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iraciz

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Everything posted by iraciz

  1. After almost 10 months of this I had found the solution SCR/MAP/MOB.CPP line 81 add: int a = mob_chat_db[id].msg_id; example: //Dynamic mob chat database std::map<short,struct mob_chat> mob_chat_db; struct mob_chat *mob_chat(short id) { int a = mob_chat_db[id].msg_id; return util::map_find( mob_chat_db, id ); } Success:
  2. This Client is missing an item pick packet, check this issue at github https://github.com/rathena/rathena/issues/4853
  3. cutin still there after closing, the line between if (!. @ back) and return; it is apparently haunted if (!.@back) close; // "Cancel" pressed <----- this line, I can't add anything else here because the jobchange menu get bugged. return;}
  4. Good day, dear community I modified the jobmaster.txt, and added some cutins, illust for my spanish server, Everything looks stable but I have difficulties when closing an illust after hitting the cancel option. //===== rAthena Script ======================================= //= Job Master //===== Description: ========================================= //= A fully functional job changer. //===== Additional Comments: ================================= //= 1.0 Initial script. [Euphy] //= 1.1 Fixed reset on Baby job change. //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. //= 1.3 Kagerou/Oboro added. //= 1.4 Rebellion added. //= 1.5 Added option to disable RebirthClass. [mazvi] //= 1.6 Added option to get job related equipment on change. [Braniff] //= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey] //= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi] //= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi] //============================================================ prontera,147,195,6 script Job Master 803,{ function Get_Job_Equip; // Checks if the Player has the required level. // closes if not, returns if yes function Require_Level { if (BaseLevel < getarg(0) || JobLevel < getarg(1)) { .@blvl = getarg(0) - BaseLevel; .@jlvl = getarg(1) - JobLevel; cutin "hu_alex04",2; mes .NPCName$; mes "Level requerido:"; mes ((getarg(0)>1)? "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+ getarg(1)+"^000000 (^00bb00Job^000000)"; mes "Necesitas " + ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 mas niveles base " + ((.@jlvl > 0) ? "y " : "") : "") + ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 mas job levels " : "") + "para continuar."; emotion ET_SCRATCH; sleep2 1000; cutin "",255; emotion ET_ANGER; npctalk "Alexa: Hey "+strcharinfo(0)+"! Recuerda cumplir con los requisitos de nivel antes de cambiar de profesion. No lo olvides."; close; } return; } // Checks if the given eac is a baby class function Is_Baby { return ((getarg(0, eaclass())&EAJL_BABY)>0); } // Checks if the player can change to third class. // Note: This does not include the level checks. function Can_Change_Third { // To change to third class you either need to be: // * Second Class // * Transcendent Second Class // * Baby Second Class if( !.ThirdClass ) return false; // Third job change disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&EAJL_THIRD ) return false; // Already Third Class if( roclass(eaclass()|EAJL_THIRD) < 0 ) return false; // Job has no third Class if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE ) return false; // Exp. Super Novice equals 3rd Cls, but has it's own case if( Is_Baby() && (!.BabyClass || !.BabyThird) ) return false; // No Baby (Third) change allowed return true; } function Can_Rebirth { // To rebirth, you need to be: // * Second Class if( !.RebirthClass ) return false; // Rebirth disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&EAJL_UPPER ) return false; // Already Rebirthed if( roclass(eaclass()|EAJL_UPPER) < 0 ) return false; // Job has no transcended class if( Is_Baby() && !.BabyClass ) return false; // No Baby changes allowed return true; } // Checks if the given eac is a first class function Is_First_Cls { return (getarg(0) <= EAJ_TAEKWON); } function Check_Riding { // Note: Why we should always check for Riding: // Mounts are considered as another class, which // would make this NPC bigger just to handle with // those special cases. if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your " + ((checkfalcon()) ? "falcon" : "") + ((checkcart()) ? "cart" : "") + ((checkriding()) ? "Peco" : "") + ((ismounting()) ? "mount" : "") + " before proceeding."; close; } return; } function Check_SkillPoints { if (.SkillPointCheck && SkillPoint) { cutin "hu_alex04",2; mes .NPCName$; mes "Por favor, ocupa todos tus skill points antes de proceder."; emotion ET_SWEAT; close2; emotion ET_ANGER; npctalk "Alexa: Hey "+strcharinfo(0)+"! antes de cambiar de job tienes primero que asignar todos tus skill points ok?. No lo olvides."; cutin "",255; close; } return; } // addJobOptions is essentially the same like // setarray .@array[getarraysize(.@array)],opt1,opt2,...; // It's just easier to read, since we're using it very often function Job_Options { .@argcount = getargcount(); .@arr_size = getarraysize(getarg(0)); for( .@i = 1; .@i < .@argcount; .@i++) { setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i); } } // Begin of the NPC mes .NPCName$; cutin "hu_alex01",2; mes "Buenos dias "+strcharinfo(0)+", veamos en que puedo ayudarte!."; next; Check_Riding(); Check_SkillPoints(); // initialisation deletearray .@job_opt[0],getarraysize(.@job_opt); .@eac = eaclass(); .@third_possible = Can_Change_Third(); .@rebirth_possible = Can_Rebirth(); .@first_eac = .@eac&EAJ_BASEMASK; .@second_eac = .