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Yaziid91

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Everything posted by Yaziid91

  1. ro_prontera,155,244,5 script Donjon des Rangs 757,{ mes "[^FF0000Évaluateur de Chasseur^000000]"; mes "Je suis l'évaluateur officiel des chasseurs."; mes "Dans quel rang souhaitez-vous être testé ?"; mes "^FF0000Attention^000000: Plus le rang est élevé,"; mes "plus les monstres seront puissants !"; next; switch(select(":Rang D (Novice):Rang C (Intermédiaire):Rang B (Avancé):Rang A (Expert):Rang S (Élite):Information:Quitter")) { case 1: case 2: case 3: case 4: case 5: case 6: set @selected_rank, @menu - 1; // Vérification des prérequis if (BaseLevel < .min_level[@selected_rank]) { mes "[^FF0000Évaluateur de Chasseur^000000]"; mes "Vous êtes encore trop faible pour ce rang."; mes "Niveau minimum requis: " + .min_level[@selected_rank]; mes "Revenez quand vous serez plus fort."; close; } if (Zeny < .entry_cost[@selected_rank]) { mes "[^FF0000Évaluateur de Chasseur^000000]"; mes "Frais d'évaluation: " + .entry_cost[@selected_rank] + " Zeny"; mes "Revenez quand vous aurez assez d'argent."; close; } // Confirmation mes "[^FF0000Évaluateur de Chasseur^000000]"; mes "^FF0000Attention^000000:"; mes "• Puissance des monstres: ×" + .power_multiplier[@selected_rank]; mes "• Récompense en Zeny: " + .MinZeny[@selected_rank] + " - " + .MaxZeny[@selected_rank]; mes "Êtes-vous sûr de vouloir entrer ?"; next; if(select("Oui:Non") == 2) close; // Entrée dans le donjon set Zeny, Zeny - .entry_cost[@selected_rank]; announce "Le chasseur [" + strcharinfo(0) + "] entre dans le donjon de Rang " + .rank_names$[@selected_rank] + "!", bc_all; warp .Map$[@selected_rank], 0, 0; break; case 7: mes "[^FF0000Évaluateur de Chasseur^000000]"; mes "Information sur les rangs :"; mes " "; for(set .@i, 0; .@i < getarraysize(.Map$); set .@i, .@i + 1) { mes "^FF0000Rang " + .rank_names$[.@i] + "^000000"; mes "- Niveau requis : " + .min_level[.@i]; mes "- Coût : " + .entry_cost[.@i] + " Zeny"; mes "- Puissance des monstres : ×" + .power_multiplier[.@i]; mes "- Récompense : " + .MinZeny[.@i] + " - " + .MaxZeny[.@i] + " Zeny"; if (.@i < getarraysize(.Map$) - 1) mes " "; } break; case 8: close; } end; OnInit: // Noms des rangs setarray .rank_names$[0], "D", // Novice "C", // Intermédiaire "B", // Avancé "A", // Expert "S"; // Élite // Maps des rangs setarray .Map$[0], "guild_vs3", // Rang D "guild_vs4", // Rang C "guild_vs5", // Rang B "guild_vs1", // Rang A "guild_vs2"; // Rang S // ID des monstres par rang setarray .MobID[0], 1002, // Rang D 1008, // Rang C 1004, // Rang B 1005, // Rang A 1007; // Rang S // Multiplicateur de puissance par rang setarray .power_multiplier[0], 2, // Rang D: ×2 3, // Rang C: ×3 4, // Rang B: ×4 5, // Rang A: ×5 6; // Rang S: ×6 // Niveau minimum par rang setarray .min_level[0], 150, // Rang D 200, // Rang C 250, // Rang B 300, // Rang A 375; // Rang S // Coût d'entrée par rang setarray .entry_cost[0], 1000000, // Rang D 2000000, // Rang C 4000000, // Rang B 8000000, // Rang A 10000000; // Rang S // Récompenses minimum par rang setarray .MinZeny[0], 100000, // Rang D 200000, // Rang C 400000, // Rang B 800000, // Rang A 1000000; // Rang S // Récompenses maximum par rang setarray .MaxZeny[0], 300000, // Rang D 500000, // Rang C 1000000, // Rang B 1500000, // Rang A 3000000; // Rang S // Initialisation des donjons for(set .@i, 0; .@i < getarraysize(.Map$); set .@i, .@i + 1) { killmonsterall .Map$[.@i]; monster .Map$[.@i],1,1,"--ja--",.MobID[.@i],100,strnpcinfo(0)+"::OnMobKilled"; // Ajustement des stats des monstres spawned for(set .@j, 0; .@j < getarraysize($@mobid); set .@j, .@j + 1) { getunitdata $@mobid[.@j], .@mob_data; setunitdata $@mobid[.@j], 6, .@mob_data[6] * .power_multiplier[.@i]; setunitdata $@mobid[.@j], 7, .@mob_data[7] * .power_multiplier[.@i]; setunitdata $@mobid[.@j], 8, .@mob_data[8] * .power_multiplier[.@i]; setunitdata $@mobid[.@j], 9, .@mob_data[9] * .power_multiplier[.@i]; setunitdata $@mobid[.@j], 10, .@mob_data[10] * .power_multiplier[.@i]; } // Configuration des maps setmapflag .Map$[.@i], mf_nomemo; setmapflag .Map$[.@i], mf_noreturn; setmapflag .Map$[.@i], mf_nowarp; setmapflag .Map$[.@i], mf_noskill; } end; OnMobKilled: // Obtenir le GID du dernier monstre tué set .@mob_gid, killedrid; // Ajustement des stats du monstre selon le rang getunitdata .