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iraciz

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Everything posted by iraciz

  1. View File 4 Recolored Fire Mufflers Item, Collection, Drop, and Sprites included. Submitter iraciz Submitted 06/03/2020 Category Headgears Video Content Author iraciz  
  2. Version 1.0.0

    37 downloads

    Item, Collection, Drop, and Sprites included.

    Free

  3. Worked now... I exported the .yml files to all posible locations, import, de, and db_pre.re
  4. Same problem Here! help CheckAttendance.lub Config = { StartDate = 20200601, EndDate = 20201231 } Reward = { { 1, 501, 1 }, { 2, 501, 1 }, { 3, 501, 5 }, { 4, 501, 5 }, { 5, 501, 1 }, { 6, 501, 1 }, { 7, 501, 3 }, { 8, 501, 5 }, { 9, 501, 5 }, { 10, 501, 1 }, { 11, 501, 2 }, { 12, 501, 3 }, { 13, 501, 5 }, { 14, 501, 5 }, { 15, 501, 5 }, { 16, 501, 5 }, { 17, 501, 5 }, { 18, 501, 5 }, { 19, 501, 10 }, { 20, 501, 1 } } function main() result, msg = InsertCheckAttendanceConfig(Config.EvendOnOff, Config.StartDate, Config.EndDate) if not result then return false, msg end for k, rewardtbl in pairs(Reward) do result, msg = InsertCheckAttendanceReward(rewardtbl[1], rewardtbl[2], rewardtbl[3]) if not result then return false, msg end end return true, "success" end Attendance YML # This file is a part of rAthena. # Copyright(C) 2019 rAthena Development Team # https://rathena.org - https://github.com/rathena # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program. If not, see <http://www.gnu.org/licenses/>. # ########################################################################### # Attendance Database ########################################################################### # # Attendance Settings # ########################################################################### # - Start Start date. # End End date. # Rewards: List of rewards for each day. # - Day Reward day. # ItemId Item ID. ########################################################################### Header: Type: ATTENDANCE_DB Version: 1 Body: - Start: 20200601 End: 20201231 Rewards: - Day: 1 ItemId: 501 Amount: 2 - Day: 2 ItemId: 501 Amount: 2 - Day: 3 ItemId: 501 Amount: 2 - Day: 4 ItemId: 501 Amount: 2 - Day: 5 ItemId: 501 Amount: 2 - Day: 6 ItemId: 501 Amount: 2 - Day: 7 ItemId: 501 Amount: 2 - Day: 8 ItemId: 501 Amount: 2 - Day: 9 ItemId: 501 Amount: 2 - Day: 10 ItemId: 501 Amount: 2 - Day: 11 ItemId: 501 Amount: 2 - Day: 12 ItemId: 501 Amount: 2 - Day: 13 ItemId: 501 Amount: 2 - Day: 14 ItemId: 501 Amount: 2 - Day: 15 ItemId: 501 Amount: 2 - Day: 16 ItemId: 501 Amount: 2 - Day: 17 ItemId: 501 Amount: 2 - Day: 18 ItemId: 501 Amount: 2 - Day: 19 ItemId: 501 Amount: 2 - Day: 20 ItemId: 501 Amount: 2 Battleconf checked Permissions checked. Why still giving me the currently no attendance check event? I used your generator from this link https://secretdataz.github.io/attendance-generator/ Is not opening!
  5. Good day, I added a shortcut in the warper to go guild dungeons, I want limit this only to the respective casttle owners. But my script is ignoring the castle owner condition, and everyone can warp too, I want to avoid this, could you lendme a hand to fix this? Rachgd: if (getcharid(2) != 0 && getcharid(2) == getcastledata("arug_cas01",1)) goto chek2; Go("arug_dun01",200,36); chek2: if (getcharid(2) != 0 && getcharid(2) == getcastledata("arug_cas02",1)) goto chek3; Go("arug_dun01",200,36); chek3: if (getcharid(2) != 0 && getcharid(2) == getcastledata("arug_cas03",1)) goto chek4; Go("arug_dun01",200,36); chek4: if (getcharid(2) != 0 && getcharid(2) == getcastledata("arug_cas04",1)) goto chek5; Go("arug_dun01",200,36); chek5: if (getcharid(2) != 0 && getcharid(2) == getcastledata("arug_cas05",1)) goto Falta; Go("arug_dun01",200,36); Falta: mes "^0000FFAgente Warp^000000"; cutin "jpn_mid03",2; mes "You are not an owner of any Arunafeltz Rachel Casttle, or member of any guild who owns one."; next; mes "^0000FFAgente Warp^000000"; mes "Conquest an Arunafeltz casttle in Rachel, or join a guild who owns one in order to access!"; close3;
  6. Ok I changed the color of one layer, when fusing it gather everything, nothing to worry bout.
  7. Good, but it also merge the colors.
  8. Could you explain the merge layer and the compact save option? I am using that Program, and I don't find such thing as COMPACT or Redirect Index option. I'm having problems because I edit my act and is not showing the frames in game. Now in Game is not showing it, dunno what to do! PLEASE HELP
  9. delay rate is useless, this will only apply for the first attack, then they have endure and will ignore the damage delay until reach you, i think the clue is in the timers on scr unit.c line 1464 * Applies a walk delay to a unit
  10. I have found this code in unit.c and I was wondering how to apply the delay motion to the mvp and all the other Monsters? I want them to Not completely stop by hit lock, But at least!, make them snipeable without reaching the player too quick. In battle/monster.conf the conf monster_damage_delay_rate: 100 is useless, Since it only is applied to the very first hit. So don't give me taht answer, The code bellow I brought has the clue, unfortunately I don't know c+ what I understood is that, the damage delay is applied, but after that delay there is a timer that make the mobs invincible or immune to this delay, meaning that for a certain period after receiving damage, they will move under attacks towards you without stopping. What I want to do, is make this immunity time shorter, because the longer imume to damage induced walk delay, the must cells they snap towards you. Damage delay 200 ms, good, and after that, 100 ms ignore the damage