@eac&EAJ_UPPERMASK; // Note: These are already set in pc.cpp // BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class // BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class //dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")"; // From here on the jobmaster checks the current class // and fills the the array `.@job_opt` with possible // job options for the player. if( .@rebirth_possible ) { // Rebirth option (displayed on the top of the menu) Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]); Job_Options(.@job_opt, Job_Novice_High); } if( .@third_possible ) { // Third Job change (displayed below rebirth) Require_Level(.Req_Third[0], .Req_Third[1]); Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD)); } if (.SecondExpanded && (.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice !(eaclass()&EAJL_THIRD) ) { // not already Expanded SN // (Baby) Super Novice to Expanded (Baby) Super Novice if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]); Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls } } if (.SecondExpanded && ((.@eac&(~EAJL_BABY)) == EAJ_NINJA || // is (Baby) Ninja (.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) { // is (Baby) Gunslinger // (Baby) Ninja to (Baby) Kagerou / Oboro // (Baby) Gunslinger to (Baby) Rebellion if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]); // Kagerou, Oboro, Rebellion are considered as a 2-1 class Job_Options(.@job_opt, roclass(.@eac|EAJL_2_1)); } } // Player is Job_Novice, Job_Novice_High or Job_Baby if (.@first_eac == EAJ_NOVICE && .@second_eac != EAJ_SUPER_NOVICE) { // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY Require_Level(.Req_First[0], .Req_First[1]); switch(Class) { case Job_Novice: // First job change Job_Options(.@job_opt,Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief, Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja); if( .BabyNovice ) Job_Options(.@job_opt, Job_Baby); break; case Job_Novice_High: // Job change after rebirth if( .LastJob && lastJob ) Job_Options(.@job_opt, roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); else Job_Options(.@job_opt, Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High); break; case Job_Baby: if( !.BabyClass ) break; // First job change as a baby Job_Options(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief); if( .BabyExpanded ) Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon, Job_Baby_Gunslinger, Job_Baby_Ninja); if( .BabySummoner ) Job_Options(.@job_opt, Job_Baby_Summoner); break; default: mes "An error has occurred."; close; } } else if( Is_First_Cls(.@eac) || // First Class Is_First_Cls(.@eac&(~EAJL_UPPER)) || // Trans. First Cls (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) { // Baby First Cls // Player is First Class (not Novice) // most jobs should have two options here (2-1 and 2-2) .@class1 = roclass(.@eac|EAJL_2_1); // 2-1 .@class2 = roclass(.@eac|EAJL_2_2); // 2-2 // dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")"; if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) { // Player is rebirth Cls and linear class changes are enforced Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, lastJob + Job_Novice_High); } else { // Class is not enforced, player can decide. if( .@class1 > 0 ) { // 2-1 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, .@class1); } if( .@class2 > 0 ) { // 2-2 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, .@class2); } } } // Displaying the Job Menu defined by .@job_opt. // .@job_opt should not be changed below this line. function Job_Menu; Job_Menu(.@job_opt); close; // Displays the job menu function Job_Menu { // getarg(0) is the .@job_opt array holding all available job changes. function Confirm_Change; while(true) { .@opt_cnt = getarraysize(getarg(0)); if( .@opt_cnt <= 0 ) { cutin "hu_alex04",2; mes .NPCName$; mes "No hay mas profesiones disponibles."; sleep2 1000; emotion ET_HNG; npctalk "Alexa: Freyja por favor dame paciencia con estos users..."; cutin "",255; close; } .@selected = 0; // Just a single job class given, no select needed if (.@opt_cnt > 1) { // Multiple job classes given. Select one and save it to .@class // After that confirm .@class mes .NPCName$; mes "Elige una profesion."; cutin "hu_alex01",2; .@menu$ = ""; for (.@i = 0; .@i < .@opt_cnt; .@i++) { if( getelementofarray(getarg(0), .@i) == Job_Novice_High) .@jobname$ = "^0055FFRebirth^000000"; else .@jobname$ = jobname(getelementofarray(getarg(0), .@i)); .@menu$ = .@menu$ + " ~ " + .@jobname$ + ":"; } .@menu$ = .@menu$+" ~ ^777777Cancel^000000"; .@selected = select(.@menu$) - 1; if( .@selected < 0 || .@selected >= .@opt_cnt ) close; next; mes .NPCName$; } .@class = getelementofarray(getarg(0), .@selected); if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) && BaseLevel < .SNovice) { // Special Level Requirement because Super Novice and // Super Baby can both be selected in one of the first class // changes. That's why the Level Requirement is after and not before // the selection. cutin "hu_alex04",2; mes "Necesitas ser de nivel " + .SNovice + " para convertirte en " + jobname(.@class) + "."; emotion ET_SWEAT; close2; cutin "",255; return; } // Confirm the Class Confirm_Change(.@class, .@opt_cnt > 1); next; //mes .NPCName$; } return; } // Executes the actual jobchange and closes. function Job_Change { .@to_cls = getarg(0); next; mes .NPCName$; emotion ET_BEST; mes "Felicidades! Tu nueva profesion es: " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!"; if (.@to_cls == Job_Novice_High && .LastJob) lastJob = Class; // Saves the lastJob for rebirth jobchange .@to_cls; if (.@to_cls == Job_Novice_High) resetlvl(1); else if (.