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Mahiro

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Posts posted by Mahiro

  1. 58 minutes ago, JoseRicart said:

    Still the same, i add an image,

     

    Red Reference means i killed an MvP = Drop coin and announce it

    Green referente means i killed poring = drop coin no announce it

    drop2.png

     this?

    Spoiler

    OnNPCKillEvent:
        [email protected] = 607;
        if(getmonsterinfo(killedrid,MOB_MVPEXP)){
            announce strcharinfo(0)+" killed "+getmonsterinfo(killedrid,MOB_NAME)+" get "+getitemname([email protected]),bc_all,0x00FF00;
            getitem [email protected],1;
        }
        end;

     

    • Upvote 1
  2. 4 hours ago, IsabelaFernandez said:
      Hide contents

    babythirdclass:
        [email protected] = eaclass();
        [email protected]_class = roclass([email protected]|EAJL_THIRD|EAJL_BABY);
        if([email protected]_class >= 0)
            changebase [email protected]_class;

    f(BaseJob == Job_Blacksmith){ [email protected]_class = 4100; } // here

    if(BaseJob == Job_Alchemist){ [email protected]_class = 4107; } // here

        else
            mes "[Suit Provider]", "I'm sorry, but your class is not supported.";
        close;

    like this?

    Quote

    babythirdclass:
        if(BaseJob == Job_Blacksmith){ [email protected]_class = 4100; } // here
        if(BaseJob == Job_Alchemist){ [email protected]_class = 4107; } // here
        if([email protected]_class >= 0)
            changebase [email protected]_class;
        else
            mes "[Suit Provider]", "I'm sorry, but your class is not supported.";
        close;

     

     

    4 hours ago, IsabelaFernandez said:

    ok, it worked thanks. but a question for classes that have two names for example Assassin Cross, High Wizard I type without space?

    Job_Wizard and Job_Assassin

    what comes after is already identified, unless you want to specify then use _.

  3. there are four variables that have not been set

    Spoiler

    function    script    specialbox    {
        setarray .i1[0],909,910; // Common Items
        set .i1rand,rand(0,1); // Randomize Common Items; just change max amount if you add items
        setarray .i2[0],911,912; // Rare Items
        set .i2rand,rand(0,1); // Randomize Rare Items; just change max amount if you add items
        setarray .i3[0],2199,1599; // Super Rare Items
        set .i3rand,rand(0,1); //Randomize Super Rare Items; just change max amount if you add items
        set .chance, rand(100);

            // Super Rare Item 1%
            if (.chance == 50){
            getitem .i3[.i3rand],1;
            announce "["+strcharinfo(0)+"] won a ["+getitemname(.i3[.i3rand])+"] from the Special Box.",0;
            end;
            } 

            // Rare Item 10%
            else if (.chance <= 2 && .chance >= 11){
            getitem .i2[.i2rand],1;
            announce "["+strcharinfo(0)+"] won a ["+getitemname(.i2[.i2rand])+"] from the Special Box.",0;
            end;
            } 

            // Common Items
            else {
            getitem .i1[.i1rand],1;
            end; }
    }

     

  4. 13 hours ago, IsabelaFernandez said:

    could you give an example of any class for me to copy and apply to all the others?

    f(BaseJob == Job_Blacksmith){ [email protected]_class = 4100; } // here

    if(BaseJob == Job_Alchemist){ [email protected]_class = 4107; } // here

     

    in red job name, and in blue baby 3rd class id.

    The line is the same just copy one of them and repeat below until the desired result.

  5. In this case you need to do similar to the case above:

    Spoiler

        if(BaseJob == Job_Blacksmith){ [email protected]_class = 4100; } // here
        if(BaseJob == Job_Alchemist){ [email protected]_class = 4107; } // here
        if([email protected]_class >= 0)
            changebase [email protected]_class;
        else
            mes "[Suit Provider]", "I'm sorry, but your class is not supported.";
        close;

    you need to identify the ID of the baby you want and repeat the process.

  6. 10 hours ago, IsabelaFernandez said:

    3rd baby appearance is not working from any class =(

    Be clearer. Which classes exactly are not working correctly. For me it works fine on all.

