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Posts posted by PsyOps
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I am not familiar with your bg script but if you have all of the bg scripts installed it should work. FYI I am referring to the default one. If it is not the default one, disregard my message.
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On 11/4/2022 at 1:59 PM, rayleigh said:
How can I make it also working for expanded class . Example. Gunslinger,ninja,soul linker.
If I am no mistaken, these do not have rebirth classes. Only Transcendent classes require rebirth.
On 11/4/2022 at 1:59 PM, rayleigh said:And also. When a character reset I want them to go back to a certain level. Level 50 maybe.
try going for set BaseLevel,50; after they achieve it
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On 12/1/2014 at 5:53 PM, a91323 said:
Idea:
https://www.youtube.com/watch?feature=player_embedded&v=sDOsByQ9VTs
mob control
set .@gid,bg_monster(1,"map",149,180,"波利",1002,""); unitwalk .@gid,167,180;
When x very far away
monster no walk
who can tell my why ?
Replying to the old thread, and also creating something with this, it seems that all of my readings led me to the conclusion that there is a range limit for monsters. If the coordinates are too far away, you can't really make them walk very long unless you create a loop to do the job which may not be flexible.
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On 6/3/2022 at 11:01 PM, kalabasa said:
itemlink not working in 2015 clients?
im using the 2021 diff. or im implementing it wrong? can someone gave an example using mes script
It should work on 2015 clients not unless you have it disabled via hexing.
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Good day guys,
It is possible to create a Read Custom Folder first?
I always see on the option when using Nemo. "Read Data Folder First" but can we change the 1st folder that the game reads?
My reason for asking is:
1. To make sure that a simple custom folder can help developers develop the game better while the game is active.
2. Some people who are aware of the data folder may use it for changing details of the game that might benefit them.3. The custom folder's name will only be known to developers so that editing the game will be easier and secure.
I know that the most simple way to prevent players from editing the data folder is to disable it on patching with nemo.
I just want to ask if it is possible so that i may find a way to do so or research more a bit about it.
Advance thanks to those who took the time to read it and to reply to it! -
1 hour ago, Dolphin86 said:
sorry if i hijack the post, but i am using cloudflare, how can i do this part?
Try to either use a separate webhost for the patcher. Or you can just create a new sub domain name for your patcher and remove the auto SSL on it.
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You need to create custom mobs for it, just duplicated it i guess.
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Well you can create a box that will call a function that will allow him to choose the items that he wants.
You just need to find a box and edit the items as needed.
// item_db.txt 35022,Freebie_Headgear_Box,Freebie Costume Headgear Box,18,20,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ callfunc "freecoshg"; },{},{} // script.txt function script freecoshg { setarray .freehg[0],19537,19835,31197,19973,20148; mes "Please select your Freebie Costume Headgear:"; next; select(""+getitemname(.freehg[0])+":"+getitemname(.freehg[1])+":"+getitemname(.freehg[2])+":"+getitemname(.freehg[3])+":"+getitemname(.freehg[4])+""); //*getitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>}; getitem2 .freehg[@menu-1],1,1,10,0,0,0,0,0; announce "Congratulations! "+strcharinfo(0)+" has just received the amazing "+getitemname(.freehg[@menu-1])+" from the "+getitemname(35022)+"!",0; end; }
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I think you are in the wrong section to ask this. But you need to access your database = phpmyadmin SQL to do this.
Find:
1. Character Name and his char_id
2. delete the homunculus on the homunculus database. -
You need the tga files of the poem/song that is missing. Check an updated version of kRO to extract the necessary files.
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On 2/19/2021 at 1:53 AM, AlpacaOverlord said:
From the looks of it, its a fairly easy system to replicate. Thing that would take the longest would be adding in the item descriptions. I "might" take interest and make a basic copy of it and post it here.
I have created a semi blue print system before. Total agree with it taking a lot of time to create and a lot of time to edit.
