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Everything posted by GodKnows Jhomz
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// ------------------------------------------------------------------------------- // Script Name : Headgear to Costume converter >> Costume to Headgear converter // ------------------------------------------------------------------------------- // Description : // - Allows a user to convert the equipped headgear (on Top, Mid or Low) into a // costume item. It will remove any card and refine of the Item. // - Allows a user to restore the equipped costume headgear (on Top, Mid or Low) // into its original form. It will not return any card or refine of the item. // ------------------------------------------------------------------------------- - script Costume Clown -1,{ mes "[Clown]"; mes "Here you can convert your headgears into a Costume Headgear or restore to its Original State."; mes "And it only cost 1 ^0000FFCostume Ticket^000000 when you're converting or restoring your headgear."; switch(select("I want to convert.:I want to restore.:No thanks.")) { case 1: next; if(countitem(8502) <1) { mes "[Clown]"; mes "I need at least 1 ^0000FFCostume Ticket^000000 to convert your headgear into a ^0000FFCostume^000000"; close; } mes "[Clown]"; mes "Please, select what to convert."; mes "Remember, cards and refine will be removed."; next; setarray .@Position$[1],"Top","Mid","Low"; setarray .@Position[1], 1, 9, 10; set .@Menu$,""; for( set .@i, 1; .@i < 5; set .@i, .@i + 1 ) { if( getequipisequiped(.@Position[.@i]) ) set .@Menu$, .@Menu$ + .@Position$[.@i] + "-" + "[" + getequipname(.@Position[.@i]) + "]"; set .@Menu$, .@Menu$ + ":"; } set .@Part, .@Position[ select(.@Menu$) ]; if( !getequipisequiped(.@Part) ) { mes "[Clown]"; mes "Your not wearing anything there..."; close; } mes "[Clown]"; mes "You want to Costume your " + getitemname(getequipid(.@Part)) + "?"; next; if( select("Yes, proceed:No, I am sorry.") == 2 ) { mes "[Clown]"; mes "Need some time to think about it, huh?"; mes "Alright, I can understand."; close; } costume .@Part; // Convert the Headgear delitem 8502,1; mes "[Clown]"; mes "Done, enjoy your costume headgear."; close; case 2: next; if(countitem(8502) <1) { mes "[Clown]"; mes "I need at least 1 ^0000FFCostume Ticket^000000 to restoring your headgear into its Original State."; close; } mes "[Clown]"; mes "Please, select what to restore."; mes "Remember, I will only restore it back without refine and cards."; next; setarray .@Position$[1],"Top","Mid","Low"; setarray .@Position[1], 13, 12, 11; set .@Menu$,""; for( set .@i, 1; .@i < 5; set .@i, .@i + 1 ) { if( getequipisequiped(.@Position[.@i]) ) set .@Menu$, .@Menu$ + .@Position$[.@i] + "-" + "[" + getequipname(.@Position[.@i]) + "]"; set .@Menu$, .@Menu$ + ":"; } set .@Part, .@Position[ select(.@Menu$) ]; if( !getequipisequiped(.@Part) ) { mes "[Clown]"; mes "Your not wearing anything there..."; close; } mes "[Clown]"; mes "You want to restore your " + getitemname(getequipid(.@Part)) + "?"; next; if( select("Yes, proceed:No, I am sorry.") == 2 ) { mes "[Clown]"; mes "Need some time to think about it, huh?"; mes "Alright, I can understand."; close; } a = getequipid(.@Part); delitem a,1; getitem a,1; delitem 8502,1; mes "[Clown]"; mes "Done, enjoy your restored headgear."; close; case 3: next; mes "[Clown]"; mes "Very well. Return at once if you seek my services."; close; } } // -------------------------------------------------------------------------- // Use duplicates to put your npc on different cities // -------------------------------------------------------------------------- prontera,139,173,5 duplicate(Costume Clown) Costume Clown#1 715 Can anyone help me to ignore bounded items when converting/restoring (Not showing in the list) Thanks~!
