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lnteractive

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Everything posted by lnteractive

  1. Mmmm prob, I'll just change the item script perhaps? Bump. I've tested making a custom item with the exact same database(Just changing the ITEMID) and it worked, however I've gone through item_noequip.txt tons of times, there isn't the Kafra Card's ID in it. It there any other possible files that I should look into? Help in dire need please.
  2. // Kafra Card //============================================================ // - Open player's storage. // - No arguments. function script F_CashStore { cutin "kafra_01",2; mes "[Kafra Employee]"; mes "Welcome to the Kafra Corporation."; mes "Here, let me open your Storage for you."; close2; openstorage; cutin "",255; return; } Did not touch it x_X. Only stops working during agiton.
  3. 12211,Kafra_Card,Kafra Card,2,2,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ callfunc "F_CashStore"; },{},{} I checked item_noequip.txt, do not have this item listed either, it doesn't work in WoE, anybody help?
  4. That block of script.c looks exactly the same, however it doesn't identify a source.
  5. Alright. I'm going to go through the last 2 scripts I've added slowly and see what pops up. Thank you for the prompt replies.
  6. My script seems clean, the latest ones I added only has atcommand * strcharinfo(), there was no attachrid() involved. I've enabled gdb so the next time it crashes again, I'm going to be able to provide the full crash dump.
  7. However, where does the source come from? an NPC?
  8. [Error]: script_rid2sd: fatal error ! player not attached! [Debug]: Function: bonus (2 parameters): [Debug]: Data: number value=47 [Debug]: Data: number value=1 [Error]: script_rid2sd: fatal error ! player not attached! [Debug]: Function: bonus2 (3 parameters): [Debug]: Data: number value=1011 [Debug]: Data: number value=7 [Debug]: Data: number value=10 [Error]: script_rid2sd: fatal error ! player not attached! [Debug]: Function: bonus (2 parameters): [Debug]: Data: number value=1003 [Debug]: Data: number value=15 [Error]: script_rid2sd: fatal error ! player not attached! [Debug]: Function: bonus (2 parameters): [Debug]: Data: number value=16 [Debug]: Data: number value=3 Could anybody point out where this is coming from that sends a terminating signal to the mapserver and crashes it? There doesn't seem to be a reported source NPC.
  9. I've actually came to a decision to make a new item with the same bonus that a marc card will provide, I was just asking around to see if it's possible. Yes, enchant adds adds the rune to the 2nd 3rd or 4th slot, that's what I mean. But seeing it's not possible, just a box that uses item2 script will work. Thanks for the replies guys!
  10. I'm talking about creating an ACTUAL item that is already SLOTTED. That means by doing @Item 123123123 I'm creating and ITEM that is already SLOTTED with a MARC CARD. Let me break it down to even simpler terms. item 123123123 = item slotted with marc card. Thanks for your prompt reply.
  11. Is it actually possible to create an item that is already slotted or stat enchanted in the item_db? For example. Creating an item 123123123 @item 123123123 gives you a +3 str unfrozen coat [1] Obviously the slot is occupied. I know that simply making an item box and having the item script do @item2 will serve this purpose, however what about just creating the item directly.
  12. I have been having these problems, after the error start getting spammed (8-20 lines in console), the server lags and everybody timesout. [Error]: WFIFOSET: Maximum write buffer size for client connection 75 exceeded, most likely caused by packet 0x02e1 (len=33, ip=xx). [Error]: WFIFOSET: Maximum write buffer size for client connection 75 exceeded, most likely caused by packet 0x02e1 (len=33, ip=xx). [Error]: WFIFOSET: Maximum write buffer size for client connection 75 exceeded, most likely caused by packet 0x02e1 (len=33, ip=xx). [Error]: WFIFOSET: Maximum write buffer size for client connection 75 exceeded, most likely caused by packet 0x02e1 (len=33, ip=xx). [Error]: WFIFOSET: Maximum write buffer size for client connection 75 exceeded, most likely caused by packet 0x02e1 (len=33, ip=xx). [Error]: WFIFOSET: Maximum write buffer size for client connection 75 exceeded, most likely caused by packet 0x02e1 (len=33, ip=xx). I've removed the IP for privacy. Client used : 20100616aRagre
  13. Using client: 2010-06-16 [uI]Extended Chat Box does not affect me? I still can only insert 70 instead of 234(Extended version) characters. Same applies for other [extended] Features. Help?
  14. Get the latest lua files. www.supportmii.com/ro1
  15. I'm pretty sure this runs into source edit, however just to verify my doubt, is there a way to modify this section below: // Display some mob info next to their name? (add as needed) // (does not works on guardian or emperium) // 1: Display mob HP (Hp/MaxHp format) // 2: Display mob HP (Percent of full life format) // 4: Display mob's level show_mob_info: 2 Current all mobs have their percentage of HP shown to player(s), is it possible to only make it work on normal mob(s) and not MVP/Mini Bosses to prevent last-hit-KSing? Since it does not working on Guardian and Emperium there has to be a way?
  16. I want the script to work for all players, disable a specific command during a specific timeline. However thanks for pointing the src edit, I did it and figured it out, works like a charm now. Thank you for your support. Same goes to Emistry and Ocean.
  17. //test script - script atcmd_block -1,{ OnInit: bindatcmd("refresh","atcmd_block::OnAtcommand"); end; OnAtcommand: if(strcharinfo(3) != "prontera") { bindatcmd("refresh","atcmd_block::OnAtcommand"); message ""+strcharinfo(0)+"","hi"; end; } else { unbindatcmd("refresh"); end; } } What is it supposed to do: Upon script load, bind the CMD, when players use @refresh on any maps other than prontera, refresh works normally. When player use refresh in prontera, messages the player, hi. The only way I could make it work is to initiate bindatcmd again after every unbind, how do I do this? //test script - script atcmd_block -1,{ OnAgitStart: bindatcmd("refresh","atcmd_block::OnAtcommand"); end; OnAtcommand: message ""+strcharinfo(0)+"","hi"; end; OnAgitEnd: unbindatcmd("refresh"); } This works for WoE, however for academic purposes, let's go back to the first post =P.
  18. Ah, yea, eaMOD svn. Alright, thanks. If this is a source edit, does anybody have a clue which .c file I should be looking into?
  19. Does anybody know how to actually change the messages that are displayed in (BLUE) whenever you town-skip? As shown, when i @go alberta, it displays as [payon town] instead Furthermore, when I warp to brasilis, this "welcome" message does not display at all. I'm sure there's an edit somewhere and it'd be nice if someone guides me through it, cheers.
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