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dantoki

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Everything posted by dantoki

  1. @nobc = No Broadcast command DIsabling Broadcast such as the Dota Announce when you want to. but not affecting the GM shouts, all NPC broadcast will be disabled by the use who use @nobc Thankss ~
  2. - script Fishing Chest -1,{ set #fishc,0; //Fishing rod set .@Rod,2764; //Fishing Lure set .@Lure,2775; //Fishing Muffler set .@Muffler,2550; //Fishing Boots set .@Boots,2443; //Auto-Fish set .@Auto,1; //Auto-Fish on Fail set .@AutoFail,1; Fish: if (isequipped(.@Muffler)) && (isequipped(.@Boots)) { if( #fishc >= 30000) end; } else { if( #fishc >= 15000) end; } if (isequipped(.@Rod)) && (isequipped(.@Lure)){ specialeffect EF_BUBBLE,"Fishing Hole"; //soundeffect "fishingrod.wav",0; set #fishc,#fishc+1; set .@fcast,10; if (isequipped(.@Muffler)) && (isequipped(.@Boots)) { set .@fcast,.@fcast - 8; dispbottom "[Fishing] Casting... "+#fishc+"/30000"; } else { dispbottom "[Fishing] Casting... "+#fishc+"/15000"; } progressbar "ffffff",.@fcast; if (rand(1,20) == 2){ getitem 12103,1; //Bloody Branch specialeffect2 EF_TEMP_OK; //soundeffectall "success.wav",0,strcharinfo(3); //mapannounce strcharinfo(3),strcharinfo(0)+" has caught a Blue Fish!",bc_map,"0xff77ff"; if(.@Auto==1){ goto Fish;}else{ end;} } if (rand(1,6) == 1) ||(rand(1,6) == 3) || (rand(1,6) == 6){ setarray .@Catch[0],579,908,909,963,956,6049,918,960,910,938,624;// List of Junk/Other set .@CatchRand,.@Catch[rand(getarraysize(.@Catch))]; getitem .@CatchRand,1; } else { dispbottom "[Fishing] Nothing was caught..."; if(.@AutoFail == 1){ goto Fish;} else{ end;} } if (rand(1,100) == 3){ //setarray .@Rare[0],7179,7179,7179; //set .@RareCatch, .@Rare[rand(getarraysize(.@Rare))]; //getitem .@RareCatch,1; //Reward set #EventP,#EventP+10; message strcharinfo(0),"[Fishing]: you've gained 10 event points."; //mapannounce strcharinfo(3),strcharinfo(0)+" has caught a "+getitemname(.@RareCatch)+"!",bc_map,"0x33CC00"; } if(.@Auto == 1){ goto Fish;} else{ end;} } else { dispbottom "[Fishing] You need a Rod and Lure."; end; } } maintown,93,305,3 duplicate(Fishing Chest) Fishing Chest#1 10005 maintown,93,310,3 duplicate(Fishing Chest) Fishing Chest#2 10005 maintown,93,315,3 duplicate(Fishing Chest) Fishing Chest#3 10005 can someone add gepard check on this script that no one dual can fishing. TIA ♥
  3. @cook1e THANKS BROTHER ♥
  4. //===== 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] //= 2.0 Added 4th class [Lemongrass] //============================================================ maintown,223,223,3 script Job Master 10300,{ 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; mes "Level requirement:"; mes ((getarg(0)>1)? "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+ getarg(1)+"^000000 (^00bb00Job^000000)"; mes "You need " + ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " + ((.@jlvl > 0) ? "and " : "") : "") + ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") + "to continue."; 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 fourth class. // Note: This does not include the level checks. function Can_Change_Fourth { // To change to fourth class you need to be: // * Transcendent Third Class if( !.FourthClass ) return false; // Fourth job change disabled if( (eaclass()&(EAJL_THIRD|EAJL_UPPER)) != (EAJL_THIRD|EAJL_UPPER) ) return false; // Not Transcendent Third Class if( eaclass()&EAJL_FOURTH ) return false; // Already Fourth Class if( roclass(eaclass()|EAJL_FOURTH) < 0 ) return false; // Job has no Fourth Class return true; } // 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|EAJL_THIRD) ) return false; // Already Rebirthed/ Third Class 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) { mes "Please use all your skill points before proceeding."; 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$; Check_Riding(); Check_SkillPoints(); // initialisation .@eac = eaclass(); .@fourth_possible = Can_Change_Fourth(); .@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( .@fourth_possible ) { // Fourth Job change (displayed below rebirth) Require_Level(.Req_Fourth[0], .Req_Fourth[1]); Job_Options(.@job_opt, roclass(.@eac|EAJL_FOURTH)); } 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 ) { mes "No more jobs are available."; 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 "Select a job."; .