@to_cls == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.Platinum) callfunc "F_GetPlatinumSkills"; if (.GetJobEquip) Get_Job_Equip(); cutin "",255; close; // Always closes after the change } function Confirm_Change { // Player confirms he want to change into .@class .@class = getarg(0, -1); .@back = getarg(1, false); if( .@class < 0 ) { mes "Unknown Class Error."; close; } cutin "hu_alex03",2; mes "Deseas convertirte en ^0055FF"+jobname(.@class)+"^000000 class?"; .@job_option$ = " ~ Cambiar a ^0055FF"+jobname(.@class)+"^000000 class"; if( .@class == Job_Novice_High) .@job_option$ = " ~ ^0055FFRenacer^000000"; if (select(.@job_option$+": ~ ^777777" + ((.@back) ?"Go back" : "Cancel") + "^000000") == 1) { Job_Change(.@class); } if (!.@back) close; // "Cancel" pressed return; } // Function which gives a job related item to the player // the items are the rewards from the original job change quests function Get_Job_Equip { // Note: The item is dropping, when the player can't hold it. // But that's better than not giving the item at all. .@eac = eaclass(); if( .@eac&EAJL_THIRD ) { // Third Class Items getitem 2795,1; // Green Apple Ring for every 3rd Class switch(BaseJob) { // BaseJob of Third Cls // For Normal Third, Baby Third and Transcended Third Cls case Job_Knight: getitem 5746,1; break; // Rune Circlet [1] case Job_Wizard: getitem 5753,1; break; // Magic Stone Hat [1] case Job_Hunter: getitem 5748,1; break; // Sniper Goggle [1] case Job_Priest: getitem 5747,1; break; // Mitra [1] case Job_Blacksmith: getitem 5749,1; break; // Driver Band [1] case Job_Assassin: getitem 5755,1; break; // Silent Executor [1] case Job_Crusader: getitem 5757,1; break; // Dip Schmidt Helm [1] case Job_Sage: getitem 5756,1; break; // Wind Whisper [1] case Job_Bard: getitem 5751,1; break; // Maestro Song's Hat [1] case Job_Dancer: getitem 5758,1; break; // Dying Swan [1] case Job_Monk: getitem 5754,1; break; // Blazing Soul [1] case Job_Alchemist: getitem 5752,1; break; // Midas Whisper[1] case Job_Rogue: getitem 5750,1; // Shadow Handicraft [1] getitem 6121,1; // Makeover Brush getitem 6122,1; break; // Paint Brush } } else if (.@eac&EAJL_2) { // Second Class (And not Third Class) switch(BaseJob) { // Second Class case Job_Knight: getitem 1163,1; break; // Claymore [0] case Job_Priest: getitem 1522,1; break; // Stunner [0] case Job_Wizard: getitem 1617,1; break; // Survivor's Rod [0] case Job_Blacksmith: getitem 1360,1; break; // Two-Handed-Axe [1] case Job_Hunter: getitem 1718,1; break; // Hunter Bow [0] case Job_Assassin: getitem 1254,1; break; // Jamadhar [0] case Job_Crusader: getitem 1410,1; break; // Lance [0] case Job_Monk: getitem 1807,1; break; // Fist [0] case Job_Sage: getitem 1550,1; break; // Book [3] case Job_Rogue: getitem 1222,1; break; // Damascus [1] case Job_Alchemist: getitem 1126,1; break; // Saber [2] case Job_Bard: getitem 1907,1; break; // Guitar [0] case Job_Dancer: getitem 1960,1; break; // Whip [1] case Job_Super_Novice: getitem 1208,1; break; // Main Gauche [4] case Job_Star_Gladiator: getitem 1550,1; break; // Book [3] case Job_Soul_Linker: getitem 1617,1; break; // Survivor's Rod [0] } } else { // Neither Second or Third Cls // => First Cls or not covered by the switch switch(BaseClass) { // First Class case Job_Swordman: getitem 1108,1; break; // Blade [4] case Job_Mage: getitem 1602,1; break; // Rod [4] case Job_Archer: getitem 1705,1; break; // Composite Bow [4] case Job_Acolyte: getitem 1505,1; break; // Mace [4] case Job_Merchant: getitem 1302,1; break; // Axe [4] case Job_Thief: getitem 1208,1; break; // Main Gauche [4] case Job_Gunslinger: getitem 13101,1; break; // Six Shooter [2] case Job_Ninja: getitem 13010,1; break; // Asura [2] } } return; } OnInit: // Initialisation, do not edit these .NPCName$ = "^0B0B61[Alexa]^000000"; // Settings .ThirdClass = false; // Enable third classes? .RebirthClass = true; // Enable rebirth classes? .SecondExpanded = false; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .BabyNovice = true; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = true; // Enable Baby classes? .BabyThird = false; // Enable Baby third classes? .BabyExpanded = true; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc. .BabySummoner = false; // Enable Baby Summoner? .LastJob = true; // Enforce linear class changes? .SkillPointCheck = true; // Force player to use up all skill points? .Platinum = true; // Get platinum skills automatically? .GetJobEquip = false; // Get job equipment (mostly weapons) on job change? // Level Requirements setarray .Req_First[0],1,10; // Minimum base level, job level to turn into 1st class setarray .Req_Second[0],1,40; // Minimum base level, job level to turn into 2nd class setarray .Req_Rebirth[0],99,50; // Minimum base level, job level to rebirth setarray .Req_Third[0],99,50; // Minimum base level, job level to change to third class setarray .Req_Exp_NJ_GS[0],99,70; // Minimum base level, job level to turn into Expanded Ninja and Gunslinger setarray .Req_Exp_SNOVI[0],99,99; // Minimum base level, job level to turn into Expanded Super Novice .SNovice = 45; // Minimum base level to turn into Super Novice // Setting adjustments by PACKETVER if( PACKETVER < 20161207 ) { if( .BabyExpanded ) debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER."; if( .BabySummoner ) debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER."; .BabyExpanded = false; .BabySummoner = false; } end; } The problem is at line 375 if (!.@back) close; // "Cancel" pressed return; } I can't add any script command before close because the npc bug out and then, it will not show the available job menu, any idea how to erase the illust when selecting cancel?
