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Posts posted by vans29
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here's my script help me please!
// WoE Automatic Castle Rotation
// ==============================================================
// This scripts add a NPC on Prontera (near to the center)
// It will show info to the players about what castles are opened
// and what castles will be opened next WoE.
// Read the script for more information and Settings.
//
// ABOUT ANCIENT WOE:
// Ancient WoE is a replacement of Novice Castles, if you want
// to enable it, add the Ancient WoE scripts to your server.
// ==============================================================
prontera,164,174,3 script WoE Info Board 837,{
if( .Ready != 1 ) donpcevent "WoE Info Board::OnInit";
mes "[^FFA500 WoE Info Board ^000000]";
// WoE Classic
mes "- Opened Castles for Classic WoE";
for( set .@k, 0; $Castles_FE[.@k] != 0; set .@k, .@k + 1 )
mes "^0000FF" + getcastlename(.Castles_FE$[$Castles_FE[.@k]]) + "^000000 (" + .Castles_FE$[$Castles_FE[.@k]] + ")";
// WoE Second Edition
mes "- Opened Castles for WoE SE";
for( set .@k, 0; $Castles_SE[.@k] != 0; set .@k, .@k + 1 )
mes "^0000FF" + getcastlename(.Castles_SE$[$Castles_SE[.@k]]) + "^000000 (" + .Castles_SE$[$Castles_SE[.@k]] + ")";
// Ancient WoE - Uncomment if you use it
/* mes "- Opened Castles for Ancient WoE";
for( set .@k, 0; $Castles_AE[.@k] != 0; set .@k, .@k + 1 )
mes "^0000FF" + getcastlename(.Castles_AE$[$Castles_AE[.@k]]) + "^000000 (" + .Castles_AE$[$Castles_AE[.@k]] + ")";
*/
next;
mes "[^FFA500 WoE Info Board ^000000]";
mes "- Next Castles for Classic WoE";
for( set .@k, 0; $Castles_FE[.@k] != 0; set .@k, .@k + 1 )
{
if( set(.@c, $Castles_FE[.@k] + 1) > 20 )
set .@c, 1;
mes "^0000FF" + getcastlename(.Castles_FE$[.@c]) + "^000000 (" + .Castles_FE$[.@c] + ")";
}
mes "- Next Castles for WoE SE";
for( set .@k, 0; $Castles_SE[.@k] != 0; set .@k, .@k + 1 )
{
if( set(.@c, $Castles_SE[.@k] + 1) > 6 )
set .@c, 1;
mes "^0000FF" + getcastlename(.Castles_SE$[.@c]) + "^000000 (" + .Castles_SE$[.@c] + ")";
}
// Ancient WoE - Uncomment if you use it
/* mes "- Next Castles for Ancient WoE";
for( set .@k, 0; $Castles_AE[.@k] != 0; set .@k, .@k + 1 )
{
if( set(.@c, $Castles_AE[.@k] + 1) > 4 )
set .@c, 1;
mes "^0000FF" + getcastlename(.Castles_AE$[.@c]) + "^000000 (" + .Castles_AE$[.@c] + ")";
}
*/
next;
mes "[^FFA500 WoE Info Board ^000000]";
mes "Castle Rotation is programed each Friday at 5 a.m.";
close;
OnInit:
setarray .Castles_FE$[1], // This array holds all WoE First Edition Castles, starting from index 1
"prtg_cas01", // 1
"payg_cas01", // 2
"gefg_cas01", // 3
"aldeg_cas01", // 4
"prtg_cas03", // 5
"payg_cas03", // 6
"gefg_cas03", // 7
"aldeg_cas03", // 8
"prtg_cas05", // 9
"payg_cas05", // 10
"gefg_cas05", // 11
"aldeg_cas05", // 12
"prtg_cas02", // 13
"payg_cas02", // 14
"gefg_cas02", // 15
"aldeg_cas02", // 16
"prtg_cas04", // 17
"payg_cas04", // 18
"gefg_cas04", // 19
"aldeg_cas04"; // 20
setarray .Castles_AE$[1], // This array holds all Ancient Edition WoE Castles, starting from index 1
"nguild_alde", // 1
"nguild_gef", // 2
"nguild_pay", // 3
"nguild_prt"; // 4
setarray .Castles_SE$[1], // This array holds all WoE Second Edition Castles, starting from index 1
"schg_cas01", // 1
"schg_cas02", // 2
"schg_cas03", // 3
"arug_cas01", // 4
"arug_cas02", // 5
"arug_cas03"; // 6
setarray .Castles_SE_Event$[1], // This array include the Events inside each castle of WoE Second Edition (need to be one on one with the SE Castle Array)
"::OnRecvCastleSc01",
"::OnRecvCastleSc02",
"::OnRecvCastleSc03",
"::OnRecvCastleAr01",
"::OnRecvCastleAr02",
"::OnRecvCastleAr03";
// First Time Rotation Setting - CONFIGURATION PART:
// =======================================================================
// This arrays holds the current Opened Castles for each kind of WoE.
// Obviously, FE, SE and AE points to First Edition, Second Edition and
// Ancient Edition, just like the Castle Array.
//
// The next arrays, starting from Index 0, holds the INDEX of the previous
// castle arrays. In the example, for FE:
// 1 = prtg_cas01
// 13 = prtg_cas02
//
// If this is the first time you are going to use this script, find the index
// of your current Castles (your server) in the Castle Arrays, and set the
// list in the next arrays. If your server is currently playing on payg_cas03,
// aldeg_cas05 and prtg_cas04, the FE array should say: 6,12,17
// Same for SE, and uncomment the AE if you use Ancient Edition.
//
// The Main unique rule on this script is: Do not use consecutive castles in
// the castle array.
// Just add more index if you use more castles, there is no problem.
// If you are going to reduce castle amount, well, it will require DB edit
// not only on guild_castle, also on mapreg, edition the Castle_FE or SE or AE
// values, or using a script to edit it, because, this setting only run first
// time.
if( getarraysize($Castles_FE) == 0 ) setarray $Castles_FE[0],1,13;
if( getarraysize($Castles_SE) == 0 ) setarray $Castles_SE[0],1,4;
// if( getarraysize($Castles_AE) == 0 ) setarray $Castles_AE[0],1;
// Reset Castle index:
// This is required if you are planing to reduce/increase opened castles
// Uncomment to remove current index, but you will need to recalculate
// and configure again the Onwer Indexs (previous arrays).