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Help: Costume NPC Ignore Bounded Items on the List
GodKnows Jhomz posted a question in Scripting Support
// ------------------------------------------------------------------------------- // Script Name : Headgear to Costume converter >> Costume to Headgear converter // ------------------------------------------------------------------------------- // Description : // - Allows a user to convert the equipped headgear (on Top, Mid or Low) into a // costume item. It will remove any card and refine of the Item. // - Allows a user to restore the equipped costume headgear (on Top, Mid or Low) // into its original form. It will not return any card or refine of the item. // ------------------------------------------------------------------------------- - script Costume Clown -1,{ mes "[Clown]"; mes "Here you can convert your headgears into a Costume Headgear or restore to its Original State."; mes "And it only cost 1 ^0000FFCostume Ticket^000000 when you're converting or restoring your headgear."; switch(select("I want to convert.:I want to restore.:No thanks.")) { case 1: next; if(countitem(8502) <1) { mes "[Clown]"; mes "I need at least 1 ^0000FFCostume Ticket^000000 to convert your headgear into a ^0000FFCostume^000000"; close; } mes "[Clown]"; mes "Please, select what to convert."; mes "Remember, cards and refine will be removed."; next; setarray .@Position$[1],"Top","Mid","Low"; setarray .@Position[1], 1, 9, 10; set .@Menu$,""; for( set .@i, 1; .@i < 5; set .@i, .@i + 1 ) { if( getequipisequiped(.@Position[.@i]) ) set .@Menu$, .@Menu$ + .@Position$[.@i] + "-" + "[" + getequipname(.@Position[.@i]) + "]"; set .@Menu$, .@Menu$ + ":"; } set .@Part, .@Position[ select(.@Menu$) ]; if( !getequipisequiped(.@Part) ) { mes "[Clown]"; mes "Your not wearing anything there..."; close; } mes "[Clown]"; mes "You want to Costume your " + getitemname(getequipid(.@Part)) + "?"; next; if( select("Yes, proceed:No, I am sorry.") == 2 ) { mes "[Clown]"; mes "Need some time to think about it, huh?"; mes "Alright, I can understand."; close; } costume .@Part; // Convert the Headgear delitem 8502,1; mes "[Clown]"; mes "Done, enjoy your costume headgear."; close; case 2: next; if(countitem(8502) <1) { mes "[Clown]"; mes "I need at least 1 ^0000FFCostume Ticket^000000 to restoring your headgear into its Original State."; close; } mes "[Clown]"; mes "Please, select what to restore."; mes "Remember, I will only restore it back without refine and cards."; next; setarray .@Position$[1],"Top","Mid","Low"; setarray .@Position[1], 13, 12, 11; set .@Menu$,""; for( set .@i, 1; .@i < 5; set .@i, .@i + 1 ) { if( getequipisequiped(.@Position[.@i]) ) set .@Menu$, .@Menu$ + .@Position$[.@i] + "-" + "[" + getequipname(.@Position[.@i]) + "]"; set .@Menu$, .@Menu$ + ":"; } set .@Part, .@Position[ select(.@Menu$) ]; if( !getequipisequiped(.@Part) ) { mes "[Clown]"; mes "Your not wearing anything there..."; close; } mes "[Clown]"; mes "You want to restore your " + getitemname(getequipid(.@Part)) + "?"; next; if( select("Yes, proceed:No, I am sorry.") == 2 ) { mes "[Clown]"; mes "Need some time to think about it, huh?"; mes "Alright, I can understand."; close; } a = getequipid(.@Part); delitem a,1; getitem a,1; delitem 8502,1; mes "[Clown]"; mes "Done, enjoy your restored headgear."; close; case 3: next; mes "[Clown]"; mes "Very well. Return at once if you seek my services."; close; } } // -------------------------------------------------------------------------- // Use duplicates to put your npc on different cities // -------------------------------------------------------------------------- prontera,139,173,5 duplicate(Costume Clown) Costume Clown#1 715 Can anyone help me to ignore bounded items when converting/restoring (Not showing in the list) Thanks~! -
Sorry guys late reply ngayon lang ulet nakapag check ng topic ko Sensya na (y) Pwede mo sundan guides dito to make your client side, yung tutorial dito ay server side lang. Heto mga useful links to make your client side. http://rathena.org/board/topic/66962-basic-complete-renewal-data-english-folder/ http://rathena.org/board/topic/70962-recommended-client-setup/ Hope it helps ~! (y) Good day sir, yung sa 9:56 ang sine-setup ko dun sa inter_athena.conf is yung mysql host(localhost)/user(root)/password(password) para makaconnect yung server mo sa phpmyadmin mo po. Sure sir add me up @ https://www.facebook.com/profile.php?id=100008371746403
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bump. is this compatible for the latest git of rA?
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Is this compatible in latest git?
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Skill Damage On Self. Help Please!