On 1/14/2021 at 2:04 AM, Vy Low said:They just rename it, but basically its just one of the matterials
100% on this. The blue print system is like a quest shop. Using it will do the trick or just nerf the drops. Either or.
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9 minutes ago, JackTheGorrion said:
Step 1: Delete installed java folders
Step 2: Install the latest version of java (the link above that I provide)
step 3: Run run.bat
PD: don't run it as admin
Thanks mate will try this and update you. Many thanks!
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9 hours ago, JackTheGorrion said:
you just have to open the file!!!
What problem do you have when opening it?
thanks for the reply @JackTheGorrion. I tried just opening it, it does not open. I may need to install more packages from java to make it work.
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How do i configure the Custom_Generator.jar?
I can't seem to open it. Any advices? -
On 11/25/2020 at 4:34 AM, JackTheGorrion said:
with this java it worked for me
PD: it's already working for me
@gidzdlcrz this works. try it
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On 9/22/2020 at 7:27 PM, BeWan said:
Updated version.
Thank you sir!
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On 2/7/2018 at 12:44 AM, sader1992 said:
make the map resnametable.txt file and import it to the client and the mapcache.dat and it will work without map files
currently trying this, what my problem is that i have tried adding this to resnametable.txt
[email protected]#[email protected]#
[email protected]#[email protected]#
[email protected]#[email protected]#
유저인터페이스\map\[email protected]#유저인터페이스\map\[email protected]#
and then for mapcache i ran it with weemapcache but it still does not work.
Any ideas where i missed the updates? -
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On 9/25/2020 at 9:11 PM, Mael said:
Change this: https://github.com/rathena/rathena/blob/972a14e4ed3c2ae15f5acb60652cf0c3db1d0deb/src/map/skill.cpp#L13386
To this:
if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
To this:
if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
will try this thanks @Mael
Update: Working thanks!
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6 hours ago, Mael said:
Your problem is in skill.cpp you must correct the 2 lines that you modified.
Thanks @Mael. How would I correct it? I am still learning how to read source codes. Any help would be much appreciated.
i am using an old trunk of rathena 972a14e4ed3c2ae15f5acb60652cf0c3db1d0deb -
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On 1/26/2019 at 2:09 AM, zackdreaver said:
this guys is an immortal thanks
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21 hours ago, xJhay said:
Experiencing this too. Any update for this wonderful script?
Probably there is actually. Just need to refine it really
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On 4/9/2017 at 7:09 AM, Jey said:
Oh I just realized:
*isequippedcnt is for counting cards only. Sorry didn't see it correctly. I thought it will count equipped items by a given nameid.
So a command to count equipped items is missing. There are now other possible solutions:
- As I mentioned above change the equip loc of the accessory to either right or left. (easiest method)
- Write a custom script-command like *countequipped(<itemid>) (most efficient solution)
- Write a custom script-function by using getinventorylist to count equipped items. Example:
# Careful! Not tested. function script countequipped { getinventorylist(); .@nameid = getarg(0,0); .@count = 0; for( .@i = 0; .@i < @inventorylist_count; .@i++) { if( @inventorylist_id[.@i] == .@nameid && @inventorylist_equip[.@i] > 0 ) .@count++; } return .@count; }
- Use countitem as a workaround for countequipped (Note: every inventory item will be counted)
Example DB entry for Clip:
2607,Clip,Clip,4,30000,,100,,0,,1,0xFFFFFFFF,63,2,136,,0,0,0,{ bonus bMaxSP,10; },{},{} #standard
2607,Clip,Clip,4,30000,,100,,0,,1,0xFFFFFFFF,63,2,136,,0,0,0,{ if( callfunc("countequipped",2607) > 1 ) { bonus bMaxSP,5; } else { bonus bMaxSP,10; } },{},{}
If you're interested in using the command "countequipped", I'll create a pull request for it as a script command, since I wouldn't recommend the inflationary use of getinventorylist.
So it means that if the player is wearing one ring and has the same ring on his inventory, then the script will count it as having two items?
Job Switch at max
in Script Requests
Posted
Do you have an instant job changer?