// cleararray $Castles_FE[0],0,getarraysize($Castles_FE);
// cleararray $Castles_SE[0],0,getarraysize($Castles_SE);
// cleararray $Castles_AE[0],0,getarraysize($Castles_AE);
// =======================================================================
// Block Castles - FE
for( set .@i, 1; .@i < 21; set .@i, .@i + 1 )
setmapflag .Castles_FE$[.@i],mf_blocked;
// Block Castles - SE
for( set .@i, 1; .@i < 7; set .@i, .@i + 1 )
setmapflag .Castles_SE$[.@i],mf_blocked;
// Block Castles - AE
for( set .@i, 1; .@i < 5; set .@i, .@i + 1 )
setmapflag .Castles_AE$[.@i],mf_blocked;
// UnBlock Current Castles
for( set .@i, 0; $Castles_FE[.@i] != 0; set .@i, .@i + 1 )
removemapflag .Castles_FE$[$Castles_FE[.@i]],mf_blocked;
for( set .@i, 0; $Castles_SE[.@i] != 0; set .@i, .@i + 1 )
removemapflag .Castles_SE$[$Castles_SE[.@i]],mf_blocked;
for( set .@i, 0; $Castles_AE[.@i] != 0; set .@i, .@i + 1 )
removemapflag .Castles_AE$[$Castles_AE[.@i]],mf_blocked;
set .Ready, 1;
end;
OnWhisperGlobal:
// If you whisp to NPC:WoE Info Board the word rotate, a rotation will be made. It can be used to test the system.
if( getgmlevel() < 60 )
end;
if( @whispervar0$ != "rotate" )
end;
OnFri0500:
if( .Ready != 1 ) donpcevent "WoE Info Board::OnInit";
rankreset 0; // WoE Ranking Restart - Comment this if you don't want to reset WoE Ranking each week. You can use @rankreset 1 to reset it manually.
announce "<- Castle Rotation Begins ->",0,0xFFA500;
for( set .@i, 0; $Castles_FE[.@i] != 0; set .@i, .@i + 1 )
callsub S_MoveFE,.@i;
for( set .@i, 0; $Castles_SE[.@i] != 0; set .@i, .@i + 1 )
callsub S_MoveSE,.@i;
for( set .@i, 0; $Castles_AE[.@i] != 0; set .@i, .@i + 1 )
callsub S_MoveAE,.@i;
announce "<- Castle Rotation is Over ->",0,0xFFA500;
end;
S_MoveFE:
// Move to next First Edition Castle - Do not Edit
// ========================================
set .@Castle$, .Castles_FE$[$Castles_FE[getarg(0)]];
// A. Store current Castle Information
// ========================================
for( set .@j, 17; .@j > 0; set .@j, .@j - 1 )
{
set .@TempData[.@j], getcastledata(.@Castle$,.@j);
setcastledata .@Castle$,.@j,0; // Clear current Data
}
maprespawnguildid .@Castle$,0,3; // Kick Everybody inside
killmonsterall .@Castle$; // Remove Monsters and Treasures
setmapflag .@Castle$,mf_blocked; // Block Castle
getcastledata .@Castle$[0], "Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags
// B. Transfer Data to New Castle
// ========================================
if( set($Castles_FE[getarg(0)],$Castles_FE[getarg(0)] + 1) > 20 )
set $Castles_FE[getarg(0)],1; // Rotation circle
set .@OldCastle$, .@Castle$;
set .@Castle$, .Castles_FE$[$Castles_FE[getarg(0)]]; // New Castle
// C. Recover Data
// ========================================
for( set .@j, 1; .@j < 18; set .@j, .@j + 1 )
setcastledata .@Castle$,.@j,.@TempData[.@j];
killmonsterall .@Castle$;
removemapflag .@Castle$,mf_blocked; // UnBlock Castle
getcastledata .@Castle$[0],"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags
if( .@TempData[1] ) announce "Guild [" + getguildname(.@TempData[1]) + "] owner of [" + getcastlename(.@OldCastle$) + "] transfered to [" + getcastlename(.@Castle$) + "]",0,0x00BFFF;
return;
S_MoveAE:
// Move to next First Edition Castle - Do not Edit
// ========================================
set .@Castle$, .Castles_AE$[$Castles_AE[getarg(0)]];
// A. Store current Castle Information
// ========================================
for( set .@j, 17; .@j > 0; set .@j, .@j - 1 )
{
set .@TempData[.@j], getcastledata(.@Castle$,.@j);
setcastledata .@Castle$,.@j,0; // Clear current Data
}
maprespawnguildid .@Castle$,0,3; // Kick Everybody inside
killmonsterall .@Castle$; // Remove Monsters and Treasures
setmapflag .@Castle$,mf_blocked; // Block Castle
getcastledata .@Castle$[0],"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags
// B. Transfer Data to New Castle
// ========================================
if( set($Castles_AE[getarg(0)],$Castles_AE[getarg(0)] + 1) > 4 )
set $Castles_AE[getarg(0)],1; // Rotation circle
set .@OldCastle$, .@Castle$;
set .@Castle$, .Castles_AE$[$Castles_AE[getarg(0)]]; // New Castle
// C. Recover Data
// ========================================
for( set .@j, 1; .@j < 18; set .@j, .@j + 1 )
setcastledata .@Castle$,.@j,.@TempData[.@j];
killmonsterall .@Castle$;
removemapflag .@Castle$,mf_blocked; // UnBlock Castle
getcastledata .@Castle$[0],"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags
if( .@TempData[1] ) announce "Guild [" + getguildname(.@TempData[1]) + "] owner of [" + getcastlename(.@OldCastle$) + "] transfered to [" + getcastlename(.@Castle$) + "]",0,0x00BFFF;
return;
S_MoveSE:
// Move to next First Edition Castle - Do not Edit
// ========================================
set .@Castle$, .Castles_SE$[$Castles_SE[getarg(0)]];
// A. Store current Castle Information
// ========================================