GodKnows Jhomz replied to GodKnows Jhomz's topic in Tulong para sa Server
check stormgust skill_db.txt pattern if yung pang 12 lines is 0x00100- skill that damages/targets yourself 12 inf2 (skill information 2): // 0x00001- quest skill // 0x00002- npc skill // 0x00004- wedding skill // 0x00008- spirit skill // 0x00010- guild skill // 0x00020- song/dance // 0x00040- ensemble skill // 0x00080- trap // 0x00100- skill that damages/targets yourself // 0x00200- cannot be casted on self (if inf = 4, auto-select target skill) // 0x00400- usable only on party-members (and enemies if skill is offensive) // 0x00800- usable only on guild-mates (and enemies if skill is offensive) // 0x01000- disable usage on enemies (for non-offensive skills). // 0x02000- available skill for SC_AUTOSHADOWSPELL // 0x04000- chorus skill // 0x08000- skill that ignore bg reduction // 0x10000- skill that ignore gvg reduction // 0x20000- makes 'self'/'place' skill cannot be casted/placed when near NPC (see 'db/skill_nonearnpc_db.txt' for more options) Affected lahat ng AoE skills sir, not just storm gust. -
Custom MVP / Mini Boss card drop rate
GodKnows Jhomz replied to keanchris's question in Script Requests
Much better to use this file when you want to be more specific on MVP Card Drop Rates. https://github.com/rathena/rathena/blob/master/db/mob_item_ratio.txt Ex: 4399,100 // Thanatos Card from monsters will drop with 1x drop rate regardless of global drop rate By using this file, you will be less work by searching and editing MVP Cards from 1% to your decided drop rate. Hope it helps! -
[Game] RPS Roulette 1.3
GodKnows Jhomz replied to GodKnows Jhomz's topic in Game, Event, Quest Script Releases
It will automatically resets to 0. -
roBrowser - Ragnarök Online in Browser
GodKnows Jhomz replied to KeyWorld's topic in Abandoned Projects
Just a question sir @KeyWorld. Do I really need to extract the whole data.grf and upload it to my webhost ? -
Welcome back Sir tr0n!
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Extended Vending System [1.9] cleanup & fix
GodKnows Jhomz replied to Napster's topic in Source Releases
Recommended to use this for latest git. +1 For this~~! -
Extended Vending System [1.9] cleanup & fix
GodKnows Jhomz replied to Napster's topic in Source Releases
This is what exactly i'm searching for. Gonna try this and will give feedback later. Thanks! -
Can I know what is the last revision of rA that supports harmony? If you can, please provide link. Thanks in advance.! _______________ Off to my topic. Please anyone can tell me what is the source of this bug in my server (rev 17008) I don't know what src mod did I add that affects this. I'm the caster of the AoE Skills but it hurts me too. ________________________________ If i am in the wrong section, sorry. Thanks again.
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Now ko lang naencounter to kya di ko sure kung kelan at saan nagstart yung problem na to >.< Pag nag skill ako ng AoE Skill, Tatamaan pati ako... XD Sana may makatulong sakin. Salamat
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[Game] RPS Roulette 1.3
GodKnows Jhomz replied to GodKnows Jhomz's topic in Game, Event, Quest Script Releases
Yes, it uses emotion on rock paper and scissors. -
Kung may budget ka naman avail ka ng lifetime harmony (200$ = Lifetime) or monthly from RO hosting provider (25$/mo) Pero kung medyo nagtitipid, use Internal Guard nalng (25$ = Lifetime)
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I'd rather have an enemy who says that they hate me, than to keep a friend whose mission is to put me down secretly.
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Custom Item Failed to Create?
GodKnows Jhomz replied to tekataobaakoinay's topic in Tulong para sa Client
Is it inside the ID range of one-handed weapon? Is your sprite names are correct ? If not use eAspritenamegen http://rathena.org/board/files/file/2386-ea-sprite-name-generator/ -
Custom Item Failed to Create?
