Dev G Inc

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About Dev G Inc

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  1. The Luadec is only for 32 bit, how about for 64 bit? new here
  2. Yes i was referring to a Viking Helm. Many thanks Bewan!
  3. Hi guys, anyone has a valk helm? Would appreciate it if you can post the sprite and act file of this. Thanks! Edited: Sorry it is a Viking Helm not a Valk Helm
  4. You need to do the diff again. Mostly the errors are on the changes in you atcommand.cpp
  5. I have not selected it. But ill try now.
  6. Do you have the original psd file for the patcher, would be nice to just insert logos on patcher. But great work none the less! EDITED: Anyone who wants a copy of the patcher with a clear placing, ive added it here. Thank you @Balfear Just edit it via photoshop or whatever file you need to edit it with. Photoshop: https://www.mediafire.com/file/t8dwm1jt5gydypq/clear_template.psd/file BMP file: https://www.mediafire.com/view/g78ftx1d75wcnj9/clear_template_no_logo.bmp/file
  7. Hi, i have a questions, once you spawn these "fake players" do they do anything? And can you make them attack players etc. Hope someone can enlighten me on this!
  8. I tried adding a bindatcommand at the bottom. It calls the NPC and shows a menu but the menu does not contain anything. prontera,169,186,6 script Reset Manager 120,{ function ManageBuild; OnBuildManager: mes "Select Your Services"; next; switch( select( ( .BMMode & 1 )?"^FF0000Save & Switch Builds - 10000z^000000":"", ( .BMMode & 2 )?"^0000FFReset Status - 5000z^000000":"", ( .BMMode & 4 )?"^0000FFReset Skills - 5000z^000000":"")){ Case 1: for( set [email protected],1; [email protected] <= .MaxSlots; set [email protected],[email protected] + 1 ) set [email protected]$,[email protected]$ + (( getd( "Slot_"[email protected]+"$" ) == "" )?"^FF0000Empty Slot^000000":getd( "Slot_"[email protected]+"$" ) )+":"; set [email protected],select( [email protected]$ ); do{ next; mes "Build : ^FF0000"+(( getd( "Slot_"[email protected]+"$" ) == "" )?"Slot "[email protected]:getd( "Slot_"[email protected]+"$" ) )+"^000000"; mes "STR - ^0000FF"+getd( "STR_"[email protected] )+"^000000 INT - ^0000FF"+getd( "INT_"[email protected] )+"^000000"; mes "AGI - ^0000FF"+getd( "AGI_"[email protected] )+"^000000 DEX - ^0000FF"+getd( "DEX_"[email protected] )+"^000000"; mes "VIT - ^0000FF"+getd( "VIT_"[email protected] )+"^000000 LUK - ^0000FF"+getd( "LUK_"[email protected] )+"^000000"; mes " "; mes "Remaining Points : ^0000FF"+getd( "STATS_"[email protected] )+"^000000"; set [email protected],select(( getd( "Slot_"[email protected]+"$" ) == "" )?"":"^0000FFSwitch", ( getd( "Slot_"[email protected]+"$" ) == "" )?"Save":"", ( getd( "Slot_"[email protected]+"$" ) == "" )?"":"^FF0000Clear" ); ManageBuild( [email protected],[email protected]); }while( [email protected] != 1 ); break; Case 2: Zeny -= 5000; ResetStatus; mes "Status has been Reseted."; break; Case 3: Zeny -= 5000; ResetSkill; mes "Skills has been Reseted."; break; } close; function ManageBuild { switch( getarg(1) ){ Case 1: // Switch Build Zeny -= 10000; message strcharinfo(0),"Build has been ^FF0000Switched^000000."; ResetStatus; set StatusPoint,getd( "STATS_"+getarg(0) ); statusup2 bStr,getd( "STR_"+getarg(0) ) - 1; statusup2 bAgi,getd( "AGI_"+getarg(0) ) - 1; statusup2 bVit,getd( "VIT_"+getarg(0) ) - 1; statusup2 bInt,getd( "INT_"+getarg(0) ) - 1; statusup2 bDex,getd( "DEX_"+getarg(0) ) - 1; statusup2 bLuk,getd( "LUK_"+getarg(0) ) - 1; break; Case 2: // Save Build