for( set .@j, 17; .@j > 0; set .@j, .@j - 1 )
{
set .@TempData[.@j], getcastledata(.@Castle$,.@j);
setcastledata .@Castle$,.@j,0; // Clear current Data
}
maprespawnguildid .@Castle$,0,3; // Kick Everybody inside
killmonsterall .@Castle$; // Remove Monsters and Treasures
setmapflag .@Castle$,mf_blocked; // Block Castle
getcastledata .@Castle$[0],(.Castles_SE_Event$[$Castles_SE[getarg(0)]]); // Refresh Flags
// B. Transfer Data to New Castle
// ========================================
if( set($Castles_SE[getarg(0)],$Castles_SE[getarg(0)] + 1) > 6 )
set $Castles_SE[getarg(0)],1; // Rotation circle
set .@OldCastle$, .@Castle$;
set .@Castle$, .Castles_SE$[$Castles_SE[getarg(0)]]; // New Castle
// C. Recover Data
// ========================================
for( set .@j, 1; .@j < 18; set .@j, .@j + 1 )
setcastledata .@Castle$,.@j,.@TempData[.@j];
killmonsterall .@Castle$;
removemapflag .@Castle$,mf_blocked; // UnBlock Castle
getcastledata .@Castle$[0],.Castles_SE_Event$[$Castles_SE[getarg(0)]]; // Refresh Flags
if( .@TempData[1] ) announce "Guild [" + getguildname(.@TempData[1]) + "] owner of [" + getcastlename(.@OldCastle$) + "] transfered to [" + getcastlename(.@Castle$) + "]",0,0x00BFFF;
return;
}
// MapFlags - Castle Configurations
// ========================================
aldeg_cas01 mapflag woe_set 1
aldeg_cas02 mapflag woe_set 1
aldeg_cas03 mapflag woe_set 1
aldeg_cas04 mapflag woe_set 1
aldeg_cas05 mapflag woe_set 1
gefg_cas01 mapflag woe_set 1
gefg_cas02 mapflag woe_set 1
gefg_cas03 mapflag woe_set 1
gefg_cas04 mapflag woe_set 1
gefg_cas05 mapflag woe_set 1
payg_cas01 mapflag woe_set 1
payg_cas02 mapflag woe_set 1
payg_cas03 mapflag woe_set 1
payg_cas04 mapflag woe_set 1
payg_cas05 mapflag woe_set 1
prtg_cas01 mapflag woe_set 1
prtg_cas02 mapflag woe_set 1
prtg_cas03 mapflag woe_set 1
prtg_cas04 mapflag woe_set 1
prtg_cas05 mapflag woe_set 1
// WoE SE
schg_cas01 mapflag woe_set 2
schg_cas02 mapflag woe_set 2
schg_cas03 mapflag woe_set 2
schg_cas04 mapflag woe_set 2
schg_cas05 mapflag woe_set 2
arug_cas01 mapflag woe_set 2
arug_cas02 mapflag woe_set 2
arug_cas03 mapflag woe_set 2
arug_cas04 mapflag woe_set 2
arug_cas05 mapflag woe_set 2
schg_cas04 mapflag blocked
schg_cas05 mapflag blocked
arug_cas04 mapflag blocked
arug_cas05 mapflag blocked
// Ancient WoE
nguild_alde mapflag woe_set 4
nguild_gef mapflag woe_set 4
nguild_pay mapflag woe_set 4
nguild_prt mapflag woe_set 4
nguild_alde mapflag ancient
nguild_gef mapflag ancient
nguild_pay mapflag ancient
nguild_prt mapflag ancient
nguild_alde mapflag gvg_noalliance
nguild_gef mapflag gvg_noalliance
nguild_pay mapflag gvg_noalliance
nguild_prt mapflag gvg_noalliance
// About MapFlags:
// ====================================================
// blocked = cannot be acceced, only by Game Masters.
// guild_max = limit the number of the same guild members inside this map
// ancient = required to limit this castle to ancient items and classes.
// woe_set = required, do not edit. This marks the map to know when it will be opened for woe, or blocked if other woe is running. Check agit_controller.txt for more information.1st topic solve but i got new problem
here in my console "script_rid2sd fatal error ! player not attached"
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Rouge/ST Class when link can by pass FCP not FS , only single strip 5% and 1 glistening coat per attempt
Star Gladiator when Link can use skills lvl 10 Parrying and Lord Of Vermilion increase damage on boss monster and holy monster 100%
Sage/prof when Link add 30% maxHP
Alchemist/Creator when link give more damage in Acid Terror 100% and Increase effectiveness of potion pitcher 50%
Wizard/HW when link give 20% maxHP and Increase Magic Crasher Damage 150%
Priest/HP when link increase damage of Holy Light by 400% and give 30% reflect damage on melee enemyKnight/LK when Link can use skill lvl 10 Parrying with 1handed Sword and Onehand Quicken
Thanks to this post by @MarkZD
here's the link
http://rathena.org/board/topic/70203-soul-linker-spirit-skill-modification/
this also
Hunter/Sniper when link autocast Falcon Assault when attacking
and this
http://rathena.org/board/topic/73819-soul-linked-lk-and-sniper-help/
by MarkZD
BUMP!
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My guess is either update your revision to the latest or find a new script
i got Rev 471 what script good here???? did you have?
471? o.o; Do you mean 17471?
yes! r17471
your revision is updated, but your script is outdated.
getcastledata doesnt support event label in updated revision.
you can switch to other woe script or use the latest one in repo.
its ok now but i have new problem with that script
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My guess is either update your revision to the latest or find a new script
i got Rev 471 what script good here???? did you have?