delay, So when they are under fire they can aproach you step by step, and not by snaping 4 o 5 cells at a time, but without locking them, you got me? can anyone help me to set that? /** * Applies a walk delay to a unit * @param bl: Object to apply walk delay to * @param tick: Current tick * @param delay: Amount of time to set walk delay * @param type: Type of delay * 0: Damage induced delay; Do not change previous delay * 1: Skill induced delay; Walk delay can only be increased, not decreased * @return Success(1); Fail(0); */ int unit_set_walkdelay(struct block_list *bl, t_tick tick, t_tick delay, int type) { struct unit_data *ud = unit_bl2ud(bl); if (delay <= 0 || !ud) return 0; if (type) { //Bosses can ignore skill induced walkdelay (but not damage induced) if(bl->type == BL_MOB && status_has_mode(status_get_status_data(bl),MD_STATUS_IMMUNE)) return 0; //Make sure walk delay is not decreased if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0) return 0; } else { // Don't set walk delays when already trapped. if (!unit_can_move(bl)) { unit_stop_walking(bl,4); //Unit might still be moving even though it can't move return 0; } //Immune to being stopped for double the flinch time if (DIFF_TICK(ud->canmove_tick, tick-delay) > 0) return 0; } ud->canmove_tick = tick + delay; if (ud->walktimer != INVALID_TIMER) { // Stop walking, if chasing, readjust timers. if (delay == 1) // Minimal delay (walk-delay) disabled. Just stop walking. unit_stop_walking(bl,0); else { // Resume running after can move again [Kevin] if(ud->state.running) add_timer(ud->canmove_tick, unit_resume_running, bl->id, (intptr_t)ud); else { unit_stop_walking(bl,4); if(ud->target) add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target); } } } return 1; }
  11. How to reproduce tittle script? the script of this item is not in rms https://ratemyserver.net/index.php?page=re_item_db&item_id=18940 [18940] = { unidentifiedDisplayName = "Unidentified Hat", unidentifiedResourceName = "캡", unidentifiedDescriptionName = { "Can be identified by using a ^990099Magnifier^000000." }, identifiedDisplayName = "Flaming Ten-gallon Hat", identifiedResourceName = "불꽃의텐겔론햇", identifiedDescriptionName = { "A hat with sealed force of false fire god.", "________________________", "Reduces damage taken from ^FF0000Fire^000000 elemental attack by 5%.", "________________________", "Increases damage taken from ^0000BBWater^000000 elemental attack by 5%.", "________________________", "Random chance to inflict ^663399Burning^000000 status on enemy when wearer receiving physical or magical attack.", "________________________", "Random chance to reduce enemy's SP by 30 when wearer receiving physical or magical attack.", "________________________", "When combined with ^990099Shining Trapezohedron^000000:", "Increases physical attack by 9%.", "Increases magical attack by 9%.", "Reduces damage taken from ^FF0000Demihuman^000000 monsters by 5%.", "^0000FFRefine Level +7^000000:", "Reduces damage taken from ^FF0000Demihuman^000000 monsters by 5%.", "________________________", "^663399Indestructible in battle^000000", "________________________", "^0000CCType:^000000 Headgear", "^0000CCDefense:^000000 0", "^0000CCPosition:^000000 Upper", "^0000CCWeight:^000000 100", "^0000CCRefinable:^000000 Yes", "________________________", "^0000CCRequirement:^000000", "Base level 90" }, slotCount = 1, ClassNum = 1075 },
  12. https://rathena.org/board/topic/123127-magnum-break-buff-no-miss-hit-ghost-with-damage/?tab=comments#comment-374892
  13. https://rathena.org/board/topic/123127-magnum-break-buff-no-miss-hit-ghost-with-damage/?tab=comments#comment-374892
  14. Let me now If there are more monsters with missing or not sounds.
  15. View File Mobs with corrected sound .acts In this File: - folder with Malaya monsters act files with sound effects. (finally). - folder with Other monsters fix, this contains fixed acts for 30 monsters, Did you know that doppelganger screams when dying? have you ever heard it? I think not. Well here you have it, did i said 30 monsters with corrected sound? Have you ever heard zealotus actions? - Fixed Osiris idle snapping frame act. Bonus: folder with female lord knight class act frame with sounds, weapon attack spear and two handed sword. Please read the readme file, do not reupload this fix in other sites beside this. Submitter iraciz Submitted 05/13/2020 Category Sprites & Palettes Video Content Author gravity  
  16. Unfortunately It wont, I tried that exe, with the recommended diff and the problem still. could you please? try this last thing? make 10 sandals using @item sandals 10 (with nothing else in your inventory) then use the command @dropall and at last spawn 5 tatachos using @monster tatacho 10 please watch their behaviour and tell me if the can still move or the get stuck in ther cell. I reported this issue already in github, but is no related to rathena emulator, the client is not sending the correct packet. or even not sendint it. anyway, I appreciate your help.
  17. Thank you, I found the link in the video description, Give me some minutes to try this, and then I'll spill out the beans. this is the "e" 2018-06-20eRagexeRE meaning that is different for the a and could fix this issue for a good time. You are really helpfull in this hard times. http://www.mediafire.com/file/620fk48vca6jkbo/2018-06-20eRagexeRE.exe/file
  18. Well, I'm not the only person experiencing this. I tested in a clean head revision rathena. I cosed the issue because it was client related https://github.com/rathena/rathena/issues/4853#event-3333286897 by the way where did you get 2018-06-20aRagexere? and could you please your diff profile? (patch).
  19. Version 1.0.0