@mob_gid, .@mob_data; // Utiliser des indices numériques au lieu de noms de constantes // UMOB_MAXHP = 6, UMOB_ATK1 = 7, UMOB_ATK2 = 8, UMOB_DEF = 9, UMOB_MDEF = 10 setunitdata .@mob_gid, 6, .@mob_data[6] * .power_multiplier[@selected_rank]; setunitdata .@mob_gid, 7, .@mob_data[7] * .power_multiplier[@selected_rank]; setunitdata .@mob_gid, 8, .@mob_data[8] * .power_multiplier[@selected_rank]; setunitdata .@mob_gid, 9, .@mob_data[9] * .power_multiplier[@selected_rank]; setunitdata .@mob_gid, 10, .@mob_data[10] * .power_multiplier[@selected_rank]; // Calcul de la récompense set .@zeny_gain, rand(.MinZeny[@selected_rank], .MaxZeny[@selected_rank]); set Zeny, Zeny + .@zeny_gain; dispbottom "Vous avez gagné " + .@zeny_gain + " Zeny!"; // Respawn du monstre monster .Map$[@selected_rank],0,0,"--ja--",.MobID[@selected_rank],1,strnpcinfo(0)+"::OnMobKilled"; end; } Hello, I have no errors in the console but I do not understand why the monsters do not appear once entered in the dungeons do you know why thank you?
  2. Could you tell me which file I should turn to in order to modify the system to use this method of giving +10 stats for each refine if done with enriched elunium? In the worst case, the refined items will be custom, so I can just make them unchangeable in the item db.
  3. Hello, I would like to know if anyone has an idea how to do this: for example, I would like my weapon to have an effect say ALLSTAT+100 if refined+10 with the ELUNIUM ENRICHED item only, but if it is refined with the normal elunium item it will not have the effect, thank you for your help. edit i create 2 script, first one with blacklist ID and other classic
  4. Hello, does anyone know why skill damage is not transmitted, I type 32k a skill it gives me 6.950 dps in last 5 secs
  5. Hello, I have a question about implementing custom NPCs. I've added my IDs and names to my two source files, as well as to my two files in datainfo. I created a GRF file containing only the sprites in the npc folder, but the client indicates that sprites are missing from the ¸ó½ºÅÍ folder. I'd like to know how to keep the NPCs only in the npc folder and not in the monsters' folder. Thank you! If i use only npc folder i have this error
  6. Hello, I would like to know if there is a way to change the position of a hat directly in-game to make it easier for me, so I don't have to sort through 15,000 custom hats. I would like to mass-apply them to the upper section so that players can adjust them themselves. Thank you.
  7. Hello, could someone help me please I get these errors when I want to apply the diff
  8. Yes i copy what your generate with my line and i paste on my files, i have all my ressources good for me i delete grf and i paste spr files on data direcly like this : EDIT : I found my problem my view ID is limited to 2999 beyond that it bugs, would you know how to increase that?
  9. I don’t understand what else to show because these are the only files that mention my custom hat. For the 10th_annie_hat, it's located in the new_custom.grf file, which is referenced in my data.ini as 4=new_custom.grf and 5=alya.grf. However, I've combined sprites from both alya.grf and new_custom.grf. Do you think the order in data.ini could cause an issue, or should I merge everything into a single .grf file?
  10. Yes is same name, But i use a hat on two grf with custom sprite is not problem ? This is my data.ini [Data] 1=prerenewal.grf 2=rdata.grf 3=data.grf 4=new_custom.grf 5=alya.grf
  11. Hello, I have a problem using the custom file generator for hats. Once everything is set up in the game, I get the following issue: all my hats are visible in the inventory and accessible with a right-click, but on my character, I only see the chicken hat. Could someone tell me why this is happening? Thank you. accname.lubaccessoryid.lubitem_db.ymlitemInfo.lua
  12. Hello, I would like to know if someone could share a small guide on how to navigate a GRF file like the example below in the image, to understand which folder corresponds to what. Thank you.
  13. Hello everyone, I need help creating an NPC. I would like a refiner who, with item 501, refines ID 1001 by +1 with a 100% success rate, and with item 503, refines ID 1002 by +1 with a 100% success rate. Additionally, I want items with IDs 1001 and 1002 to not be refinable by the official NPC (elunium). Thanks for you help.
