1.2.8346.20600
        Win32 Version: 1.2.8346.20600
        CodeBase: file:///G:/RO%20Files/RO%20Tool/StrEditor%20v1.0.7/Utilities.DLL
    ----------------------------------------
    TokeiLibrary
        Assembly Version: 1.2.0.0
        Win32 Version: 1.2.0.0
        CodeBase: file:///G:/RO%20Files/RO%20Tool/StrEditor%20v1.0.7/TokeiLibrary.DLL
    ----------------------------------------
    GrfToWpfBridge
        Assembly Version: 1.0.0.1
        Win32 Version: 1.0.0.1
        CodeBase: file:///G:/RO%20Files/RO%20Tool/StrEditor%20v1.0.7/GrfToWpfBridge.DLL
    ----------------------------------------
    ErrorManager
        Assembly Version: 1.2.5494.34248
        Win32 Version: 1.2.5494.34248
        CodeBase: file:///G:/RO%20Files/RO%20Tool/StrEditor%20v1.0.7/ErrorManager.DLL
    ----------------------------------------
    GRF
        Assembly Version: 1.2.8346.20602
        Win32 Version: 1.2.8346.20602
        CodeBase: file:///G:/RO%20Files/RO%20Tool/StrEditor%20v1.0.7/GRF.DLL
    ----------------------------------------
    System.Configuration
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4190.0 built by: NET48REL1LAST_B
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
    ----------------------------------------
    System.Xml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4084.0 built by: NET48REL1
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
    ----------------------------------------
    PresentationFramework.Aero2
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4084.0 built by: NET48REL1
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/PresentationFramework.Aero2/v4.0_4.0.0.0__31bf3856ad364e35/PresentationFramework.Aero2.dll
    ----------------------------------------
    System.Xml.Linq
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4084.0 built by: NET48REL1
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll
    ----------------------------------------
    PresentationFramework-SystemXml
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4084.0
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/PresentationFramework-SystemXml/v4.0_4.0.0.0__b77a5c561934e089/PresentationFramework-SystemXml.dll
    ----------------------------------------
    UIAutomationTypes
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4605.0 built by: NET48REL1LAST_C
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/UIAutomationTypes/v4.0_4.0.0.0__31bf3856ad364e35/UIAutomationTypes.dll
    ----------------------------------------
    UIAutomationProvider
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4605.0 built by: NET48REL1LAST_C
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/UIAutomationProvider/v4.0_4.0.0.0__31bf3856ad364e35/UIAutomationProvider.dll
    ----------------------------------------
    ColorPicker
        Assembly Version: 1.0.0.0
        Win32 Version: 1.0.0.0
        CodeBase: file:///G:/RO%20Files/RO%20Tool/StrEditor%20v1.0.7/ColorPicker.DLL
    ----------------------------------------
    WindowsFormsIntegration
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4605.0 built by: NET48REL1LAST_C
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/WindowsFormsIntegration/v4.0_4.0.0.0__31bf3856ad364e35/WindowsFormsIntegration.dll
    ----------------------------------------
    OpenTK.GLControl
        Assembly Version: 2.0.0.0
        Win32 Version: 2.0.0
        CodeBase: file:///G:/RO%20Files/RO%20Tool/StrEditor%20v1.0.7/OpenTK.GLControl.DLL
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4550.0 built by: NET48REL1LAST_C
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System.Drawing
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4390.0 built by: NET48REL1LAST_C
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    PresentationFramework-SystemXmlLinq
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4084.0
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/PresentationFramework-SystemXmlLinq/v4.0_4.0.0.0__b77a5c561934e089/PresentationFramework-SystemXmlLinq.dll
    ----------------------------------------
    Accessibility
        Assembly Version: 4.0.0.0
        Win32 Version: 4.8.4084.0 built by: NET48REL1
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
        <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.

     

  4. 8 hours ago, khyle650 said:

    Use this example: create npc script.