GodKnows Jhomz replied to tekataobaakoinay's topic in Tulong para sa Client
Can you post the script of the item here? So I can check what's wrong with it. Fixed the problem sir! But I still have a problem. I can't see this Check if your Custom Weapon ID is in the range, if not, sprite doesn't show. One handed Swords = 1100-1149, 13400-13499 Two handed Swords = 1150-1199, 21000-21999 Knives, Daggers etc = 1200-1249, 13000-13099 Katars = 1250-1299 ; Has 35 free IDs One handed Axes = 1300-1349; Has 43 free IDs Two handed Axes = 1350-1399; Has 32 free IDs One handed Spears = 1400-1449; Has 34 free IDs Two Handed Spears = 1450-1471, 1474-1499 Maces = 1500-1549, 16000-16999 Books = 1550-1599 ; Has only 2 IDs. Knuckles = 1800-1899 ; Has 95 free IDs One Handed Staves/Rods = 1600-1699; Has 79 free IDs Two Handed Staves/Rods = 1472,1473,2000-2099 Bows = 1700-1749, 18100-18499 Guitars = 1900-1949 ; Has 32 free IDs Whips = 1950-1999 ; Has 130 free IDs Handguns = 13100-13149 Other guns = 13150-13199 Ninja weapons = 13300-13399 What do you mean by that sir? Weapons has its id restriction. Ex : if your Banryu (Two-handed Sword) ID is not between 1150-1119 or 21000-21999, the sprite of Banryu will not be shown. So you need to edit your Banryu ID that meets the ID range. weapontable.lua Weapon_IDs = { WEAPONTYPE_NONE = 0, WEAPONTYPE_SHORTSWORD = 1, WEAPONTYPE_SWORD = 2, WEAPONTYPE_TWOHANDSWORD = 3, WEAPONTYPE_SPEAR = 4, WEAPONTYPE_TWOHANDSPEAR = 5, WEAPONTYPE_AXE = 6, WEAPONTYPE_TWOHANDAXE = 7, WEAPONTYPE_MACE = 8, WEAPONTYPE_TWOHANDMACE = 9, WEAPONTYPE_ROD = 10, WEAPONTYPE_BOW = 11, WEAPONTYPE_KNUKLE = 12, WEAPONTYPE_INSTRUMENT = 13, WEAPONTYPE_WHIP = 14, WEAPONTYPE_BOOK = 15, WEAPONTYPE_CATARRH = 16, WPCLASS_GUN_HANDGUN = 17, WPCLASS_GUN_RIFLE = 18, WPCLASS_GUN_GATLING = 19, WPCLASS_GUN_SHOTGUN = 20, WPCLASS_GUN_GRANADE = 21, WPCLASS_SYURIKEN = 22, WPCLASS_TWOHANDROD = 23, WPCLASS_LAST = 24, WEAPONTYPE_SHORTSWORD_SHORTSWORD = 25, WEAPONTYPE_SWORD_SWORD = 26, WEAPONTYPE_AXE_AXE = 27, WEAPONTYPE_SHORTSWORD_SWORD = 28, WEAPONTYPE_SHORTSWORD_AXE = 29, WEAPONTYPE_SWORD_AXE = 30, -- Custom Weapon WEAPONTYPE_banryu = 31 } WeaponNameTable = { [Weapon_IDs.WEAPONTYPE_NONE] = "", [Weapon_IDs.WEAPONTYPE_SHORTSWORD] = "_단검", [Weapon_IDs.WEAPONTYPE_SWORD] = "_검", [Weapon_IDs.WEAPONTYPE_TWOHANDSWORD] = "_검", [Weapon_IDs.WEAPONTYPE_SPEAR] = "_창", [Weapon_IDs.WEAPONTYPE_TWOHANDSPEAR] = "_창", [Weapon_IDs.WEAPONTYPE_AXE] = "_도끼", [Weapon_IDs.WEAPONTYPE_TWOHANDAXE] = "_도끼", [Weapon_IDs.WEAPONTYPE_MACE] = "_클럽", [Weapon_IDs.WEAPONTYPE_TWOHANDMACE] = "_클럽", [Weapon_IDs.WEAPONTYPE_ROD] = "_롯드", [Weapon_IDs.WEAPONTYPE_BOW] = "_활", [Weapon_IDs.WEAPONTYPE_KNUKLE] = "_너클", [Weapon_IDs.WEAPONTYPE_INSTRUMENT] = "_악기", [Weapon_IDs.WEAPONTYPE_WHIP] = "_채찍", [Weapon_IDs.WEAPONTYPE_BOOK] = "_책", [Weapon_IDs.WEAPONTYPE_CATARRH] = "_카타르_카타르", [Weapon_IDs.WPCLASS_GUN_HANDGUN] = "_권총", [Weapon_IDs.WPCLASS_GUN_RIFLE] = "_기관총", [Weapon_IDs.WPCLASS_GUN_