  7. I didnt quite understand some things, but I believe this is it.

    Quote

    //####################################################
    //#                              ™ #
    //#   ####### ######  ###   ### ###   ### ###   ###  #
    //#   ###    ###  ###  ### ###   ### ###   ### ###   #
    //#   #####  ###  ###   ####      ####      #####    #
    //#   ##     ###  ###  ### ###   ### ###     ###     #
    //#   ##      ######  ###   ### ###   ###   ###      #
    //#                                                  #
    //####################################################
    //v1.0: Allows changing suits to 3rd classes;        #
    //v1.1: Added Xmas and Summer suits;                 #
    //v1.2: Added support to baby 3rd class suits.       #
    //####################################################
    que_temsky,49,133,5    script    Class Suits    485,{

    OnCommand:

        if(!vip_status(VIP_STATUS_ACTIVE)) {
            message strcharinfo(0),"This service is only avaiaible to VIP players.";
            end;
        }
        
        mes "[^00FF00Acesso VIP^000000]";
        mes "Então, deseja mudar sua aparência?";
        menu "Mudar para aparência 3rd.",thirdclass,"Mudar para aparência 3rd baby.",babythirdclass,"Second class",secondclass,"Voltar para o normal.",reset;

    thirdclass:
        [email protected] = eaclass();
        if([email protected] == 10){
            [email protected]_class = (Sex? 4211:4212);
        } else
            if([email protected] == 9) [email protected]_class = 4215;
        else
        [email protected]_class = roclass([email protected]|EAJL_THIRD);
        if([email protected]_class >= 0)
            changebase [email protected]_class;
        else
            mes "[Suit Provider]", "I'm sorry, but your class is not supported.";
        close;

    babythirdclass:
        [email protected] = eaclass();
        [email protected]_class = roclass([email protected]|EAJL_2_1|EAJL_THIRD|EAJL_BABY);
        if([email protected]_class >= 0)
            changebase [email protected]_class;
        else
            mes "[Suit Provider]", "I'm sorry, but your class is not supported.";
        close;

    secondclass:

        [email protected] = eaclass();
        if(Upper)
            [email protected]_class = roclass([email protected]&EAJ_UPPERMASK);
        else
            [email protected]_class = roclass([email protected]|JOBL_2_1);
        if([email protected]_class >= 0)
            changebase [email protected]_class;
        else
            mes "[Suit Provider]", "I'm sorry, but your class is not supported.";
        close;

    reset:
        changebase Class;
        close;

    miscsuits:
        next;
        mes "[Suit Provider]";
        mes "Which of the suits would you like to use?";
        menu "Xmas suit",xmas,"Summer suit",summer;

    xmas:
        changebase 26;
        close;

    summer:
        changebase 27;
        close;

    OnInit:

        bindatcmd "visual","Class Suits::OnCommand";
        end;

    }
     

     

  8. NPC with two options only:

    Permanently ban the user from last_unique_id to prevent them from joining the game with other accounts;


    And temporarily ban so that he too can not enter for a while X, the banned account and others. with the same last_unique_id.

     

    Thanks who can help.

  9. Go to this directory:

    src/map/status.cpp

    Search for;

    // Status that are blocked by Golden Thief Bug card or Wand of Hermod
    	if (status_isimmune(bl)) {
    		switch (type) {
    			case SC_DECREASEAGI:
    			case SC_SILENCE:
    			case SC_COMA:
    			case SC_INCREASEAGI:
    			case SC_BLESSING:
    			case SC_SLOWPOISON:
    			case SC_IMPOSITIO:
    			case SC_AETERNA:
    			case SC_SUFFRAGIUM:
    			case SC_BENEDICTIO:
    			case SC_PROVIDENCE:
    			case SC_KYRIE:
    			case SC_ASSUMPTIO:
    			case SC_ANGELUS:
    			case SC_MAGNIFICAT:
    			case SC_GLORIA:
    			case SC_WINDWALK:
    			case SC_MAGICROD:
    			case SC_HALLUCINATION:
    			case SC_STONE:
    			case SC_QUAGMIRE:
    			case SC_SUITON:
    			case SC_SWINGDANCE:
    			case SC_FIRE_INSIGNIA:
    			case SC_WATER_INSIGNIA:
    			case SC_WIND_INSIGNIA:
    			case SC_EARTH_INSIGNIA:
    				return 0;
    		}
    	}

    Example:

    Let's say you want "Bypass" in COMA, even GTB, COMA is still effective. Just remove it and stay;

