ffman22
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Posts posted by ffman22
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I am getting an error when I use the #worldboss 1
it said
#worldboss faild player not foundI have another question, how can we display a global announce that say that the world boss is going to spawn in the specific map?
and that the kills for spawn the world boss is reached?
there is an option to spawn a world boss every day, just 1 time.? -
On 5/19/2020 at 3:10 PM, Patskie said:
I think there is something wrong with setmapflag for MF_SKILL_DAMAGE. It's causing error always -> map_setmapflag: Skill damage adjustment without casting type for map <map_name> because the caster is not set in script.cpp
Anyway back to topic
1. Apply the diff attached
2. Try below sample npc. -100 (means no damage)
prontera,150,150,6 script Instance Create 100,{ [email protected]_name$ = "Old Glast Heim"; if (instance_create([email protected]_name$, IM_CHAR, getcharid(0)) < 0 ) { message strcharinfo(0), "Failed to create instance"; end; } instance_enter([email protected]_name$, 150, 20, getcharid(0), instance_id(IM_CHAR)); doevent strnpcinfo(3) + "::OnEnter"; end; OnEnter: [email protected]$ = instance_mapname("[email protected]_k", instance_id(IM_CHAR)); if (!getmapflag([email protected]$, MF_SKILL_DAMAGE, SKILLDMG_MOB)) setmapflag [email protected]$, MF_SKILL_DAMAGE, -100, SKILLDMG_MOB; monster [email protected]$, 150, 20, "Poring", 1002, 10; end; } prontera,153,153,6 script Instance Destroy 100,{ instance_destroy instance_id(IM_CHAR); end; }sorry for the noob question how can I apply that patch?
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for me it is not working in instances like faceworn or in OGH challenge
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in config you can add the in the file call jobs.php
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On 2/9/2012 at 9:09 PM, Ehcloprom said:
Put the modsql db and itemdbsql files into your mysql ragnarok database.
hello a noob question, where can I get the itemdbsql and the modsql to import then into my database
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I change it but still has the issue
Thank that finally works
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- Id: 28942 AegisName: Bloody_Knight_Shield Name: Cursed Knight's Shield Type: Armor Weight: 800 Slots: 1 Locations: Left_Hand: true EquipLevelMin: 1 Refineable: true Script: | bonus bAspdRate,10; bonus2 bAddClass,Class_All,3; bonus bMatkRate,3; bonus2 bSubEle,Ele_All,7; autobonus2 "{ bonus2 bSPRegenRate,25,1000; }",50,5000; autobonus "{ bonus2 bHPRegenRate,150,1000; }",50,5000; [email protected] = getrefine(); if ([email protected]>=7) { bonus bBaseAtk,10; bonus bMatk,10; } if ([email protected]>=9) { bonus bAspd,1; } if ([email protected]>=12) { bonus bDelayrate,-3; } - Id: 28945 AegisName: Bloody_Knight_Shield_ Name: Bloody Knight's Shield Type: Armor Weight: 800 Slots: 1 Locations: Left_Hand: true EquipLevelMin: 1 Refineable: true Script: | bonus bAspdRate,10; bonus2 bAddClass,Class_All,3; bonus bMatkRate,3; bonus2 bSubEle,Ele_All,7; autobonus2 "{ bonus2 bSPRegenRate,25,1000; }",50,5000; autobonus "{ bonus2 bHPRegenRate,150,1000; }",50,5000; [email protected] = getrefine(); if ([email protected]>=7) { bonus bBaseAtk,10; bonus bMatk,10; } if ([email protected]>=9) { bonus bAspd,1; } if ([email protected]>=12) { bonus bDelayrate,-3; } - Id: 28946 AegisName: Bloody_Knight_Shield__ Name: Purified Knight's Shield Type: Armor Weight: 800 Slots: 1 Locations: Left_Hand: true EquipLevelMin: 1 Refineable: true Script: | bonus bAspdRate,10; bonus2 bAddClass,Class_All,5; bonus bMatkRate,5; bonus2 bSubEle,Ele_All,10; autobonus2 "{ bonus2 bSPRegenRate,50,1000; }",50,5000; autobonus "{ bonus2 bHPRegenRate,300,1000; }",50,5000; [email protected] = getrefine(); if ([email protected]>=7) { bonus bBaseAtk,20; bonus bMatk,20; } if ([email protected]>=9) { bonus bAspd,2; } if ([email protected]>=12) { bonus bDelayrate,-5; }hello some knows why the paladin and royal guard shield skills are not working with all of the versions of the Purified Knight's Shield