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I have tested this a few times
// WoE Automatic Castle Rotation // ============================================================== // This scripts add a NPC on Prontera (near to the center) // It will show info to the players about what castles are opened // and what castles will be opened next WoE. // Read the script for more information and Settings. // // ABOUT ANCIENT WOE: // Ancient WoE is a replacement of Novice Castles, if you want // to enable it, add the Ancient WoE scripts to your server. // ============================================================== prontera,164,174,3 script WoE Info Board 837,{ if( .Ready != 1 ) donpcevent "WoE Info Board::OnInit"; mes "[^FFA500 WoE Info Board ^000000]"; // WoE Classic mes "- Opened Castles for Classic WoE"; for( set .@k, 0; $Castles_FE[.@k] != 0; set .@k, .@k + 1 ) mes "^0000FF" + getcastlename(.Castles_FE$[$Castles_FE[.@k]]) + "^000000 (" + .Castles_FE$[$Castles_FE[.@k]] + ")"; // WoE Second Edition mes "- Opened Castles for WoE SE"; for( set .@k, 0; $Castles_SE[.@k] != 0; set .@k, .@k + 1 ) mes "^0000FF" + getcastlename(.Castles_SE$[$Castles_SE[.@k]]) + "^000000 (" + .Castles_SE$[$Castles_SE[.@k]] + ")"; // Ancient WoE - Uncomment if you use it /* mes "- Opened Castles for Ancient WoE"; for( set .@k, 0; $Castles_AE[.@k] != 0; set .@k, .@k + 1 ) mes "^0000FF" + getcastlename(.Castles_AE$[$Castles_AE[.@k]]) + "^000000 (" + .Castles_AE$[$Castles_AE[.@k]] + ")"; */ next; mes "[^FFA500 WoE Info Board ^000000]"; mes "- Next Castles for Classic WoE"; for( set .@k, 0; $Castles_FE[.@k] != 0; set .@k, .@k + 1 ) { if( set(.@c, $Castles_FE[.@k] + 1) > 20 ) set .@c, 1; mes "^0000FF" + getcastlename(.Castles_FE$[.@c]) + "^000000 (" + .Castles_FE$[.@c] + ")"; } mes "- Next Castles for WoE SE"; for( set .@k, 0; $Castles_SE[.@k] != 0; set .@k, .@k + 1 ) { if( set(.@c, $Castles_SE[.@k] + 1) > 6 ) set .@c, 1; mes "^0000FF" + getcastlename(.Castles_SE$[.@c]) + "^000000 (" + .Castles_SE$[.@c] + ")"; } // Ancient WoE - Uncomment if you use it /* mes "- Next Castles for Ancient WoE"; for( set .@k, 0; $Castles_AE[.@k] != 0; set .@k, .@k + 1 ) { if( set(.@c, $Castles_AE[.@k] + 1) > 4 ) set .@c, 1; mes "^0000FF" + getcastlename(.Castles_AE$[.@c]) + "^000000 (" + .Castles_AE$[.@c] + ")"; } */ next; mes "[^FFA500 WoE Info Board ^000000]"; mes "Castle Rotation is programed each Friday at 5 a.m."; close; OnInit: setarray .Castles_FE$[1], // This array holds all WoE First Edition Castles, starting from index 1 "prtg_cas01", // 1 "payg_cas01", // 2 "gefg_cas01", // 3 "aldeg_cas01", // 4 "prtg_cas03", // 5 "payg_cas03", // 6 "gefg_cas03", // 7 "aldeg_cas03", // 8 "prtg_cas05", // 9 "payg_cas05", // 10 "gefg_cas05", // 11 "aldeg_cas05", // 12 "prtg_cas02", // 13 "payg_cas02", // 14 "gefg_cas02", // 15 "aldeg_cas02", // 16 "prtg_cas04", // 17 "payg_cas04", // 18 "gefg_cas04", // 19 "aldeg_cas04"; // 20 setarray .Castles_AE$[1], // This array holds all Ancient Edition WoE Castles, starting from index 1 "nguild_alde", // 1 "nguild_gef", // 2 "nguild_pay", // 3 "nguild_prt"; // 4 setarray .Castles_SE$[1], // This array holds all WoE Second Edition Castles, starting from index 1 "schg_cas01", // 1 "schg_cas02", // 2 "schg_cas03", // 3 "arug_cas01", // 4 "arug_cas02", // 5 "arug_cas03"; // 6 setarray .Castles_SE_Event$[1], // This array include the Events inside each castle of WoE Second Edition (need to be one on one with the SE Castle Array) "::OnRecvCastleSc01", "::OnRecvCastleSc02", "::OnRecvCastleSc03", "::OnRecvCastleAr01", "::OnRecvCastleAr02", "::OnRecvCastleAr03"; // First Time Rotation Setting - CONFIGURATION PART: // ======================================================================= // This arrays holds the current Opened Castles for each kind of WoE. // Obviously, FE, SE and AE points to First Edition, Second Edition and // Ancient Edition, just like the Castle Array. // // The next arrays, starting from Index 0, holds the INDEX of the previous // castle arrays. In the example, for FE: // 1 = prtg_cas01 // 13 = prtg_cas02 // // If this is the first time you are going to use this script, find the index // of your current Castles (your server) in the Castle Arrays, and set the // list in the next arrays. If your server is currently playing on payg_cas03, // aldeg_cas05 and prtg_cas04, the FE array should say: 6,12,17 // Same for SE, and uncomment the AE if you use Ancient Edition. // // The Main unique rule on this script is: Do not use consecutive castles in // the castle array. // Just add more index if you use more castles, there is no problem. // If you are going to reduce castle amount, well, it will require DB edit // not only on guild_castle, also on mapreg, edition the Castle_FE or SE or AE // values, or using a script to edit it, because, this setting only run first // time. if( getarraysize($Castles_FE) == 0 ) setarray $Castles_FE[0],1,13; if( getarraysize($Castles_SE) == 0 ) setarray $Castles_SE[0],1,4; // if( getarraysize($Castles_AE) == 0 ) setarray $Castles_AE[0],1; // Reset Castle index: // This is required if you are planing to reduce/increase opened castles // Uncomment to remove current index, but you will need to recalculate // and configure again the Onwer Indexs (previous arrays). // cleararray $Castles_FE[0],0,getarraysize($Castles_FE); // cleararray $Castles_SE[0],0,getarraysize($Castles_SE); // cleararray $Castles_AE[0],0,getarraysize($Castles_AE); // ======================================================================= // Block Castles - FE for( set .@i, 1; .@i < 21; set .@i, .@i + 1 ) setmapflag .Castles_FE$[.@i],mf_blocked; // Block Castles - SE for( set .@i, 1; .@i < 7; set .@i, .@i + 1 ) setmapflag .Castles_SE$[.@i],mf_blocked; // Block Castles - AE for( set .@i, 1; .@i < 5; set .@i, .@i + 1 ) setmapflag .Castles_AE$[.@i],mf_blocked; // UnBlock Current Castles for( set .@i, 0; $Castles_FE[.@i] != 0; set .@i, .@i + 1 ) removemapflag .Castles_FE$[$Castles_FE[.@i]],mf_blocked; for( set .@i, 0; $Castles_SE[.@i] != 0; set .@i, .@i + 1 ) removemapflag .Castles_SE$[$Castles_SE[.@i]],mf_blocked; for( set .@i, 0; $Castles_AE[.@i] != 0; set .@i, .@i + 1 ) removemapflag .Castles_AE$[$Castles_AE[.@i]],mf_blocked; set .Ready, 1; end; OnWhisperGlobal: // If you whisp to NPC:WoE Info Board the word rotate, a rotation will be made. It can be used to test the system. if( getgmlevel() < 60 ) end; if( @whispervar0$ != "rotate" ) end; OnFri0500: if( .Ready != 1 ) donpcevent "WoE Info Board::OnInit"; rankreset 0; // WoE Ranking Restart - Comment this if you don't want to reset WoE Ranking each week. You can use @rankreset 1 to reset it manually. announce "<- Castle Rotation Begins ->",0,0xFFA500; for( set .