    // Status that are blocked by Golden Thief Bug card or Wand of Hermod
    	if (status_isimmune(bl)) {
    		switch (type) {
    			case SC_DECREASEAGI:
    			case SC_SILENCE:
    			case SC_INCREASEAGI:
    			case SC_BLESSING:
    			case SC_SLOWPOISON:
    			case SC_IMPOSITIO:
    			case SC_AETERNA:
    			case SC_SUFFRAGIUM:
    			case SC_BENEDICTIO:
    			case SC_PROVIDENCE:
    			case SC_KYRIE:
    			case SC_ASSUMPTIO:
    			case SC_ANGELUS:
    			case SC_MAGNIFICAT:
    			case SC_GLORIA:
    			case SC_WINDWALK:
    			case SC_MAGICROD:
    			case SC_HALLUCINATION:
    			case SC_STONE:
    			case SC_QUAGMIRE:
    			case SC_SUITON:
    			case SC_SWINGDANCE:
    			case SC_FIRE_INSIGNIA:
    			case SC_WATER_INSIGNIA:
    			case SC_WIND_INSIGNIA:
    			case SC_EARTH_INSIGNIA:
    				return 0;
    		}
    	}

    Then just compile the emulator. You will notice that now with the COMA modification will apply its effect even being with GTB equipped.

    • Like 1
  10. Já adicionou o arquivo em seu tema também?

    Uma em 'Modules' e outra dentro do seu Tema.

     

    Exemplo:

    Arquivo 1:

    FluxCP/modules/pages/rules.php

    Arquivo 2:

    FluxCP/themes/hurtFreeV2/pages/rules.php

     

    Posso está enganado mas acredito que deva existir os dois para que funcione.

    O 'Arquivo 1' acredito que possa ficar em branco, ele deve apenas existir no diretório. Enquanto o 'Arquivo 2' é onde você vai adicionar o conteúdo.

    Usei o nome 'hurtFreeV2' para definir o caminho do seu Tema, não se se é esse o nome.

     

    • Like 1
  11. Maybe that will solve.

    src/map/pc.cpp

    Search:

    case SP_FIXCASTRATE:
    			if(sd->state.lr_flag != 2)
    				sd->bonus.fixcastrate = min(sd->bonus.fixcastrate,val);
    			break;

     

    Change to:

    case SP_FIXCASTRATE:
    			if(sd->state.lr_flag != 2)
    				sd->bonus.fixcastrate += val;
    			break;

     

    Save and Compile.

  12. 8 minutes ago, YtalloNv said:

     

    Weird. But it's no use using @reload. It would have to work by turning the emulator off and on again.

    Try the Cash_DB option in the "Import" folder in Emulator/db/

    It is necessary to disconnect and connect your Emulator, there's no way to use it @reload in CashShop.

    If not, unfortunately, I can not help you.

    You'll have to go through the way I mentioned above, create a CashShop NPC.

  13. Go to your Emulator file. Put it this way:

    db/pre-re/item_cash_db.txt or db/re/item_cash_db.txt

    // Cash Shop Database
    // Contains the items sold in the ingame cash shop.
    //
    // Structure of Database:
    // Type,ItemID,Price
    //
    // Type:
    //    0: New
    //    1: Hot
    //    2: Limited
    //    3: Rental
    //    4: Gear
    //    5: Buff
    //    6: Heal
    //    7: Other
    //    8: Sale
    //
    // Price:
    //    Item cost, in cash points (#CASHPOINTS).
    0,2629,2000
    1,2629,2000
    2,2629,2000
    3,2629,2000
    4,2629,2000
    5,2629,2000
    6,2629,2000
    7,2629,2000
    8,2629,2000

     

    Turns the emulator off and on.

    This is just a test.

    If it still does not work, you're doing it, or you've done it wrong.

  14. 15 hours ago, YtalloNv said:

    I just did this and it did not work!
     

    i need to do this cash shop

    if you want I'll make a step by step video of what you told me to do!

    If you can not through the icon, why not create an NPC with the same function? Oo

     

    -%TAB%cashshop%TAB%<NPC Name>%TAB%<sprite id>,<itemid>:<price>{,<itemid>:<price>...}
    <map name>,<x>,<y>,<facing>%TAB%cashshop%TAB%<NPC Name>%TAB%<sprite id>,<itemid>:<price>{,<itemid>:<price>...}

     

     

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