Jump to content

Gouki

Members
  • Posts

    241
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Gouki

  1. can you please give a sample on how to do it? for example in an ACC ID +getcharid(3)+
  2. Hi all, Is it possible to lessen the acc ID or Char ID to the last 4 digits? For example when you are to mes, announce, and/or etc the acc ID or char ID. Instead of it showing the whole acc id of 2000132, it will disregard the first 4 digits, it will then only show 132? is this possible?
  3. If you were to buy a hosting, what do you consider based from your experience? What is your go to options/settings? Ofcourse Dedicated is better but... CPU: AMD / INTEL XEON / INTEL I Series ? CORES/GHz: ? Memory: ? Public Bandwidth: Does this matter? ex. 500mbps/unmetered enough? I know most developers would say, rAthena could run on the most cheapest VPS. But, what I'm looking for is your experiences where you had the most stable connection even reaching 500+ people on the server. I had experiences, owning a Dedicated Game Server in OVH and still gives Latency issues where in time, when your character walks on a straight path you'd notice it to turn back once in a while. (not sure if this is server issue tho) Share your go to Hosting Provider and dedicated server specifications if you are expecting a high volume of people on your server (500 - 1,000) , better if it's direct company like OVH, Digital Ocean, ETC.. THANK YOU!
  4. Been searching all available poring race script on google and in rathena, Capuche's, Sandbox's and etc, but all seems to be outdated... does anyone have a working script? checked the original monster race script and its packed.. just want to try and check if someone has one before I dive into it xD
  5. Anyone knows why this happens? Is this a rathena version compatibility issue? issue is that the level gap and count to punish is not taking effect.
  6. Yup, tried this already, unfortunately the script doesn't recognize it.
  7. Hi I've been working on this NPC, and I find it promising and handy for a loot converter, I tried modifying the script to accept but failed. Can anyone help me modify this script to accept Misc or Consumable items instead of only just Weapon and Armor? // https://irowiki.org/wiki/Ben_Recycle - shop ben_recycle_shop -1,909:-1 payon,111,117,4 script Ben Recycler 2_M_OLDBLSMITH,{ function func_GetItemName; function func_AddItem; mes "[Equipment Recycler]"; mes "Hi, I can convert certain equipment into ores."; mes "Would you give it a try?"; next; if (select("Convert", "Information") == 2) { for (.@i = 0; .@i < .size; .@i++) { mes func_GetItemName(.nameid[.@i]); if (.amount1[.@i] > 0 && .nameid1[.@i] > 0) mes " ~ "+F_InsertComma(.amount1[.@i])+"x "+func_GetItemName(.nameid1[.@i]); if (.amount2[.@i] > 0 && .nameid2[.@i] > 0) mes " ~ "+F_InsertComma(.amount2[.@i])+"x "+func_GetItemName(.nameid2[.@i]); mes " "; } next; } if (.shop_npc$ != "") { mes "[Equipment Recycler]"; mes "Place all the equipments you wish to convert into ores."; close2; npcshopattach .shop_npc$, 1; callshop .shop_npc$, 2; end; } else { for (.@i = 0; .@i < .size; .@i++) .@menu$ = .@menu$ + func_GetItemName(.nameid[.@i]) + ":"; .@i = select(.@menu$) - 1; if (countitem(.nameid[.@i])) { delitem .nameid[.@i], 1; mes "[Equipment Recycler]"; mes "Exchanged "+func_GetItemName(.nameid[.@i])+":"; if (.nameid1[.@i] > 0 && .amount1[.@i] > 0) { mes " ~ "+F_InsertComma(.amount1[.@i])+"x "+func_GetItemName(.nameid1[.@i]); getitem .nameid1[.@i], .amount1[.@i]; } if (.nameid2[.@i] > 0 && .amount2[.@i] > 0) { mes " ~ "+F_InsertComma(.amount2[.@i])+"x "+func_GetItemName(.nameid2[.@i]); getitem .nameid2[.@i], .amount2[.@i]; } } else { mes "[Equipment Recycler]"; mes "you dont have "+func_GetItemName(.nameid[.@i]); } } close; OnSellItem: .@sold_nameid_size = getarraysize(@sold_nameid); for (.@i = 0; .@i < .@sold_nameid_size && !.@fail; .@i++) { for (.@x = 0; .