    -	script	Enchant Expert	-1,{
    //-------------------------------------------------------------------------------------
    // Enchant UI (RagExe 2021-11-03 or newer.)
    if ( countitem( 2375 ) || countitem( 2433 ) || countitem( 5808 ) || countitem( 2537 ) || countitem( 2729 ) || countitem( 2374 ) ) {
    	item_enchant 68;
    	end;
    }
    //-------------------------------------------------------------------------------------
    
    // Duplicates
    //============================================================
    prt_in,28,73,4	duplicate(Enchant Expert)	Enchant Expert#prt	VH_H_HUNTER_EV

    Add emchant in DB: rathena\db\import\item_enchant.yml

    # This file is a part of rAthena.
    #   Copyright(C) 2022 rAthena Development Team
    #   https://rathena.org - https://github.com/rathena
    #
    # This program is free software: you can redistribute it and/or modify
    # it under the terms of the GNU General Public License as published by
    # the Free Software Foundation, either version 3 of the License, or
    # (at your option) any later version.
    #
    # This program is distributed in the hope that it will be useful,
    # but WITHOUT ANY WARRANTY; without even the implied warranty of
    # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
    # GNU General Public License for more details.
    #
    # You should have received a copy of the GNU General Public License
    # along with this program. If not, see <http://www.gnu.org/licenses/>.
    #
    ###########################################################################
    # Item Enchant Database
    ###########################################################################
    #
    # Item Enchant Settings
    #
    ###########################################################################
    # - Id                         Client side LUA index.
    #   TargetItems:               List of possible target items.
    #     <item name>              Item name of possible target item.
    #   MinimumRefine              Minimum refine of the target item. (Default: 0)
    #   MinimumEnchantgrade        Minimum enchant grade of the target item. (Default: 0)
    #   AllowRandomOptions         Enable random options in the target item. (Default: true)
    #   Reset:                     Reset options. (Default: null)
    #     Chance                   Chance of successful reset. (Default: 0)
    #     Price                    Price for resetting enchants. (Default: 0)
    #     Materials:               Items required for resetting enchants. (Default: null)
    #       - Material             Item name of the required item.
    #         Amount               Amount of the required item. (Default: 1)
    #   Order:                     Order in which the slots can be enchanted.
    #                              Overwriting via import will clear the currently defined order.
    #     - Slot                   Number of the slot (0-3).
    #   Slots:                     Enchant options.
    #     - Slot                   Number of the slot (0-3).
    #       Price                  Price required for the normal enchant process. (Default: 0)
    #       Materials:             Items required for the normal enchant process. (Default: null)
    #         - Material           Item name of the required item.
    #           Amount             Amount of the required item. (Default: 1)
    #       Chance                 Base chance for the normal enchant process. (Default: 100000)
    #       EnchantgradeBonus:     Additional bonus chance increase per enchant grade. (Default: null)
    #         - Enchantgrade       Enchant grade required for the bonus.
    #           Chance             Additional chance that is added to the base chance.
    #       Enchants:              Available enchants for the normal enchant process per enchant grade. (Default: null)
    #         - Enchantgrade       Enchant grade of the item to be enchanted.
    #           Items:             Available enchants for the normal enchant process on the given enchant grade. (Default: null)
    #             - Item           Item name of the available enchant item.
    #               Chance         Chance to get this specific enchant item.
    #       PerfectEnchants:       Available perfect enchants (100% chance + selectable) for this slot. (Default: null)
    #         - Item               Item name of the available enchant item.
    #           Price              Price required for this perfect enchant. (Default: 0)
    #           Materials:         Items required for this perfect enchant. (Default: null)
    #             - Material       Item name of the required item.
    #               Amount         Amount of the required item. (Default: 1)
    #       Upgrades:              Available enchant upgrades for this slot. (Default: null)
    #         - Enchant            Item name of the enchant item available for upgrade.
    #           Upgrade            Item name of the enchant it can be upgrade to.
    #           Price              Price required for this enchant upgrade. (Default: 0)
    #           Materials:         Items required for this enchant upgrade (Default: null)
    #             - Material       Item name of the required item.
    #               Amount         Amount of the required item. (Default: 1)
    ###########################################################################
    
