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Everything posted by Yaziid91
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Thank you for your response. You didn’t have to change anything else, like in the batte conf or anywhere else? I have exactly the same thing in my pc.hpp, but it’s not working.
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Hello, I have a problem with the Taekwon class in pre-renewal. When I complete the TK missions, I receive the success message and I can see myself in the ranking, but the HP+ effect and Combo Chain do not work. I have completed 11 TK missions and I am level 375. Does anyone know where this issue could come from, please? Thank you!
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Thanks for your reply but it still doesn't work but I used another method everything works SOLVED // Boutique Hunting ro_prontera,122,247,5 script Hunting Point Shop 861,{ mes "[Points Hunting]"; mes "Vous avez ^0000FF" + #HUNT_Q_POINTS + "^000000 points."; next; if(select("Acheter:Annuler") == 2) { mes "[Points Hunting]"; mes "Revenez quand vous voudrez dépenser vos points!"; close; } mes "[Points Hunting]"; mes "Ouverture de la boutique..."; close2; // Appel de la boutique personnalisée callshop "hunt_shop", 1; npcshopattach "hunt_shop"; end; OnBuyItem: // Trouver le prix de l'objet for (set .@i, 0; .@i < getarraysize(.shop_items); .@i++) { if (.shop_items[.@i] == @bought_nameid) { set .@price, .shop_costs[.@i]; break; } } // Calculer le coût total set .@total_cost, .@price * @bought_quantity; // Vérifier si le joueur a assez de points if (#HUNT_Q_POINTS < .@total_cost) { dispbottom "Vous n'avez pas assez de points de chasse!"; end; } // Vérifier le poids de l'inventaire if (checkweight(@bought_nameid, @bought_quantity) == 0) { dispbottom "Votre inventaire est trop plein!"; end; } // Effectuer l'achat set #HUNT_Q_POINTS, #HUNT_Q_POINTS - .@total_cost; getitem @bought_nameid, @bought_quantity; dispbottom "Achat effectué! Vous avez dépensé " + .@total_cost + " points. Il vous reste " + #HUNT_Q_POINTS + " points."; end; OnInit: // Définir les articles et leurs coûts setarray .shop_items[0], 6232, 50005, 12922, 510108, 50000, 12240, 12622, 60016, 7776; setarray .shop_costs[0], 30, 80, 100, 200, 200, 250, 300, 1000, 50; // Créer la boutique npcshopdelitem "hunt_shop", 512; // Effacer tout article existant // Ajouter chaque article avec son prix (en zeny, mais sera converti en points) for (set .@i, 0; .@i < getarraysize(.shop_items); .@i++) { npcshopadditem "hunt_shop", .shop_items[.@i], .shop_costs[.@i]; } waitingroom "Points Hunting",0; end; } // Définition de la boutique - shop hunt_shop -1,512:-1
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I have corrected this part; I hadn't seen it before, thanks. But I still have the same problem, and I just noticed that the NPC starts directly with ID 50005:80, skipping the first one.
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Hello, could someone explain to me why my shop in point shows me apples and not all the items that I put? ro_prontera,122,247,5 script Hunting Point Shop 861,{ mes "[Points Hunting]"; mes "Vous avez ^0000FF" + #HUNT_Q_POINTS + "^000000 points."; next; callshop "hunt_shop",1; end; OnInit: waitingroom "Points Hunting",0; end; } pointshop hunt_shop -1,6232:30,50005:80,12922:100,510108:200,50000:200,12240:250,12622:3é00,60016:1000,7776:50
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Sure
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Thanks for your answer, but it doesn't work.
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Hello, could someone explain to me how to disable Cart Termination and Desperado Reflect on the latest version of rAthena, please? I’ve tried everything I could find on the forums, but nothing works, probably because the solutions are for older versions. Thanks for ur help.