@x < .size && !.@fail; .@x++) { if (.nameid[.@x] == @sold_nameid[.@i]) { if (!checkweight(.nameid1[.@x], .amount1[.@x])) { mes "Exchange stopped, you're overweight."; .@fail++; } else { .@total++; delitem2(@sold_nameid[.@i], @sold_quantity[.@i], @sold_identify[.@i], @sold_refine[.@i], @sold_attribute[.@i], @sold_card1[.@i], @sold_card2[.@i], @sold_card3[.@i], @sold_card4[.@i]); mes "Exchanged "+func_GetItemName(.nameid[.@x])+":"; if (.nameid1[.@x] > 0 && .amount1[.@x] > 0) { mes " ~ "+F_InsertComma(.amount1[.@x])+"x "+func_GetItemName(.nameid1[.@x]); getitem .nameid1[.@x], .amount1[.@x]; } if (.nameid2[.@x] > 0 && .amount2[.@x] > 0) { mes " ~ "+F_InsertComma(.amount2[.@x])+"x "+func_GetItemName(.nameid2[.@x]); getitem .nameid2[.@x], .amount2[.@x]; } mes " "; } } } if (.@i && .@i % 10 == 0) sleep2 1; } mes "Exchanged "+.@total+" item(s)."; close2; npcshopattach .shop_npc$, 0; end; function func_GetItemName { .@itemid = getarg(0, 0); .@itemslot = getitemslots(.@itemid); .@item_name$ = getitemname(.@itemid); .@itemtype = getiteminfo(.@itemid, 2); if (.@itemslot || .@itemtype == IT_WEAPON || .@itemtype == IT_ARMOR) .@item_name$ = .@item_name$ + " ["+.@itemslot+"]"; return .@item_name$; } function func_AddItem { .@nameid = getarg(0, 0); .@nameid1 = getarg(1, 0); .@amount1 = getarg(2, 0); //.@nameid2 = getarg(3, 0); //.@amount2 = getarg(4, 0); if (.@nameid > 0 && .@nameid1 > 0 && .@amount1 > 0 //&& .@nameid2 > 0 && .@amount2 > 0 ) { .nameid[.size] = .@nameid; .nameid1[.size] = .@nameid1; .amount1[.size] = .@amount1; //.nameid2[.size] = .@nameid2; //.amount2[.size] = .@amount2; .size++; } } OnInit: // if enable shop UI (only work if items can sell to npc shop) .shop_npc$ = "ben_recycle_shop"; // func_AddItem(<equipment_id>, <item1>, <amount1>, <item2>, <amount2>); // WEAPONS func_AddItem(1116, 40903, 3); //func_AddItem(1158, 984, 3, 757, 2); //func_AddItem(1553, 984, 2, 757, 3); // ARMORS //func_AddItem(2313, 985, 2, 757, 2); //func_AddItem(2326, 985, 3, 757, 3); end; }
  8. The fix is you need to upgrade your client to 2020, there's no fix 2018 and below Got an answer from @Haziel, unfortunately I'm using an 2018 client and this issue is fixed on 2020 client.
  9. Hi all, I'm having issues on some robes overlapping the head, does anyone know how to fix this?
  10. Hi all, Is it possible to spawn NPC around the player after killing a monster? or spawn a NPC around the monster where it was killed? Update: I found a script.. The script.. - script Main NPC -1,{ end; OnNPCKillEvent: if (.state != 1) end; .@inlist = inarray(.moblist[0], killedrid); if (.@inlist == -1) end; .@npcid = getelementofarray(getvariableofnpc(.tombid, "TheTomb"), .@inlist); debugmes "npcid: "+.@npcid; getunitdata(killedgid, .@md); setunitdata(.@npcid, UNPC_MAPID, .@md[UMOB_MAPID]); setunitdata(.@npcid, UNPC_X, .@md[UMOB_X]); setunitdata(.@npcid, UNPC_Y, .@md[UMOB_Y]); setunitdata(.@npcid, UNPC_LOOKDIR, 0); end; OnInit: setarray .moblist[0], 1002, 1003, 1004, 1005; .@moblistsize = getarraysize(.moblist); .@tombcount = getvariableofnpc(.tombcount, "TheTomb"); if (.@moblistsize < .@tombcount) { debugmes "The Tomb count isn't match with the mob count in list"; debugmes "Size of Mob List: "+.@moblistsize+", NPC Tomb Count: "+.@tombcount; end; } .state = 1; end; } - script TheTomb -1,{ end; OnInit: if (strnpcinfo(2) == "") end; .tombcount++; .tombid[.tombcount-1] = getnpcid(0); end; } prontera,0,0,0 duplicate(TheTomb) Tomb#1 112 prontera,0,0,0 duplicate(TheTomb) Tomb#2 112 prontera,0,0,0 duplicate(TheTomb) Tomb#3 112 prontera,0,0,0 duplicate(TheTomb) Tomb#4 112 This is workable, however, I need to or more Tombs (NPC). I have managed to move the Tomb on a different location by editing the coordinates of UMOB. But I'm having a hard time adding another Tomb(NPC). the 2nd Tomb should be on a different location as the first one. Does anyone know how to add a 2nd Tomb by editing this script above?