    56 downloads

    In this File: - folder with Malaya monsters act files with sound effects. (finally). - folder with Other monsters fix, this contains fixed acts for 30 monsters, Did you know that doppelganger screams when dying? have you ever heard it? I think not. Well here you have it, did i said 30 monsters with corrected sound? Have you ever heard zealotus actions? - Fixed Osiris idle snapping frame act. Bonus: folder with female lord knight class act frame with sounds, weapon attack spear and two handed sword. Please read the readme file, do not reupload this fix in other sites beside this.

    Free

  20. Neat, is working as expected, I'm really thankful @Patskie iraciz
  21. Good day client devs, RagexeRe clients are experiencing a missing packet issue when picking up items, this have been occurring since 2018, but never reported before. The behaviour is not normal, and has been tested in different client dates of ragexeRe This has been proven with open core, there's a missing packet when picking up items, discarding emulator related issues. This issue also affect monsters, can exploit aggressive loter monsters such as tatacho. Please note this and fix 2018-06-20aRagexere client for rathena, most of the 90% users here are using this client. The issue is here: https://github.com/rathena/rathena/issues/4853 Now closed because it is related to client and not emulator. Iraciz
  22. Hello guys, could you help me to set rewards for the loosing team, 15 valor badges id 7829, here's the script, its really hard for a noob like me. //===== rAthena Script ======================================= //= Battleground: Emperium //===== Description: ========================================= //= A simple battleground script: //= Destroy the opponent's Emperium to win the match. //===== Changelogs: ========================================== //= 1.0 First version, edited. [Euphy] [AnnieRuru] //= 1.1 Use up to date battleground script commands [AnnieRuru] //= 1.2 Fix player can be kill multiple times within 250ms time frame [AnnieRuru] //============================================================ - script bg_emp#control -1,{ OnInit: .minplayer2start = 5; // minimum players to start (ex. if 3vs3, set to 3) .eventlasting = 20*60; // event duration before auto-reset (20 minutes * seconds) setarray .rewarditem[0], // rewards for the winning team: <item>,<amount>,... 7829, 30; end; OnStart: if ( getwaitingroomstate( 0, .rednpcname$ ) < .minplayer2start || getwaitingroomstate( 0, .bluenpcname$ ) < .minplayer2start ) end; // create Battleground and teams .red = waitingroom2bg( "-", 0,0, strnpcinfo(0)+"::OnRedQuit", strnpcinfo(0)+"::OnRedDead", .rednpcname$ ); .blue = waitingroom2bg( "-", 0,0, strnpcinfo(0)+"::OnBlueQuit", strnpcinfo(0)+"::OnBlueDead", .bluenpcname$ ); delwaitingroom .rednpcname$; delwaitingroom .bluenpcname$; setwall "bat_a01", 164,347, 6, 4, 0, "bg_emp_town_red"; setwall "bat_a01", 154,51, 6, 4, 0, "bg_emp_town_blue"; bg_warp .red, "bat_a01", 171,346; bg_warp .blue, "bat_a01", 162,50; // delay before match begins sleep 6000; mapannounce "bat_a01", "The rules are simple. The first team to break the opponent's Emperium wins!", bc_map; sleep 3000; for ( [email protected] = 5; [email protected] > 0; [email