    Header:
      Type: ITEM_ENCHANT_DB
      Version: 1
    
    Body:
      - Id: 68
        TargetItems:
          Diabolus_Armor: true
          Diabolus_Boots: true
          Diabolus_Helmet: true
          Diabolus_Manteau: true
          Diabolus_Ring: true
          Diabolus_Robe: true
        Reset:
          Chance: 100000
          Price: 3000000
        Order:
          - Slot: 3
          - Slot: 2
          - Slot: 1
        Slots:
          - Slot: 3
            Price: 100000
            Enchants:
              - Enchantgrade: 0
                Items:
                  - Item: Strength1
                    Chance: 12460
                  - Item: Inteligence1
                    Chance: 12470
                  - Item: Agility1
                    Chance: 12470
                  - Item: Vitality1
                    Chance: 12470
                  - Item: Luck1
                    Chance: 12460
                  - Item: Dexterity1
                    Chance: 12470
                  - Item: Strength2
                    Chance: 3500
                  - Item: Inteligence2
                    Chance: 3500
                  - Item: Agility2
                    Chance: 3500
                  - Item: Vitality2
                    Chance: 3500
                  - Item: Luck2
                    Chance: 3500
                  - Item: Dexterity2
                    Chance: 3500
                  - Item: Strength3
                    Chance: 700
                  - Item: Inteligence3
                    Chance: 700
                  - Item: Agility3
                    Chance: 700
                  - Item: Vitality3
                    Chance: 700
                  - Item: Luck3
                    Chance: 700
                  - Item: Dexterity3
                    Chance: 700
            PerfectEnchants:
              - Item: Strength1
                Price: 500000
              - Item: Inteligence1
                Price: 500000
              - Item: Agility1
                Price: 500000
              - Item: Vitality1
                Price: 500000
              - Item: Luck1
                Price: 500000
              - Item: Dexterity1
                Price: 500000
              - Item: Strength2
                Price: 1000000
              - Item: Inteligence2
                Price: 1000000
              - Item: Agility2
                Price: 1000000
              - Item: Vitality2
                Price: 1000000
              - Item: Luck2
                Price: 1000000
              - Item: Dexterity2
                Price: 1000000
              - Item: Strength3
                Price: 3000000
              - Item: Inteligence3
                Price: 3000000
              - Item: Agility3
                Price: 3000000
              - Item: Vitality3
                Price: 3000000
              - Item: Luck3
                Price: 3000000
              - Item: Dexterity3
                Price: 3000000
            Upgrades:
              - Enchant: Strength1
                Upgrade: Strength2
                Price: 500000
              - Enchant: Strength2
                Upgrade: Strength3
                Price: 1000000
              - Enchant: Inteligence1
                Upgrade: Inteligence2
                Price: 500000
              - Enchant: Inteligence2
                Upgrade: Inteligence3
                Price: 1000000
              - Enchant: Agility1
                Upgrade: Agility2
                Price: 500000
              - Enchant: Agility2
                Upgrade: Agility3
                Price: 1000000
              - Enchant: Vitality1
                Upgrade: Vitality2
                Price: 500000
              - Enchant: Vitality2
                Upgrade: Vitality3
                Price: 1000000
              - Enchant: Luck1
                Upgrade: Luck2
                Price: 500000
              - Enchant: Luck2
                Upgrade: Luck3
                Price: 1000000
              - Enchant: Dexterity1
                Upgrade: Dexterity2
                Price: 500000
              - Enchant: Dexterity2
                Upgrade: Dexterity3
                Price: 1000000
          - Slot: 2
            Price: 200000
            Enchants:
              - Enchantgrade: 0
                Items:
                  - Item: Strength1
                    Chance: 12460
                  - Item: Inteligence1
                    Chance: 12470
                  - Item: Agility1
                    Chance: 12470
                  - Item: Vitality1
                    Chance: 12470
                  - Item: Luck1
                    Chance: 12460
                  - Item: Dexterity1
                    Chance: 12470
                  - Item: Strength2
                    Chance: 3500
                  - Item: Inteligence2
                    Chance: 3500
                  - Item: Agility2
                    Chance: 3500
                  - Item: Vitality2
                    Chance: 3500
                  - Item: Luck2
                    Chance: 3500
                  - Item: Dexterity2
                    Chance: 3500
                  - Item: Strength3
                    Chance: 700
                  - Item: Inteligence3
                    Chance: 700
                  - Item: Agility3
                    Chance: 700
                  - Item: Vitality3
                    Chance: 700
                  - Item: Luck3
                    Chance: 700
                  - Item: Dexterity3
                    Chance: 700
            PerfectEnchants:
              - Item: Strength1
                Price: 500000
              - Item: Inteligence1
                Price: 500000
              - Item: Agility1
                Price: 500000
              - Item: Vitality1
                Price: 500000