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Hello, someone could tell me why this script does not work, I have no error in my console but the message is not displayed - script MonsterKill -1,{ OnNPCKillEvent: if( getmonsterinfo(killedrid, MOB_MVPEXP) ){ set #MVPPoint,#MVPPoint+1; dispbottom "Gained 1 MVP Points. Total : "+ #MVPPoint +" MVP Points."; } }
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Recolour: Valkyrie Set Recolors
Yaziid91 replied to Dev Hatred's topic in Sprites & Pallette Downloads
hi someone have valk armor orange spr ? -
Hello, I would like to know if it is possible to create a script for item bonuses that apply to skills of type "support" and "ground." I have a set that increases the skills of all classes by 10%, but with bSkillAtk, some of them do not work. I would like to know if this is possible,for example, you know that the bonus bSkillAtk,ASC_BREAKER,10; increases the damage of the skill Soul Breaker by 10%. I would like a bonus that increases the effectiveness of skills that do not deal damage. For example, the skill Deluge Lv5 provides the following effects: +20% DMG from Water Attacks / +15% Maximum HP for Water Armor. I would like a bonus like bSkillGround,SA_DELUGE,10; to increase the effect of the skill by 10%, so it would increase it to +24% DMG from Water Attacks / +18% Maximum HP for Water Armor. This for Ground and Support skill ? Thanks have a nice day
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need help strong mvp green aura on pre renewal
Yaziid91 replied to Yaziid91's question in Source Support
Thabks solved -
Good evening, could someone tell me how to desactivate the green aura mobs in pre-renewal, there is no damage taken in the db mob but resists a lot I think it comes from the src but I can't find it
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Release: Battleground Extended 2020 ! With Bomberman/Poring Ball
Yaziid91 replied to grenat50's topic in Source Releases
someone have update please ? -
Job Sprite: Third Job Costumes & New Classes: Corrected
Yaziid91 replied to Haziel's topic in Sprites & Pallette Downloads
Hello, could someone explain to me how to create an NPC like the 3rd suit but only with these new skins? -
thanks
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what is name of your hat please
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<script src="https://gist.github.com/Litro/37bd40c7fc6374d6952d976cb8652e39.js"></script> Hello, I have an error in this source could someone tell me how to correct the mob.cpp part for new emu mob.cpp: In function ‘void mob_log_damage(mob_data*, block_list*, int)’: mob.cpp:2394:38: error: ‘struct map_data’ has no member named ‘flag’; did you mean ‘std::vector<int> map_data::flags’? (not accessible from this context) 2394 | if (mapdata->flag[MF_ATTACKMOBEVENT]) | ^~~~ In file included from status.hpp:17, from mob.hpp:13, from mob.cpp:4: map.hpp:857:26: note: declared private here 857 | std::vector<int> flags; | ^~~~~ mob.cpp:2395:42: error: invalid initialization of reference of type ‘map_session_data&’ from expression of type ‘map_session_data*’ 2395 | npc_script_event(sd, NPCE_ATTACKMOBEVENT); | ^~ In file included from mob.cpp:37: npc.hpp:1819:44: note: in passing argument 1 of ‘size_t npc_script_event(map_session_data&, npce_event)’ 1819 | size_t npc_script_event( map_session_data& sd, enum npce_event type ); Edit: Solved : struct map_data *mapdata = map_getmapdata(sd->bl.m); if (map_getmapflag(sd->bl.m, MF_ATTACKMOBEVENT) && sd != nullptr) { npc_script_event(*sd, NPCE_ATTACKMOBEVENT); }
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Bumpp
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bump