setd( "STR_"+getarg(0) ),readparam(bStr); setd( "AGI_"+getarg(0) ),readparam(bAgi); setd( "VIT_"+getarg(0) ),readparam(bVIT); setd( "INT_"+getarg(0) ),readparam(bInt); setd( "DEX_"+getarg(0) ),readparam(bDex); setd( "LUK_"+getarg(0) ),readparam(bLuk); setd( "STATS_"+getarg(0) ),StatusPoint; if( .Length[0] < .Length[1] && .Length[0] ){ mes "Input a ^FF0000Name^000000 for this Slot."; mes "Name Length : "+.Length[0]+" ~ "+.Length[1]+" Chars"; do{ input getd( "Slot_"+getarg(0)+"$" ); }while( getstrlen( getd( "Slot_"+getarg(0)+"$" ) ) < .Length[0] || getstrlen( getd( "Slot_"+getarg(0)+"$" ) ) > .Length[1] ); }else{ setd( "Slot_"+getarg(0)+"$" ),"Build "+getarg(0); } message strcharinfo(0),"Build has been ^FF0000Saved^000000."; break; Case 3: // Remove Build Zeny -= 10000; message strcharinfo(0),"Build has been ^FF0000Cleared^000000."; setd( "STR_"+getarg(0) ),0; setd( "AGI_"+getarg(0) ),0; setd( "VIT_"+getarg(0) ),0; setd( "INT_"+getarg(0) ),0; setd( "DEX_"+getarg(0) ),0; setd( "LUK_"+getarg(0) ),0; setd( "STATS_"+getarg(0) ),0; setd( "Slot_"+getarg(0)+"$" ),""; break; } return; } OnInit: // Mode of NPC // 1 = Save & Switch // 2 = Reset Status // 4 = Reset Skills // 7 = All of Above [ 1+2+4 = 7 ] set .BMMode,7; // How Many Slots available to Save Status Builds. set .MaxSlots,3; // Enable Stats Slot Rename + Max Name Length ( 0 = Disable ) setarray .Length,4,26; // Min. ~ Max. Words. bindatcmd "buildmanager",strnpcinfo(0)+"::OnBuildManager"; end; } new_1-2,182,178,4 duplicate(Reset Manager) Reset Manager#alb 757
  9. True, that is why i am asking the script developer if it is possible to disable that since i dont have much knowledge on how to modify it. But for discussion sake, the campfire is meant for no heal, low rate servers that enjoys natural healing of players. A really remarkable script indeed.
  10. Is it possible to either to disable the stacking heal effect of the campfire?
  11. Hi Epoque, will the item passive work even if the server is on pre-renewal settings? Also i am trying to test it, on item passive script, as i understand, it works like this? 7563,IPF_NONE, { bonus bStr,1; } if the item 7563 is on inventory, it should add +1 Str I also tried the crafting with the default example: // For example: 1201,1202,6032,80,5000 But when i have the requirement and the money, the button does not allow me to craft.
  12. revisited this link: Improvised to make it work: [email protected],83,112,5 script barricade 100,{ setwall "[email protected]",76,104,8,6,0,"EmpBarr"; monster "[email protected]",83,105,"Barricade",1905,1,"barricade::OnBarrierDestroyed"; //24; monster "[email protected]",82,105,"Barricade",1905,1,"barricade::OnBarrierDestroyed"; //25; monster "[email protected]",81,105,"Barricade",1905,1,"barricade::OnBarrierDestroyed"; //26; monster "[email protected]",80,105,"Barricade",1905,1,"barricade::OnBarrierDestroyed"; //27; monster "[email protected]",79,105,"Barricade",1905,1,"barricade::OnBarrierDestroyed"; //28; monster "[email protected]",78,105,"Barricade",1905,1,"barricade::OnBarrierDestroyed"; //29; monster "[email protected]",77,105,"Barricade",1905,1,"barricade::OnBarrierDestroyed"; //30; monster "[email protected]",76,105,"Barricade",1905,1,"barricade::OnBarrierDestroyed"; //31; end; OnBarrierDestroyed: set .barrdead, .barrdead-1; if (.barrdead==0) { delwall "EmpBarr"; announce "A wall has been broken!",bc_area; } else { end; } OnInit: set .barrdead, 8; }
  13. Is it possible to add an atcommand for this? I've tried to add one but i can't seem to make it work? Any thoughts on this?
  14. https://github.com/Stolao/Npc_Release/blob/master/Custom_Functions/Dispell.txt
  15. Hi, can anyone tell me how the passive Item Passive Script works? Any information where i can read it on the doc since i am confused about it. Thanks! @Epoque