  14. Thank you, it works very well. I had to hide the line // mes "The cost to summon a Warrior is "+ F_InsertComma(.cost_amt) + " " + mesitemlink(.cost_id) + "."; I don't know why this caused a problem here. I would like to know if it is possible to summon each monster only once per hour.
  15. askald,166,237,1 script The Dimensions Tournament. 110,{ set .@npc$,"^F904EA[ Human King ]^000000"; { switch( select( "I would like more information", "Let's go" ) ) { case 1: mes .@npc$; mes "In a remote corner of the world of Midgard, a mysterious rift has opened, connecting our world to another dimension populated by fearsome human warriors. These warriors, coming from a parallel universe called Terra Nova, have skills and powers different from those known in Midgard. "; next; mes .@npc$; mes "Their abilities often surpass those of our world's greatest heroes. An ancient prophecy says that these interdimensional warriors would be drawn to tournaments of strength and honor. So the king of Prontera, eager to test the bravery and skill of the adventurers of Midgard, organized a great tournament called The Tournament of Dimensions."; next; mes .@npc$; mes "Each of these warriors has a unique strength and ability that makes them formidable. However, each victory against one of these fighters guarantees the winning hero a reward of"; next; mes .@npc$; mes "Registration for the tournament is open to all adventurers brave enough to challenge these fighters from another world. Rumors have it that the ultimate winner will receive not only a vast fortune in zeny, but also an artifact from Terra Nova, an item of immeasurable power capable of changing the course of Midgard's history."; close; case 2: mes .@npc$; mes "I'm counting on you !"; next; warp "cell_game",150,143; end; close; } close; end; } } Hello, I would like to create a script that allows one player at a time to enter a room. Inside, there is an NPC that lets the player choose a monster to summon in exchange for an item. If the monster is defeated, it drops zeny. Thanks
  16. Good evening, I would like to know how to do so that when we kill a person on a certain map I steal the number of points they have? example if she has 10 kafra points and I have 0, by killing her I go to 10 and she has 0 thank you for your help
  17. Thanks you, i have this error now [Error]: buildin_getvar: Not a variable [Debug]: Data: string value="#GOLDPOINTS" [Debug]: Source (NPC): gold_room_main (invisible/not on a map)
  18. Hello and Good day, I need help regarding about adding a restriction to the Gold Room NPC we are currently working on. I would like that when the player is killed by another he loses all points gained and that the other player steals all the points of the player he killed Our server is currently running on rAthena. Thank you so much for the help! Here is the script: askald,104,205,5 script PvP Gold Room 4_F_KAFRA1,{ doevent "gold_room_main::OnTalk"; } // warp portal back prontera ordeal_3-2,123,123,0 warp gold_room_back_prt 1,1,prontera,155,181 // peco peco summon ordeal_3-2,0,0,0,0 monster Gold 1954,100,60000,0,"gold_room_main::OnKill" - script gold_room_main -1,{ OnInit: // gold room map .map$ = "ordeal_3-2"; // entrance fee .zeny_cost = 500000; // rate to get gold .rate = 100; // gold random amount setarray .gold_amount,1,5; setmapflag .map$,mf_noteleport; setmapflag .map$,mf_nobranch; setmapflag .map$,mf_nosave; setmapflag .map$,mf_nomemo; setmapflag .map$,mf_noreturn; setmapflag .map$,mf_nowarp; setmapflag .map$,mf_nowarpto; setmapflag .map$,mf_pvp; end; OnTalk: mes "Enter Gold Room ?"; if ( .zeny_cost ) mes F_InsertComma( .zeny_cost ) + " Zeny"; switch ( select( "Enter Gold Room","Exchange Gold Point","Information" )) { case 1: if ( Zeny < .zeny_cost ) { mes "Not enough Zeny."; } else { Zeny -= .zeny_cost; warp .map$,0,0; } next; break; case 2: mes "You got "+F_InsertComma( #GOLDPOINTS )+" Points"; input .@value,0,#GOLDPOINTS; if (.@value == 0) { mes "Exchange canceled."; close; } if ( checkweight( 969, .@value ) ) { #GOLDPOINTS -= .@value; getitem 969,.@value; mes "Gained "+.@value+" Gold."; } else { mes "You are overweight."; } break; case 3: mes "In this room you will have the chance to get 2 points for each monster killed, but if another player kills you you lose all your points! 1 point gets you 1 gold"; next; break; } close; OnKill: if ( .rate > rand( .100 ) ) { .@point = 2; #GOLDPOINTS += .@point; dispbottom "Gained "+.@point+" Point. You got "+F_InsertComma( #GOLDPOINTS )+" Points now."; } end; OnPCDieEvent: .@killerrid = killerrid; if ( strcharinfo(3) == .map$ && .@killerrid != getcharid(3) && getmonsterinfo( .@killerrid,MOB_NAME ) != "null" ) { #GOLDPOINTS = 0; dispbottom "You died, you lost all the point."; } end; }
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