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ro_prontera,248,183,4 script Equipment Enchanter 821,{ disable_items; mes "[^0000FFEnchanteur Royal^000000]"; mes "Ah, bienvenue voyageur !"; mes "Je suis l'héritier d'une longue lignée d'enchanteurs royaux."; mes "Mon art a été transmis de génération en génération..."; next; mes "[^0000FFEnchanteur Royal^000000]"; mes "Jadis, nos enchantements protégeaient le royaume entier."; mes "Aujourd'hui, je mets mon savoir à votre service."; next; if(.s_zeny > 0) mes "Pour une modique somme de " + .s_zeny + " Zeny..."; if(.item_is_required) mes "Et l'utilisation d'un orbe magique..."; mes "Je peux tenter d'enchanter votre équipement."; next; mes "[^0000FFEnchanteur Royal^000000]"; mes "Je vous conseille de retirer de votre inventaire"; mes "tout équipement similaire à celui que vous"; mes "souhaitez enchanter. Par sécurité..."; next; .@string$[0] = "Enchanter un objet"; if(.remove_enchant) .@string$[1] = "Retirer un enchantement"; if(.enable_the_shop) .@string$[2] = "Voir les objets enchantables"; mes "[^0000FFEnchanteur Royal^000000]"; mes "Que puis-je faire pour vous ?"; menu .@string$[0],L_Enchant,.@string$[1],L_Remove,.@string$[2],-; callsub Q_shop; end; L_Remove: .@remove_orbs = true; L_Enchant: next; mes "[^0000FFEnchanteur Royal^000000]"; mes "Sélectionnez l'équipement à enchanter..."; // Construction du menu d'équipement for(.@i=0; .@i<getarraysize(.s_all$); .@i++) if(getequipid(.s_all_loc[.@i])>-1) { set .@armor_menu$, .@armor_menu$ + .s_all$[.@i] + " - [ ^E81B02" + getitemname(getequipid(.s_all_loc[.@i])) + "^000000 ]:"; }else{ set .@armor_menu$, .@armor_menu$ + .s_all$[.@i] + " - [ ^D6C4E8" + "Non équipé" + "^000000 ]:"; } set .@s_all_selected, select(.@armor_menu$) -1; if(getequipid(.s_all_loc[.@s_all_selected])< 0){ mes "[^0000FFEnchanteur Royal^000000]"; mes "Vous devez d'abord équiper un objet à cet emplacement."; close; } if (countitem(getequipid(.s_all_loc[.@s_all_selected])) > 1){ mes "[^0000FFEnchanteur Royal^000000]"; mes "Je détecte plusieurs objets identiques dans votre inventaire."; mes "Par sécurité, veuillez n'en garder qu'un seul."; close; } .@s_item_refine = getequiprefinerycnt(.s_all_loc[.@s_all_selected]); if( getd(".specific_" + .s_all$[.@s_all_selected] + "s") ==1){ for(.@i=0;.@i<getarraysize(getd("." + .s_all$[.@s_all_selected] + "s$"));.@i++){ if(getequipid(.s_all_loc[.@s_all_selected]) == atoi(getd("." + .s_all$[.@s_all_selected] + "s$["+.@i+"]"))){ .@good_to_go = true; } } }else{ for(.@i=0;.@i<getarraysize(.black_list$);.@i++){ if(getequipid(.s_all_loc[.@s_all_selected]) == atoi(.black_list$[.@i])){ .@black_list_item = true; } } .@good_to_go = true; } if(!.@good_to_go || .@black_list_item){ mes "désolée"; mes "je ne peux pas enchanter cet objet."; close; } for(.@i=0;.@i<(MAX_ITEM_RDM_OPT-1);.@i++){ .@r_id[.@i] = getequiprandomoption(.s_all_loc[.@s_all_selected],.@i,ROA_ID); .@r_v[.@i] = getequiprandomoption(.s_all_loc[.@s_all_selected],.@i,ROA_VALUE); .@r_p[.@i] = getequiprandomoption(.s_all_loc[.@s_all_selected],.@i,ROA_PARAM); } .@card0 = getequipcardid(.s_all_loc[.@s_all_selected],0); .@card1 = getequipcardid(.s_all_loc[.@s_all_selected],1); .@card2 = getequipcardid(.s_all_loc[.@s_all_selected],2); .@card3 = getequipcardid(.s_all_loc[.@s_all_selected],3); if(.@remove_orbs){ next; mes "cela supprimera toutes les cartes et orbes à l'intérieur de l'objet!"; if (.s_zeny_remove > 0) { mes "cela vous coûtera " + .s_zeny_remove + " Zeny."; } mes "es-tu sûr?"; switch(select("Non:Oui")){ case 1: end; case 2: mes "pour la dernière fois!"; mes "es-tu sûr?"; switch(select("Non:Oui")){ case 1: end; case 2: if (Zeny < .s_zeny_remove) { mes "Désolé, mais tu n'as pas assez de zeny."; close; } if(.select_remove_orb){ if(.@card0 == 0).@card0$ = " - [ ^D6C4E8" + "No Equip" + "^000000 ]:"; else .@card0$ = getitemname(.