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Posts posted by hendra814
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58 minutes ago, hikoshijiro said:
Sorry my bad i didny include it in the code, i already edit it but here's btw
prt_in,43,109,4 script Prontera#Banker 105,{ OnInit: set .maxLoan, 10000000; set .interestRate, 0.05; set .bankName, "Prontera Bank Inc."; set .bankLocation, "Prontera"; addtimer 7200000, strnpcinfo(0) + "::OnAdvertise"; end; OnPCLoginEvent: if (#LOANAMOUNT > 0) { dispbottom "Banker: You have an outstanding loan of " + #LOANAMOUNT + " zeny. Please remember to pay it back with interest."; addtimer 3600000, strnpcinfo(0) + "::OnRemind"; addtimer 86400000, strnpcinfo(0) + "::OnBroadcast"; } end; OnAdvertise: announce "Visit " + .bankName + " located in " + .bankLocation + " for all your banking needs!", bc_all; addtimer 7200000, strnpcinfo(0) + "::OnAdvertise"; end; OnRemind: if (#LOANAMOUNT > 0) { dispbottom "Banker: You have an outstanding loan of " + #LOANAMOUNT + " zeny. Please remember to pay it back with interest."; addtimer 3600000, strnpcinfo(0) + "::OnRemind"; } end; OnBroadcast: if (#LOANAMOUNT > 0) { announce "Player " + strcharinfo(0) + " has failed to repay their loan of " + #LOANAMOUNT + " zeny within 24 hours!", bc_all; addtimer 1800000, strnpcinfo(0) + "::OnBroadcast"; } end; OnTalk: mes "[Banker]"; mes "Hello! I am the banker from " + .bankName + ". How can I help you today?"; next; switch(select("Loan Zeny:Pay Loan:Cancel")) { case 1: if (#LOANAMOUNT > 0) { mes "[Banker]"; mes "You already have an outstanding loan of " + #LOANAMOUNT + " zeny."; close; } mes "[Banker]"; mes "How much zeny would you like to loan? The maximum amount is " + .maxLoan + " zeny."; input .loanAmount; if (.loanAmount > .maxLoan) { mes "[Banker]"; mes "I'm sorry, but the maximum loan amount is " + .maxLoan + " zeny."; close; } #LOANAMOUNT = .loanAmount; Zeny += .loanAmount; mes "[Banker]"; mes "You have successfully loaned " + .loanAmount + " zeny. Please remember to pay it back with interest."; addtimer 3600000, strnpcinfo(0) + "::OnRemind"; addtimer 86400000, strnpcinfo(0) + "::OnBroadcast"; close; case 2: if (#LOANAMOUNT == 0) { mes "[Banker]"; mes "You do not have any outstanding loans."; close; } .paybackAmount = #LOANAMOUNT * (1 + .interestRate); if (Zeny < .paybackAmount) { mes "[Banker]"; mes "You do not have enough zeny to pay back your loan. You need " + .paybackAmount + " zeny."; close; } Zeny -= .paybackAmount; #LOANAMOUNT = 0; mes "[Banker]"; mes "You have successfully paid back your loan with interest. Thank you for your business!"; close; case 3: mes "[Banker]"; mes "Goodbye!"; close; } }
Try this
prt_in,43,109,4 script Prontera Banker 105,{ OnInit: set .maxLoan, 10000000; set .interestRate, 0.05; set .bankName, "Prontera Bank Inc."; set .bankLocation, "Prontera"; addtimer 7200000, strnpcinfo(0) + "::OnAdvertise"; end; OnPCLoginEvent: if (#LOANAMOUNT > 0) { dispbottom "Banker: You have an outstanding loan of " + #LOANAMOUNT + " zeny. Please remember to pay it back with interest."; addtimer 3600000, strnpcinfo(0) + "::OnRemind"; addtimer 86400000, strnpcinfo(0) + "::OnBroadcast"; } end; OnAdvertise: announce "Visit " + .bankName + " located in " + .bankLocation + " for all your banking needs!", bc_all; addtimer 7200000, strnpcinfo(0) + "::OnAdvertise"; end; OnRemind: if (#LOANAMOUNT > 0) { dispbottom "Banker: You have an outstanding loan of " + #LOANAMOUNT + " zeny. Please remember to pay it back with interest."; addtimer 3600000, strnpcinfo(0) + "::OnRemind"; } end; OnBroadcast: