Giant Whisper Posted December 1, 2018 Posted December 1, 2018 Hi, this error can be solved EvoWing.txt Quote
0 n0tttt Posted December 1, 2018 Posted December 1, 2018 - script Items_Conf -1,{ OnInit: callsub Ids, 60656, 1, 1004, 1, 60657, 1, 1004, 1, 60658, 1, 1004, 0 ; callsub Ids, 60635, 1, 111, 1, 60636, 1, 111, 1, 60637, 1, 111, 0 ; /* ID[...], evolution mode[...], mob id[...], neccessary to get 1%[...]. If you want any monster, use 111. Evolution modes: 1 = Every X numer of mobs (1%). 2 = Experience (1%). */ /* 0 = Won't be evolved automatically. 1 = Will be evolved automatically */ .auto = 1; /* Color of the announces. */ setarray .c$[0], "4db557", // % of evolution. "d43438", // Wings evolving. "4da5b5"; // Wings evolved. /* slots to check. EQI_ACC_L (0) - Accessory 1 EQI_ACC_R (1) - Accessory 2 EQI_SHOES (2) - Footgear (shoes, boots) EQI_GARMENT (3) - Garment (mufflers, hoods, manteaux) EQI_HEAD_LOW (4) - Lower Headgear (beards, some masks) EQI_HEAD_MID (5) - Middle Headgear (masks, glasses) EQI_HEAD_TOP (6) - Upper Headgear EQI_ARMOR (7) - Armor (jackets, robes) EQI_HAND_L (8) - Left hand (weapons, shields) EQI_HAND_R (9) - Right hand (weapons) EQI_COSTUME_HEAD_TOP (10) - Upper Costume Headgear EQI_COSTUME_HEAD_MID (11) - Middle Costume Headgear EQI_COSTUME_HEAD_LOW (12) - Lower Costume Headgear EQI_COSTUME_GARMENT (13) - Costume Garment EQI_AMMO (14) - Arrow/Ammunition EQI_SHADOW_ARMOR (15) - Shadow Armor EQI_SHADOW_WEAPON (16) - Shadow Weapon EQI_SHADOW_SHIELD (17) - Shadow Shield EQI_SHADOW_SHOES (18) - Shadow Shoes EQI_SHADOW_ACC_R (19) - Shadow Accessory 2 EQI_SHADOW_ACC_L (20) - Shadow Accessory 1 */ setarray .slots[0], EQI_HEAD_LOW, EQI_HEAD_MID, EQI_HEAD_TOP; //============================================= .w1 = 0; end ; Ids: .@index = .w1; .w1++; for ( .@args = getargcount ( ); .@a < .@args ; .@a+=4 ) { .@i = ++.w2[.@index]; setd ".a1"+ .w1 +"_"+ .@i, getarg ( .@a ); // id. setd ".a2"+ .w1 +"_"+ .@i, getarg ( .@a + 1 ); // mode. setd ".a3"+ .w1 +"_"+ .@i, getarg ( .@a + 2 ); // mob id. setd ".a4"+ .w1 +"_"+ .@i, getarg ( .@a + 3 ); // amount. } return ; OnNPCKillEvent: // Cache. That old loop on every mob killed... if ( @wing[0] && isequipped ( @wing[0] ) ) { .@c = 1; .@e = @wing[0]; .@w = @wing[1]; .@id = @wing[2]; .@a = @wing[3]; } else { for ( .@size = getarraysize ( .slots ); .@a < .@size && !.@c ; .@a++ ) { .@e = getequipid ( .slots[.@a] ); if ( .@e < 0 ) continue ; .@id = 0; .@w = 1; while ( .@id++ <= .w2[.@w - 1] && !.@c ) { if ( .@id > .w2[.@w - 1] ) { .@id = 1; .@w++; } if ( .@e == getd ( ".a1"+ .@w +"_"+ .@id ) && getd ( ".a1"+ .@w +"_"+ ( .@id + 1 ) ) ) if ( getd ( ".a4"+ .@w +"_"+ .@id ) > 0 && ( killedrid == getd ( ".a3"+ .@w +"_"+ .@id ) || getd ( ".a3"+ .@w +"_"+ .@id ) < 1001 ) ) { .@c = 1; setarray @wing[0], .@e, .@w, .@id, .@e, .@a; } } } } if ( .@c ) { if ( getd ( ".a2"+ .@w +"_"+ .@id ) == 1 ) { .@amount = getd ( "mobs_"+ .@e ); setd "mobs_"+ .@e, .@amount + 1; if ( getd ( "mobs_"+ .@e ) < getd ( ".a4"+ .@w +"_"+ .@id ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "mobs_"+ .@e, 0; } else if ( getd ( ".a2"+ .@w +"_"+ .@id ) == 2 ) { .@amount = getd ( "exp_"+ .@e ); setd "exp_"+ .@e, .@amount + strmobinfo ( 6, killedrid ); if ( getd ( "exp_"+ .@e ) < getd ( ".a4"+ .@w +"_"+ .