              - Item: Luck1
                Price: 500000
              - Item: Dexterity1
                Price: 500000
              - Item: Strength2
                Price: 1000000
              - Item: Inteligence2
                Price: 1000000
              - Item: Agility2
                Price: 1000000
              - Item: Vitality2
                Price: 1000000
              - Item: Luck2
                Price: 1000000
              - Item: Dexterity2
                Price: 1000000
              - Item: Strength3
                Price: 3000000
              - Item: Inteligence3
                Price: 3000000
              - Item: Agility3
                Price: 3000000
              - Item: Vitality3
                Price: 3000000
              - Item: Luck3
                Price: 3000000
              - Item: Dexterity3
                Price: 3000000
            Upgrades:
              - Enchant: Strength1
                Upgrade: Strength2
                Price: 500000
              - Enchant: Strength2
                Upgrade: Strength3
                Price: 1000000
              - Enchant: Inteligence1
                Upgrade: Inteligence2
                Price: 500000
              - Enchant: Inteligence2
                Upgrade: Inteligence3
                Price: 1000000
              - Enchant: Agility1
                Upgrade: Agility2
                Price: 500000
              - Enchant: Agility2
                Upgrade: Agility3
                Price: 1000000
              - Enchant: Vitality1
                Upgrade: Vitality2
                Price: 500000
              - Enchant: Vitality2
                Upgrade: Vitality3
                Price: 1000000
              - Enchant: Luck1
                Upgrade: Luck2
                Price: 500000
              - Enchant: Luck2
                Upgrade: Luck3
                Price: 1000000
              - Enchant: Dexterity1
                Upgrade: Dexterity2
                Price: 500000
              - Enchant: Dexterity2
                Upgrade: Dexterity3
                Price: 1000000
          - Slot: 1
            Price: 300000
            Enchants:
              - Enchantgrade: 0
                Items:
                  - Item: Strength1
                    Chance: 12460
                  - Item: Inteligence1
                    Chance: 12470
                  - Item: Agility1
                    Chance: 12470
                  - Item: Vitality1
                    Chance: 12470
                  - Item: Luck1
                    Chance: 12460
                  - Item: Dexterity1
                    Chance: 12470
                  - Item: Strength2
                    Chance: 3500
                  - Item: Inteligence2
                    Chance: 3500
                  - Item: Agility2
                    Chance: 3500
                  - Item: Vitality2
                    Chance: 3500
                  - Item: Luck2
                    Chance: 3500
                  - Item: Dexterity2
                    Chance: 3500
                  - Item: Strength3
                    Chance: 700
                  - Item: Inteligence3
                    Chance: 700
                  - Item: Agility3
                    Chance: 700
                  - Item: Vitality3
                    Chance: 700
                  - Item: Luck3
                    Chance: 700
                  - Item: Dexterity3
                    Chance: 700
            PerfectEnchants:
              - Item: Strength1
                Price: 500000
              - Item: Inteligence1
                Price: 500000
              - Item: Agility1
                Price: 500000
              - Item: Vitality1
                Price: 500000
              - Item: Luck1
                Price: 500000
              - Item: Dexterity1
                Price: 500000
              - Item: Strength2
                Price: 1000000
              - Item: Inteligence2
                Price: 1000000
              - Item: Agility2
                Price: 1000000
              - Item: Vitality2
                Price: 1000000
              - Item: Luck2
                Price: 1000000
              - Item: Dexterity2
                Price: 1000000
              - Item: Strength3
                Price: 3000000
              - Item: Inteligence3
                Price: 3000000
              - Item: Agility3
                Price: 3000000
              - Item: Vitality3
                Price: 3000000
              - Item: Luck3
                Price: 3000000
              - Item: Dexterity3
                Price: 3000000
            Upgrades:
              - Enchant: Strength1
                Upgrade: Strength2
                Price: 500000
              - Enchant: Strength2
                Upgrade: Strength3
                Price: 1000000
              - Enchant: Inteligence1
                Upgrade: Inteligence2
                Price: 500000
              - Enchant: Inteligence2
                Upgrade: Inteligence3
                Price: 1000000
              - Enchant: Agility1
                Upgrade: Agility2
                Price: 500000
              - Enchant: Agility2
                Upgrade: Agility3
                Price: 1000000
              - Enchant: Vitality1
                Upgrade: Vitality2
                Price: 500000
              - Enchant: Vitality2
                Upgrade: Vitality3
                Price: 1000000
              - Enchant: Luck1
                Upgrade: Luck2
                Price: 500000
              - Enchant: Luck2
                Upgrade: Luck3
                Price: 1000000
              - Enchant: Dexterity1
                Upgrade: Dexterity2
                Price: 500000
              - Enchant: Dexterity2
                Upgrade: Dexterity3
                Price: 1000000