@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$; } .@class = getelementofarray(getarg(0), .@selected); if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) && BaseLevel < .SNovice) { // Special Level Requirement because Super Novice and // Super Baby can both be selected in one of the first class // changes. That's why the Level Requirement is after and not before // the selection. mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@class) + "."; return; } // Confirm the Class Confirm_Change(.@class, .@opt_cnt > 1); next; mes .NPCName$; } return; } // Executes the actual jobchange and closes. function Job_Change { .@previous_class = Class; .@to_cls = getarg(0); next; mes .NPCName$; mes "You are now " + callfunc("F_InsertArticle", jobname(.@to_cls)) + "!"; if (.@to_cls == Job_Novice_High && .LastJob) lastJob = Class; // Saves the lastJob for rebirth jobchange .@to_cls; if (.@to_cls == Job_Novice_High) resetlvl(1); else if (.@to_cls == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.@previous_class != Class) { if (.Platinum) callfunc "F_GetPlatinumSkills"; if (.GetJobEquip) Get_Job_Equip(); } close; // Always closes after the change } function Confirm_Change { // Player confirms he want to change into .@class .@class = getarg(0, -1); .@back = getarg(1, false); if( .@class < 0 || eaclass(.@class) == -1 ) { mes "Unknown Class Error."; close; } mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?"; .@job_option$ = " ~ Change into ^0055FF"+jobname(.@class)+"^000000 class"; if( .@class == Job_Novice_High) .@job_option$ = " ~ ^0055FFRebirth^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_FOURTH ) { // Fourth Class Items getitem 490087,1; // Hourglass Necklace } else 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$ = "[Job Master]"; // Settings .FourthClass = false; // Enable fourth classes? .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 = false; // 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_Fourth[0],200,70; // Minimum base level, job level to change to fourth 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; } how can i remove soul linker here?
  5. Thankssss
      • 1
      • Love
  6. @M a p l e how about card base or specific item ? if (Megingard == )
  7. @Normynator having this error on latest git.
  8. @Rynbef how to do this on latest git? *10 the mobs and mvp stats? including HP and damage?
  9. @Froost can i get a copy too?
  10. prontera,124,201,1 script trialNPC 4_F_JOB_BLACKSMITH,{ .@item = 7179; //Set Item Here .@item_amount = 1; //Set Item Amount Here .@loop = 20; //Set How Many Times it will drop getmapxy .@map$,.@x,.@y, 1;// XY npc sample for ( .@i = -10; .@i <= 10; .@i++ )// x for ( .@j = -10; .@j <= 10; .@j++ )// y if ( checkcell( .@map$, (.@x+.@i), (.@y+.@j), cell_chkpass ) ) {// can pass .@cell_x[.@size] = .@x+.@i; .@cell_y[.@size] = .@y+.@j; .@size++; } for (.@i = 0; .@i <= .@loop; .@i++) { sleep 500; .@r = rand( .@size );// random index makeitem .@item,.@item_amount,.@map$,.@cell_x[.@r],.@cell_y[.@r]; } } just like this from herc. prontera,124,201,1 script trialNPC 4_F_JOB_BLACKSMITH,{ .@item = 501; //Set Item Here .@itemeffect = 3; //Set Drop Effect Here (1-5) .@item_amount = 1; //Set Item Amount Here .@loop = 100; //Set How Many Times it will drop getmapxy(.@mapname$, .@mapx, .@mapy, UNITTYPE_PC, strcharinfo(0)); setiteminfo(.@item, ITEMINFO_FLAG_SHOWDROPEFFECT, 1); //Set shadow effect on for the said item setiteminfo(.@item, ITEMINFO_DROPEFFECT_MODE, .@itemeffect); //Set the drop effect based on the config for (.@i = 0; .@i <= .@loop; .@i++) { makeitem(.@item, .@item_amount,.@mapname$, .@mapx + 1, .@mapy + 1); } setiteminfo(.@item, ITEMINFO_FLAG_SHOWDROPEFFECT, 0); //Set shadow effect off for the said item (to bring it back again to normal) setiteminfo(.@item, ITEMINFO_DROPEFFECT_MODE, 0); //Set drop effect off for the said item (to bring it back again to normal) close; }
  11. Flags: IgnoreGtb: true just like this
  12. - Id: 468 Name: SL_STUN Description: Estun MaxLevel: 7 Type: Magic TargetType: Attack Flags: IgnoreGtb: true Range: 9 Hit: Single HitCount: 1 Element: Endowed CastTime: 100 AfterCastActDelay: 500 Duration1: 2000 Requires: Add Flags: IgnoreGtb: true to Skill Spider Web.
