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Ruhn

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  1. Ruhn

    Refine Bonus

    0,1,{ bonus bMaxHPrate,1; bonus bDef,1; bonus bMdef,1; } 0,2,{ bonus bMaxHPrate,2; bonus bDef,2; bonus bMdef,2; } 0,3,{ bonus bMaxHPrate,3; bonus bDef,3; bonus bMdef,3; } 0,4,{ bonus bMaxHPrate,4; bonus bDef,4; bonus bMdef,4; } 0,5,{ bonus bMaxHPrate,5; bonus bDef,5; bonus bMdef,5; } 0,6,{ bonus bMaxHPrate,6; bonus bDef,6; bonus bMdef,6; } 0,7,{ bonus bMaxHPrate,7; bonus bDef,7; bonus bMdef,7; } 0,8,{ bonus bMaxHPrate,8; bonus bDef,8; bonus bMdef,8; } 0,9,{ bonus bMaxHPrate,9; bonus bDef,9; bonus bMdef,9; } 0,10,{ bonus bMaxHPrate,10; bonus bDef,10; bonus bMdef,10; } 0,11,{ bonus bMaxHPrate,11; bonus bDef,11; bonus bMdef,11; } 0,12,{ bonus bMaxHPrate,12; bonus bDef,12; bonus bMdef,12; } 0,13,{ bonus bMaxHPrate,13; bonus bDef,13; bonus bMdef,13; } 0,14,{ bonus bMaxHPrate,14; bonus bDef,14; bonus bMdef,14; } 0,15,{ bonus bMaxHPrate,15; bonus bDef,15; bonus bMdef,15; } Added this entry to refine_bonus.txt but when I wore +15 garment, it wont give the refine bonus stats. Is there any switch or should I do something first?
  2. Why is the counter on negative and would not revert back to 0?
  3. nvm, found it at atcommand.hpp, need to add the strings and increase array count
  4. I created new monster def element called Prismatic It works, attr_fix works fine but when I do the @mi command it wont show elements like the screenshot below
  5. ?@Tokei, on this part in which the boss got killed, how can i make this reward every party member in the instance?, also for example the summoned boss is "poring 1" it should only give "poring 1 loot" then for "poring 2" it should only give "poring loot 2" ? // spawn mobs setarray .@mobIds, 20570, 20571, 20572, 20573, 20574; .@mobId = .@mobIds[rand(getarraysize(.@mobIds))]; .@map$ = instance_mapname("demon_lair"); .@label_boss$ = instance_npcname(strnpcinfo(0))+"::OnMyBossDead"; monster .@map$,99,107,'mobNames$[.@mobId],.@mobId,1,.@label_boss$,2; unittalk $@mobid[0],"Die ! You insolent fool!!"; end; OnMyBossDead: // specialeffect2 EF_MVP; getitem 41000,50; // // trigger other events .@map$ = instance_mapname("demon_lair"); mapannounce .@map$,"He will resurrect, soon!",bc_map; donpcevent instance_npcname("Reinfred#fin")+"::OnEnable"; end; }
  6. thanks @Tokei , the second one works fine. the first one does not give names.
  7. How can i make the npc summon a random mob id for example this list of mob ids mobid 1, mobid 2, mobid 3, mobid 4, mobid 5 name 1, name 2, name 3, name 4, name 5 then if the system pick mobid 3 the name should be name 3 monster .@map$,99,107,"--en--",.@MobID,1,.@label_boss$,2;
  8. Thanks for the input, managed to figure it out mate. I'm doing now is how to make it summon a random boss, like i have 5 bosses in array. xD
  9. New problem arises, when i have the instance created, the monster is not showing up xD
  10. Fixed with these code thanks @Poring King demon_lair,99,100,1 script Demon Tomb 565,{ mes "[Tomb]"; mes "This is the resting place of a great demon named Azhura."; next; mes "You can summon him through Nightmarish Ornament and Evil Energy."; next; mes "Put the Nightmarish Ornament and Evil Energy."; menu "Yes", L_yes, "No", L_no; L_no: mes "[Tomb]"; mes "Come back when you have decided."; close; L_yes: if ($AzhuraSpawned) { mes "The Great Demon Azhura is already here!"; close; } if (countitem(41001) < 2) { mes "You don't have the required items!"; close; } delitem 41001, 2; hideonnpc "Demon Tomb"; mapannounce .Map$, "Prepare for the unleashed evil!!", bc_map; set $AzhuraSpawned, 1; monster .Map$, 99, 105, "Great Demon Azhura", 1864, 1, strnpcinfo(0) + "::OnKilledAzhura"; end; OnKilledAzhura: set $AzhuraSpawned, 0; enablenpc "Demon Tomb"; end; OnInit: .Map$ = "demon_lair"; set $AzhuraSpawned, 0; end; }