    You need add item in Data\luafiles514\lua files\ItemDBNameTbl.lub and  Data\luafiles514\lua files\Enchant\EnchantList.lub

    Example:

    ItemDBNameTbl.lub:

    	F_Ein_Weapon_Hammer = 102124,
    	Diabolus_Armor = 2375,
    	Diabolus_Boots = 2433,
    	Diabolus_Helmet = 5808,
    	Diabolus_Manteau = 2537,
    	Diabolus_Ring = 2729,
    	Diabolus_Robe = 2374

    EnchantList.lub:

    Table[68] = CreateEnchantInfo()
    Table[68]:SetSlotOrder(3, 2, 1)
    Table[68]:AddTargetItem("Diabolus_Armor")
    Table[68]:AddTargetItem("Diabolus_Boots")
    Table[68]:AddTargetItem("Diabolus_Helmet")
    Table[68]:AddTargetItem("Diabolus_Manteau")
    Table[68]:AddTargetItem("Diabolus_Ring")
    Table[68]:AddTargetItem("Diabolus_Robe")
    Table[68]:SetCondition(0, 0)
    Table[68]:ApproveRandomOption(true)
    Table[68]:SetReset(true, 100000, 3000000)
    Table[68]:SetCaution("Diabolus Set Enchantment\nSuccess Chance: 100%\nReset Chance: 100%, will not be destroyed on failure")
    Table[68].Slot[3]:SetRequire(100000)
    Table[68].Slot[3]:SetSuccessRate(100000)
    Table[68].Slot[3]:SetGradeBonus(1, 0)
    Table[68].Slot[3]:SetGradeBonus(2, 0)
    Table[68].Slot[3]:SetGradeBonus(3, 0)
    Table[68].Slot[3]:SetGradeBonus(4, 0)
    Table[68].Slot[3]:SetEnchant(0, "Èû1", 12460)
    Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®1", 12470)
    Table[68].Slot[3]:SetEnchant(0, "¾îÁú1", 12470)
    Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»1", 12470)
    Table[68].Slot[3]:SetEnchant(0, "·°1", 12460)
    Table[68].Slot[3]:SetEnchant(0, "µ¦1", 12470)
    Table[68].Slot[3]:SetEnchant(0, "Èû2", 3500)
    Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®2", 3500)
    Table[68].Slot[3]:SetEnchant(0, "¾îÁú2", 3500)
    Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»2", 3500)
    Table[68].Slot[3]:SetEnchant(0, "·°2", 3500)
    Table[68].Slot[3]:SetEnchant(0, "µ¦2", 3500)
    Table[68].Slot[3]:SetEnchant(0, "Èû3", 700)
    Table[68].Slot[3]:SetEnchant(0, "ÀÎÆ®3", 700)
    Table[68].Slot[3]:SetEnchant(0, "¾îÁú3", 700)
    Table[68].Slot[3]:SetEnchant(0, "¹ÙÅ»3", 700)
    Table[68].Slot[3]:SetEnchant(0, "·°3", 700)
    Table[68].Slot[3]:SetEnchant(0, "µ¦3", 700)
    Table[68].Slot[3]:AddPerfectEnchant("Èû1", 500000)
    Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®1", 500000)
    Table[68].Slot[3]:AddPerfectEnchant("¾îÁú1", 500000)
    Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»1", 500000)
    Table[68].Slot[3]:AddPerfectEnchant("·°1", 500000)
    Table[68].Slot[3]:AddPerfectEnchant("µ¦1", 500000)
    Table[68].Slot[3]:AddPerfectEnchant("Èû2", 1000000)
    Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®2", 1000000)
    Table[68].Slot[3]:AddPerfectEnchant("¾îÁú2", 1000000)
    Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»2", 1000000)
    Table[68].Slot[3]:AddPerfectEnchant("·°2", 1000000)
    Table[68].Slot[3]:AddPerfectEnchant("µ¦2", 1000000)
    Table[68].Slot[3]:AddPerfectEnchant("Èû3", 3000000)
    Table[68].Slot[3]:AddPerfectEnchant("ÀÎÆ®3", 3000000)
    Table[68].Slot[3]:AddPerfectEnchant("¾îÁú3", 3000000)
    Table[68].Slot[3]:AddPerfectEnchant("¹ÙÅ»3", 3000000)
    Table[68].Slot[3]:AddPerfectEnchant("·°3", 3000000)
    Table[68].Slot[3]:AddPerfectEnchant("µ¦3", 3000000)
    Table[68].Slot[3]:AddUpgradeEnchant("Èû1", "Èû2", 500000)
    Table[68].Slot[3]:AddUpgradeEnchant("Èû2", "Èû3", 1000000)
    Table[68].Slot[3]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000)