@card0); if(.@card1 == 0).@card1$ = " - [ ^D6C4E8" + "No Equip" + "^000000 ]:"; else .@card1$ = getitemname(.@card1); if(.@card2 == 0).@card2$ = " - [ ^D6C4E8" + "No Equip" + "^000000 ]:"; else .@card2$ = getitemname(.@card2); if(.@card3 == 0).@card3$ = " - [ ^D6C4E8" + "No Equip" + "^000000 ]:"; else .@card3$ = getitemname(.@card3); switch(select(.@card0$,.@card1$,.@card2$,.@card3$)){ case 1: .@card0 = 0; break; case 2: .@card1 = 0; break; case 3: .@card2 = 0; break; case 4: .@card3 = 0; break; } specialeffect2 EF_REPAIRWEAPON; set .@item, getequipid(.s_all_loc[.@s_all_selected]); delitem .@item,1; getitem3 .@item, 1, 1, .@s_item_refine, 0, .@card0, .@card1, .@card2, .@card3,.@r_id,.@r_v,.@r_p; set Zeny, Zeny-.s_zeny_remove; end; } specialeffect2 EF_REPAIRWEAPON; set .@item, getequipid(.s_all_loc[.@s_all_selected]); delitem .@item,1; getitem3 .@item, 1, 1, .@s_item_refine, 0, 0, 0, 0, 0,.@r_id,.@r_v,.@r_p; set Zeny, Zeny-.s_zeny_remove; end; } } } if(.chosse_orb){ next; mes "[^0000FFEnchanteur Royal^000000]"; mes "Maintenant, choisissez l'orbe magique à utiliser :"; for(.@i=0; .@i<getarraysize(getd("." + .s_all$[.@s_all_selected] + "$")); .@i++) set .@orb_menu$, .@orb_menu$ + getitemname(atoi(getd("." + .s_all$[.@s_all_selected] + "$["+.@i+"]"))) + ":"; set .@s_orb_selected, select(.@orb_menu$) -1; .@selected_orb_id = getd("." + .s_all$[.@s_all_selected] + "$["+.@s_orb_selected+"]"); }else{ .@selected_orb_size = rand(getarraysize(getd("." + .s_all$[.@s_all_selected] + "$"))); .@selected_orb_id = getd("." + .s_all$[.@s_all_selected] + "$["+.@selected_orb_size+"]"); } next; mes "[^0000FFEnchanteur Royal^000000]"; mes "Dans quel emplacement souhaitez-vous placer l'enchantement ?"; for(.@i=getd(".slot_count_" + .s_all$[.@s_all_selected]); .@i<4; .@i++) if(getequipcardid(.s_all_loc[.@s_all_selected],.@i)!= null) { set .@slot_menu$, .@slot_menu$ + " [ ^E81B02" + getitemname(getequipcardid(.s_all_loc[.@s_all_selected],.@i)) + "^000000 ]:"; }else{ set .@slot_menu$, .@slot_menu$ + " [ ^D6C4E8" + "Empty" + "^000000 ]:"; } set .@s_slot_selected, select(.@slot_menu$) -1; .@s_slot_selected += getd(".slot_count_" + .s_all$[.@s_all_selected]); if(!.s_enchant_overwrite){ if(getequipcardid(.s_all_loc[.@s_all_selected],.@s_slot_selected) > 0){ mes "vous avez déjà une orbe dans cet emplacement"; close; } } // Processus d'enchantement if (Zeny < .s_zeny) { mes "[^0000FFEnchanteur Royal^000000]"; mes "Pardonnez-moi, mais vous n'avez pas assez de zeny..."; close; } if(.item_is_required && .chosse_orb){ if (countitem(.@selected_orb_id) < 1){ mes"tu n'as pas d'orbe d'enchantement"; close; } } // Animation et résultat close2; specialeffect2 EF_MAPPILLAR; progressbar "ffff00",.progress_time; // Prélever les coûts if(.item_is_required && .chosse_orb){ delitem .@selected_orb_id,1; // Supprimer l'orbe utilisé } if (Zeny >= .s_zeny) { Zeny -= .s_zeny; // Enlever le zeny } if (rand(100) < .success_chanse[.@s_slot_selected]){ // Sauvegarde l'ID de l'item avant suppression set .@item_id, getequipid(.s_all_loc[.@s_all_selected]); // Supprime l'item original delitem .@item_id,1; // Annonce le succès if (.@item_id && getitemname(.@item_id) != "null") { announce "~~ Les arcanes résonnent ! "+strcharinfo(0)+" a réussi son enchantement sur "+getitemname(.@item_id)+" ! ~~",bc_all; } specialeffect2 154; mes "[^0000FFEnchanteur Royal^000000]"; mes "^00FF00L'enchantement est un succès !^000000"; mes "Les énergies magiques se sont parfaitement alignées."; // Applique l'enchantement et redonne l'item setd(".@card" + .@s_slot_selected, .@selected_orb_id); getitem3 .@item_id, 1, 1, .@s_item_refine, 0, .@card0, .@card1, .@card2, .@card3,.@r_id,.@r_v,.@r_p; equip .