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hendra814

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Posts posted by hendra814

  1. 2 hours ago, hikoshijiro said:

    Thank you for the reply,

    but i still got the error that state: npc_parsesrcfile: Unknown syntax in file 'npc/jobs/banker.txt', line '1'. Stopping...
     * w1=prt_in,43,109,4 script  Prontera Banker 105,{
     * w2=
     * w3=
     * w4=

    this is the message at my map server

    image.png.8ea9d5aa57275d5caa99c051a9b46ede.png

  2. 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;
            }
    }

     

  3. 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.)

    kRAH8lI.gif

    Thank you @Tokei for the guide.

  4. 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

  5. 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.

    image.thumb.png.b3b3b048c2c707120902d28a4bfb5b7b.png

     

    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

  6. 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.

    data.rar

  7. 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

  8. 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.

  9. On 4/1/2023 at 2:59 AM, Tokei said:

    Hmm, which software was used to create these?

    image.png.bdb35f0141f904afd5cdd0728f30e3fc.png

    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.

    __

    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

  10. 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;
    }

     

  11. 5 hours ago, LearningRO said:

    I was try to open STR 
    and get this message

    See 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
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    PresentationFramework.Aero2
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        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/PresentationFramework.Aero2/v4.0_4.0.0.0__31bf3856ad364e35/PresentationFramework.Aero2.dll
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        Assembly Version: 4.0.0.0
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        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml.Linq/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.Linq.dll
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    ColorPicker
        Assembly Version: 1.0.0.0
        Win32 Version: 1.0.0.0
        CodeBase: file:///E:/Tools/StrEditor%20v1.0.3/ColorPicker.DLL
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        CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
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    ************** JIT Debugging **************
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    When JIT debugging is enabled, any unhandled exception
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    image.png.6a81657878296d0459977dabec7dae02.png rabbit.rar 168.99 kB · 0 downloads

    same issue, waiting for the answer to fix this error

  12. 3 hours ago, cafe3908 said:

    Can someone help me?
    I ran into the following problem.

     

    螢幕摘取畫面 2023-03-31 130747.png

    螢幕摘取畫面 2023-03-31 130710.png

    螢幕摘取畫面 2023-03-31 130650.png

    螢幕摘取畫面 2023-03-29 225009.png

    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?

  13. 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)
    ###########################################################################

     

  14. 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)
    ###########################################################################

     

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