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Wazaby

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Posts posted by Wazaby

  1. How to use it?

    1. Patch your diff file.

    2. Change the item type in itemdb to charm.

    In the below example I've used an item from item_db_etc.yml and changed the type to charm. Then add a script part with the bonus that you want the item to have and reload itemdb.
     

     - Id: 670
        AegisName: Gold_Coin_Moneybag
        Name: Bag of Gold Coins
        Type: Charm
        Buy: 100000
        Weight: 400
        Script: |
          bonus bAllStats,10;

    Without the charm item:
    image.png.c949234b18f63acd5013862f7bbc33da.png


    With the charm item:

    image.png.13f013e6c0cc420deb4cd587bc8136a2.png

    Enjoy!

    Item Charm v1.0.1.diff

    • Upvote 4
    • Love 1
  2. 13 hours ago, khouuming21 said:

    Woah, thanks for this Wazaby and Happy Birthday! 🎂

    Thank you 😊

     

    8 hours ago, IFNH said:

    Hello, this is certainly a great release. But is it the same with Gepard Custom Aura?

    Happy Birthday!

    I'm not really sure because I've never used gepard. This is an old code I found on the forums. I just made some changes.

  3. This is an old mod which has been gaining dust for the past few years. I've just re-written the mod to be compatible with the latest rAthena revision [c43f7b3]

    @auraset1 <aura effect no> : sets user with an Aura
    @auraset2 <aura effect no> : sets user with a second Aura
    @auraset3 <aura effect no> : sets the user with a third Aura

    All 3 aura's will stack. So you can set 3 auras and create a visual effect of auras.

    Here's a list of Aura combinations.
     

       // Reserved for PK Mode
        { 586,  -1,  -1 }, // LH
        { 586, 362,  -1 }, // LH Mvp
        { 586, 362, 240 }, // 1? PK Place
        // Basic Auras
        { 418,  -1,  -1 }, // Red Fury
        { 486,  -1,  -1 }, // Blue Fury
        { 485,  -1,  -1 }, // White Fury
        { 239,  -1,  -1 }, // Aura Red
        { 240,  -1,  -1 }, // Aura White
        { 241,  -1,  -1 }, // Aura Yellow
        { 620,  -1,  -1 }, // Aura Blue
        { 202,  -1,  -1 }, // Lvl 99 Bubbles
        { 362,  -1,  -1 }, // Advanced Lvl 99 Bubbles
        { 678,  -1,  -1 }, // Brazil Aura Bubbles
        { 679,  -1,  -1 }, // Brazil Aura
        { 680,  -1,  -1 }, // Brazil Aura Floor
        // 2 Sets
        { 239, 418,  -1 },
        { 239, 486,  -1 },
        { 239, 485,  -1 },
        { 240, 418,  -1 },
        { 240, 486,  -1 },
        { 240, 485,  -1 },
        { 241, 418,  -1 },
        { 241, 486,  -1 },
        { 241, 485,  -1 },
        { 620, 418,  -1 },
        { 620, 486,  -1 },
        { 620, 485,  -1 },
        // Full Sets
        { 239, 418, 202 },
        { 239, 486, 202 },
        { 239, 485, 202 },
        { 240, 418, 202 },
        { 240, 486, 202 },
        { 240, 485, 202 },
        { 241, 418, 202 },
        { 241, 486, 202 },
        { 241, 485, 202 },
        { 620, 418, 202 },
        { 620, 486, 202 },
        { 620, 485, 202 },
        { 239, 418, 362 },
        { 239, 486, 362 },
        { 239, 485, 362 },
        { 240, 418, 362 },
        { 240, 486, 362 },
        { 240, 485, 362 },
        { 241, 418, 362 },
        { 241, 486, 362 },
        { 241, 485, 362 },
        { 620, 418, 362 },
        { 620, 486, 362 },
        { 620, 485, 362 },
        { 239, 418, 678 },
        { 239, 486, 678 },
        { 239, 485, 678 },
        { 240, 418, 678 },
        { 240, 486, 678 },
        { 240, 485, 678 },
        { 241, 418, 678 },
        { 241, 486, 678 },
        { 241, 485, 678 },
        { 620, 418, 678 },
        { 620, 486, 678 },
        { 620, 485, 678 },
        // Oficial Set
        { 680, 679, 678 },
        {  -1,  -1,  -1 }

    There are a few things I would like to do differently with the implementation of this. Right now I'm releasing this since it's my birthday today and I wanted to give back something to the rAthena community. I might make better versions of this later.