if (#LOANAMOUNT > 0) { announce "Player " + strcharinfo(0) + " has failed to repay their loan of " + #LOANAMOUNT + " zeny within 24 hours!", bc_all; addtimer 1800000, strnpcinfo(0) + "::OnBroadcast"; } end; OnTalk: mes "[Banker]"; mes "Hello! I am the banker from " + .bankName + ". How can I help you today?"; next; switch(select("Loan Zeny:Pay Loan:Cancel")) { case 1: if (#LOANAMOUNT > 0) { mes "[Banker]"; mes "You already have an outstanding loan of " + #LOANAMOUNT + " zeny."; close; } mes "[Banker]"; mes "How much zeny would you like to loan? The maximum amount is " + .maxLoan + " zeny."; input .loanAmount; if (.loanAmount > .maxLoan) { mes "[Banker]"; mes "I'm sorry, but the maximum loan amount is " + .maxLoan + " zeny."; close; } #LOANAMOUNT = .loanAmount; Zeny += .loanAmount; mes "[Banker]"; mes "You have successfully loaned " + .loanAmount + " zeny. Please remember to pay it back with interest."; addtimer 3600000, strnpcinfo(0) + "::OnRemind"; addtimer 86400000, strnpcinfo(0) + "::OnBroadcast"; close; case 2: if (#LOANAMOUNT == 0) { mes "[Banker]"; mes "You do not have any outstanding loans."; close; } .paybackAmount = #LOANAMOUNT * (1 + .interestRate); if (Zeny < .paybackAmount) { mes "[Banker]"; mes "You do not have enough zeny to pay back your loan. You need " + .paybackAmount + " zeny."; close; } Zeny -= .paybackAmount; #LOANAMOUNT = 0; mes "[Banker]"; mes "You have successfully paid back your loan with interest. Thank you for your business!"; close; case 3: mes "[Banker]"; mes "Goodbye!"; close; } }
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On 4/6/2023 at 3:59 AM, Tokei said:
Heya,
It took me a while to figure out what you were trying to do. You're trying to edit the client aura effect using the NEMO/WARP patch for more aura options, instead of creating custom hat effects from the guide. That's why you don't see a STR file in your folder. Those are two completely different features and you can't really mix them. Now I can't help you if you're going with the first option since those effects are read directly by the client and therefore do not have STR files. You also can't edit them at all besides changing the BMP file.
The guide you're following provided you with a zip in step 4 which contains what you actually need for making custom hat effects (not auras).
So assuming you've followed the previous steps in the guide, and you defined your new hat effect as this...
HAT_EF_Angelic_Aura = 181 //... [HatEFID.HAT_EF_Angelic_Aura] = { resourceFileName = "effect\\angelic_aura\\angelic_aura.str", hatEffectPos = -6, hatEffectPosX = 0, isIgnoreRiding = true, isAdjustPositionWhenShrinkState = true, isAdjustSizeWhenShrinkState = true }
You now have two methods when creating a new hat effect: change the textures or customize it. If you're only going to change the textures, which is what most people end up doing, then it's fairly easy. Duplicate the aura from the example in step 4, then overwrite the textures with your own and that's pretty much it.
If you want to do more edits and more "fancy" stuff with your auras, then here's an example below:
- Open an existing STR file (arcana_aura.str, from your guide's example).
- Do whatever changes you want in the STR. I'm adding a second layer that I duplicated and then used a random texture I found somewhere.
- Save the file to wherever you want, as long as it matches with your resourceFileName.
- (I'm ignoring the particle effect on top that they're showing you in the guide, that part is up to you.)
Thank you @Tokei for the guide.