@i, 0; $Castles_FE[.@i] != 0; set .@i, .@i + 1 ) callsub S_MoveFE,.@i; for( set .@i, 0; $Castles_SE[.@i] != 0; set .@i, .@i + 1 ) callsub S_MoveSE,.@i; for( set .@i, 0; $Castles_AE[.@i] != 0; set .@i, .@i + 1 ) callsub S_MoveAE,.@i; announce "<- Castle Rotation is Over ->",0,0xFFA500; end; S_MoveFE: // Move to next First Edition Castle - Do not Edit // ======================================== set .@Castle$, .Castles_FE$[$Castles_FE[getarg(0)]]; // A. Store current Castle Information // ======================================== for( set .@j, 17; .@j > 0; set .@j, .@j - 1 ) { set .@TempData[.@j], getcastledata(.@Castle$,.@j); setcastledata .@Castle$,.@j,0; // Clear current Data } maprespawnguildid .@Castle$,0,3; // Kick Everybody inside killmonsterall .@Castle$; // Remove Monsters and Treasures setmapflag .@Castle$,mf_blocked; // Block Castle getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags // B. Transfer Data to New Castle // ======================================== if( set($Castles_FE[getarg(0)],$Castles_FE[getarg(0)] + 1) > 20 ) set $Castles_FE[getarg(0)],1; // Rotation circle set .@OldCastle$, .@Castle$; set .@Castle$, .Castles_FE$[$Castles_FE[getarg(0)]]; // New Castle // C. Recover Data // ======================================== for( set .@j, 1; .@j < 18; set .@j, .@j + 1 ) setcastledata .@Castle$,.@j,.@TempData[.@j]; killmonsterall .@Castle$; removemapflag .@Castle$,mf_blocked; // UnBlock Castle getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags if( .@TempData[1] ) announce "Guild [" + getguildname(.@TempData[1]) + "] owner of [" + getcastlename(.@OldCastle$) + "] transfered to [" + getcastlename(.@Castle$) + "]",0,0x00BFFF; return; S_MoveAE: // Move to next First Edition Castle - Do not Edit // ======================================== set .@Castle$, .Castles_AE$[$Castles_AE[getarg(0)]]; // A. Store current Castle Information // ======================================== for( set .@j, 17; .@j > 0; set .@j, .@j - 1 ) { set .@TempData[.@j], getcastledata(.@Castle$,.@j); setcastledata .@Castle$,.@j,0; // Clear current Data } maprespawnguildid .@Castle$,0,3; // Kick Everybody inside killmonsterall .@Castle$; // Remove Monsters and Treasures setmapflag .@Castle$,mf_blocked; // Block Castle getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags // B. Transfer Data to New Castle // ======================================== if( set($Castles_AE[getarg(0)],$Castles_AE[getarg(0)] + 1) > 4 ) set $Castles_AE[getarg(0)],1; // Rotation circle set .@OldCastle$, .@Castle$; set .@Castle$, .Castles_AE$[$Castles_AE[getarg(0)]]; // New Castle // C. Recover Data // ======================================== for( set .@j, 1; .@j < 18; set .@j, .@j + 1 ) setcastledata .@Castle$,.@j,.@TempData[.@j]; killmonsterall .@Castle$; removemapflag .@Castle$,mf_blocked; // UnBlock Castle getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags if( .@TempData[1] ) announce "Guild [" + getguildname(.@TempData[1]) + "] owner of [" + getcastlename(.@OldCastle$) + "] transfered to [" + getcastlename(.@Castle$) + "]",0,0x00BFFF; return; S_MoveSE: // Move to next First Edition Castle - Do not Edit // ======================================== set .@Castle$, .Castles_SE$[$Castles_SE[getarg(0)]]; // A. Store current Castle Information // ======================================== for( set .@j, 17; .@j > 0; set .@j, .@j - 1 ) { set .@TempData[.@j], getcastledata(.@Castle$,.@j); setcastledata .@Castle$,.@j,0; // Clear current Data } maprespawnguildid .@Castle$,0,3; // Kick Everybody inside killmonsterall .@Castle$; // Remove Monsters and Treasures setmapflag .@Castle$,mf_blocked; // Block Castle getcastledata .@Castle$,0,.Castles_SE_Event$[$Castles_SE[getarg(0)]]; // Refresh Flags // B. Transfer Data to New Castle // ======================================== if( set($Castles_SE[getarg(0)],$Castles_SE[getarg(0)] + 1) > 6 ) set $Castles_SE[getarg(0)],1; // Rotation circle set .@OldCastle$, .@Castle$; set .@Castle$, .Castles_SE$[$Castles_SE[getarg(0)]]; // New Castle // C. Recover Data // ======================================== for( set .@j, 1; .@j < 18; set .@j, .@j + 1 ) setcastledata .@Castle$,.@j,.@TempData[.@j]; killmonsterall .@Castle$; removemapflag .@Castle$,mf_blocked; // UnBlock Castle getcastledata .@Castle$,0,.Castles_SE_Event$[$Castles_SE[getarg(0)]]; // Refresh Flags if( .@TempData[1] ) announce "Guild [" + getguildname(.@TempData[1]) + "] owner of [" + getcastlename(.@OldCastle$) + "] transfered to [" + getcastlename(.@Castle$) + "]",0,0x00BFFF; return; } // MapFlags - Castle Configurations // ======================================== aldeg_cas01 mapflag woe_set 1 aldeg_cas02 mapflag woe_set 1 aldeg_cas03 mapflag woe_set 1 aldeg_cas04 mapflag woe_set 1 aldeg_cas05 mapflag woe_set 1 gefg_cas01 mapflag woe_set 1 gefg_cas02 mapflag woe_set 1 gefg_cas03 mapflag woe_set 1 gefg_cas04 mapflag woe_set 1 gefg_cas05 mapflag woe_set 1 payg_cas01 mapflag woe_set 1 payg_cas02 mapflag woe_set 1 payg_cas03 mapflag woe_set 1 payg_cas04 mapflag woe_set 1 payg_cas05 mapflag woe_set 1 prtg_cas01 mapflag woe_set 1 prtg_cas02 mapflag woe_set 1 prtg_cas03 mapflag woe_set 1 prtg_cas04 mapflag woe_set 1 prtg_cas05 mapflag woe_set 1 // WoE SE schg_cas01 mapflag woe_set 2 schg_cas02 mapflag woe_set 2 schg_cas03 mapflag woe_set 2 schg_cas04 mapflag woe_set 2 schg_cas05 mapflag woe_set 2 arug_cas01 mapflag woe_set 2 arug_cas02 mapflag woe_set 2 arug_cas03 mapflag woe_set 2 arug_cas04 mapflag woe_set 2 arug_cas05 mapflag woe_set 2 schg_cas04 mapflag blocked schg_cas05 mapflag blocked arug_cas04 mapflag blocked arug_cas05 mapflag blocked // Ancient WoE nguild_alde mapflag woe_set 4 nguild_gef mapflag woe_set 4 nguild_pay mapflag woe_set 4 nguild_prt mapflag woe_set 4 nguild_alde mapflag ancient nguild_gef mapflag ancient nguild_pay mapflag ancient nguild_prt mapflag ancient nguild_alde mapflag gvg_noalliance nguild_gef mapflag gvg_noalliance nguild_pay mapflag gvg_noalliance nguild_prt mapflag gvg_noalliance // About MapFlags: // ==================================================== // blocked = cannot be acceced, only by Game Masters. // guild_max = limit the number of the same guild members inside this map // ancient = required to limit this castle to ancient items and classes. // woe_set = required, do not edit. This marks the map to know when it will be opened for woe, or blocked if other woe is running. Check agit_controller.txt for more information.