    Table[68].Slot[3]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000)
    Table[68].Slot[3]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000)
    Table[68].Slot[3]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000)
    Table[68].Slot[3]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000)
    Table[68].Slot[3]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000)
    Table[68].Slot[3]:AddUpgradeEnchant("·°1", "·°2", 500000)
    Table[68].Slot[3]:AddUpgradeEnchant("·°2", "·°3", 1000000)
    Table[68].Slot[3]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000)
    Table[68].Slot[3]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000)
    Table[68].Slot[2]:SetRequire(200000)
    Table[68].Slot[2]:SetSuccessRate(100000)
    Table[68].Slot[2]:SetGradeBonus(1, 0)
    Table[68].Slot[2]:SetGradeBonus(2, 0)
    Table[68].Slot[2]:SetGradeBonus(3, 0)
    Table[68].Slot[2]:SetGradeBonus(4, 0)
    Table[68].Slot[2]:SetEnchant(0, "Èû1", 12460)
    Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®1", 12470)
    Table[68].Slot[2]:SetEnchant(0, "¾îÁú1", 12470)
    Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»1", 12470)
    Table[68].Slot[2]:SetEnchant(0, "·°1", 12460)
    Table[68].Slot[2]:SetEnchant(0, "µ¦1", 12470)
    Table[68].Slot[2]:SetEnchant(0, "Èû2", 3500)
    Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®2", 3500)
    Table[68].Slot[2]:SetEnchant(0, "¾îÁú2", 3500)
    Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»2", 3500)
    Table[68].Slot[2]:SetEnchant(0, "·°2", 3500)
    Table[68].Slot[2]:SetEnchant(0, "µ¦2", 3500)
    Table[68].Slot[2]:SetEnchant(0, "Èû3", 700)
    Table[68].Slot[2]:SetEnchant(0, "ÀÎÆ®3", 700)
    Table[68].Slot[2]:SetEnchant(0, "¾îÁú3", 700)
    Table[68].Slot[2]:SetEnchant(0, "¹ÙÅ»3", 700)
    Table[68].Slot[2]:SetEnchant(0, "·°3", 700)
    Table[68].Slot[2]:SetEnchant(0, "µ¦3", 700)
    Table[68].Slot[2]:AddPerfectEnchant("Èû1", 500000)
    Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®1", 500000)
    Table[68].Slot[2]:AddPerfectEnchant("¾îÁú1", 500000)
    Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»1", 500000)
    Table[68].Slot[2]:AddPerfectEnchant("·°1", 500000)
    Table[68].Slot[2]:AddPerfectEnchant("µ¦1", 500000)
    Table[68].Slot[2]:AddPerfectEnchant("Èû2", 1000000)
    Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®2", 1000000)
    Table[68].Slot[2]:AddPerfectEnchant("¾îÁú2", 1000000)
    Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»2", 1000000)
    Table[68].Slot[2]:AddPerfectEnchant("·°2", 1000000)
    Table[68].Slot[2]:AddPerfectEnchant("µ¦2", 1000000)
    Table[68].Slot[2]:AddPerfectEnchant("Èû3", 3000000)
    Table[68].Slot[2]:AddPerfectEnchant("ÀÎÆ®3", 3000000)
    Table[68].Slot[2]:AddPerfectEnchant("¾îÁú3", 3000000)
    Table[68].Slot[2]:AddPerfectEnchant("¹ÙÅ»3", 3000000)
    Table[68].Slot[2]:AddPerfectEnchant("·°3", 3000000)
    Table[68].Slot[2]:AddPerfectEnchant("µ¦3", 3000000)
    Table[68].Slot[2]:AddUpgradeEnchant("Èû1", "Èû2", 500000)
    Table[68].Slot[2]:AddUpgradeEnchant("Èû2", "Èû3", 1000000)
    Table[68].Slot[2]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000)
    Table[68].Slot[2]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000)
    Table[68].Slot[2]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000)
    Table[68].Slot[2]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000)
    Table[68].Slot[2]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000)
