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Posts posted by WhiteEagle
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Unfortunately it did not work.

Without being able to use Ä Ü Ö, it makes it really hard to translate the iteminfo german.
I know that I can use ao, eo and ue, but it doesn't look nice. -
Hey guys,
I am in despair. Does anyone know a way to use Ä Ö Ü with iteminfo.lua without disabling the other items that use Korean sprites likeidentifiedResourceName = "아인헤리얼의갑옷", -
Sure sure.^^
Here an excample: We have 999 Silvervines and I buy 99 pieces.So just 900 Silvervines are left for the whole server.
But my wish is that the 99 pieces are removed only for me and not for the whole server.
So everyone has the "own" stack in the shop. -
Hello guys,
does anyone know a way to make the merchant item stock 'personally' and not for the whole server? -
I think, you don't understand the source change correctly.
It create a new function like summon/monster spawning.fakeplayer( map, x, y, name, job_id, sex, hair_style, hair_color, weapon, shield, head_top, head_mid, head_bottom, option, cloth_color );Just make a script like this as excample:
OnInit: setarray .hairstyle,1,2,3,4,5,6; setarray .haircolor,1,2,3,4,5,6; and so on !! .size_hairstyle = getarraysize(.hairstyle); .size_haircolor = getarraysize(.haircolor); [email protected] = rand(.size_hairstyle); [email protected] = rand(.size_haircolor); [email protected] = 30; while ([email protected] <= 30) { fakeplayer( map, x, y, name, job_id, sex, .hairstyle[[email protected]], .haircolor[[email protected]], weapon, shield, head_top, head_mid, head_bottom, option, cloth_color ); [email protected]++; } end; } -
22 hours ago, eakzoi said:
I also realized something, it's not summoning any monster with a player skin, it's summoning a Poring with a player skin. Ideally I would like to create new monsters on the mob_db (so that I can have different behaviors, levels, skills) while also randomizing their look. So if there's a way to modify that, that would be great too!
That is no problem. Just search for this line and change the MobID (1002) to ur wish.
// Using poring as monster behavior md = mob_once_spawn_sub(NULL, m, x, y, name, 1002, "", SZ_SMALL, AI_NONE); -
I think you will have more control with this here.
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If I remember correctly, you need a 2019/06+ client.
I like to use 2020-05-20bRagexe.~ xD -
Here, use this to make emblems work.
https://github.com/rathena/rathena/pull/5731/files
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Awesome work. Thanks !!
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Hey, first of all thanks for your work.
Does this include the changes for FluxCP to list all accounts under one email?
Do you have a launcher like OriginsRO that works with the master account system?
If so, it would be great if you could offer this as a sale as well. (seperate) -
It now works as it should, except for the fact that if you reselect the title, you have to log in again before it will be recognized.
Apart from that, I don't find any problems so far.
Thanks Rynbef~
WhiteEagle -
6 hours ago, Rynbef said:
I don't think u means an buying or vending store title

Haha, you're right. xD
And thanks for your help.
I am interested in items that give bonuses related to titles.
Like for example:"_______________________", "When equipped with \"Kafra\" title: Exp gained +5%, Item drop rate +5%, All Stats +4.", "_______________________",
Thanks, that should work.6 hours ago, Rynbef said:query_sql("SELECT `char_id` FROM `char` WHERE `char_id`="+getcharid(0),[email protected]_id);
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Thanks for your time and help.
Unfortunately, the kills are still counted.
I did not get any errors when compiling. -
Hey folks,
at first "Merry Xmas" ^-^
Is there any way to check per script what title a player has selected?
I want it to know for items like the Kafra Uniform. It gives bonis when a player uses the title 'Kafra'.
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As the error message says, the name contains too many letters.
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Thanks for your reply,
but the formatting is correct. I've no errors and all quests working except the location check.
- Id: 22000 Title: Fishy affair Targets: - Mob: VADON Count: 45 Location: iz_dun01 MapName: Undersea Tunnel B2
I've test now different formats like
- Id: 22000 Title: Fishy affair Targets: - Mob: VADON Count: 45 Location: iz_dun01: true MapName: Undersea Tunnel B2 - Id: 22000 Title: Fishy affair Targets: - Mob: VADON Count: 45 Location: "iz_dun01" MapName: Undersea Tunnel B2No matter how I do the format, I get no error message and the kills are counted no matter where.
Is it possible that it is not working in general at the moment?
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I have the problem that no matter where I kill the monster, the kill is counted.
However, it should only be counted on the specified map.
In the example below, you are supposed to kill Vadons on the map "iz_dun01".
If you spawn Vadons in Prontera, they will also be counted.What am I doing wrong?
Example:
- Id: 22000 Title: Fishy affair Targets: - Mob: VADON Count: 45 Location: iz_dun01 MapName: Undersea Tunnel B2 -
Can anyone update this ? Would be awesome.
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Why don't use the OnPCLoginEvent?
Like:
- script DonateExchange FAKE_NPC,{ end; OnPCLoginEvent: set @dCreds,query_sql("SELECT `balance` FROM cp_credits WHERE `account_id` = "+getcharid(3)+";",[email protected]); if([email protected]) { end; } set #CASHPOINTS,#[email protected]; [email protected] = 0; query_sql("UPDATE `cp_credits` SET `balance` = "[email protected]+" WHERE account_id = "+getcharid(3)+";"); dispbottom "Credis were converted into Cashpoints ["+ #CASHPOINTS +"]."; end;-
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Hey,
for sure you are missing the source edit for pre-renewal in mmo.hpp.
Search for#define MAX_GUILDSKILL 15 ///Max Guild skillsand increase it like for renewal
#define MAX_GUILDSKILL 20 ///Max Guild skills#define MAX_GUILDSKILL 20 ///Max Guild skillsor edit the whole part like:
#ifdef RENEWAL #define MAX_GUILDSKILL 20 ///Max Guild skills #else #define MAX_GUILDSKILL 15 ///Max Guild skills #endif to #define MAX_GUILDSKILL 20 ///Max Guild skills
recompile and it will work -
Go to -> \data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\make_character_ver2\
and search for img_doram_comingsoon.bmp
Just overwrite the file with your image. -
I would also be interested in it. Also, it would be great if it still had the function that the EXP is divided among the number of party members, as it would be in the party share.
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You need to create 2 different .exe which call a different grf like pre-rene.grf and a renewal.grf.
This is needed for the iteminfo too. Pre-Rene have the old item def.-
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[WTA] Change max refine on certain item
in Scripting Support
Posted
Should work with a check. Something like 'getiteminfo(<item ID>,ITEMINFO_WEAPONLEVEL)'