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Stolao

Developer
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Everything posted by Stolao

  1. Replace itemdb2 with /Db/Import/itemdb.txt
  2. https://github.com/rathena/rathena/blob/master/doc/item_bonus.txt This might help
  3. Secret and emistry already answered, you just need to use sc end command before you the warp command, or try using the custom function callfunc("dispell"); right before warping them Dispell can be found https://github.com/Stolao/Npc_Release/blob/master/Custom_Functions/Dispell.txt
  4. https://rathena.org/board/topic/78263-scripting-faqtipstricks/#entry177095
  5. Project is looking very nice, just wondering how many classes are in TOS? Classes that overlap with RO that is?
  6. What are the goals / point of project? Are you going to overhaul game mechanics or just add some stuff?
  7. Ty for reports I'll update with fixes soon, also I'll update with a mail less version.
  8. Update your kro Data / rdata
  9. General rule of thumb, do whatever you want if you make it with passion and do things well players will come regardless of rates
  10. Is it possible to create an npc instead or a command to claim the reward, instead of automatically receiving it? Thus to prevent players from just leaving their client on with no activity? Yes it would be quite easy to do, give it a try
  11. I agree with anacondaqq lol this isn't something someone will do for free. ur wrong dude, not all people here in rathena is like what u think... like my master capuche he can make this script no problem lol. im so sorry if u didnt meet any kind people here in rathena like sir capuche..dude im requesting this script so that all of rathena members (including you) will benefit to my idea and who ever will implement this script
  12. 2013 uses lua/lub files not the txt files. Also try looking on the rAthena wiki https://rathena.org/wiki/Custom_Items
  13. What part of do not bump unless providing additional information don't you understand? Thank you.
  14. Do not bump unless providing additional information thank you.
  15. Should work right away, so yoy have an console errors?
  16. you need to use *autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>}; *autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>}; *autobonus <bonus script>,<rate>,<duration>{,<flag>,{<other script>}}; *autobonus2 <bonus script>,<rate>,<duration>{,<flag>,{<other script>}}; *autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>}; *autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>}; These commands are meant to be used in item scripts. They will probably work outside item scripts, but the bonus will not persist for long. They, as expected, refer only to an invoking character. What these commands do is 'attach' a script to the player which will get executed on attack (or when attacked in the case of autobonus2). Rate is the trigger rate of the script (1000 = 100%). Duration is the time that the bonus will last for since the script has triggered. Skill ID/skill name the skill which will be used as trigger to start the bonus. (autobonus3) The optional argument 'flag' is used to classify the type of attack where the script can trigger (it shares the same flags as the bAutoSpell bonus script): Range criteria: BF_SHORT: Trigger on melee attack BF_LONG: Trigger on ranged attack Default: BF_SHORT+BF_LONG Attack type criteria: BF_WEAPON: Trigger on weapon skills BF_MAGIC: Trigger on magic skills BF_MISC: Trigger on misc skills Default: BF_WEAPON Skill criteria: BF_NORMAL: Trigger on normal attacks BF_SKILL: Trigger on skills default: If the attack type is BF_WEAPON (only) BF_NORMAL is used, otherwise BF_SKILL+BF_NORMAL is used. The difference between the optional argument 'other script' and the 'bonus script' is that, the former one triggers only when attacking(or attacked) and the latter one runs on status calculation as well, which makes sure, within the duration, the "bonus" that get lost on status calculation is restored. So, 'bonus script' is technically supposed to accept "bonus" command only. And we usually use 'other script' to show visual effects. In all cases, when the script triggers, the attached player will be the one who holds the bonus. There is currently no way of knowing within this script who was the other character (the attacker in autobonus2, or the target in autobonus and autobonus3). //Grants a 1% chance of starting the state "all stats +10" for 10 seconds when //using weapon or misc attacks (both melee and ranged skills) and shows a special //effect when the bonus is active. autobonus "{ bonus bAllStats,10; }",10,10000,BF_WEAPON|BF_MISC,"{ specialeffect2 EF_FIRESPLASHHIT; }";
  17. I believe its disguise 1022 by default. Not positive on phone.
  18. Use q different refiner, this one is poorly coded and there are working ones already in existence
  19. The order of eqi_ changed well over a year ago, yoy just need to make script match the new order.
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