  13. https://github.com/llchrisll/ROenglishRE here
  14. @Cydh i try to add this on latest git and modified some codes i got no errors but the damage still the same, hope u upload the latest version on latest git thanksss
  15. change your patcher directory from http:// to https:// since you add ssl certificate
  16. Version 2.0

    1046 downloads

    2024-09-08_19-37-05.mp4 If you don't understand how to use this please watch the video.
    Free
  17. damnnnnnnnnnnnnnnnnnnnnn
  18. i want to do it, can you guide me?
  19. is there a clear guide adding the web service support on latest rAthena trunk? TIA
  20. can we have this for pre renewal calc?
  21. @ohyono can we have corrected on latest hairstyles? On Lastest rAthena Git Update 2021-11-03 Client even patch with Shared Body 1 still having this error but not dragon_knight_32, its body_32 error.
  22. Failed Download Link
  23. @Rynbef L_monthly_reset_statue: OnTimer1200000: //OnClock0000: // refresh every 1 second for debug, change this to 30 seconds or 1 minute for (.@i = 0; .@i < 5; ++.@i) { setunitdata .pvp_ladder_statues[.@i +1], UNPC_HEADTOP, 0; setunitdata .pvp_ladder_statues[.@i +1], UNPC_HEADMIDDLE, 0; setunitdata .pvp_ladder_statues[.@i +1], UNPC_HEADBOTTOM, 0; } .@query$ = "SELECT `char`.`char_id`, `char`.`guild_id`, `char`.`name`, `char`.`class`, `char`.`sex`, `char`.`hair`, `char`.`hair_color`, `char`.`clothes_color`, `char`.`body`, `char`.`head_top`, `char`.`head_mid`, `char`.`head_bottom`, `pvpladder_epic`.`kills`, `pvpladder_epic`.`deaths` "; .@query$ += "FROM `char` RIGHT JOIN `pvpladder_epic` ON `char`.`char_id` = `pvpladder_epic`.`char_id` "; .@query$ += "ORDER BY `kills` DESC LIMIT 5"; .@nb = query_sql(.@query$, .@cid, .@guild_id, .@name$, .@class, .@sex$, .@hair, .@hair_color, .@clothes_color, .@body, .@head_top, .@head_mid, .@head_bottom, .@kills, .@deaths); for (.@i = 0; .@i < .@nb; ++.@i) { setunitdata .pvp_ladder_statues[.@i +1], UNPC_CLASS, .@class[.@i]; setunitdata .pvp_ladder_statues[.@i +1], UNPC_SEX, (.@sex$[.@i] == "F")?SEX_FEMALE:SEX_MALE; setunitdata .pvp_ladder_statues[.@i +1], UNPC_HAIRSTYLE, .@hair[.@i]; setunitdata .pvp_ladder_statues[.@i +1], UNPC_HAIRCOLOR, .@hair_color[.@i]; setunitdata .pvp_ladder_statues[.@i +1], UNPC_CLOTHCOLOR, .@clothes_color[.@i]; //setunitdata .pvp_ladder_statues[.@i +1], UNPC_BODY2, .@body[.@i]; setunitdata .pvp_ladder_statues[.@i +1], UNPC_HEADTOP, .@head_top[.@i]; setunitdata .pvp_ladder_statues[.@i +1], UNPC_HEADMIDDLE, .@head_mid[.@i]; setunitdata .pvp_ladder_statues[.@i +1], UNPC_HEADBOTTOM, .@head_bottom[.@i]; setnpcdisplay "pvp_ladder_statues#"+(.@i +1), .@name$[.@i]; .statue_name$[.@i +1] = .@name$[.@i]; .statue_guild$[.@i +1] = getguildname(.@guild_id[.@i]); .statue_kills[.@i +1] = .@kills[.@i]; .statue_deaths[.@i +1] = .@deaths[.@i]; } for (.@i = .@nb; .@i < 5; ++.@i) setunitdata .pvp_ladder_statues[.@i +1], UNPC_CLASS, HIDDEN_WARP_NPC; // HIDDEN_NPC = 111, HIDDEN_WARP_NPC = 139 if (.start) initnpctimer; else stopnpctimer; end; here on this line setunitdata .pvp_ladder_statues[.@i +1],UNPC_SEX,(.@sex$[.@i] == "F")?SEX_FEMALE:SEX_MALE; we are talking about is when the statue are appearing at the map instead pulling out the gender of the character, whenever its a male or female it only shows female.
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