  11. Btw this is the whole code of the supposedly instance dungeon for summoning custom boss @Poring King prontera,156,162,5 script Sample 757,{ .@instance_name$ = "Demon Vanquisher"; if (!is_party_leader()) end; switch(select( "Create", "Enter", "Destroy" )) { case 1: instance_create(.@instance_name$, IM_PARTY); break; case 2: switch(instance_enter(.@instance_name$)) { case IE_NOMEMBER: mes "ERROR: Party not found."; break; case IE_NOINSTANCE: mes "ERROR: Party does not have an instance."; break; case IE_OTHER: mes "ERROR: Unknown error."; break; default: break; } break; case 3: instance_destroy(instance_id(IM_PARTY)); break; } end; } demon_lair,99,101,1 script Demon Tomb 565,{ mes "[Tomb]"; mes "This is the resting place of a great demon named Azhura."; next; mes "You can summon him through Nightmarish Ornament and Evil Energy."; next; mes "Put the Nightmarish Ornament and Evil Energy."; menu "Yes", L_yes, "No", L_no; L_no: mes "[Tomb]"; mes "Come back when you have decided."; close; L_yes: if ($AzhuraSpawned) { mes "The Great Demon Azhura is already here!"; close; } if (countitem(41001) < 2) { mes "You don't have the required items!"; close; } delitem 41001, 2; mapannounce .Map$, "Prepare for the unleashed evil!!", bc_map; set $AzhuraSpawned, 1; monster .Map$, 99, 106, "Great Demon Azhura", 1973, 1, strnpcinfo(0) + "::OnKilledAzhura"; close; OnKilledAzhura: set $AzhuraSpawned, 0; end; OnInit: .Map$ = "demon_lair"; set $AzhuraSpawned, 0; end; }
  12. Im getting this And monster still doesnt show. edit: managed to remove the error by adding $ but mobs still wont get summoned.
  13. demon_lair,99,101,1 script #Demon_Tomb 565,{ mes "[Tomb]"; mes "This is the resting place of a great demon"; mes "named Azhura."; next; mes "You can summon him thru"; mes "Nightmarish Ornament and Evil Energy"; next; mes "Put the Nightmarish Ornament"; mes "and Evil Energy."; menu "Yes",yes,"No",-; next; mes "[Tomb]"; mes "Come back when you are decided."; close; end; yes: if( countitem(41001) < 2 ) mes "You didnt have required item!"; else{ delitem 41001,2; mapannounce .Map$, "Prepare for the unleashed evil!!", bc_map; goto SummonAzhura; } end; SummonAzhura: monster .Map$,99,106,"Great Demon Azhura",1973,1,strnpcinfo(0)+"::OnKilledAzhura"; end; OnKilledAzhura: disablenpc "#Demon_Tomb"; end; OnInit: .Map$ = "demon_lair"; end; } This is my code, the map announce and monster is not being summoned. No error on Map server
  14. Can anyone modify the existing mvp rooms to make it an instance? So that players can summon bosses without going on rooms like the existing mvp room.
  15. you have an updated mod for that for the latest svn?
  16. I got this error after compiling. Any fix for this?
  17. You can check this at status.c and find these case SC_SIGNUMCRUCIS: // Only affects demons and undead element (but not players) if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) return 0; break;
  18. @Forshaken thank you so much brother. youre a life saver
  19. Does anyone have the src mod for bonus dispell immune?
  20. sorry for bumping old thread, does anyone have bonus dispell immune src mod?
  21. Hello, Is there any solution regarding loyal pets that when you press Performance it causes the client to crash ? Tried it with dokebi and poporing and produce same result. Non loyal pet when you press performance it doesnt crash.
  22. does this work on latest rathena who uses itemdb.yml isntead of text ? im getting the error on the item "IInvalid item equip location as it has no equip location, defaulting to IT_ETC"
  23. if(.@id == -1) { mes "You are not holding anything in your hand."; close; } else if(!.@allowed){ mes "Your item can't be enchanted."; close; } else if(getequiprandomoption(EQI_HAND_R,0,ROA_ID == 0)){ mes "Your weapon dont have enchantment!"; close; } else if(getequiprandomoption(EQI_HAND_R,0,ROA_ID)){ goto DISENCHANT; close; } DISENCHANT: mes "Do you want to disenchant your " + getitemname(.@id) + "?"; next; if(select("Yes, proceed.") == 1){ mes "[Enchanter]"; mes "Disenchanting Weapon"; progressbar "#00FF00",1; next; .@eqi = EQI_HAND_R; .@equip_id = getequipid(.@eqi); .@refine = getequiprefinerycnt(.@eqi); for (.@i = 0; .@i < 4; .@i++) .@card[.@i] = getequipcardid(.@eqi, .@i); delequip .@eqi; getitem2 .@equip_id, 1, 1,.@refine,0,.@card[0],.@card[1],.@card[2],.@card[3]; mes "[Enchanter]"; mes "Done removing enchantment"; close; } close; } the script works fine except for this line } else if(getequiprandomoption(EQI_HAND_R,0,ROA_ID == 0)){ mes "Your weapon dont have enchantment!"; close; idk what to do to make the npc check the item if it dont have any enchantment then it will say that message. Thanks in advance guys
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