@id ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "exp_"+ .@e, 0; } else debugmes "Script Items_Evo, error: wrong mode."; announce getitemname ( .@e ) +" is now "+ getd ( "evo"+ .@e ) +"% from evolving...", bc_self, "0x"+ .c$[0] ; specialeffect2 58 ; sleep2 200 ; specialeffect2 383 ; if ( getd ( "evo"+ .@e ) >= 100 && .auto ) { specialeffect2 263 ; sleep2 500 ; specialeffect2 377 ; sleep2 300 ; specialeffect2 542 ; sleep2 300 ; announce getitemname ( .@e ) +" is evolving..." , bc_self, "0x"+ .c$[1] ; .@i = 3; while ( .@i-- ) { specialeffect2 521 ; sleep2 900 ; } specialeffect2 463 ; sleep2 200; specialeffect2 665 ; sleep2 500 ; setarray .@card[1], getequipcardid ( .slots[.@a], 0 ), getequipcardid ( .slots[.@a], 1 ), getequipcardid ( .slots[.@a], 2 ), getequipcardid ( .slots[.@a], 3 ); .@refine = getequiprefinerycnt ( .slots[.@a] ); unequip .@a; delitem .@e, 1 ; getitem2 getd ( ".a1"+ .@w +"_"+ ( .@id + 1 ) ) , 1, 1, .@refine, 0, .@card[1], .@card[2], .@card[3], .@card[4] ; equip getd ( ".a1"+ .@w +"_"+ ( .@id + 1 ) ) ; setd "evo"+ .@e, 0; deletearray @wing ; announce "Congratulations, your wings have evolved to "+ getitemname ( getd ( ".a1"+ .@w +"_"+ ( .@id + 1 ) ) ) +"." , bc_self , "0x"+ .c$[2] ; } } end ; } Quote
0 Giant Whisper Posted December 1, 2018 Author Posted December 1, 2018 Hello n0tttt your help is appreciated again Quote
0 n0tttt Posted December 1, 2018 Posted December 1, 2018 Sorry. And hello Giant Whisper. - script Items_Conf -1,{ OnInit: callsub Ids, 60656, 1, 1004, 1, 60657, 1, 1004, 1, 60658, 1, 1004, 0 ; callsub Ids, 60635, 1, 111, 1, 60636, 1, 111, 1, 60637, 1, 111, 0 ; /* ID[...], evolution mode[...], mob id[...], neccessary to get 1%[...]. If you want any monster, use 111. Evolution modes: 1 = Every X numer of mobs (1%). 2 = Experience (1%). */ /* 0 = Won't be evolved automatically. 1 = Will be evolved automatically */ .auto = 1; /* Color of the announces. */ setarray .c$[0], "4db557", // % of evolution. "d43438", // Wings evolving. "4da5b5"; // Wings evolved. /* slots to check. EQI_ACC_L (0) - Accessory 1 EQI_ACC_R (1) - Accessory 2 EQI_SHOES (2) - Footgear (shoes, boots) EQI_GARMENT (3) - Garment (mufflers, hoods, manteaux) EQI_HEAD_LOW (4) - Lower Headgear (beards, some masks) EQI_HEAD_MID (5) - Middle Headgear (masks, glasses) EQI_HEAD_TOP (6) - Upper Headgear EQI_ARMOR (7) - Armor (jackets, robes) EQI_HAND_L (8) - Left hand (weapons, shields) EQI_HAND_R (9) - Right hand (weapons) EQI_COSTUME_HEAD_TOP (10) - Upper Costume Headgear EQI_COSTUME_HEAD_MID (11) - Middle Costume Headgear EQI_COSTUME_HEAD_LOW (12) - Lower Costume Headgear EQI_COSTUME_GARMENT (13) - Costume Garment EQI_AMMO (14) - Arrow/Ammunition EQI_SHADOW_ARMOR (15) - Shadow Armor EQI_SHADOW_WEAPON (16) - Shadow Weapon EQI_SHADOW_SHIELD (17) - Shadow Shield EQI_SHADOW_SHOES (18) - Shadow Shoes EQI_SHADOW_ACC_R (19) - Shadow Accessory 2 EQI_SHADOW_ACC_L (20) - Shadow Accessory 1 */ setarray .slots[0], EQI_HEAD_LOW, EQI_HEAD_MID, EQI_HEAD_TOP; //============================================= .w1 = 0; end ; Ids: .@index = .w1; .w1++; for ( .@args = getargcount ( ); .@a < .@args ; .@a+=4 ) { .@i = ++.w2[.@index]; setd ".a1"+ .w1 +"_"+ .@i, getarg ( .@a ); // id. setd ".a2"+ .w1 +"_"+ .@i, getarg ( .