  11. Hi all, Does anyone have fix for this?
  12. thanks! hopefully they check it out
  13. Items ----- You can refer to items by using HTML-like links to certain items: <ITEMLINK>Display Name<INFO>Item ID</INFO></ITEMLINK> Where <Display Name> is the name that will be displayed for your link and <Item ID> being the ID of the item you want to link to when clicked. In 2015 the tag name was changed to <ITEM> resulting in the following syntax: <ITEM>Display Name<INFO>Item ID</INFO></ITEM> The following sample will open a preview window for Red Potion: mes "Did you ever consume a <ITEMLINK>Red Potion<INFO>501</INFO></ITEMLINK>?"; // Or in 2015: mes "Did you ever consume a <ITEM>Red Potion<INFO>501</INFO></ITEM>?"; NOTE: Be aware that item links are rendered incorrectly in 2015+ clients at the moment. I'm currently using 20180621a, when the item link is clicked, the client automatically crashes. I'm using the <ITEM>Display Name<INFO>Item ID</INFO></ITEM> format. The other format doesn't work for my client.
  14. damn.. I really appreciate the effort @Tokei, I'll try everything out on my end. have a great day ahead!
  15. that would be correct. yaml is just new to me still so I think I'll stick with the script. However, question.. as long as other monsters are not included on the "case", they won't be triggered right? what I mean is that it won't affect the server load if you attack other monsters? Thank you so much for the clarification and the assistance.
  16. Without the source mod? or still with it?
  17. This script would be on a script generated monster spawn and not for all monster wide. Would there be a workaround for a script based structure without a source mod? I'm also thinking of OnTouch behavior, however, there would be no stopping because for the callfunc to work it must be on a loop. The end goal is while you are attacking (every hit), you get a chance to obtain certain item by chance.
  18. Hi all, Just wondering if it's possible to trigger a callfunc script on every time you damage a monster? - could be inserted on a weapon script? - npc script something like onNPCkill but while attacking not after killing the monster?
  19. He already messaged me and it is out of the scope of Ganbantein + Land Protector. So, it will not be fixed on this diff. Addition, he mentioned to do another paid diff on that one, but no timeline yet on when it'll be released.
  20. Hi All, can you possibly remove the spaces in this box? Is this on Nemo Patcher?
  21. Another issue to be fixed just tested. After the applied diff, Ganbantein now removes Traps and Songs casted by Bard and Dancer Class. Ganbantein should only remove Land Protector.
  22. All test below was done when an AoE Skill (SG, MS) is casted on the Land Protector. Fixed by script - Own Land Protector when removed by your own Violent Gale, Deluge, or Volcano. Magic now will hit you - Own Land Protector when removed by Ganbantein. Magic now will hit you Not yet fixed by script - Own Land Protector (Defensive) when removed by another players Land Protector (Offensive). Magic will still not hit you. - Not fixed by script What I noticed here: When the Offensive Land Protector (by other player) is casted on top of another Land Protector, the AoE skills casted prior to that Land Protector also gets removed. this does not happen on your fix when the own player cancels his Land protector or either a Ganbantein is casted on the Land Protector. One simple way to check it is to turn on your effects, and when the Offensive Land Protector is casted, the animation of either Storm Gust and Meteor Storm will stop, unlike on the other two, the animation still continues even when the Land Protector gets turned off, or Ganbantein creates a hole on the Land Protector and the player now gets hit.
  23. anyone solved this issue?
  24. Hi all, From what I know, Baby's HP and SP are only 75% of Max HP and Max SP. (is this right?) and also do you need to enable this to take effect on the server?
  25. Yes I normally contact @Functor through Skype, I left him a message through Rathena PM already. I messaged him April 20, May 9th, and Today. no reply yet. we have no issues as well
×
×
  • Create New...