Everything works on it except the resetrank mainly because that's most likely a custom script command.
i got same error how i can fix that??? thanks for your response
-
i got this error when my server run
here's my script
[spoiler=here]// WoE Automatic Castle Rotation
// ==============================================================
// This scripts add a NPC on Prontera (near to the center)
// It will show info to the players about what castles are opened
// and what castles will be opened next WoE.
// Read the script for more information and Settings.
//
// ABOUT ANCIENT WOE:
// Ancient WoE is a replacement of Novice Castles, if you want
// to enable it, add the Ancient WoE scripts to your server.
// ==============================================================
prontera,164,174,3 script WoE Info Board 837,{
if( .Ready != 1 ) donpcevent "WoE Info Board::OnInit";
mes "[^FFA500 WoE Info Board ^000000]";
// WoE Classic
mes "- Opened Castles for Classic WoE";
for( set .@k, 0; $Castles_FE[.@k] != 0; set .@k, .@k + 1 )
mes "^0000FF" + getcastlename(.Castles_FE$[$Castles_FE[.@k]]) + "^000000 (" + .Castles_FE$[$Castles_FE[.@k]] + ")";
// WoE Second Edition
mes "- Opened Castles for WoE SE";
for( set .@k, 0; $Castles_SE[.@k] != 0; set .@k, .@k + 1 )
mes "^0000FF" + getcastlename(.Castles_SE$[$Castles_SE[.@k]]) + "^000000 (" + .Castles_SE$[$Castles_SE[.@k]] + ")";
// Ancient WoE - Uncomment if you use it
/* mes "- Opened Castles for Ancient WoE";
for( set .@k, 0; $Castles_AE[.@k] != 0; set .@k, .@k + 1 )
mes "^0000FF" + getcastlename(.Castles_AE$[$Castles_AE[.@k]]) + "^000000 (" + .Castles_AE$[$Castles_AE[.@k]] + ")";
*/
next;
mes "[^FFA500 WoE Info Board ^000000]";
mes "- Next Castles for Classic WoE";
for( set .@k, 0; $Castles_FE[.@k] != 0; set .@k, .@k + 1 )
{
if( set(.@c, $Castles_FE[.@k] + 1) > 20 )
set .@c, 1;
mes "^0000FF" + getcastlename(.Castles_FE$[.@c]) + "^000000 (" + .Castles_FE$[.@c] + ")";
}
mes "- Next Castles for WoE SE";
for( set .@k, 0; $Castles_SE[.@k] != 0; set .@k, .@k + 1 )
{
if( set(.@c, $Castles_SE[.@k] + 1) > 6 )
set .@c, 1;
mes "^0000FF" + getcastlename(.Castles_SE$[.@c]) + "^000000 (" + .Castles_SE$[.@c] + ")";
}
// Ancient WoE - Uncomment if you use it
/* mes "- Next Castles for Ancient WoE";
for( set .@k, 0; $Castles_AE[.@k] != 0; set .@k, .@k + 1 )
{
if( set(.@c, $Castles_AE[.@k] + 1) > 4 )
set .@c, 1;
mes "^0000FF" + getcastlename(.Castles_AE$[.@c]) + "^000000 (" + .Castles_AE$[.@c] + ")";
}
*/
next;
mes "[^FFA500 WoE Info Board ^000000]";
mes "Castle Rotation is programed each Friday at 5 a.m.";
close;
OnInit:
setarray .Castles_FE$[1], // This array holds all WoE First Edition Castles, starting from index 1
"prtg_cas01", // 1
"payg_cas01", // 2
"gefg_cas01", // 3
"aldeg_cas01", // 4
"prtg_cas03", // 5
"payg_cas03", // 6
"gefg_cas03", // 7
"aldeg_cas03", // 8
"prtg_cas05", // 9
"payg_cas05", // 10
"gefg_cas05", // 11
"aldeg_cas05", // 12
"prtg_cas02", // 13
"payg_cas02", // 14
"gefg_cas02", // 15
"aldeg_cas02", // 16
"prtg_cas04", // 17
"payg_cas04", // 18
"gefg_cas04", // 19
"aldeg_cas04"; // 20
setarray .Castles_AE$[1], // This array holds all Ancient Edition WoE Castles, starting from index 1
"nguild_alde", // 1
"nguild_gef", // 2
"nguild_pay", // 3
"nguild_prt"; // 4
setarray .Castles_SE$[1], // This array holds all WoE Second Edition Castles, starting from index 1
"schg_cas01", // 1
"schg_cas02", // 2
"schg_cas03", // 3
"arug_cas01", // 4
"arug_cas02", // 5
"arug_cas03"; // 6
setarray .Castles_SE_Event$[1], // This array include the Events inside each castle of WoE Second Edition (need to be one on one with the SE Castle Array)
"::OnRecvCastleSc01",
"::OnRecvCastleSc02",
"::OnRecvCastleSc03",
"::OnRecvCastleAr01",
"::OnRecvCastleAr02",
"::OnRecvCastleAr03";
// First Time Rotation Setting - CONFIGURATION PART:
// =======================================================================
// This arrays holds the current Opened Castles for each kind of WoE.
// Obviously, FE, SE and AE points to First Edition, Second Edition and
// Ancient Edition, just like the Castle Array.
//
// The next arrays, starting from Index 0, holds the INDEX of the previous
// castle arrays. In the example, for FE:
// 1 = prtg_cas01
// 13 = prtg_cas02
//
// If this is the first time you are going to use this script, find the index
// of your current Castles (your server) in the Castle Arrays, and set the
// list in the next arrays. If your server is currently playing on payg_cas03,
// aldeg_cas05 and prtg_cas04, the FE array should say: 6,12,17
// Same for SE, and uncomment the AE if you use Ancient Edition.
//
// The Main unique rule on this script is: Do not use consecutive castles in
// the castle array.
// Just add more index if you use more castles, there is no problem.
