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FelipeMartins

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About FelipeMartins

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  1. What was the fix? @Edit I did it and worked!
  2. Guys I test it in the bro edit version 620 and 586... Same problem with a lot of textures... @edit Solved resolution settings in your ro.xml or wahtever your browedit is reading from. Make sure its a COMMON resolution. I put 1920x1080 and full screen
  3. Check this instructions, I did it and works!
  4. Could you send this file? I will make it work and show you how.
  5. Bro i founded a web site with some modifications like that https://kawaii-rage.com/grfs/#bigcards Here is the result:
  6. Link dead, i liked it! Anyone could share it?
  7. It's for a creation of an instance, i just want to make simple clones of the same map, because i will create houses using this map. //===== rAthena Script ======================================= //= Sample: Instancing //===== By: ================================================== //= Euphy //===== Last Updated: ======================================== //= 20140129 //===== Description: ========================================= //= Contains elements of a basic instance script. //============================================================ // Before running this script, add the entry below to // 'db/(pre-)re/instance_db.txt': // 100,Abyss Lake Instance,3600,300,abyss_03,160,155 // Instance Creation //============================================================ prontera,150,170,6 script Sample Instance2 101,{ // id = 100 [email protected]$ = "Guild Point_01"; if (instance_id()) { // ignore the console debug message (harmless) mes "[Sample Instance]"; mes "You are already part of an instance."; next; switch(select("Enter Instance.:Cancel.")) { case 1: break; case 2: mes "[Sample Instance]"; mes "You don't want to try again?"; emotion ET_CRY; close; } } else { mes "[Sample Instance]"; mes "Would you like to try the sample instance in Abyss Lake 3?"; next; switch(select("Create Instance.:Cancel.")) { case 1: [email protected] = instance_create([email protected]$); if ([email protected] < 0) { mes "[Sample Instance]"; switch ([email protected]) { case -1: mes "ERROR: Invalid type."; break; case -2: mes "ERROR: Party not found."; break; case -3: mes "ERROR: Instance already exists."; break; case -4: mes "ERROR: No free instances."; break; } mes " "; mes "Instance creation ^FF0000failed^000000."; emotion ET_HUK; close; } mes "[Sample Instance]"; mes "Instance created."; mes " "; mes "Now entering the instance..."; next; break; case 2: mes "[Sample Instance]"; mes "Okay. Maybe next time!"; close; } } [email protected] = instance_enter([email protected]$); if ([email protected] != 0) { mes "[Sample Instance]"; switch ([email protected]) { case 1: mes "ERROR: Party not found."; break; case 2: mes "ERROR: Party does not have an instance."; break; case 3: mes "ERROR: Unknown error."; break; } mes " "; mes "Instance entry ^FF0000failed^000000."; emotion ET_HUK; close; } close; } // Instance Scripts //============================================================ support,12,86,6 script Instance NPC#start2 101,{ mes "[Instance NPC]"; mes "Are you ready to begin?"; next; switch(select("Yes.:No.")) { case 1: mes "[Instance NPC]"; mes "Good luck."; close2; donpcevent instance_npcname("#ins_abyss03_mobs2")+"::OnEnable"; delwaitingroom; disablenpc instance_npcname(strnpcinfo(0)); end; case 2: mes "[Instance NPC]"; mes "Take your time."; close; } end; OnInit: // hide the NPC on the normal map disablenpc strnpcinfo(0); end; OnInstanceInit: // initialize the NPC when the instance is created disablenpc instance_npcname("abysslakedunwarp004"); // disable original warp portal (currently buggy) waitingroom "Click here to start!",0; end; } support,0,0,0 script #ins_abyss03_mobs2 -1,{ end; OnEnable: initnpctimer; end; OnTimer1000: //strnpcinfo(4) will retrieve the instanced map name mapannounce strnpcinfo(4),"Instance NPC: The Abyss Lake instance has begun.",bc_all; end; OnTimer4000: mapannounce strnpcinfo(4),"Instance NPC: Smash the Treasure Chest in the center of the map for a prize.",bc_all; end; OnTimer5000: stopnpctimer; // spawn mobs [email protected]$ = instance_mapname("support"); [email protected]$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; [email protected]_boss2$ = instance_npcname(strnpcinfo(0))+"::OnMyBossDead"; monster [email protected]$,0,0,"Huge Poring",1002,20,[email protected]$,2; monster [email protected]$,0,0,"Huge Drops",1113,15,[email protected]$,2; monster [email protected]$,0,0,"Huge Poporing",1031,10,[email protected]$,2; monster [email protected]$,0,0,"Huge Marin",1242,10,[email protected]$,2; monster [email protected]$,0,0,"Tiny Zombie",1015,30,[email protected]$,1; monster [email protected]$,0,0,"Huge Mime Monkey",1585,2,[email protected]$,2; monster [email protected]$,86,74,"Treasure Chest",1732,1,[email protected]_boss2$,2; end; OnMyMobDead: // normal mobs dispbottom "What am I doing? I should be attacking the Treasure Chest!"; viewpoint 0,97,102,0,0xFF0000; switch (rand(6)) { // for fun (: case 0: sc_start SC_STONE,5000,0; break; case 1: sc_start SC_FREEZE,5000,0; break; case 2: sc_start SC_STUN,5000,0; break; case 3: sc_start SC_SLEEP,5000,0; break; case 4: sc_start SC_CONFUSION,5000,0; break; case 5: sc_start SC_BLIND,5000,0; break; } end; OnMyBossDead: // treasure chest specialeffect2 EF_MVP; getitem 512,1; //Apple // trigger other events [email protected]$ = instance_mapname("support"); [email protected]$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; killmonster [email protected]$,[email protected]$; mapannounce [email protected]$,"Instance NPC: Good work! Please speak to me as soon as possible.",bc_all; donpcevent instance_npcname("Instance NPC#finish2")+"::OnEnable"; end; } support,67,78,4 script Instance NPC#finish2 101,{ mes "[Instance NPC]"; mes "Congratulations! You've finished the instance."; mes "I'll send you back to town now."; emotion ET_BEST; close2; warp "prontera",156,191; instance_destroy(); end; OnInit: disablenpc strnpcinfo(0); end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(0)); end; OnEnable: enablenpc instance_npcname(strnpcinfo(0)); specialeffect EF_HIDING; end; } support,66,86,0 script #ins_abyss03_warp2 45,5,5,{ end; OnTouch: mes "Are you sure you want to leave?"; next; switch(select("Leave.:Stay.")) { case 1: warp "prontera",156,191; break; case 2: warp strnpcinfo(4),160,155; break; } close; OnInit: disablenpc strnpcinfo(0); end; } LET ME EXPLAIN, I NEED 109 maps cloned.
  8. Thanks man! Worked! My version is little old i think. //===== rAthena Script ======================================= //= Sample: Instancing //===== By: ================================================== //= Euphy //===== Last Updated: ======================================== //= 20140129 //===== Description: ========================================= //= Contains elements of a basic instance script. //============================================================ // Before running this script, add the entry below to // 'db/(pre-)re/instance_db.txt': // 100,Abyss Lake Instance,3600,300,abyss_03,160,155 // Instance Creation //============================================================ prontera,151,190,6 script Sample Instance 101,{ [email protected]$ = "Abyss Lake Instance"; if (instance_id()) { // ignore the console debug message (harmless) mes "[Sample Instance]"; mes "You are already part of an instance."; next; switch(select("Enter Instance.:Cancel.")) { case 1: break; case 2: mes "[Sample Instance]"; mes "You don't want to try again?"; emotion ET_CRY; close; } } else { mes "[Sample Instance]"; mes "Would you like to try the sample instance in Abyss Lake 3?"; next; switch(select("Create Instance.:Cancel.")) { case 1: [email protected] = instance_create([email protected]$); if ([email protected] < 0) { mes "[Sample Instance]"; switch ([email protected]) { case -1: mes "ERROR: Invalid type."; break; case -2: mes "ERROR: Party not found."; break; case -3: mes "ERROR: Instance already exists."; break; case -4: mes "ERROR: No free instances."; break; } mes " "; mes "Instance creation ^FF0000failed^000000."; emotion ET_HUK; close; } mes "[Sample Instance]"; mes "Instance created."; mes " "; mes "Now entering the instance..."; next; break; case 2: mes "[Sample Instance]"; mes "Okay. Maybe next time!"; close; } } [email protected] = instance_enter([email protected]$); if ([email protected] != 0) { mes "[Sample Instance]"; switch ([email protected]) { case 1: mes "ERROR: Party not found."; break; case 2: mes "ERROR: Party does not have an instance."; break; case 3: mes "ERROR: Unknown error."; break; } mes " "; mes "Instance entry ^FF0000failed^000000."; emotion ET_HUK; close; } close; } // Instance Scripts //============================================================ abyss_03,154,159,6 script Instance NPC#start 101,{ mes "[Instance NPC]"; mes "Are you ready to begin?"; next; switch(select("Yes.:No.")) { case 1: mes "[Instance NPC]"; mes "Good luck."; close2; donpcevent instance_npcname("#ins_abyss03_mobs")+"::OnEnable"; delwaitingroom; disablenpc instance_npcname(strnpcinfo(0)); end; case 2: mes "[Instance NPC]"; mes "Take your time."; close; } end; OnInit: // hide the NPC on the normal map disablenpc strnpcinfo(0); end; OnInstanceInit: // initialize the NPC when the instance is created disablenpc instance_npcname("abysslakedunwarp004"); // disable original warp portal (currently buggy) waitingroom "Click here to start!",0; end; } abyss_03,0,0,0 script #ins_abyss03_mobs -1,{ end; OnEnable: initnpctimer; end; OnTimer1000: //strnpcinfo(4) will retrieve the instanced map name mapannounce strnpcinfo(4),"Instance NPC: The Abyss Lake instance has begun.",bc_all; end; OnTimer4000: mapannounce strnpcinfo(4),"Instance NPC: Smash the Treasure Chest in the center of the map for a prize.",bc_all; end; OnTimer5000: stopnpctimer; // spawn mobs [email protected]$ = instance_mapname("abyss_03"); [email protected]$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; [email protected]_boss$ = instance_npcname(strnpcinfo(0))+"::OnMyBossDead"; monster [email protected]$,0,0,"Huge Poring",1002,20,[email protected]$,2; monster [email protected]$,0,0,"Huge Drops",1113,15,[email protected]$,2; monster [email protected]$,0,0,"Huge Poporing",1031,10,[email protected]$,2; monster [email protected]$,0,0,"Huge Marin",1242,10,[email protected]$,2; monster [email protected]$,0,0,"Tiny Zombie",1015,30,[email protected]$,1; monster [email protected]$,0,0,"Huge Mime Monkey",1585,2,[email protected]$,2; monster [email protected]$,97,102,"Treasure Chest",1732,1,[email protected]_boss$,2; end; OnMyMobDead: // normal mobs dispbottom "What am I doing? I should be attacking the Treasure Chest!"; viewpoint 0,97,102,0,0xFF0000; switch (rand(6)) { // for fun (: case 0: sc_start SC_STONE,5000,0; break; case 1: sc_start SC_FREEZE,5000,0; break; case 2: sc_start SC_STUN,5000,0; break; case 3: sc_start SC_SLEEP,5000,0; break; case 4: sc_start SC_CONFUSION,5000,0; break; case 5: sc_start SC_BLIND,5000,0; break; } end; OnMyBossDead: // treasure chest specialeffect2 EF_MVP; getitem 512,1; //Apple // trigger other events [email protected]$ = instance_mapname("abyss_03"); [email protected]$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; killmonster [email protected]$,[email protected]$; mapannounce [email protected]$,"Instance NPC: Good work! Please speak to me as soon as possible.",bc_all; donpcevent instance_npcname("Instance NPC#finish")+"::OnEnable"; end; } abyss_03,97,102,4 script Instance NPC#finish 101,{ mes "[Instance NPC]"; mes "Congratulations! You've finished the instance."; mes "I'll send you back to town now."; emotion ET_BEST; close2; warp "prontera",156,191; instance_destroy(); end; OnInit: disablenpc strnpcinfo(0); end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(0)); end; OnEnable: enablenpc instance_npcname(strnpcinfo(0)); specialeffect EF_HIDING; end; } abyss_03,115,26,0 script #ins_abyss03_warp 45,5,5,{ end; OnTouch: mes "Are you sure you want to leave?"; next; switch(select("Leave.:Stay.")) { case 1: warp "prontera",156,191; break; case 2: warp strnpcinfo(4),160,155; break; } close; OnInit: disablenpc strnpcinfo(0); end; } BUT NOW, I JUST WANT TO CREATE COPIES OF A VIP Room. My NPC Vip will create a "new" map or "copy" when there is 10 or more players in the vip map... how to create new copies?
  9. I tried to use this example and the same kind of problem...
  10. how to do it? *instance_mapname("<map name>"{,<instance id>}) Returns the unique name of the instanced map. If no instance ID is specified, the instance the script is attached to is used. If the script is not attached to an instance, the instance of the currently attached player is used (if it is a character, party, guild or clan mode). If it is not owned by anyone, no player needs to be attached. If that fails, the command returns an empty string instead. I sow this command, but how to use it? There is no examples in the documentation.
  11. I want use the same map for many houses Is it possible instancing this like a "different" map, but using the same one.
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