Jump to content


  • Content Count

  • Avg. Content Per Day

  • Joined

  • Last visited

Community Reputation

0 Neutral

About Reinheit

  • Rank
  • Birthday November 10

Profile Information

  • Gender

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Ah okay! Thanks again - I saw them in there earlier but got confused because they didn't have a value assigned to the constant. Super appreciate your time!
  2. Heyo @Haruka Mayumi -- hoping you might see this again I noticed that the const.txt referenced in the link you mentioned (which you DID say was outdated) is empty, save for the clans. My mapserver diagnosis mentions: [Status]: Done reading '5' entries in 'db/const.txt'. [Status]: Done reading '0' entries in 'db/import/const.txt'. Where you happen to know where all the actual constants are being referenced from now? I've been searching around for an hour and couldn't find the values anywhere else... FWIW I found a list of them in db/import-tmpl/const.txt, but those aren't actually being considered when the server boots up: Thanks in advance for your (or anyone's) time!
  3. Dude this is awesome. Thanks so much for the link! I'll check it out
  4. Oh wow~ thanks @Haruka Mayumi! tbh I'd never even thought of creating our own item bonus! I'll dig in to the forums for any examples. If you have any notable examples, please point me in that direction
  5. Hello, I'm wondering if it's possible to reduce the zeny requirement of Mammonite/CartTermination (by 20%) through a script... without changing the original cost in skill_db.yml ? Could this be done through RandomOption or by applying a script to an item directly? I found this post from 5 years ago with a similar query, but the only suggestion pointed to a skill.cpp edit.
  6. Since diffing Secret's Soul Link modification (which is awesome af, outside of the memory leak I might add)... I've been experimenting with different SL balance changes. One of those involves being able to cast another job's Soul Link on myself --Soul Linker-- as well. Unsuccessfully so far, I might add. I'm hoping the fine folks here would be able to guide me to the right solution, as it seems my very limited understanding of script command solutions don't work in src. I sincerely apologize in advance for the eyes this might hurt -- just trying to learn In trying to get the Monk Soul Link to work on myself, here's what I've tried so far -- with the results that followed: I'd removed the NoTargetSelf flag from skill_db.yml --> can cast on myself, but no SL effect is actually enabled. Using these lines in status.cpp: /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */ SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST, SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK, SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR, SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE, SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER, SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE, SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT, SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD, SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST, SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER, SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE, SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN, SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH, SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER, SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER, ___ // Replaced the end of this line: SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK, // with this: SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_SOUL_LINKER, This allowed me to cast on myself! But obv it replaced the ability to cast on monks. ___ // Added a duplicate line with a different MAPID_ below it: SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK, SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_SOUL_LINKER, This allowed me to cast on myself, but removed the ability to cast on Monks ___ // tried using || as if (sc_type) were an expression >_< SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK || MAPID_SOUL_LINKER, This gave me an error when compiling (and obviously didn't work): '=': cannot convert from 'bool' to 'sc_type' Wasn't even able to load up map server ________________ Would anyone be able to advise? Thanks for taking the time to read ~
  7. Oh okay sweet! Thanks @lShinel, i'll dig a little deeper into that then appreciate it.
  8. Hello, I'm not sure if this is the right forum section to be posting in -- please move if necessary. TBH I'm not sure where it belongs, nor have any of my searches explained if it was affected by client, script, or src... I've noticed quite a few screenshots of folks with enchantments that display a bar of text above the card slots for their item previews (using the image references from this thread as an example) : However, with the 3-4 multiple enchanting scripts I've tried (ie. sader1992's, sehrentos etc) implementing, the resulting enchantment always displays as a gem slot like so: Would anyone be able to point me in the right direction? Thanks in advance~ I'm using 2018-06-21aRagexeRE, rAthena up to date. Will provide any other info if necessary!
  9. ... @sader1992 you beautiful bastard. That worked -- thank you so much! Out of curiosity, what brought you to use [email protected]=0; instead of set [email protected],1; ?