    Table[68].Slot[2]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000)
    Table[68].Slot[2]:AddUpgradeEnchant("·°1", "·°2", 500000)
    Table[68].Slot[2]:AddUpgradeEnchant("·°2", "·°3", 1000000)
    Table[68].Slot[2]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000)
    Table[68].Slot[2]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000)
    Table[68].Slot[1]:SetRequire(300000)
    Table[68].Slot[1]:SetSuccessRate(100000)
    Table[68].Slot[1]:SetGradeBonus(1, 0)
    Table[68].Slot[1]:SetGradeBonus(2, 0)
    Table[68].Slot[1]:SetGradeBonus(3, 0)
    Table[68].Slot[1]:SetGradeBonus(4, 0)
    Table[68].Slot[1]:SetEnchant(0, "Èû1", 12460)
    Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®1", 12470)
    Table[68].Slot[1]:SetEnchant(0, "¾îÁú1", 12470)
    Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»1", 12470)
    Table[68].Slot[1]:SetEnchant(0, "·°1", 12460)
    Table[68].Slot[1]:SetEnchant(0, "µ¦1", 12470)
    Table[68].Slot[1]:SetEnchant(0, "Èû2", 3500)
    Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®2", 3500)
    Table[68].Slot[1]:SetEnchant(0, "¾îÁú2", 3500)
    Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»2", 3500)
    Table[68].Slot[1]:SetEnchant(0, "·°2", 3500)
    Table[68].Slot[1]:SetEnchant(0, "µ¦2", 3500)
    Table[68].Slot[1]:SetEnchant(0, "Èû3", 700)
    Table[68].Slot[1]:SetEnchant(0, "ÀÎÆ®3", 700)
    Table[68].Slot[1]:SetEnchant(0, "¾îÁú3", 700)
    Table[68].Slot[1]:SetEnchant(0, "¹ÙÅ»3", 700)
    Table[68].Slot[1]:SetEnchant(0, "·°3", 700)
    Table[68].Slot[1]:SetEnchant(0, "µ¦3", 700)
    Table[68].Slot[1]:AddPerfectEnchant("Èû1", 500000)
    Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®1", 500000)
    Table[68].Slot[1]:AddPerfectEnchant("¾îÁú1", 500000)
    Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»1", 500000)
    Table[68].Slot[1]:AddPerfectEnchant("·°1", 500000)
    Table[68].Slot[1]:AddPerfectEnchant("µ¦1", 500000)
    Table[68].Slot[1]:AddPerfectEnchant("Èû2", 1000000)
    Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®2", 1000000)
    Table[68].Slot[1]:AddPerfectEnchant("¾îÁú2", 1000000)
    Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»2", 1000000)
    Table[68].Slot[1]:AddPerfectEnchant("·°2", 1000000)
    Table[68].Slot[1]:AddPerfectEnchant("µ¦2", 1000000)
    Table[68].Slot[1]:AddPerfectEnchant("Èû3", 3000000)
    Table[68].Slot[1]:AddPerfectEnchant("ÀÎÆ®3", 3000000)
    Table[68].Slot[1]:AddPerfectEnchant("¾îÁú3", 3000000)
    Table[68].Slot[1]:AddPerfectEnchant("¹ÙÅ»3", 3000000)
    Table[68].Slot[1]:AddPerfectEnchant("·°3", 3000000)
    Table[68].Slot[1]:AddPerfectEnchant("µ¦3", 3000000)
    Table[68].Slot[1]:AddUpgradeEnchant("Èû1", "Èû2", 500000)
    Table[68].Slot[1]:AddUpgradeEnchant("Èû2", "Èû3", 1000000)
    Table[68].Slot[1]:AddUpgradeEnchant("ÀÎÆ®1", "ÀÎÆ®2", 500000)
    Table[68].Slot[1]:AddUpgradeEnchant("ÀÎÆ®2", "ÀÎÆ®3", 1000000)
    Table[68].Slot[1]:AddUpgradeEnchant("¾îÁú1", "¾îÁú2", 500000)
    Table[68].Slot[1]:AddUpgradeEnchant("¾îÁú2", "¾îÁú3", 1000000)
    Table[68].Slot[1]:AddUpgradeEnchant("¹ÙÅ»1", "¹ÙÅ»2", 500000)
    Table[68].Slot[1]:AddUpgradeEnchant("¹ÙÅ»2", "¹ÙÅ»3", 1000000)
    Table[68].Slot[1]:AddUpgradeEnchant("·°1", "·°2", 500000)
    Table[68].Slot[1]:AddUpgradeEnchant("·°2", "·°3", 1000000)
    Table[68].Slot[1]:AddUpgradeEnchant("µ¦1", "µ¦2", 500000)
    Table[68].Slot[1]:AddUpgradeEnchant("µ¦2", "µ¦3", 1000000)