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function script resetskip { if(doneS == 0){ setarray [email protected][0],7681,7682,11420,7684,14516,14469,7682,14474,7683,7686,14507,14495,7682,5403,5402,11400,11412,14475,14487,14481,14480,14482,14500,12369,5415,5416,5417,5418,5419,5420,5421,5422,5423,5424,5425,5428,5431,5436,5439,5442,5445,5432; setarray [email protected][0],7741,14615,16031,14602,14602,16019,16061,14600,11462,14601,11464,14613,5737,16030,16048,16045,16050,16014,16028,16054,16055,16056,16057,16013,16027,16041,16032,16041,16029,16036,12376,7746,7747,7748,7749,7751; for(set [email protected],0; [email protected]<(getarraysize([email protected])); set [email protected],[email protected]+1) { //mes "quest "+ [email protected][[email protected]] + " ^FF0000 set^000000"; setquest [email protected][[email protected]]; } next; for(set [email protected],0; [email protected]<(getarraysize([email protected])); set [email protected],[email protected]+1) { //mes "quest "+ [email protected][[email protected]] + " ^FF0000 complete ^000000"; completequest [email protected][[email protected]]; if( [email protected] == (getarraysize([email protected]))){ } } dispbottom "16.1 done"; for(set [email protected],0; [email protected]<(getarraysize([email protected])); set [email protected],[email protected]+1) { mes "quest "+ [email protected][[email protected]] + " ^FF0000 set^000000"; setquest [email protected][[email protected]]; } for(set [email protected],0; [email protected]<(getarraysize([email protected])); set [email protected],[email protected]+1) { //mes "quest "+ [email protected][[email protected]] + " ^FF0000 complete ^000000"; completequest [email protected][[email protected]]; if( [email protected] == (getarraysize([email protected]))){ } } mes "16.2 done"; dispbottom "16.2 done"; questinfo_refresh(); terra_gloria_main = 25; ep_illusion = 0; set doneS, 1; dispbottom "use /navi prt_cas_q 21/39 speak with Nihilim to start the episode 17.1 "; warp "prt_cas_q",134,8; }(doneS == 1){ dispbottom "you already use this item in this character, if your are stuck speak with an admin."; getitem, 11000022; ] }I create that function that works exactly like the NPC, for a custom item, but I am getting the problem that the second condition doesnt work i dont know why
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8 hours ago, Froost said:
garment= back, there is no cape that you use in front.
it looks like the 2dlayerdir file in the lua files you can set to bring forward, but I haven't tested it. (zell tip)
you can use headgear to go ahead as an option.
we are using head gear for the moment, but we want to use the system of the garmet, that with one item it use different act for each class so in that way the same item can match the animation with each class.
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hello, I have a question, how can I show a custom garmet or wing in front of the player sprite? something like this there I am using in the example a custom headgear no a custom_garmet

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hello, thank you for the guide I did all of it, but my sprite didnt show up in the equip menu or in the character.
and I need that the sprite show in front of the character sprite.
like this example that I am using a normal item.
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hello, I am trying to create a fuction, to use in my custom branch to spawn, diferent mvps, with a specific chance for each one, I want to create a version that is more easy to implement, or use with a biger number of MVPs
this is the current script that I made.