// If you are going to reduce castle amount, well, it will require DB edit
// not only on guild_castle, also on mapreg, edition the Castle_FE or SE or AE
// values, or using a script to edit it, because, this setting only run first
// time.
if( getarraysize($Castles_FE) == 0 ) setarray $Castles_FE[0],1,13;
if( getarraysize($Castles_SE) == 0 ) setarray $Castles_SE[0],1,4;
// if( getarraysize($Castles_AE) == 0 ) setarray $Castles_AE[0],1;
// Reset Castle index:
// This is required if you are planing to reduce/increase opened castles
// Uncomment to remove current index, but you will need to recalculate
// and configure again the Onwer Indexs (previous arrays).
// cleararray $Castles_FE[0],0,getarraysize($Castles_FE);
// cleararray $Castles_SE[0],0,getarraysize($Castles_SE);
// cleararray $Castles_AE[0],0,getarraysize($Castles_AE);
// =======================================================================
// Block Castles - FE
for( set .@i, 1; .@i < 21; set .@i, .@i + 1 )
setmapflag .Castles_FE$[.@i],mf_blocked;
// Block Castles - SE
for( set .@i, 1; .@i < 7; set .@i, .@i + 1 )
setmapflag .Castles_SE$[.@i],mf_blocked;
// Block Castles - AE
for( set .@i, 1; .@i < 5; set .@i, .@i + 1 )
setmapflag .Castles_AE$[.@i],mf_blocked;
// UnBlock Current Castles
for( set .@i, 0; $Castles_FE[.@i] != 0; set .@i, .@i + 1 )
removemapflag .Castles_FE$[$Castles_FE[.@i]],mf_blocked;
for( set .@i, 0; $Castles_SE[.@i] != 0; set .@i, .@i + 1 )
removemapflag .Castles_SE$[$Castles_SE[.@i]],mf_blocked;
for( set .@i, 0; $Castles_AE[.@i] != 0; set .@i, .@i + 1 )
removemapflag .Castles_AE$[$Castles_AE[.@i]],mf_blocked;
set .Ready, 1;
end;
OnWhisperGlobal:
// If you whisp to NPC:WoE Info Board the word rotate, a rotation will be made. It can be used to test the system.
if( getgmlevel() < 60 )
end;
if( @whispervar0$ != "rotate" )
end;
OnFri0500:
if( .Ready != 1 ) donpcevent "WoE Info Board::OnInit";
rankreset 0; // WoE Ranking Restart - Comment this if you don't want to reset WoE Ranking each week. You can use @rankreset 1 to reset it manually.
announce "<- Castle Rotation Begins ->",0,0xFFA500;
for( set .@i, 0; $Castles_FE[.@i] != 0; set .@i, .@i + 1 )
callsub S_MoveFE,.@i;
for( set .@i, 0; $Castles_SE[.@i] != 0; set .@i, .@i + 1 )
callsub S_MoveSE,.@i;
for( set .@i, 0; $Castles_AE[.@i] != 0; set .@i, .@i + 1 )
callsub S_MoveAE,.@i;
announce "<- Castle Rotation is Over ->",0,0xFFA500;
end;
S_MoveFE:
// Move to next First Edition Castle - Do not Edit
// ========================================
set .@Castle$, .Castles_FE$[$Castles_FE[getarg(0)]];
// A. Store current Castle Information
// ========================================
for( set .@j, 17; .@j > 0; set .@j, .@j - 1 )
{
set .@TempData[.@j], getcastledata(.@Castle$,.@j);
setcastledata .@Castle$,.@j,0; // Clear current Data
}
maprespawnguildid .@Castle$,0,3; // Kick Everybody inside
killmonsterall .@Castle$; // Remove Monsters and Treasures
setmapflag .@Castle$,mf_blocked; // Block Castle
getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags
// B. Transfer Data to New Castle
// ========================================
if( set($Castles_FE[getarg(0)],$Castles_FE[getarg(0)] + 1) > 20 )
set $Castles_FE[getarg(0)],1; // Rotation circle
set .@OldCastle$, .@Castle$;
set .@Castle$, .Castles_FE$[$Castles_FE[getarg(0)]]; // New Castle
// C. Recover Data
// ========================================
for( set .@j, 1; .@j < 18; set .@j, .@j + 1 )
setcastledata .@Castle$,.@j,.@TempData[.@j];
killmonsterall .@Castle$;
removemapflag .@Castle$,mf_blocked; // UnBlock Castle
getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags
if( .@TempData[1] ) announce "Guild [" + getguildname(.@TempData[1]) + "] owner of [" + getcastlename(.@OldCastle$) + "] transfered to [" + getcastlename(.@Castle$) + "]",0,0x00BFFF;
return;
S_MoveAE:
// Move to next First Edition Castle - Do not Edit
// ========================================
set .@Castle$, .Castles_AE$[$Castles_AE[getarg(0)]];
// A. Store current Castle Information
// ========================================
for( set .@j, 17; .@j > 0; set .@j, .@j - 1 )
{
set .@TempData[.@j], getcastledata(.@Castle$,.@j);
setcastledata .@Castle$,.@j,0; // Clear current Data
}
maprespawnguildid .@Castle$,0,3; // Kick Everybody inside
killmonsterall .@Castle$; // Remove Monsters and Treasures
setmapflag .@Castle$,mf_blocked; // Block Castle
getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags
// B. Transfer Data to New Castle
// ========================================
if( set($Castles_AE[getarg(0)],$Castles_AE[getarg(0)] + 1) > 4 )
set $Castles_AE[getarg(0)],1; // Rotation circle
set .@OldCastle$, .@Castle$;
set .@Castle$, .Castles_AE$[$Castles_AE[getarg(0)]]; // New Castle
// C. Recover Data
// ========================================
for( set .@j, 1; .@j < 18; set .@j, .@j + 1 )
setcastledata .@Castle$,.@j,.@TempData[.@j];
killmonsterall .@Castle$;
removemapflag .@Castle$,mf_blocked; // UnBlock Castle
getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags
if( .@TempData[1] ) announce "Guild [" + getguildname(.@TempData[1]) + "] owner of [" + getcastlename(.@OldCastle$) + "] transfered to [" + getcastlename(.@Castle$) + "]",0,0x00BFFF;
return;
S_MoveSE:
// Move to next First Edition Castle - Do not Edit
// ========================================
set .@Castle$, .Castles_SE$[$Castles_SE[getarg(0)]];
// A. Store current Castle Information
// ========================================
for( set .@j, 17; .@j > 0; set .@j, .@j - 1 )
{
set .@TempData[.@j], getcastledata(.@Castle$,.@j);
setcastledata .@Castle$,.@j,0; // Clear current Data
}
maprespawnguildid .@Castle$,0,3; // Kick Everybody inside
killmonsterall .@Castle$; // Remove Monsters and Treasures
setmapflag .@Castle$,mf_blocked; // Block Castle
getcastledata .@Castle$,0,.Castles_SE_Event$[$Castles_SE[getarg(0)]]; // Refresh Flags
// B. Transfer Data to New Castle
// ========================================
if( set($Castles_SE[getarg(0)],$Castles_SE[getarg(0)] + 1) > 6 )
set $Castles_SE[getarg(0)],1; // Rotation circle