    screenrAthena000.thumb.jpg.4f9ede7bd940e5b23fe027a513fce3f1.jpg

    Thank You for this guide

  5. 11 hours ago, Virtue said:

    https://github.com/rathena/rathena/blob/bb8c4a03c8d3d9559637ab537babdd0733ecc041/doc/script_commands.txt#L8376

    *item_enchant(<client side LUA index>{,<char ID>});
    
    Opens the enchant UI for the attached character or the player given by the <char ID> parameter.
    If the player exceeds 70% weight the client will not open the enchant UI and will trigger an
    error message instead.
    
    This command requires packet version 2021-11-03 or newer.

    It's a script command. You'd also have to make sure the all the necessary info/items are updated on your lua files.

    https://github.com/llchrisll/ROenglishRE/blob/master/Renewal/data/luafiles514/lua files/Enchant/EnchantList.lub

    what is char ID. I don't know <char ID> means, could you help me

  6. 3 hours ago, Virtue said:

    That wasn't clear on your post. In any case, another option maybe is to create a command for your needs, or tweak the idea you've already gotten using the pclogin script. might work, might not.

    i mean, I don't want to be used as an item, ok i will try with pclogin script

  7. 12 hours ago, Virtue said:

    you're on the right track. instead of doing it on a login script, do it on the item script directly eg:

      - Id: 9999999
        AegisName: Your_Item_Name
        Name: Your Item Name
        Type: Armor
        Buy: 10
        Weight: 10000
        Defense: 10000
        Locations:
          Costume_Head_Low: true
        ArmorLevel: 1
        Refineable: true
        Script: |
          if(BaseLevel < 200){
          hateffect HAT_EF_arcane_aura_A,true;
          }
          if(BaseLevel < 150){
          hateffect HAT_EF_arcane_aura_B,true;
          }
        UnEquipScript: |
          hateffect HAT_EF_arcane_aura_A,false;
          hateffect HAT_EF_arcane_aura_B,false;

    something along the one above.

    i don't want using as an item.

  8. 6 hours ago, Ai4rei said:

    Yes, you can define a Replay button, though it's possible even without a batch file.

    [ROCred.Buttons.REPLAY]
    ; X/Y/W/H according to skin
    DisplayName=Replay
    ActionType=1
    ActionData=ragexe.exe 1rag1 Replay

     

    Should i create new button for reply or i just put that config to ini file?

    And how to setup just as a launcher.

     

    Edit:

    Already done.

     

  9. On 3/3/2023 at 7:43 PM, Virtue said:

    You can do that part when putting in the itemscript.

    hi, i'm tried using like this, but the hat effect not showed.

    Quote

    -    script    Hat Effect    -1,{
    OnPCLoginEvent:
        if((BaseLevel >=99)||(BaseLevel <=149)){ 
        hateffect 3,true; 
        }
        end;
    }

     

  10. 21 hours ago, sader1992 said:

    instead of

    .@gid = <Group ID>;

    Use

    .@gid = .@eq;

    now this is the group ID for each location

    EQI_ACC_L (0)             - Accessory 1
    EQI_ACC_R (1)             - Accessory 2
    EQI_SHOES (2)             - Footgear (shoes, boots)
    EQI_GARMENT (3)           - Garment (mufflers, hoods, manteaux)
    EQI_HEAD_LOW (4)          - Lower Headgear (beards, some masks)
    EQI_HEAD_MID (5)          - Middle Headgear (masks, glasses)
    EQI_HEAD_TOP (6)          - Upper Headgear
    EQI_ARMOR (7)             - Armor (jackets, robes)
    EQI_HAND_L (8)            - Left hand (weapons, shields)
    EQI_HAND_R (9)            - Right hand (weapons)
    EQI_COSTUME_HEAD_TOP (10) - Upper Costume Headgear
    EQI_COSTUME_HEAD_MID (11) - Middle Costume Headgear
    EQI_COSTUME_HEAD_LOW (12) - Lower Costume Headgear
    EQI_COSTUME_GARMENT (13)  - Costume Garment
    EQI_AMMO (14)    		  - Arrow/Ammunition
    EQI_SHADOW_ARMOR (15)     - Shadow Armor
    EQI_SHADOW_WEAPON (16)    - Shadow Weapon
    EQI_SHADOW_SHIELD (17)    - Shadow Shield
    EQI_SHADOW_SHOES (18)     - Shadow Shoes
    EQI_SHADOW_ACC_R (19)     - Shadow Accessory 2
    EQI_SHADOW_ACC_L (20)     - Shadow Accessory 1

     

     

    Thanks @sader1992

    already working, but if i want change the option

    where i should check the documentation for Random option

  11. 1 hour ago, Kawacito said:

     

    I didn't do anything like that, just add in the folder Texture/effect/customeffect the effect with .str with the corresponding images in .bmp format and then in the file luafiles512/hateeffectinfo/hateeffectinfo.lub add the following lines:


    HAT_EF_nameeffect = 124,


    hatEffectTable = {
        [HatEFID.HAT_EF_nameeffect] = {
            resourceFileName = "customeffect\\nameeffect.str",
            hatEffectPos = 0,
            hatEffectPosX = 0,
            isRenderBeforeCharacter = true,
            isIgnoreRiding = true
        },

    thanks for the information, i will try it and inform it latter.

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