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1 hour ago, Shark28 said:
Hey people, I've been developing my server for almost 2 years now and have developed some scripts and instances. I've also written a story for my server and entered it into the server. I want to put the server online by 1.5 or 1.6. how can i promote the server that players want to play on it and recommend it to others. Regards shark
you can try post at ratemyserver.net or post at facebook
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14 hours ago, Tokei said:
Well, auras are str files to begin with, no? You could open an existing aura, change the textures to your files, and save it again for a quick custom aura.
Can you guide me how to do that?
i try open custom aura files but not showing the files.
Note: i want create custome hat effect like in this post https://rathena.org/board/topic/132752-guide-add-new-hateffect-aura-style/#comment-413006
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3 minutes ago, mrgeiszer said:
yes but the other monster is using the player sprite is it possible? tia
Don't know how to change it into player sprite
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31 minutes ago, mrgeiszer said:
anyone can share or help me if this is possible, if there's a script for this? TIA
Are you mean monster vs monster npc?
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2 hours ago, GarudaRO123 said:
so im using this NPC
but it seems that when i use lord knight with the rune knight costume
it doesn't show the dragon. but the character still in the status of riding a peco peco
any way to fix?
thanks//===== rAthena Script ======================================= //= Dress Room //===== Description ========================================== //= Dress room NPC that allows players to disguise as another //= class in their classline. //===== By: ================================================== //= Secret's Scripting Service //===== Changelog: =========================================== //= 1.0 Initial version. [Secret] //===== License: ============================================= // Copyright 2018 Jittapan P. // // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), //= to deal in the Software without restriction, including without limitation the rights to use, //= copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, //= and to permit persons to whom the Software is furnished to do so, subject to the following conditions: //= //= The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. //= //= THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, //= EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //= FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. //= IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, //= DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, //= TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. //============================================================ morocc,167,95,4 script Dress Room#sc 2_M_DYEINGER,{ function RestrictClass; function HasjROCostume; function ChangeAppr; function RestrictClass { .@eaj = eaclass(); if(.@eaj&EAJ_BASEMASK == EAJ_NOVICE) return 0; if(.@eaj&EAJL_2 && roclass(.@eaj|EAJL_UPPER) != -1){ return 1; } return 0; } function HasjROCostume { switch(roclass(eaclass()&EAJ_UPPERMASK|EAJL_THIRD)) { case Job_Guillotine_Cross: case Job_Genetic: case Job_Royal_Guard: case Job_Arch_Bishop: case Job_Mechanic: case Job_Ranger: case Job_Minstrel: case Job_Wanderer: case Job_Warlock: // Uncomment lines below to enable certain job when their respective jRO costume is released and you patched the sprite in your client. //case Job_Sorcerer: //case Job_Sura: //case Job_Rune_Knight: return 1; default: return 0; } } function ChangeAppr { if(Zeny < .cost_dressroom) { mes .n$; mes "You don't have enough Zeny."; close; } switch(getarg(1)){ case 0: // Normal Mode setlook LOOK_BODY2,0; changebase getarg(0); set baselook, getarg(0); break; case 1: // jRO Mode if(!HasjROCostume()) return; changebase roclass(eaclass()|EAJL_THIRD); setlook LOOK_CLOTHES_COLOR,0; setlook LOOK_BODY2,!(getlook(LOOK_BODY2)); //atcommand "@bodystyle " + !(getlook(LOOK_BODY2)); baselook = 0; break; } Zeny -= .cost_dressroom; mes .n$; mes "Here you are!"; close; } .@TYPE_CHANGEBASE = 0; .@TYPE_SETLOOK = 1; mes .n$; if(!RestrictClass()){ mes "Your class isn't allowed to use this NPC."; close; } mes "I can change your appearance to another class of your classline at a cost of ^FF0000" + callfunc("F_InsertComma",.cost_dressroom) + "^000000z!"; if(HasjROCostume()){ mes "I also have a brand new costume for your class!"; } mes "Which class do you want to change your appearance to?"; next; switch(select(jobname(roclass(eaclass()&EAJ_UPPERMASK)),jobname(roclass(eaclass()&EAJ_UPPERMASK|EAJL_UPPER)),jobname(roclass(eaclass()|EAJL_THIRD)),HasjROCostume() ? getlook(LOOK_BODY2) ? "Restore costume" : "New jRO costume" : "")) { case 1: ChangeAppr(roclass(eaclass()&EAJ_UPPERMASK),.@TYPE_CHANGEBASE); break; case 2: ChangeAppr(roclass(eaclass()&EAJ_UPPERMASK|EAJL_UPPER),.@TYPE_CHANGEBASE); break; case 3: ChangeAppr(roclass(eaclass()|EAJL_THIRD),.@TYPE_CHANGEBASE); break; case 4: ChangeAppr(0,.@TYPE_SETLOOK); break; } close; OnPCLoginEvent: if(baselook && .dress_perma){ changebase baselook; } end; OnInit: .n$ = "[Dress Room]"; // NPC Name .cost_dressroom = 10000; // Cost .dress_perma = 1; }
I think you miss the sprite rune knight riding, try add this files into your GRF file if your client read grf file.