GATLING] = "_기관총", [Weapon_IDs.WPCLASS_GUN_SHOTGUN] = "_기관총", [Weapon_IDs.WPCLASS_GUN_GRANADE] = "_기관총", [Weapon_IDs.WPCLASS_SYURIKEN] = "_수리검", [Weapon_IDs.WPCLASS_TWOHANDROD] = "_롯드", [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SHORTSWORD] = "_단검_단검", [Weapon_IDs.WEAPONTYPE_SWORD_SWORD] = "_검_검", [Weapon_IDs.WEAPONTYPE_AXE_AXE] = "_도끼_도끼", [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SWORD] = "_단검_검", [Weapon_IDs.WEAPONTYPE_SHORTSWORD_AXE] = "_단검_도끼", [Weapon_IDs.WEAPONTYPE_SWORD_AXE] = "_검_도끼" -- Custom Items [Weapon_IDs.WEAPONTYPE_banryu] = "_banryu" } WeaponHitWaveNameTable = { [Weapon_IDs.WEAPONTYPE_NONE] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_SHORTSWORD] = "_hit_sword.wav", [Weapon_IDs.WEAPONTYPE_SWORD] = "_hit_sword.wav", [Weapon_IDs.WEAPONTYPE_TWOHANDSWORD] = "_hit_sword.wav", [Weapon_IDs.WEAPONTYPE_SPEAR] = "_hit_spear.wav", [Weapon_IDs.WEAPONTYPE_TWOHANDSPEAR] = "_hit_spear.wav", [Weapon_IDs.WEAPONTYPE_AXE] = "_hit_axe.wav", [Weapon_IDs.WEAPONTYPE_TWOHANDAXE] = "_hit_axe.wav", [Weapon_IDs.WEAPONTYPE_MACE] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_TWOHANDMACE] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_ROD] = "_hit_rod.wav", [Weapon_IDs.WEAPONTYPE_BOW] = "_hit_arrow.wav", [Weapon_IDs.WEAPONTYPE_KNUKLE] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_INSTRUMENT] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_WHIP] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_BOOK] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_CATARRH] = "_hit_mace.wav", [Weapon_IDs.WPCLASS_GUN_HANDGUN] = "_hit_권총.wav", [Weapon_IDs.WPCLASS_GUN_RIFLE] = "_hit_라이플.wav", [Weapon_IDs.WPCLASS_GUN_GATLING] = "_hit_mace.wav", [Weapon_IDs.WPCLASS_GUN_SHOTGUN] = "_hit_mace.wav", [Weapon_IDs.WPCLASS_GUN_GRANADE] = "_hit_mace.wav", [Weapon_IDs.WPCLASS_SYURIKEN] = "_hit_mace.wav", [Weapon_IDs.WPCLASS_TWOHANDROD] = "_hit_rod.wav", [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SHORTSWORD] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_SWORD_SWORD] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_AXE_AXE] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SWORD] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_SHORTSWORD_AXE] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_SWORD_AXE] = "_hit_mace.wav" } Can you please help me what to change? thx (Ps. My Banryu is 1 Handed Sword) Please Help me No, not in that files. Check item_db2 and find the line of your banryu and change its id to the range of 1100-1149, 13400-13499. Ex. 13499,Banryu,Banryu,...........{},{},{} Don't forget to change the id in your server side or else it will become Unknown Item Oh It Works Sir! Thank You!! But, How about showing the real Banryu? Not like any one hand weapon? is it possible? I saw that on other servers :/ Did you change the id in your client side (grf) for the id of your banryu ?? (idnum2itemresnametable and others) -
Custom Item Failed to Create?