    Thanks.

    Aura System v1.0.diff

    • Upvote 1
  4. On 2/4/2024 at 4:25 PM, playniks said:

     All I want is just simple, exchange costume to a coin.. With the use of the malangdo exchange script, It seems that it only exchange 1 costume at a time.. I want it to have a callshop wherein multiple costume will be exchange rather than 1 by 1..

    Is it possible for you to point to which npc or script? Or just post a snippet of the code that you want help with?

  5. 4 hours ago, Barterwood said:

     

    Thanks for answering. Actually, I'm not that into coding anyway.

    Is there any program or GM's helper or something that can edit this directly?

    You can try MySQL workbench or you can try Laragon. Both have similar gui. Since you already have a server up, im guessing you installed your mysql database already?

    Just use aGUI based workbench and open the char and account tables inside the database.

  6. 18 hours ago, celeron0134 said:

    oh okay.. so it's either gravity approves using thier client files or you build the whole client from scratch.. 

     

    Yes. Gravity doesn't approve unless you use Aegis. Which is expensive compared to opensource emulators.

  7. DCMA claims have been made for various reason.

    Gravity does not care if you use blockcain or any other technology. As long as there's a copyright infringement, they can take you down.
    Servers have been taken down on the grounds that they used gravity resources.
    rAthena is an opensouce emulator which was built from scratch. It does not fall under this category. But the client files are gravity owned and the server administrators may use them at their own risk.

  8. 15 hours ago, Scylla said:

    I've finally solved it.

    battle.cpp:

    
    	if (flag & BF_SHORT) {//Bounces back part of the damage.
    		if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) {
    			rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
    			rdamage = i64max(rdamage,1);
    		} else if( status_reflect && sc && sc->count ) {

    to

    
    	if (flag & BF_SHORT) {//Bounces back part of the damage.
    		if ( (skill_get_inf2(skill_id)&INF2_TRAP || !status_reflect) && sd && sd->bonus.short_weapon_damage_return) {
    			rdamage = i64max(rdamage,-1);
    		}
    		else if ( (status_reflect) && sd && sd->bonus.short_weapon_damage_return) {
    			rdamage += damage * sd->bonus.short_weapon_damage_return / 100;
    			rdamage = i64max(rdamage,1);
    		}
    		if( status_reflect && sc && sc->count ) {

    Thanks a lot to @Wazaby for assisting me with this.

     

    EDIT: You may just add this line on else if, if you want trap to reflect

    
    skill_get_inf2(skill_id)&INF2_TRAP

    Thanks for the mention. ?

    • MVP 1
  9. 15 hours ago, xJhay said:

    Hello, thank you so much for helping me. But the problem still persist, everyone is been kicked out when the Guild Leader try to Ecall. When all of the members enter the map 1 by 1, it doesn't kick anyone but when on ecall, it kicks everyone.

    Okay let me change a script a bit.

  10. -	script	GuideCommands	-1,{
    OnInit:
    	bindatcmd "guide","GuideCommands::OnGuide";
    	end;
    	
    OnGuide:
    	setarray .@tips$, "Tip1","Tip2","Tip3";
    	.@len = getarraysize(.@tips$);
    	.@opt = rand(1,.@len);
    	dispbottom "Tip: " + .@tips$[.@opt];
    	end;
    }

     

  11. -	script	Guild Limiter	-1,{
    // This part ejects players when they are in the map 
    	OnPCLoadMapEvent:
    	if( getcharid(2) == $App_Guilds[.@i] ){
    	.count = 0;
    	.@origin = getcharid(3);
    	addrid 3, 0, getcharid(2);
    	if ( strcharinfo(3) == .checkmap$ )
    		.count++;
    	if ( !.@origin ) end;
    		if ( .count > 12 ) { // 12 means only 12 players per guild allowed in a map.
    			message strcharinfo(0), "Your guild members are over the limit";
    			sleep2 2000;
    			warp "SavePoint", 0,0;
    		}
    	}
    	end;
    OnInit:
    	setarray .@checkmap$, "arug_cas01", "arug_cas02", "arug_cas03", "arug_cas04", "arug_cas05", "schg_cas01", "schg_cas02", "schg_cas03", "schg_cas04", "schg_cas05";
    	.@len = getarraysize( .@checkmap$ );
    	for ( .@i = 0; .@i < .@size; .@i++ ) {
    		setmapflag .@checkmap$[.@i], mf_loadevent;
    		setd "."+ .@checkmap$[.@i], 1;
    	}
    	end;
    }

     

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