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34 minutes ago, Racaae said:
Hi, Find this line:
mes "Only for character with level 99 and above";
Change to:
else mes "Only for character with level 99 and above";
Thanks it's working now
- script atcmd_noitem -1,{ OnInit: bindatcmd("getitem",strnpcinfo(3)+"::OnAtcommand"); setarray .item_restrict,7227,607; end; OnAtcommand: if (baselevel >= 99){ .@itemid = atoi(.@atcmd_parameters$[0]); if(!getgmlevel()){ if(inarray(.item_restrict,.@itemid) != -1){ message strcharinfo(0),"You cannot create this item."; end; } } if(getitemname(.@itemid) != "null"){ .@quantity = atoi( .@atcmd_parameters$[1] ); if ( .@quantity < 1 ) .@quantity = 1; getitem .@itemid,.@quantity; } } else mes "Only for character with level 99 and above"; end; }
it's so powerful command, can by pass for create any item for non GM user.
change into @getitem command, but using @item still can create any items
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please check using referal this post
https://rathena.org/board/topic/132750-quest-list-npc-dialogue-in-2021-client/#comment-412710
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Sorry i didn't test the script, i will inform you later when i'm back home.
Edit: already test the script, it's weird can't run as requested,
don't know where the problem, maybe need someone to fix it.
baselevel more than 99 and below 99 always show the same result.
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On 4/1/2023 at 2:59 AM, Tokei said:
Hmm, which software was used to create these?
The integer for the frame count is written in plain text with "Fram". That looks like a bug when saving the file. I can't really retrieve that value perfectly, but I can guess it while loading the file and make an estimate.
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Updated to 1.0.8:
- Fixed the issue above.
- Added Flip Horizontal/Vertical transformations.
- Added a new button "Group Edit" to modify multiple frames at the same time. The available transformations for Group Edit are translation, rotation and flip.
Hi, i want ask you a question, is it posible change custom aura (tga and bmp file) into str file
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12 hours ago, ProjectX said:
- script atcmd_noitem -1,{ OnInit: bindatcmd("item",strnpcinfo(3)+"::OnAtcommand",0,99); setarray .item_restrict,7227,607; end; OnAtcommand: .@itemid = atoi(.@atcmd_parameters$[0]); if(!getgmlevel()){ if(inarray(.item_restrict,.@itemid) != -1){ message strcharinfo(0),"You cannot create this item."; end; } } if(getitemname(.@itemid) != "null"){ .@quantity = atoi( .@atcmd_parameters$[1] ); if ( .@quantity < 1 ) .@quantity = 1; getitem .@itemid,.@quantity; } end; }
HELLO TO SCRIPTER. I WOULD LIKE TO REQUEST . IF THE PLAYERS IS LVL 99 HE CAN USE THIS COMMAND. AND IF THE PLAYER 99 BELOW HE CANT USE THIS COMMAND.