  10. Ooo! That way certainly works to limit the menu choices to EQI_SHADOW_ARMOR, @sader1992!! Thanks!! However, it seems to try to read the slot in the Left Accessory to upgrade instead: I feel like its the line set [email protected],select([email protected]$); where it's reading slot EQI_ACC_L (0) instead of EQI_SHADOW_ARMOR (15)... thought it shouldn't matter if were typing out the Item ID.... right? Here's the whole script I'm trying to modify/understand: if( getequipisequiped(EQI_SHADOW_ARMOR) ){ set [email protected]$, [email protected]$ + [email protected]$[EQI_SHADOW_ARMOR] + "[ " + getequipname(EQI_SHADOW_ARMOR) + " ]"; } set [email protected]$, [email protected]$ + ":"; set [email protected],select([email protected]$); if(!getequipisequiped([email protected])){ mes "You're not wearing"; mes "anything there that"; mes "I can refine."; emotion 6; close; } //Check if the item is refinable... if(!getequipisenableref([email protected])) { mes "I don't think I can"; mes "refine this item at all..."; close; } //Check to see if the items is already +5 if(getequiprefinerycnt([email protected]) >= 5) { mes "I can't refine this"; mes "any more. This is as"; mes "refined as it gets!"; close; } set [email protected], getequipid([email protected]); // save id of the item set [email protected], getequiprefinerycnt([email protected]); //save refinery count switch(getequipweaponlv([email protected])){ case 0: // Refine Armor set [email protected],1000000; set [email protected],512; // ItemID set to Apples right now. break; } mes "To refine this I need"; mes "one ^003366"+getitemname([email protected])+"^000000 and"; mes "a service fee of " + callfunc("F_InsertComma", [email protected]) + " Zeny."; mes "Do you really wish to continue?"; next; if(select("Yes:No") == 2){ mes "Yeah..."; mes "There's no need to"; mes "rush. Take your time."; close; } if((countitem([email protected]) < 1) || (Zeny < [email protected])) { mes "You don't seem to have"; mes "enough Zeny or "+getitemname([email protected])+"..."; mes "Go get some more. I'll be"; mes "here all day if you need me."; close; } set Zeny,[email protected]; delitem [email protected],1; if(getequipisequiped([email protected]) == 0) { // hacker has removed the item (not changed, why?) mes "[Aetherspirit Linker]"; mes "Look here... you don't have any Items on..."; close; } if(getequiprefinerycnt([email protected]) != [email protected] || getequipid([email protected]) != [email protected]) { // hacker has changed the item mes "[Aetherspirit Linker]"; Emotion e_fret; mes "Wait a second..."; mes "Do you think I'm stupid?!"; mes "You switched the item while I wasn't looking! Get out of here!"; close; } successrefitem [email protected]; Emotion e_smile; set [email protected],rand(1,3); if ([email protected] == 1) { mes "Perfect!"; mes "Heh heh!"; mes "Once again,"; mes "flawless work"; mes "from the master~"; specialeffect2 (381, AREA, strcharinfo(PC_NAME)); specialeffect2 (407, AREA, strcharinfo(PC_NAME)); } close;
  11. Ah! thanks @Elysium. That was almost it, but not quite >_< This reduced the list to 2 ~~YAY!~~ but still prioritizes the regular equips first. Any other ideas to show only ShadowEquip?
  12. Hello, Newbie here. I've been trying to modify a shadow refiner to refine only the EQI_SHADOW_ARMOR and EQI_SHADOW_WEAPON slots using arrays. However, no matter what I alter, I can't seem to get it to not show the regular equips as refineable options also... Would anyone have an idea as to how I might do this? Or if an array is even the best solution here? It seems most of the refiner scripts floating around use them. Thanks in advance. setarray [email protected]$[1], EQI_SHADOW_ARMOR, EQI_SHADOW_WEAPON; set [email protected]$,""; for( set [email protected],1; [email protected] <= 15; set [email protected],[email protected]+1 ){ if( getequipisequiped([email protected]) ) set [email protected]$, [email protected]$ + [email protected]$[[email protected]] + "[ " + getequipname([email protected]) + " ]"; set [email protected]$, [email protected]$ + ":"; } EQI_COMPOUND_ON (-1) - Item slot that calls this script (In context of item script) EQI_ACC_L (0) - Accessory 1 EQI_ACC_R (1) - Accessory 2 EQI_SHOES (2) - Footgear (shoes, boots) EQI_GARMENT (3) - Garment (mufflers, hoods, manteaux) EQI_HEAD_LOW (4) - Lower Headgear (beards, some masks) EQI_HEAD_MID (5) - Middle Headgear (masks, glasses) EQI_HEAD_TOP (6) - Upper Headgear EQI_ARMOR (7) - Armor (jackets, robes) EQI_HAND_L (8) - Left hand (weapons, shields) EQI_HAND_R (9) - Right hand (weapons) EQI_COSTUME_HEAD_TOP (10) - Upper Costume Headgear EQI_COSTUME_HEAD_MID (11) - Middle Costume Headgear EQI_COSTUME_HEAD_LOW (12) - Lower Costume Headgear EQI_COSTUME_GARMENT (13) - Costume Garment EQI_AMMO (14) - Arrow/Ammunition EQI_SHADOW_ARMOR (15) - Shadow Armor EQI_SHADOW_WEAPON (16) - Shadow Weapon EQI_SHADOW_SHIELD (17) - Shadow Shield EQI_SHADOW_SHOES (18) - Shadow Shoes EQI_SHADOW_ACC_R (19) - Shadow Accessory 2 EQI_SHADOW_ACC_L (20) - Shadow Accessory 1
  13. Thanks @Froost. That DOES increase it to 8x6. I'll take what I can for now Thanks a bunch! Quick mock of what I was trying to accomplish:
  14. Can't seem to find an answer anywhere on the forum regarding this topic. Problem: I've seen some videos of folks on different servers freely dragging/expanding their inventory window size so that it's very long (similar to how Storage can be increased by 5-6 rows. I'd like to do the opposite of what editing msgstringtable.txt to less characters does. - drag and expand the corner of the window so I can have 10+ rows if necessary. At most, I can increase it's size from 3x6 to 7x6. I've looked at all the diff options for 2018-06-21, but can't find anything. Editting msgstringtable.txt doesn't accomplish what I'd like. Am I missing something or is this not possible with this client version? Thanks in advance.
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and Privacy Policy.