function script active_branch { set .tw,0; set [email protected]ms,0; setarray .mob_id[0],1582,1112,1492,1147; setarray .mob_c[0],80,60,20,10; for(set [email protected]i,0; [email protected]i< (getarraysize(.mob_c)); set [email protected]i,[email protected]i+1) { .tw += .mob_c[[email protected]i]; } set .rnum, rand(.tw); debugmes "total weight is: "+.tw; debugmes .rnum; freeloop(1); for(set [email protected]i,0; [email protected]i< (getarraysize(.mob_c)); set [email protected]i,[email protected]i+1) { if(.rnum <= .mob_c[[email protected]i]){ if([email protected]ms==0){ debugmes .mob_id[[email protected]i]; monster "this", -1,-1, "--ja--",.mob_id[[email protected]i], 1, ""; [email protected]ms = 1; } // } else { //debugmes .rnum + "substracted by: "+.mob_c[[email protected]i]; .rnum -= .mob_c[[email protected]i]; } } freeloop(0); }
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On 7/14/2021 at 4:55 AM, BeWan said:
function script LHZ_Boss { OnInit: set .mob_id, rand(1646,1651); or if you want different id's you can use f_item .mob_id = callfunc("F_Rand",1,2,3,4,5,6,7,11,10,9); monster "this", -1,-1, "--ja--", .mob_id[[email protected]], 1, ""; } For ITEMDB callfunc "LHZ_Boss";
ok thanks you, and in the case that I need to get a parameter to select the random group that I want to use? like example
callfunc "LHZ_Boss(1)";
because I want to use the same fuction in diferent branches.
I am trying something like this
function active_branch { if(getarg(0)==1){ setarray .mvpid[0],1147,1582,1492,1112; } monster "this",-1,-1,"--ja--",.mvpid[rand(4)],1,""; }function active_branch { if(getarg(0)==1){ setarray .mvpid[0],1147,1582,1492,1112; } monster "this",-1,-1,"--ja--",.mvpid[rand(4)],1,""; }I am getting this error,
buildin_callfunc: Function not found!
I include my script in the script_custom.conf
like this.npc: npc/custom/branch_script.txtOn 7/14/2021 at 5:46 AM, Capuche said:export_constant(MOBG_TAEKWON_MISSION
On 7/14/2021 at 5:46 AM, Capuche said:To add a custom monster summon branch, the steps are:
- Add MOBG_G_D_Branch_01 before MOBG_MAX in https://github.com/rathena/rathena/blob/2f311bd1ef6abf0de642f93690eb37bebbb34d14/src/map/mob.hpp#L116
- Add MOBG_G_D_Branch_01 after export_constant(MOBG_TAEKWON_MISSION); in https://github.com/rathena/rathena/blob/2f311bd1ef6abf0de642f93690eb37bebbb34d14/src/map/script_constants.hpp#L4625
- After compiling your server should have created a folder named "import". Add your custom branch data in import/mob_summon.yml
Header: Type: MOB_SUMMONABLE_DB Version: 1 Body: - Group: G_D_Branch_01 Default: MAYA Summon: - Mob: MAYA Rate: 100000 - Mob: DEVILING Rate: 700000 - Mob: Drake Rate: 7000004. In import/item_db.yml
- Id: **** AegisName: name Name: name Type: Usable Buy: 10000 Weight: 200 Flags: BuyingStore: true DeadBranch: true Script: | monster "this",-1,-1,"--ja--",-1-MOBG_G_D_Branch_01,1,"";All other steps are unnecessary (I think you just forgot to compile according to the error in your first post).
thank you for the answer, I just notice that my emulator doesnt have the MOBG_MAX in the list
/// Random Monster Groups enum e_random_monster : uint16 { MOBG_Branch_Of_Dead_Tree = 0, MOBG_Poring_Box, MOBG_Bloody_Dead_Branch, MOBG_Red_Pouch_Of_Surprise, MOBG_ClassChange, MOBG_Taekwon_Mission, };in that case I just need to add it after MOBG_Taekwon_Mission, ?
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2 hours ago, BeWan said:
why dont you create script and put it on rand? and then use oncall function to your new branch item?
@BeWan can you explain me how to do that, I never did that before.
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i have a problem the vote sites doesnt show up in my fluxcp help.
http://gate-ro.net/cp/?module=voteforpoints

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close the topic i solved the problem
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in my fluxcp dont show up the current vote points: why ??
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i think that was your cart. you must select item so it can be showed up on your cart.
but i cant select nothing in the purchease section
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another noob question where do i need copy the 3 files of the rar?
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who can i install this i dont know?

Utility: Dynamic Shop Template
in Utility Script Releases
Posted · Edited by ffman22
add code
hi, thank you for the script, really use full, but I dont know why the shop doesn't work after I put 8 items.
there is an option to add more than 8 items?
I dont know if is because I clone it in the same script.