THANK YOU .
try this
- script atcmd_noitem -1,{ OnInit: bindatcmd("item",strnpcinfo(3)+"::OnAtcommand"); setarray .item_restrict,7227,607; end; OnAtcommand: if (baselevel >= 99){ .@itemid = atoi(.@atcmd_parameters$[0]); if(!getgmlevel()){ if(inarray(.item_restrict,.@itemid) != -1){ message strcharinfo(0),"You cannot create this item."; end; } } if(getitemname(.@itemid) != "null"){ .@quantity = atoi( .@atcmd_parameters$[1] ); if ( .@quantity < 1 ) .@quantity = 1; getitem .@itemid,.@quantity; } } mes "Only for character with level 99 and above"; end; }
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7 minutes ago, cafe3908 said:
I'm a beginner, I don't understand too much knowledge.
Search for relevant knowledge on the Internet, and learn step by step slowly.
So, I'm sorry, I don't understand what you said
I am using Taiwan client and rathena
import the files (check at the link i give) from your ragnarok folder into your sql server
https://github.com/rathena/rathena/tree/master/sql-files/upgrades
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2 hours ago, markiez22 said:
try import file at your flux folder\data\schemas\charmapdb\cp_commands.20160608065501.sql
if you don't have it you can trry download from this link
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2 hours ago, cafe3908 said:
I just import mini.sql and logs.sql
try import for sql files at upgrade folder too, and for lua issue are you using Chris translation files?
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5 hours ago, LearningRO said:
I was try to open STR
and get this messageSee the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at GRF.FileFormats.StrFormat.InterpolatedKeyFrame.Interpolate(Str str, Int32 layerIdx, Int32 frameIdx, Boolean interpolationOnly) at StrEditor.Core.DrawingComponents.LayerDraw.Render(IPreview frameEditor, Int32 layerId, Int32 frameId) at StrEditor.WPF.EditorControls.FrameViewer._primary_Paint(Object sender, PaintEventArgs e) at StrEditor.WPF.EditorControls.FrameViewer._framePreview_MouseWheel(Object sender, MouseEventArgs e) at System.Windows.Forms.Control.OnMouseWheel(MouseEventArgs e) at System.Windows.Forms.ScrollableControl.OnMouseWheel(MouseEventArgs e) at System.Windows.Forms.Control.WmMouseWheel(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:///E:/Tools/StrEditor%20v1.0.3/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:///E:/Tools/StrEditor%20v1.0.3/OpenTK.DLL ---------------------------------------- Utilities Assembly Version: 1.2.8107.23572 Win32 Version: 1.2.8107.23572 CodeBase: file:///E:/Tools/StrEditor%20v1.0.3/Utilities.DLL ---------------------------------------- TokeiLibrary Assembly Version: 1.2.0.0 Win32 Version: 1.2.0.0 CodeBase: file:///E:/Tools/StrEditor%20v1.0.3/TokeiLibrary.DLL ---------------------------------------- GrfToWpfBridge Assembly Version: 1.0.0.1 Win32 Version: 1.0.0.1 CodeBase: file:///E:/Tools/StrEditor%20v1.0.3/GrfToWpfBridge.DLL ---------------------------------------- ErrorManager Assembly Version: 1.2.5494.34248 Win32 Version: 1.2.5494.34248 CodeBase: file:///E:/Tools/StrEditor%20v1.0.3/ErrorManager.DLL ---------------------------------------- GRF Assembly Version: 1.2.8107.23573 Win32 Version: 1.2.8107.23573 CodeBase: file:///E:/Tools/StrEditor%20v1.0.3/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:///E:/Tools/StrEditor%20v1.0.3/ColorPicker.DLL ---------------------------------------- OpenTK.GLControl Assembly Version: 2.0.0.0 Win32 Version: 2.0.0 CodeBase: file:///E:/Tools/StrEditor%20v1.0.3/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 ---------------------------------------- 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 ---------------------------------------- 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.
same issue, waiting for the answer to fix this error
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3 hours ago, cafe3908 said:
Can someone help me?
I ran into the following problem.I've been trying to parse GRF on the KRO client, but it didn't solve the client problem.
kRO_FullClient_20210406 & kRO_FullClient_20220721
Checked a lot of articles about MYSQL problems,
But there is no article to guide me how to operate the database to add the frame or display the data settings.I'm having trouble installing, please guide me.
are you already import sql files at sql folder?