@item_id; close; } OnInit: //--------------------------------------------------------------// //--------------------------------------------------------------// //-------------------- configuration -----------------------// //--------------------------------------------------------------// //--------------------------------------------------------------// //--------------------------------------------------------------// //if you want to remove one from the menu you need to remove it down too!! /or add //--------------------------------------------------------------// setarray .s_all$,"Armor","Shield","Germent","Shose","Accessary","Upper","Middel","Lower"; setarray .s_all_loc,EQI_ARMOR,EQI_HAND_L,EQI_GARMENT,EQI_SHOES,EQI_ACC_L,EQI_HEAD_TOP,EQI_HEAD_MID,EQI_HEAD_LOW; //--------------------------------------------------------------// //Orbs IDs (Note : Shield = left hand so the weapon on the left hand count as Shield too! //--------------------------------------------------------------// setarray .Armor$,29242,29302,29303,29304,29305,29306,29307,29308,29309,29361,29438; setarray .Shield$,20022,20023; setarray .Germent$,20020,20021; setarray .Shose$,20001,20002,20003,20004,20005,20007,20008,20009,20010,20011,20012,20013,20014,20015,20016,20017,20018,20019; setarray .Accessary$,4763,4765,29240; setarray .Upper$,4709,4719,4729,4739,4749,4759,29443; setarray .Middel$,4709,4719,4729,4739,4749,4759,29443; setarray .Lower$,4709,4719,4729,4739,4749,4759,29443; //--------------------------------------------------------------// //if you want to put specific IDs for kind of gear put it to 1 //--------------------------------------------------------------// .specific_Armors = false; .specific_Shields = false; .specific_Germents = false; .specific_Shoses = false; .specific_Accessarys = false; .specific_Uppers = false; .specific_Middels = false; .specific_Lowers = false; //--------------------------------------------------------------// //here you can make a specific slot number for each kind //0 = all 4 slot ,1 = last 3 slot ,2 = last 2 slot ,3 = last 1 slot //--------------------------------------------------------------// .slot_count_Armor = 3; .slot_count_Shield = 3; .slot_count_Germent = 3; .slot_count_Shose = 3; .slot_count_Accessary = 3; .slot_count_Upper = 3; .slot_count_Middel = 3; .slot_count_Lower = 3; //--------------------------------------------------------------// //other configuration //--------------------------------------------------------------// setarray .success_chanse,0,0,0,100; //success chanse [1st_slot_chanse,2nd_slot_chanse,3rd_slot_chanse,4th_slot_chanse] .s_zeny = 10000; //if you don't want zeny requirment set it to 0 .s_zeny_remove = 10000; //this for enchantment reset .item_is_required = true; //if you want the orb it self to be required true = yes , false = no(if .chosse_orb = false this will be false too) .s_enchant_overwrite = false; //if true then you can overwrite the enchant .progress_time = 2; //the time that needed to wait until the socket end .chosse_orb = true; //false = random ,true = yes .remove_enchant = true; //false = no ,true = yes .select_remove_orb = true; } Hello, I customized the enchantment script but I have a small problem I do not understand why I cannot dislodge the enchanted orbs otherwise everything else works, I have no errors in the console if anyone can help me please
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Need help for this script gold room no monster spawn but no error on cmd
Yaziid91 replied to Yaziid91's question in Scripting Support
buump -
Need help for this script gold room no monster spawn but no error on cmd
Yaziid91 replied to Yaziid91's question in Scripting Support
Buump help please -
Need help for this script gold room no monster spawn but no error on cmd
Yaziid91 replied to Yaziid91's question in Scripting Support
buump