GodKnows Jhomz replied to tekataobaakoinay's topic in Tulong para sa Client
Can you post the script of the item here? So I can check what's wrong with it. Fixed the problem sir! But I still have a problem. I can't see this Check if your Custom Weapon ID is in the range, if not, sprite doesn't show. One handed Swords = 1100-1149, 13400-13499 Two handed Swords = 1150-1199, 21000-21999 Knives, Daggers etc = 1200-1249, 13000-13099 Katars = 1250-1299 ; Has 35 free IDs One handed Axes = 1300-1349; Has 43 free IDs Two handed Axes = 1350-1399; Has 32 free IDs One handed Spears = 1400-1449; Has 34 free IDs Two Handed Spears = 1450-1471, 1474-1499 Maces = 1500-1549, 16000-16999 Books = 1550-1599 ; Has only 2 IDs. Knuckles = 1800-1899 ; Has 95 free IDs One Handed Staves/Rods = 1600-1699; Has 79 free IDs Two Handed Staves/Rods = 1472,1473,2000-2099 Bows = 1700-1749, 18100-18499 Guitars = 1900-1949 ; Has 32 free IDs Whips = 1950-1999 ; Has 130 free IDs Handguns = 13100-13149 Other guns = 13150-13199 Ninja weapons = 13300-13399 What do you mean by that sir? Weapons has its id restriction. Ex : if your Banryu (Two-handed Sword) ID is not between 1150-1119 or 21000-21999, the sprite of Banryu will not be shown. So you need to edit your Banryu ID that meets the ID range. weapontable.lua Weapon_IDs = { WEAPONTYPE_NONE = 0, WEAPONTYPE_SHORTSWORD = 1, WEAPONTYPE_SWORD = 2, WEAPONTYPE_TWOHANDSWORD = 3, WEAPONTYPE_SPEAR = 4, WEAPONTYPE_TWOHANDSPEAR = 5, WEAPONTYPE_AXE = 6, WEAPONTYPE_TWOHANDAXE = 7, WEAPONTYPE_MACE = 8, WEAPONTYPE_TWOHANDMACE = 9, WEAPONTYPE_ROD = 10, WEAPONTYPE_BOW = 11, WEAPONTYPE_KNUKLE = 12, WEAPONTYPE_INSTRUMENT = 13, WEAPONTYPE_WHIP = 14, WEAPONTYPE_BOOK = 15, WEAPONTYPE_CATARRH = 16, WPCLASS_GUN_HANDGUN = 17, WPCLASS_GUN_RIFLE = 18, WPCLASS_GUN_GATLING = 19, WPCLASS_GUN_SHOTGUN = 20, WPCLASS_GUN_GRANADE = 21, WPCLASS_SYURIKEN = 22, WPCLASS_TWOHANDROD = 23, WPCLASS_LAST = 24, WEAPONTYPE_SHORTSWORD_SHORTSWORD = 25, WEAPONTYPE_SWORD_SWORD = 26, WEAPONTYPE_AXE_AXE = 27, WEAPONTYPE_SHORTSWORD_SWORD = 28, WEAPONTYPE_SHORTSWORD_AXE = 29, WEAPONTYPE_SWORD_AXE = 30, -- Custom Weapon WEAPONTYPE_banryu = 31 } WeaponNameTable = { [Weapon_IDs.WEAPONTYPE_NONE] = "", [Weapon_IDs.WEAPONTYPE_SHORTSWORD] = "_단검", [Weapon_IDs.WEAPONTYPE_SWORD] = "_검", [Weapon_IDs.WEAPONTYPE_TWOHANDSWORD] = "_검", [Weapon_IDs.WEAPONTYPE_SPEAR] = "_창", [Weapon_IDs.WEAPONTYPE_TWOHANDSPEAR] = "_창", [Weapon_IDs.WEAPONTYPE_AXE] = "_도끼", [Weapon_IDs.WEAPONTYPE_TWOHANDAXE] = "_도끼", [Weapon_IDs.WEAPONTYPE_MACE] = "_클럽", [Weapon_IDs.WEAPONTYPE_TWOHANDMACE] = "_클럽", [Weapon_IDs.WEAPONTYPE_ROD] = "_롯드", [Weapon_IDs.WEAPONTYPE_BOW] = "_활", [Weapon_IDs.WEAPONTYPE_KNUKLE] = "_너클", [Weapon_IDs.WEAPONTYPE_INSTRUMENT] = "_악기", [Weapon_IDs.WEAPONTYPE_WHIP] = "_채찍", [Weapon_IDs.WEAPONTYPE_BOOK] = "_책", [Weapon_IDs.WEAPONTYPE_CATARRH] = "_카타르_카타르", [Weapon_IDs.WPCLASS_GUN_HANDGUN] = "_권총", [Weapon_IDs.WPCLASS_GUN_RIFLE] = "_기관총", [Weapon_IDs.WPCLASS_GUN_GATLING] = "_기관총", [Weapon_IDs.WPCLASS_GUN_SHOTGUN] = "_기관총", [Weapon_IDs.WPCLASS_GUN_GRANADE] = "_기관총", [Weapon_IDs.WPCLASS_SYURIKEN] = "_수리검", [Weapon_IDs.WPCLASS_TWOHANDROD] = "_롯드", [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SHORTSWORD] = "_단검_단검", [Weapon_IDs.WEAPONTYPE_SWORD_SWORD] = "_검_검", [Weapon_IDs.WEAPONTYPE_AXE_AXE] = "_도끼_도끼", [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SWORD] = "_단검_검", [Weapon_IDs.WEAPONTYPE_SHORTSWORD_AXE] = "_단검_도끼", [Weapon_IDs.WEAPONTYPE_SWORD_AXE] = "_검_도끼" -- Custom Items [Weapon_IDs.WEAPONTYPE_banryu] = "_banryu" } WeaponHitWaveNameTable = { [Weapon_IDs.WEAPONTYPE_NONE] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_SHORTSWORD] = "_hit_sword.wav", [Weapon_IDs.WEAPONTYPE_SWORD] = "_hit_sword.wav", [Weapon_IDs.WEAPONTYPE_TWOHANDSWORD] = "_hit_sword.wav", [Weapon_IDs.WEAPONTYPE_SPEAR] = "_hit_spear.wav", [Weapon_IDs.WEAPONTYPE_TWOHANDSPEAR] = "_hit_spear.wav", [Weapon_IDs.WEAPONTYPE_AXE] = "_hit_axe.wav", [Weapon_IDs.WEAPONTYPE_TWOHANDAXE] = "_hit_axe.wav", [Weapon_IDs.WEAPONTYPE_MACE] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_TWOHANDMACE] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_ROD] = "_hit_rod.wav", [Weapon_IDs.WEAPONTYPE_BOW] = "_hit_arrow.wav", [Weapon_IDs.WEAPONTYPE_KNUKLE] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_INSTRUMENT] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_WHIP] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_BOOK] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_CATARRH] = "_hit_mace.wav", [Weapon_IDs.WPCLASS_GUN_HANDGUN] = "_hit_권총.wav", [Weapon_IDs.WPCLASS_GUN_RIFLE] = "_hit_라이플.wav", [Weapon_IDs.WPCLASS_GUN_GATLING] = "_hit_mace.wav", [Weapon_IDs.WPCLASS_GUN_SHOTGUN] = "_hit_mace.wav", [Weapon_IDs.WPCLASS_GUN_GRANADE] = "_hit_mace.wav", [Weapon_IDs.WPCLASS_SYURIKEN] = "_hit_mace.wav", [Weapon_IDs.WPCLASS_TWOHANDROD] = "_hit_rod.wav", [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SHORTSWORD] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_SWORD_SWORD] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_AXE_AXE] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_SHORTSWORD_SWORD] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_SHORTSWORD_AXE] = "_hit_mace.wav", [Weapon_IDs.WEAPONTYPE_SWORD_AXE] = "_hit_mace.wav" } Can you please help me what to change? thx (Ps. My Banryu is 1 Handed Sword) Please Help me No, not in that files. Check item_db2 and find the line of your banryu and change its id to the range of 1100-1149, 13400-13499. Ex. 13499,Banryu,Banryu,...........{},{},{} Don't forget to change the id in your server side or else it will become Unknown Item -
Custom Item Failed to Create?
GodKnows Jhomz replied to tekataobaakoinay's topic in Tulong para sa Client
Can you post the script of the item here? So I can check what's wrong with it. Fixed the problem sir! But I still have a problem. I can't see this Check if your Custom Weapon ID is in the range, if not, sprite doesn't show. One handed Swords = 1100-1149, 13400-13499 Two handed Swords = 1150-1199, 21000-21999 Knives, Daggers etc = 1200-1249, 13000-13099 Katars = 1250-1299 ; Has 35 free IDs One handed Axes = 1300-1349; Has 43 free IDs Two handed Axes = 1350-1399; Has 32 free IDs One handed Spears = 1400-1449; Has 34 free IDs Two Handed Spears = 1450-1471, 1474-1499 Maces = 1500-1549, 16000-16999 Books = 1550-1599 ; Has only 2 IDs. Knuckles = 1800-1899 ; Has 95 free IDs One Handed Staves/Rods = 1600-1699; Has 79 free IDs Two Handed Staves/Rods = 1472,1473,2000-2099 Bows = 1700-1749, 18100-18499 Guitars = 1900-1949 ; Has 32 free IDs Whips = 1950-1999 ; Has 130 free IDs Handguns = 13100-13149 Other guns = 13150-13199 Ninja weapons = 13300-13399 What do you mean by that sir? Weapons has its id restriction. Ex : if your Banryu (Two-handed Sword) ID is not between 1150-1119 or 21000-21999, the sprite of Banryu will not be shown. So you need to edit your Banryu ID that meets the ID range. -
[Charms] Item's effect to work while in inventory
GodKnows Jhomz replied to Pillows's topic in Source Releases
Oh didn't notice that, coz in my code it has the level requirement. and I set it to 0 so anyone can use it. Btw thanks for the release and fix. -
Custom Item Failed to Create?