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Can someone create custom dragon recolor for dragon knight?
already create topic here link
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11 minutes ago, simplexjay2 said:
Can u share the patches you've been used?
check on my post above.
already put in there.
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12 hours ago, pajodex said:
@hendra814 You are using lastest clean server files right? No modifications? If this is still happening, this could be a src problem.
Yes, lastest clean server with this script, hunting mission, reset npc, universal rent ,and warper at npc custom folder.
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1 hour ago, Emistry said:
Thsnks Emistry, i will try it
Edit:
Working as i want, thanks again @Emistry
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4 hours ago, Kaye said:
Just like what I've said, I cannot find the file in that directory/path/location.
check item_db.yml
########################################################################### # # Item Settings # ########################################################################### # - Id Item ID. # AegisName Server name to reference the item in scripts and lookups, should use no spaces. # Name Name in English for displaying as output. # Type Item type. (Default: Etc) # SubType Weapon, Ammo or Card type. (Default: 0) # Buy Buying price. When not specified, becomes double the sell price. (Default: 0) # Sell Selling price. When not specified, becomes half the buy price. (Default: 0) # Weight Item weight. Each 10 is 1 weight. (Default: 0) # Attack Weapon's attack. (Default: 0) # MagicAttack Weapon's magic attack. (Default: 0) # Defense Armor's defense. (Default: 0) # Range Weapon's attack range. (Default: 0) # Slots Available slots in item. (Default: 0) # Jobs Jobs that can equip the item. (Map default is 'All: true') # Classes Upper class types that can equip the item. (Map default is 'All: true') # Gender Gender that can equip the item. (Default: Both) # Locations Equipment's placement. (Default: None) # WeaponLevel Weapon level. (Default: 1 for Weapons) # ArmorLevel Armor level. (Default: 1 for Armors) # EquipLevelMin Minimum required level to equip. (Default: 0) # EquipLevelMax Maximum level that can equip. (Default: 0) # Refineable If the item can be refined. (Default: false) # Gradable If the item can be graded. (Default: false) # View View sprite of an item. (Default: 0) # AliasName Another item's AegisName that will be sent to the client instead of this item's AegisName. (Default: null) # Flags: Item flags. (Default: null) # BuyingStore If the item is available for Buyingstores. (Default: false) # DeadBranch If the item is a Dead Branch. (Default: false) # Container If the item is part of a container. (Default: false) # UniqueId If the item is a unique stack. (Default: false) # BindOnEquip If the item is bound to the character upon equipping. (Default: false) # DropAnnounce If the item has a special announcement to self on drop. (Default: false) # NoConsume If the item is consumed on use. (Default: false) # DropEffect If the item has a special effect on the ground when dropped by a monster. (Default: None) # Delay: Item use delay. (Default: null) # Duration Duration of delay in seconds. # Status Status Change used to track delay. (Default: None) # Stack: Item stack amount. (Default: null) # Amount Maximum amount that can be stacked. # Inventory If the stack is applied to player's inventory. (Default: true) # Cart If the stack is applied to the player's cart. (Default: false) # Storage If the stack is applied to the player's storage. (Default: false) # GuildStorage If the stack is applied to the player's guild storage. (Default: false) # NoUse: Conditions when the item is unusable. (Default: null) # Override Group level to override these conditions. (Default: 100) # Sitting If the item can not be used while sitting. (Default: false) # Trade: Trade restrictions. (Default: null) # Override Group level to override these conditions. (Default: 100) # NoDrop If the item can not be dropped. (Default: false) # NoTrade If the item can not be traded. (Default: false) # TradePartner If the item can not be traded to the player's partner. (Default: false) # NoSell If the item can not be sold. (Default: false) # NoCart If the item can not be put in a cart. (Default: false) # NoStorage If the item can not be put in a storage. (Default: false) # NoGuildStorage If the item can not be put in a guild storage. (Default: false) # NoMail If the item can not be put in a mail. (Default: false) # NoAuction If the item can not be put in an auction. (Default: false) # Script Script to execute when the item is used/equipped. (Default: null) # EquipScript Script to execute when the item is equipped. (Default: null) # UnEquipScript Script to execute when the item is unequipped or when a rental item expires. (Default: null) ###########################################################################
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6 hours ago, Kaye said:
Hello! I am using the latest rAthena, but I can't find these .txt files (item_trade.txt and item_flag.txt). Is there any alternate .txt files for these? I want to remove the "Item Move Restrictions" label for some items only just like @vxy
wanted.