  5. This script is running every map, not only pvp.. Players are getting points in BG, and WoE maps. Duels, and everywhere. How to change this? also @nuke is counting as a kill? why? How to disable getting points in other pvp maps? Edit: (temporal solution to avoid running this in bg_maps & town maps) //================================== OnPCKillEvent: //-- Adding Stats //================================== if( getmapflag( strcharinfo(3),mf_town ) ){ end; } if( getmapflag( strcharinfo(3),mf_battleground ) ){ end; }
  6. Armor type is 12 Location form costume armor slot is 65536 You need to edit those structures in the item id in order to make them equip properly. Use this structure as example 31056,C_Furious_Wave,Costume Furious Wave,12,0,,0,,,,0,0xFFFFFFFF,63,2,65536,,1,1,,{ hateffect(HAT_EF_DOUBLEGUMGANG,true); },{},{ hateffect(HAT_EF_DOUBLEGUMGANG,false); } regards
  7. Reset is not working properly, count goes to zero and that's ok so far but ..... why is showing duplicated names? Names should be cleared too.
  8. So.... how are those changes applied? I am having the same problem with the letter Ñ Do I need to restart?
  9. sorry for the necroposting but I found a solution for this in client 20180621 for adding shields without replacing existing ones, dunno if it works in older versions, but don't loose anything trying out. just assign the item id to the belonging job sprite name example female and male thief, I made a custom recolor for the unity buckler ·Î±×_³²_28905_¹æÆÐ So i added the shield new sprite, act, and named with the item id follow by a _¹æÆÐ and this is the result: Party Ragnarok 2020-04-29 04-52-05.mp4 ID view or Classnum in iteminfo.lua do not matter, I realized that!, when finding that bloody knight shield classnum was 1, so that do not matter since you have assigned the sprite for each possible job that can equip the gear, the id view works to cover missing sprites, if the sprite do not exist and the idview is 1 the client will show a guard instead.
  10. You need to bind an atcommand to call the function: setlook LOOK_BODY,1; Or setlook LOOK_BODY,2;
  11. good day dear community, any idea how to remove the spider web status when teleporting? As an example, @go, fly wing, al_teleport skills works fine when the player is trapped by ankle_snare or npc_stop skills, reason that they can freely move after teleporting.. But, spiderweb is not the case, the char movement still locked for the duration skill even after using @go, teleport or fly wing, is there any possible way to cancel SC_SPIDERWEB when teleporting?
  12. skillinfolist.lua [SKID.ALL_EQSWITCH] = { "ALL_EQSWITCH", SkillName = "Equip Switch", MaxLv = 1, Type = "Quest", SpAmount = { 0 }, bSeperateLv = false, AttackRange = { 1 } } found It
  13. No science, be smart, use common sense, you bet coins, if it stop in your selected porings get the expended ammount in multipliers. pay for spin the roulette etc.. I could make it from the f..up hardcoded language, now is ten times easier than before. Don't b lazy.
  14. Ok there you go, first you have to follow this indications: 1- add the gold poring mob if you are running pre-re, this is the indicator were the point is going, I used this mob to replace the original portal npc. 2248,GOLDPORING,Golden Poring,Golden Poring,50,10000,0,0,0,1,300,300,2,5,6,1,1,0,6,5,10,12,0,3,21,0x83,400,1872,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 2- check the coordinates and locate them in a proper map, my poring_w01 map is modified in gats and objetcs. //=-=-=-=-=-=-=-= Script by ColoExpress =-=-=-=-=-=-=-= //=-=-=-=-=-=-=-= 2010 - 2011 Develop present =-=-=-=-=-=-=-= //=-=-=-=-=-=-=-= Powered By www.coloexpress.in.th =-=-=-=-=-=-=-= //=-=-=-=-=-=-=-=Fix and translation in spanish by iraciz=-=-=-=-=-=-=-= - script PoringSlotsCh -1,{ end; OnInit: set $PSItem,7539; set $PSre,7539; //Prize set $NMItem,1; end; } poring_w01,74,78,6 duplicate(PoringSlotsCh) PoringSlots#01 1002 poring_w01,76,78,6 duplicate(PoringSlotsCh) PoringSlots#02 1002 poring_w01,78,78,6 duplicate(PoringSlotsCh) PoringSlots#03 1031 poring_w01,80,78,6 duplicate(PoringSlotsCh) PoringSlots#04 1113 poring_w01,82,78,6 duplicate(PoringSlotsCh) PoringSlots#05 1002 