protected] ) { mapannounce "bat_a01", "["+ [email protected] +"]", bc_map; sleep 1000; } mapannounce "bat_a01", "Start!", bc_map; // spawn Emperiums bg_monster .red,"bat_a01",171,346, "--ja--",1915, strnpcinfo(3)+"::OnRedDown"; bg_monster .blue,"bat_a01",162,50, "--ja--",1914, strnpcinfo(3)+"::OnBlueDown"; delwall "bg_emp_town_red"; delwall "bg_emp_town_blue"; // match duration sleep .eventlasting * 1000; // end match, destroy Battleground, reset NPCs killmonster "bat_a01", strnpcinfo(3)+"::OnRedDown"; killmonster "bat_a01", strnpcinfo(3)+"::OnBlueDown"; if ( .winside ) { mapannounce "bat_a01", "- "+( (.winside == .red)? "Red" : "Blue" )+" Team is victorious! -", bc_map; bg_get_data .winside, 1; for ( [email protected] = 0; [email protected] < [email protected]; [email protected] ) getitem .rewarditem[0], .rewarditem[1], [email protected][[email protected]]; } else mapannounce "bat_a01", "- The match has ended in a draw! -", bc_map; sleep 5000; bg_warp .red, "prontera", 155,182; bg_warp .blue, "prontera", 158,182; bg_destroy .red; bg_destroy .blue; .winside = 0; donpcevent .rednpcname$ +"::OnStart"; donpcevent .bluenpcname$ +"::OnStart"; end; // Emperium destroyed OnRedDown: callsub L_EmpDown, "Red", .blue; OnBlueDown: callsub L_EmpDown, "Blue", .red; L_EmpDown: mapannounce "bat_a01", strcharinfo(0) +" has destroyed "+ getarg(0) +" Team's Emperium.", bc_map; .winside = getarg(1); awake strnpcinfo(0); end; // "OnDeath" event OnRedDead: callsub L_Dead, 157,347; OnBlueDead: callsub L_Dead, 142,51; L_Dead: warp "bat_a01", getarg(0), getarg(1); percentheal 100,100; end; // "OnQuit" event OnRedQuit: callsub L_Quit, .red, "Red"; OnBlueQuit: callsub L_Quit, .blue, "Blue"; L_Quit: percentheal 100, 100; if ( !bg_get_data( getarg(0), 0 ) ) mapannounce "bat_a01", "All "+ getarg(1) +" team members have quit!", bc_map, 0xff3333; end; } bat_room,138,136,6 script Red Team#bg_emp 413,{ end; OnInit: sleep 1; set getvariableofnpc( .rednpcname$, "bg_emp#control" ), strnpcinfo(0); OnStart: waitingroom "Red Team", getvariableofnpc( .minplayer2start, "bg_emp#control" ) +1, "bg_emp#control::OnStart", getvariableofnpc( .minplayer2start, "bg_emp#control" ); end; } bat_room,144,136,4 script Blue Team#bg_emp 417,{ end; OnInit: sleep 1; set getvariableofnpc( .bluenpcname$, "bg_emp#control" ), strnpcinfo(0); OnStart: waitingroom "Blue Team", getvariableofnpc( .minplayer2start, "bg_emp#control" ) +1, "bg_emp#control::OnStart", getvariableofnpc( .minplayer2start, "bg_emp#control" ); end; } bat_room,141,135,6 script BG EMP 858,{ mes "BG EMP 5 VS 5"; mes "Premio Equipo Ganador:"; mes "30 <ITEM>Valor Badge<INFO>7828</INFO></ITEM>"; mes "Premio Equipo Perdedor:"; mes "15 <ITEM>Valor Badge<INFO>7828</INFO></ITEM>"; end; } bat_a01 mapflag battleground bat_a01 mapflag nosave SavePoint bat_a01 mapflag nowarp bat_a01 mapflag nowarpto bat_a01 mapflag noteleport bat_a01 mapflag nomemo bat_a01 mapflag nopenalty bat_a01 mapflag nobranch bat_a01 mapflag noicewall bat_a01 mapflag hidemobhpbar
  23. For RagexeRe20180621 I can't move the character frame window, there's no close button for returning to the login screen and I noticed that is way to up, it forces me to change to full screen, how to lower it down?
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