right now available at item-db.yml
########################################################################### # # Item Settings # ########################################################################### # - Id Item ID. # AegisName Server name to reference the item in scripts and lookups, should use no spaces. # Name Name in English for displaying as output. # Type Item type. (Default: Etc) # SubType Weapon, Ammo or Card type. (Default: 0) # Buy Buying price. When not specified, becomes double the sell price. (Default: 0) # Sell Selling price. When not specified, becomes half the buy price. (Default: 0) # Weight Item weight. Each 10 is 1 weight. (Default: 0) # Attack Weapon's attack. (Default: 0) # MagicAttack Weapon's magic attack. (Default: 0) # Defense Armor's defense. (Default: 0) # Range Weapon's attack range. (Default: 0) # Slots Available slots in item. (Default: 0) # Jobs Jobs that can equip the item. (Map default is 'All: true') # Classes Upper class types that can equip the item. (Map default is 'All: true') # Gender Gender that can equip the item. (Default: Both) # Locations Equipment's placement. (Default: None) # WeaponLevel Weapon level. (Default: 1 for Weapons) # ArmorLevel Armor level. (Default: 1 for Armors) # EquipLevelMin Minimum required level to equip. (Default: 0) # EquipLevelMax Maximum level that can equip. (Default: 0) # Refineable If the item can be refined. (Default: false) # Gradable If the item can be graded. (Default: false) # View View sprite of an item. (Default: 0) # AliasName Another item's AegisName that will be sent to the client instead of this item's AegisName. (Default: null) # Flags: Item flags. (Default: null) # BuyingStore If the item is available for Buyingstores. (Default: false) # DeadBranch If the item is a Dead Branch. (Default: false) # Container If the item is part of a container. (Default: false) # UniqueId If the item is a unique stack. (Default: false) # BindOnEquip If the item is bound to the character upon equipping. (Default: false) # DropAnnounce If the item has a special announcement to self on drop. (Default: false) # NoConsume If the item is consumed on use. (Default: false) # DropEffect If the item has a special effect on the ground when dropped by a monster. (Default: None) # Delay: Item use delay. (Default: null) # Duration Duration of delay in seconds. # Status Status Change used to track delay. (Default: None) # Stack: Item stack amount. (Default: null) # Amount Maximum amount that can be stacked. # Inventory If the stack is applied to player's inventory. (Default: true) # Cart If the stack is applied to the player's cart. (Default: false) # Storage If the stack is applied to the player's storage. (Default: false) # GuildStorage If the stack is applied to the player's guild storage. (Default: false) # NoUse: Conditions when the item is unusable. (Default: null) # Override Group level to override these conditions. (Default: 100) # Sitting If the item can not be used while sitting. (Default: false) # Trade: Trade restrictions. (Default: null) # Override Group level to override these conditions. (Default: 100) # NoDrop If the item can not be dropped. (Default: false) # NoTrade If the item can not be traded. (Default: false) # TradePartner If the item can not be traded to the player's partner. (Default: false) # NoSell If the item can not be sold. (Default: false) # NoCart If the item can not be put in a cart. (Default: false) # NoStorage If the item can not be put in a storage. (Default: false) # NoGuildStorage If the item can not be put in a guild storage. (Default: false) # NoMail If the item can not be put in a mail. (Default: false) # NoAuction If the item can not be put in an auction. (Default: false) # Script Script to execute when the item is used/equipped. (Default: null) # EquipScript Script to execute when the item is equipped. (Default: null) # UnEquipScript Script to execute when the item is unequipped or when a rental item expires. (Default: null) ###########################################################################
PLEASE HELP WITH MY BANKER SCRIPT
in Script Requests
Posted
this is the message at my map server