poring_w01,84,78,6 duplicate(PoringSlotsCh) PoringSlots#06 950 poring_w01,86,78,6 duplicate(PoringSlotsCh) PoringSlots#07 1002 poring_w01,88,78,6 duplicate(PoringSlotsCh) PoringSlots#08 1096 poring_w01,90,78,6 duplicate(PoringSlotsCh) PoringSlots#09 1002 poring_w01,92,78,6 duplicate(PoringSlotsCh) PoringSlots#10 1113 poring_w01,92,76,6 duplicate(PoringSlotsCh) PoringSlots#11 1031 poring_w01,92,74,6 duplicate(PoringSlotsCh) PoringSlots#12 1031 poring_w01,92,72,6 duplicate(PoringSlotsCh) PoringSlots#13 1002 poring_w01,92,70,6 duplicate(PoringSlotsCh) PoringSlots#14 1113 poring_w01,92,68,6 duplicate(PoringSlotsCh) PoringSlots#15 1002 poring_w01,90,68,6 duplicate(PoringSlotsCh) PoringSlots#16 1031 poring_w01,88,68,6 duplicate(PoringSlotsCh) PoringSlots#17 1002 poring_w01,86,68,6 duplicate(PoringSlotsCh) PoringSlots#18 1113 poring_w01,84,68,6 duplicate(PoringSlotsCh) PoringSlots#19 1002 poring_w01,82,68,6 duplicate(PoringSlotsCh) PoringSlots#20 950 poring_w01,80,68,6 duplicate(PoringSlotsCh) PoringSlots#21 1002 poring_w01,78,68,6 duplicate(PoringSlotsCh) PoringSlots#22 1031 poring_w01,76,68,6 duplicate(PoringSlotsCh) PoringSlots#23 1113 poring_w01,74,68,6 duplicate(PoringSlotsCh) PoringSlots#24 1002 poring_w01,74,70,6 duplicate(PoringSlotsCh) PoringSlots#25 1388 poring_w01,74,72,6 duplicate(PoringSlotsCh) PoringSlots#26 1113 poring_w01,74,74,6 duplicate(PoringSlotsCh) PoringSlots#27 1002 poring_w01,74,76,6 duplicate(PoringSlotsCh) PoringSlots#28 1096 poring_w01,74,78,6 script PoringSlotsPoint 2248,1,1,{} - script PoringSlotsSetter -1,{ OnInit: //--TOP //--RIGHT //BOTTOM //LEFT setarray $PoringSlotsX,74,76,78,80,82,84,86,88,90, 92,92,92,92,92, 92,90,88,86,84,82,80,78,76,74, 74,74,74,74,74; setarray $PoringSlotsY,78,78,78,78,78,78,78,78,78, 78,76,74,72,70, 68,68,68,68,68,68,68,68,68,68, 70,72,74,76,78; set $@PoringSlotsPlaying, 0; set $@PoringSlotsRunning, 0; donpcevent "PoringSlotsChoose#01::OnResetRoom"; donpcevent "PoringSlotsChoose#02::OnResetRoom"; donpcevent "PoringSlotsChoose#03::OnResetRoom"; donpcevent "PoringSlotsChoose#04::OnResetRoom"; donpcevent "PoringSlotsChoose#05::OnResetRoom"; end; } poring_w01,82,73,6 script Poring Slots Play 693,{ mes "[ Poring Slots Play ]"; mes "Bienvenido a la ruleta poring"; mes "Antes de girar la ruleta, procura hacer tus apuestas ok? "; mes "- Se cobra [ ^9900FF" +$NMItem+ "^000000 ] ^00AA55"+getitemname($PSItem)+"^000000 por lanzamiento."; next; if(select("- Girar la Ruleta","- Cancelar")==2) close; if($@PoringSlotsPlaying==1){ mes "[ Poring Slots Play ]"; mes "Ya hay un lanzamiento en fila. Debes esperar que termine para iniciar otro."; close; } if(countitem($PSItem)<$NMItem){ mes "[ Poring Slots Play ]"; mes " No tienes la cantidad necesaria de monedas para girar la ruleta."; close; } delitem $PSItem,$NMItem; mes "[ Poring Slots Play ]"; mes "Comenzamos.."; donpcevent "Poring Slots Play::OnPoringSlotsAnnounce"; close; OnPoringSlotsAnnounce: set $@PoringSlotsPlaying,1; mapannounce "poring_w01","[ PoringSlots ] : Atencion a todos, la ruleta va a dar inicio en 1 Minuto a partir de este momento.",bc_map; sleep 20000; npctalk "La ruleta va a girar dentro 40 segundos, vayan cerrando sus apuestas."; sleep 20000; npctalk "Dentro de poco iniciara el lanzamiento! quedan 20 Segundos"; sleep 5000; npctalk "15 segundos restantes para el lanzamiento dela ruleta Poring."; sleep 5000; npctalk "Inicia el conteo regresivo de 10 segundos."; sleep 1000; npctalk "9"; sleep 1000; npctalk "8"; sleep 1000; npctalk "7"; sleep 1000; npctalk "6"; sleep 1000; npctalk "5"; sleep 1000; npctalk "4"; sleep 1000; npctalk "3"; sleep 1000; npctalk "2"; sleep 1000; npctalk "1"; sleep 1000; npctalk "It's Show Time!!"; donpcevent "Poring Slots Play::OnPoringSlotsPlaying"; end; OnPoringSlotsPlaying: set $@PoringSlotsRunning,1; set $PoringSlotsRound,$PoringSlotsRound+1; set $@PoringSlotsSpeed,10; for(set $@PoringSlotsRound,0;$@PoringSlotsRound<8;set $@PoringSlotsRound,$@PoringSlotsRound+1){ set $@PoringSlotsTemp,rand(20,40); for(set $@i,0;$@i<$@PoringSlotsTemp;set $@i,$@i+1){ movenpc "PoringSlotsPoint",$PoringSlotsX[$@PoringSlotsPoint],$PoringSlotsY[$@PoringSlotsPoint]; set $@PoringSlotsPoint,$@PoringSlotsPoint+1; if($@PoringSlotsPoint>=28) set $@PoringSlotsPoint,0; sleep $@PoringSlotsSpeed; } set $@PoringSlotsSpeed,$@PoringSlotsSpeed+10; } set $@PoringSlotsTemp,rand(5,10); for(set $@i,0;$@i<$@PoringSlotsTemp;set $@i,$@i+1){ movenpc "PoringSlotsPoint",$PoringSlotsX[$@PoringSlotsPoint],$PoringSlotsY[$@PoringSlotsPoint]; set $@PoringSlotsPoint,$@PoringSlotsPoint+1; if($@PoringSlotsPoint>=28) set $@PoringSlotsPoint,0; set $@PoringSlotsSpeed,$@PoringSlotsSpeed+100; sleep $@PoringSlotsSpeed; } set $@PoringSlotsTemp,rand(8,15); for(set $@i,0;$@i<$@PoringSlotsTemp;set $@i,$@i+1){ movenpc "PoringSlotsPoint",$PoringSlotsX[$@PoringSlotsPoint],$PoringSlotsY[$@PoringSlotsPoint]; set $@PoringSlotsPoint,$@PoringSlotsPoint+1; if($@PoringSlotsPoint>=28) set $@PoringSlotsPoint,0; set $@PoringSlotsSpeed,$@PoringSlotsSpeed+150; sleep $@PoringSlotsSpeed; } switch($@PoringSlotsPoint) { case 6:case 20: set $FSC_Win,0;break; case 1:case 2:case 5:case 7:case 9:case 12:case 13:case 15:case 17:case 19:case 21:case 24:case 27: set $FSC_Win,1;break; case 4:case 10:case 14:case 18:case 23:case 26: set $FSC_Win,2;break; case 3:case 11:case 16:case 22: set $FSC_Win,3;break; case 8:case 0: set $FSC_Win,4;break; case 25: set $FSC_Win,5;break; } specialeffect 577; if($FSC_Win==0) { npctalk "Ups.. se detuvo en un Ghostring"; sleep 1000; npctalk "Todos Pierden... Muahaha!!!"; } if($FSC_Win==1) { npctalk "La ruleta se detuvo en Poring, Aquel que aposto al poring ha ganado del doble de la inversion!"; sleep 1000; npctalk "Quien haya ganado, retire su premio!"; } if($FSC_Win==2) { npctalk "La ruleta se detuvo en Drops, Aquel que aposto al Drops, ganaria el Triple de la Inversion"; sleep 1000; npctalk "Quien haya ganado, retire su premio!"; } if($FSC_Win==3) { npctalk "La ruleta se detuvo en Poporing"; sleep 1000; npctalk "Gana x 5 tu inversion"; sleep 1000; npctalk "Retiren su premio si han ganado!"; } if($FSC_Win==4) { npctalk "La ruleta se detuvo en el exquisito Angeling.. multiplicando la inversion x9"; sleep 1000; npctalk "El feliz ganador puede retirar su botin!"; } if($FSC_Win==5) { npctalk "Oh por Dios, La ruleta se detuvo en el el Arch Angeling..."; sleep 1000; npctalk "Quien haya apostado al Arch Angeling habra multiplicado » 17 Veces lo que invirtio!!";} donpcevent "PoringSlotsChoose#01::OnResetRoom"; donpcevent "PoringSlotsChoose#02::OnResetRoom"; donpcevent "PoringSlotsChoose#03::OnResetRoom"; donpcevent "PoringSlotsChoose#04::OnResetRoom"; donpcevent "PoringSlotsChoose#05::OnResetRoom"; donpcevent "PoringSlotsChoose#0"+$FSC_Win+"::OnEffect"; set $@PoringSlotsPlaying,0; set $@PoringSlotsRunning,0; end; } function script FuncPoringSlotsChoose { if($@PoringSlotsRunning==1){ mes "[ Poring Slots Play ]"; mes "- Hay un juego en proceso"; mes "- debes esperar que termine para volver a apostar."; close; end; } set .@FSC_Poring,getarg(0); set .@FSC_GetPoint,getarg(1); if(getd("FSC_Coin"+.@FSC_Poring)>0){ if(getd("PoringSlotsRound"+.@FSC_Poring)==$PoringSlotsRound-1&&.@FSC_Poring==$FSC_Win){ set .@FSC_Temp,getd("FSC_Coin"+.@FSC_Poring)*.@FSC_GetPoint; getitem $PSRe,.@FSC_Temp; specialeffect2 18; setd "FSC_Coin"+.@FSC_Poring,0; mes "[ Poring Slots Play ]"; mes "- Ganaste la bolsa de ^00AA55"+getitemname($PSRe)+"^000000"; mes "- Premio [ ^AA3366"+.@FSC_Temp+"^000000 ]"; close; } } mes "[ Poring Slots Play ]"; mes "Deseas apostar ^00AA55"+getitemname($PSItem)+"^000000?"; mes "- Ganaras ^0000FF"+getitemname($PSRe)+" * "+.@FSC_GetPoint+"^000000 "; if(getd("FSC_Coin"+.@FSC_Poring)!=0&&getd("PoringSlotsRound"+.@FSC_Poring)==$PoringSlotsRound){ mes "- La bolsa actual es [ ^AA3333"+getd("FSC_Coin"+.@FSC_Poring)+"^000000 ]"; mes "- Habla conmigo despues de girar y te entregare tu premio."; close; } mes "^FF0000Consejos:^000000"; mes "El stack maximo es de ^FF000030,000 Coins^000000"; mes "Conserva monedas para pagar el lanzamiento."; next; input .@FSC_Input; mes "[ Poring Slots Play ]"; mes "- Haz ingresado [ ^2236BB"+.@FSC_Input+"^000000 ] unidades."; next; if(select("- Confirmar","- Cambie de idea")==2) close; if(countitem($PSItem)<.@FSC_Input){ mes "[ Poring Slots Play ]"; mes "No tienes suficientes [ ^2236BB"+getitemname($PSItem)+"^000000 ] para la cantidad que elegiste."; close; return; } if(.