set .@OldCastle$, .@Castle$;
set .@Castle$, .Castles_SE$[$Castles_SE[getarg(0)]]; // New Castle
// C. Recover Data
// ========================================
for( set .@j, 1; .@j < 18; set .@j, .@j + 1 )
setcastledata .@Castle$,.@j,.@TempData[.@j];
killmonsterall .@Castle$;
removemapflag .@Castle$,mf_blocked; // UnBlock Castle
getcastledata .@Castle$,0,.Castles_SE_Event$[$Castles_SE[getarg(0)]]; // Refresh Flags
if( .@TempData[1] ) announce "Guild [" + getguildname(.@TempData[1]) + "] owner of [" + getcastlename(.@OldCastle$) + "] transfered to [" + getcastlename(.@Castle$) + "]",0,0x00BFFF;
return;
}
// MapFlags - Castle Configurations
// ========================================
aldeg_cas01 mapflag woe_set 1
aldeg_cas02 mapflag woe_set 1
aldeg_cas03 mapflag woe_set 1
aldeg_cas04 mapflag woe_set 1
aldeg_cas05 mapflag woe_set 1
gefg_cas01 mapflag woe_set 1
gefg_cas02 mapflag woe_set 1
gefg_cas03 mapflag woe_set 1
gefg_cas04 mapflag woe_set 1
gefg_cas05 mapflag woe_set 1
payg_cas01 mapflag woe_set 1
payg_cas02 mapflag woe_set 1
payg_cas03 mapflag woe_set 1
payg_cas04 mapflag woe_set 1
payg_cas05 mapflag woe_set 1
prtg_cas01 mapflag woe_set 1
prtg_cas02 mapflag woe_set 1
prtg_cas03 mapflag woe_set 1
prtg_cas04 mapflag woe_set 1
prtg_cas05 mapflag woe_set 1
// WoE SE
schg_cas01 mapflag woe_set 2
schg_cas02 mapflag woe_set 2
schg_cas03 mapflag woe_set 2
schg_cas04 mapflag woe_set 2
schg_cas05 mapflag woe_set 2
arug_cas01 mapflag woe_set 2
arug_cas02 mapflag woe_set 2
arug_cas03 mapflag woe_set 2
arug_cas04 mapflag woe_set 2
arug_cas05 mapflag woe_set 2
schg_cas04 mapflag blocked
schg_cas05 mapflag blocked
arug_cas04 mapflag blocked
arug_cas05 mapflag blocked
// Ancient WoE
nguild_alde mapflag woe_set 4
nguild_gef mapflag woe_set 4
nguild_pay mapflag woe_set 4
nguild_prt mapflag woe_set 4
nguild_alde mapflag ancient
nguild_gef mapflag ancient
nguild_pay mapflag ancient
nguild_prt mapflag ancient
nguild_alde mapflag gvg_noalliance
nguild_gef mapflag gvg_noalliance
nguild_pay mapflag gvg_noalliance
nguild_prt mapflag gvg_noalliance
// About MapFlags:
// ====================================================
// blocked = cannot be acceced, only by Game Masters.
// guild_max = limit the number of the same guild members inside this map
// ancient = required to limit this castle to ancient items and classes.
// woe_set = required, do not edit. This marks the map to know when it will be opened for woe, or blocked if other woe is running. Check agit_controller.txt for more information.
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i will summon mvp i want to divided in map all loot but auto add in inventory
BUMP!
Bump!
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i want to disable all AoE skill in one map i dont know how can you helm me???
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hi what is the cause of error in this image after i upload my custom mobs sprite
1st appear
2nd Appear
3rd appear
4th appear
when i'am online in game i saw 3rd and 4th appear when i use @monster poring
thanks in advance!
i'm using 2012-05-25aRagRE
BUPM!! Need some help for you guys!
BuPm need some pro please!
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Ohh sory I didn't read it I just check the picture xD my bad.
Update ur kRO, or check ur data.grf
my KRO is up to date hehehe
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i dont have custom weapon i need to show the normal one
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Yes I did compiled the server... I'm using asurahosting as my test server
try to change <version> 45 to 36
and try it again
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hi sir can i have strong help with my prob
i want spider web(prof skill) stop body relocation (Champ skill)
and also the Pneuma (acolyte skill) i have but too match i need only 1 Pneuma
thanks in advance
bump!
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i always Got rejected from server I have a screen shots I'm using the latest
server side screen shot.JPG - login-char-map-server side
ragexe 2013-08-07.JPG - Ragexe2013-08-07
clientinfo.xml.JPG - clientinfo.xml
packetdb.JPG - packetdb.txt -server side
src-common-mmo.h.JPG - src/common/mmo.h
for those who know how to fix this common problem please kindly help me thanks for your kindness...
did you recompile your server?
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i try it but 20130522 client is also connecting!
thanks for this
its okey to delete 20130522 in packet db???
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hmmm i want script or source like this!
i have old installer date 2013-05-22
i want to auto kick all this client date
i have new client 2013 08 07
i want this client only connect in my server
this script or source possible in rathena???
sry for bad English^^
thanks in advance
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use NEMO patcher
hmmm how to use sir??? thanks
can you i have screen shot what i check and i need to load .lub file only
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hi sir i diff //2013-05-22 Ragexe (Yommy) packet
how to disable multiple window??? please help to avoid dual log in my server
to disable it. just include it when you diff patch your client.
but dont have option like that in 20130522.diff
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hi sir i diff //2013-05-22 Ragexe (Yommy) packet
how to disable multiple window??? please help to avoid dual log in my server
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Problem Event Name: APPCRASH
Application Name: game.exe
Application Version: 0.0.0.0
Application Timestamp: 519acb0c
Fault Module Name: game.exe
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 519acb0c
Exception Code: c0000005
Exception Offset: 002375de
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
PVP, WoE, GVG: WoE Rewards & Statistics
in PvP, GvG, WoE, Battleground Script Releases
Posted
how to solve this after woe end i got this error and no mail sent on my RODEX