GodKnows Jhomz replied to tekataobaakoinay's topic in Tulong para sa Client
Can you post the script of the item here? So I can check what's wrong with it. Fixed the problem sir! But I still have a problem. I can't see this Check if your Custom Weapon ID is in the range, if not, sprite doesn't show. One handed Swords = 1100-1149, 13400-13499 Two handed Swords = 1150-1199, 21000-21999 Knives, Daggers etc = 1200-1249, 13000-13099 Katars = 1250-1299 ; Has 35 free IDs One handed Axes = 1300-1349; Has 43 free IDs Two handed Axes = 1350-1399; Has 32 free IDs One handed Spears = 1400-1449; Has 34 free IDs Two Handed Spears = 1450-1471, 1474-1499 Maces = 1500-1549, 16000-16999 Books = 1550-1599 ; Has only 2 IDs. Knuckles = 1800-1899 ; Has 95 free IDs One Handed Staves/Rods = 1600-1699; Has 79 free IDs Two Handed Staves/Rods = 1472,1473,2000-2099 Bows = 1700-1749, 18100-18499 Guitars = 1900-1949 ; Has 32 free IDs Whips = 1950-1999 ; Has 130 free IDs Handguns = 13100-13149 Other guns = 13150-13199 Ninja weapons = 13300-13399 -
[Charms] Item's effect to work while in inventory
GodKnows Jhomz replied to Pillows's topic in Source Releases
Oh, I never noticed. I have no idea why the original modification left out those classes. I came up with a fix, let me know if there's any more problems. Replace (status.c): if ( sd->inventory_data[i]->script && sd->inventory_data[i]->elv <= sd->status.base_level && ( 1 << sd->class_ & MAPID_BASEMASK ) & sd->inventory_data[i]->class_base[ sd->class_ & JOBL_2_1? 1: sd->class_ & JOBL_2_2? 2:0 ] && ( 1 << ( sd->class_ & JOBL_UPPER? 1: sd->class_ & JOBL_BABY? 2:0 ) ) & sd->inventory_data[i]->class_upper ) { With this: if ( sd->inventory_data[i]->script && sd->inventory_data[i]->elv <= sd->status.base_level && sd->inventory_data[i]->class_upper ) { Updated original post! Thanks for this ! But already fixed mine by getting my old src code for status.c file. this is the codes that I get somewhere here in rA or in eA forum. From : if ( sd->inventory_data[i]->script && sd->inventory_data[i]->elv <= sd->status.base_level && ( 1 << sd->class_ & MAPID_BASEMASK ) & sd->inventory_data[i]->class_base[ sd->class_ & JOBL_2_1? 1: sd->class_ & JOBL_2_2? 2:0 ] && ( 1 << ( sd->class_ & JOBL_UPPER? 1: sd->class_ & JOBL_BABY? 2:0 ) ) & sd->inventory_data[i]->class_upper ) { To : if ( sd->inventory_data[i]->script && 0 < sd->status.base_level && sd->inventory_data[i]->class_upper ) { run_script( sd->inventory_data[i]->script, 0, sd->bl.id, 0 ); -
Request A~Z Hat Maker NPC with Preview Item
GodKnows Jhomz replied to donkeyg's question in Script Requests
this line// Shop categories, if needed: "<Shop 1>","<Shop 2>"{,...};// Duplicate dummy data for any additional shops (bottom of script). // If no categories, use the second line instead (remove //). setarray .Shops$[1],"Hat Maker Quest Items",(Custom Quest)"; show my npc Custom Quest Hat Maker Quest Items Add(2,30518,1,0,0,10011,1); but no item selected one npc 2 shop If you want to add category find this and add yours : ,"(Custom Quest)" before ; setarray .Shops$[1],"Hat Maker Quest Items","(Custom Quest)"; Then in your new quest items change the category number. Add(2,,,,...); Add(2,30518,1,0,0,10011,1); And that's it!