@FSC_Input==0){ mes "[ Poring Slots Play ]"; mes "Debes apostar como minimo ^0000FF1^000000 moneda.."; close; return; } delitem $PSItem,.@FSC_Input; setd "FSC_Coin"+.@FSC_Poring,.@FSC_Input; delwaitingroom "PoringSlotsChoose#0"+.@FSC_Poring; setd "$FSC_Coin"+.@FSC_Poring,getd("$FSC_Coin"+.@FSC_Poring)+.@FSC_Input; setd "$FSC_Player"+.@FSC_Poring,getd("$FSC_Player"+.@FSC_Poring)+1; waitingroom "Bets ["+getd("$FSC_Player"+.@FSC_Poring)+"] Inv ["+getd("$FSC_Coin"+.@FSC_Poring)+"]",0; setd "PoringSlotsRound"+.@FSC_Poring,$PoringSlotsRound; mes "[ Poring Slots Play ]"; mes "Tu apuesta ha sido registrada, todavia puedes apostar a otros porings o lanzar la ruleta."; mes "Buena suerte."; close; return; } poring_w01,96,80,4 script PoringSlotsChoose#01 1002,{ callfunc("FuncPoringSlotsChoose",1,2); end; OnEffect: for(set $@FSC_i,1;$@FSC_i<15;set $@FSC_i,$@FSC_i+1){ specialeffect 377; sleep 800; } end; OnResetRoom: delwaitingroom "PoringSlotsChoose#01"; set $FSC_Coin1,0; set $FSC_Player1,0; waitingroom"Bets [0] $ [0]",0; end; OnInit: waitingroom"Bets [0] $ [0]",0; end; } poring_w01,96,75,4 script PoringSlotsChoose#02 1113,{ callfunc("FuncPoringSlotsChoose",2,3); end; OnEffect: for(set $@FSC_i,1;$@FSC_i<15;set $@FSC_i,$@FSC_i+1){ specialeffect 377; sleep 800; } end; OnResetRoom: delwaitingroom "PoringSlotsChoose#02"; set $FSC_Coin2,0; set $FSC_Player2,0; waitingroom"Bets [0] $ [0]",0; end; OnInit: waitingroom"Bets [0] $ [0]",0; end; } poring_w01,96,70,4 script PoringSlotsChoose#03 1031,{ callfunc("FuncPoringSlotsChoose",3,5); end; OnEffect: for(set $@FSC_i,1;$@FSC_i<15;set $@FSC_i,$@FSC_i+1){ specialeffect 377; sleep 800; } end; OnResetRoom: delwaitingroom "PoringSlotsChoose#03"; set $FSC_Coin3,0; set $FSC_Player3,0; waitingroom"Bets [0] $ [0]",0; end; OnInit: waitingroom"Bets [0] $ [0]",0; end; } poring_w01,101,72,4 script PoringSlotsChoose#04 1096,{ callfunc("FuncPoringSlotsChoose",4,9); end; OnEffect: for(set $@FSC_i,1;$@FSC_i<15;set $@FSC_i,$@FSC_i+1){ specialeffect 377; sleep 800; } end; OnResetRoom: delwaitingroom "PoringSlotsChoose#04"; set $FSC_Coin4,0; set $FSC_Player4,0; waitingroom"Bets [0] $ [0]",0; end; OnInit: waitingroom"Bets [0] $ [0]",0; end; } poring_w01,101,77,4 script PoringSlotsChoose#05 1388 ,{ callfunc("FuncPoringSlotsChoose",5,17); end; OnEffect: for(set $@FSC_i,1;$@FSC_i<15;set $@FSC_i,$@FSC_i+1){ specialeffect 377; sleep 800; } end; OnResetRoom: delwaitingroom "PoringSlotsChoose#05"; set $FSC_Coin5,0; set $FSC_Player5,0; waitingroom"Bets [0] $ [0]",0; end; OnInit: waitingroom"Bets [0] $ [0]",0; end; }
  15. As the tittle says, I managed to add missing sounds to some mosters, those missing sounds do exist in data, but, for some strange reason, were'nt applied in their act files. My first edition is the monster Zealotus just need to replace the act... My next edit will be the doppleganger die sound, I guess must be some others maybe malaya monsters, or the Piano. Please feel free to ask for sound acts and I will make them for you, this will help me too. zherlthsh.actzherlthsh.spr sample: Party Ragnarok 2020-04-25 12-23-38.mp4 EDIT: Adding more found mobs fixed sounds for Leak (Dewata Boss): leak.act leak.spr fixed sounds for Baphomet (recovered sound when dying) baphomet.act baphomet.spr Malangdo Octopus, next edit wild rider md_octopus.act md_octopus.spr Party Ragnarok 2020-04-26 04-38-15.mp4
  16. I start thinking that those symbols are unaceptable in Lua, May I ask for your robe sprites? actually Ro have in data more than 90 Costume garments, it could be possible that you want to implement a currently existing one. Could you please share your files? SPRITE_ROBE_IDs = { ROBE_WINGS = 1, ROBE_BAG_OF_ADVENTURER = 2, ROBE_WINGS_OF_FALLEN_ANGEL = 3, ROBE_AMISTR_BAG = 4, ROBE_Love_Dad_Wings_2012 = 5, ROBE_KIRIN_WING = 6, ROBE_Ribbon_Piamat = 7, ROBE_RUDRA_WING = 8, ROBE_Wing_Of_Happiness = 9, ROBE_GraetDevilWing = 10, ROBE_MechanicWing = 11, ROBE_DevilWing = 12, ROBE_BAG_OF_ANTONIO = 13, ROBE_Cupid_Wing_Pink = 14, ROBE_Cupid_Wing_Skyblue = 15, ROBE_Poring_Bag = 16, ROBE_Wings_of_Uriel = 17, ROBE_Angel_feather = 18, ROBE_SwordWing = 19, ROBE_Light_Darkness_Wing = 20, ROBE_Blue_Fairy_Wing = 21, ROBE_EXE_Backpack = 22, ROBE_Thanatos_Sword = 23, ROBE_Wings_of_Michael = 24, ROBE_GiantCatBag = 25, ROBE_BlackCatBag = 26, ROBE_Gerhard_Von_Devi_Bag = 27, ROBE_C_2018_RTC_Cape_TW = 28, ROBE_2018_RTC_Cape1_TW = 29, ROBE_2018_RTC_Cape2_TW = 30, ROBE_2018_RTC_Cape3_TW = 31, ROBE_2018_RTC_Cape4_TW = 32, ROBE_C_Bloody_Wing = 33, ROBE_C_BlueAngeling_Wing = 34, ROBE_C_PinkButterfly_Wing = 35, ROBE_C_GoldButterfly_Wing = 36, ROBE_C_Wings_of_Gabriel = 37, ROBE_C_PinkButterfly_Wing_T = 38, ROBE_Violet_Halo = 39, ROBE_CherryFesRibbon = 40, ROBE_SnackParty = 41, ROBE_AngelRibbonWing = 42, ROBE_BlackBearBackpack = 43, ROBE_Halloween_Poring_Bag = 44, ROBE_Chrismas_Tree = 45, ROBE_Backside_Ribbon_Bell = 46, ROBE_HeartChocoBag = 47, ROBE_C_Valkyrie_Wing = 48, ROBE_Archangel_Wing = 49, ROBE_WingOfHeart = 50, ROBE_C_School_Bag_RD = 51, ROBE_C_School_Bag_BL = 52, ROBE_C_Cat_Fork = 53, ROBE_Balloon_Wing = 54, ROBE_Wings_Of_Lucifer = 55, ROBE_Wings_Of_Raguel = 56, ROBE_Wings_Of_Raphael = 57, ROBE_C_Heart_Wing_Backpack = 58, ROBE_C_Soldier_Backpack = 59, ROBE_C_T_Bear_Bag = 60, ROBE_Wing_Of_Angel_Move = 61, ROBE_C_Big_Foxtail = 62, ROBE_Ru_Bear_Bag = 63, ROBE_C_Loli_Ruri_Moon = 64, ROBE_C_Nifl_Bloom = 65, ROBE_C_Gimmick_One_Feather = 66, ROBE_C_Evil_Druid_Cross = 67, ROBE_Bow_On_the_Back = 68, ROBE_C_Sakura_Fes_TW = 69, ROBE_Santa_Backpack = 70, ROBE_C_Ice_Wing = 71, ROBE_Wing_Of_Angel_Move_RD = 72, ROBE_Wing_Of_Angel_Move_BK = 73, ROBE_Wing_Of_Angel_Move_RB = 74, ROBE_Wing_Of_Angel_Move_GD = 75 }
  17. Luad dont need to add male and female sprite, just the garment name
  18. Bro... why that creepy language? npctalk "·èÒ¹ã´á·§àÍÒäÇéä´é¶Ù¡µéͧ ÃÕºä»ÃѺÃÒ§ÇÑÅ´éÇÂËÅèÐ"; sleep 10000; npctalk "·èÒ¹ã´ÂѧäÁèä´éá·§Ãպᷧà¢éÒËÅèÐ ÁÕàÇÅÒÍÕ¡ 40 ÇÔ¹Ò·Õ"; sleep 10000; npctalk "µÍ¹¹ÕéàËÅ×ÍàÇÅÒÍÕ¡à¾Õ§ 30 ÇÔ¹Ò·ÕáÅéÇ"; sleep 10000; npctalk "àËÅ×ÍàÇÅÒÍÕ¡ 20 ÇÔ¹Ò·ÕÊØ´·éÒÂ"; sleep 10000; npctalk "¢éҨйѺ¶ÍÂËÅѧ 10 ÇÔ¹Ò·Õ"; And those Monsters Ids?, Where is this script from? Thailand? Located in an extint morroc map... even before satan.. now they are inside the new buildings.. anyway.. I think this will take several hours of work.. to make it usable... I managed to get it work in latest revision, after several hours of deduction and common sense, I managed to find out how it works, and what this hardcoded NPC dialog was trying to explain..... Damm... I will share it soon... Party Ragnarok 2020-04-18 07-38-24.mp4
  19. This is a poring roulette I have been loking for, you bet coins and if it stops at your chosen poring you will win xtimes the invested coins, this script is around 8 years old and the links are no more availbale, If someone remember it, and have a copy, could you share?
  20. I have no choice but wait, I have plenty advance in my test server using this emulator, and I have modified some scrs, when this bg changes are released, do I have to download a newer version?
  21. BG rathena, really need help here. First: How to set all available bgs just for 2 people (me and my other account), this is for testing purposes, already put 1 in minplayers at battleground_db.yml but it is not launching. Second: Does anyone know where to change the deserter time delay? default is 600 seconds (10 minutes), but I don´t know where to change that timer, I am trying to test this and this is delaying me a lot, and my attemps to enter bg are just failures.
  22. Thankyou mr Emistry, this solved my request, and now I can use this separator -----> || to add even more ranges. Tested and working, this Euphy 2012 script still functional nowadays.
  23. I can't, those Id's are taken by the armor enchant runes and they will collide with the armor enchanter official script. // Armor Enchant System //=================================================================== 4700,Strength1,STR+1,6,20,,10,,,,,,,,,,,,,{ bonus bStr,1; },{},{} 4701,Strength2,STR+2,6,20,,10,,,,,,,,,,,,,{ bonus bStr,2; },{},{} 4702,Strength3,STR+3,6,20,,10,,,,,,,,,,,,,{ bonus bStr,3; },{},{} 4703,Strength4,STR+4,6,20,,10,,,,,,,,,,,,,{ bonus bStr,4; },{},{} 4704,Strength5,STR+5,6,20,,10,,,,,,,,,,,,,{ bonus bStr,5; },{},{} 4705,Strength6,STR+6,6,20,,10,,,,,,,,,,,,,{ bonus bStr,6; },{},{} 4706,Strength7,STR+7,6,20,,10,,,,,,,,,,,,,{ bonus bStr,7; },{},{}
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