@a + 1 ); // mode. setd ".a3"+ .w1 +"_"+ .@i, getarg ( .@a + 2 ); // mob id. setd ".a4"+ .w1 +"_"+ .@i, getarg ( .@a + 3 ); // amount. } return ; OnNPCKillEvent: // Cache. That old loop on every mob killed... if ( @wing[0] && isequipped ( @wing[0] ) ) { .@c = 1; .@e = @wing[0]; .@w = @wing[1]; .@id = @wing[2]; .@a = @wing[3]; } else { for ( .@size = getarraysize ( .slots ); .@a < .@size && !.@c ; .@a++ ) { .@e = getequipid ( .slots[.@a] ); if ( .@e < 0 ) continue ; .@id = 0; .@w = 1; while ( .@id++ <= .w2[.@w - 1] && !.@c ) { if ( .@id > .w2[.@w - 1] ) { .@id = 1; .@w++; } if ( .@e == getd ( ".a1"+ .@w +"_"+ .@id ) && getd ( ".a1"+ .@w +"_"+ ( .@id + 1 ) ) ) if ( getd ( ".a4"+ .@w +"_"+ .@id ) > 0 && ( killedrid == getd ( ".a3"+ .@w +"_"+ .@id ) || getd ( ".a3"+ .@w +"_"+ .@id ) < 1001 ) ) { .@c = 1; setarray @wing[0], .@e, .@w, .@id, .@a; } } } } if ( .@c ) { if ( getd ( ".a2"+ .@w +"_"+ .@id ) == 1 ) { .@amount = getd ( "mobs_"+ .@e ); setd "mobs_"+ .@e, .@amount + 1; if ( getd ( "mobs_"+ .@e ) < getd ( ".a4"+ .@w +"_"+ .@id ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "mobs_"+ .@e, 0; } else if ( getd ( ".a2"+ .@w +"_"+ .@id ) == 2 ) { .@amount = getd ( "exp_"+ .@e ); setd "exp_"+ .@e, .@amount + strmobinfo ( 6, killedrid ); if ( getd ( "exp_"+ .@e ) < getd ( ".a4"+ .@w +"_"+ .@id ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "exp_"+ .@e, 0; } else debugmes "Script Items_Evo, error: wrong mode."; announce getitemname ( .@e ) +" is now "+ getd ( "evo"+ .@e ) +"% from evolving...", bc_self, "0x"+ .c$[0] ; specialeffect2 58 ; sleep2 200 ; specialeffect2 383 ; if ( getd ( "evo"+ .@e ) >= 100 && .auto ) { specialeffect2 263 ; sleep2 500 ; specialeffect2 377 ; sleep2 300 ; specialeffect2 542 ; sleep2 300 ; announce getitemname ( .@e ) +" is evolving..." , bc_self, "0x"+ .c$[1] ; .@i = 3; while ( .@i-- ) { specialeffect2 521 ; sleep2 900 ; } specialeffect2 463 ; sleep2 200; specialeffect2 665 ; sleep2 500 ; setarray .@card[1], getequipcardid ( .slots[.@a], 0 ), getequipcardid ( .slots[.@a], 1 ), getequipcardid ( .slots[.@a], 2 ), getequipcardid ( .slots[.@a], 3 ); .@refine = getequiprefinerycnt ( .slots[.@a] ); unequip .@a; delitem .@e, 1 ; getitem2 getd ( ".a1"+ .@w +"_"+ ( .@id + 1 ) ) , 1, 1, .@refine, 0, .@card[1], .@card[2], .@card[3], .@card[4] ; equip getd ( ".a1"+ .@w +"_"+ ( .@id + 1 ) ) ; setd "evo"+ .@e, 0; deletearray @wing ; announce "Congratulations, your wings have evolved to "+ getitemname ( getd ( ".a1"+ .@w +"_"+ ( .@id + 1 ) ) ) +"." , bc_self , "0x"+ .c$[2] ; } } end ; } Quote
0 n0tttt Posted December 1, 2018 Posted December 1, 2018 - script Items_Conf -1,{ OnInit: callsub Ids, 60656, 1, 1004, 1, 60657, 1, 1004, 1, 60658, 1, 1004, 0 ; callsub Ids, 60635, 1, 111, 1, 60636, 1, 111, 1, 60637, 1, 111, 0 ; /* ID[...], evolution mode[...], mob id[...], neccessary to get 1%[...]. If you want any monster, use 111. Evolution modes: 1 = Every X numer of mobs (1%). 2 = Experience (1%). */ /* 0 = Won't be evolved automatically. 1 = Will be evolved automatically */ .auto = 1; /* Color of the announces. */ setarray .c$[0], "4db557", // % of evolution. "d43438", // Wings evolving. "4da5b5"; // Wings evolved. /* slots to check. EQI_ACC_L (0) - Accessory 1 EQI_ACC_R (1) - Accessory 2 EQI_SHOES (2) - Footgear (shoes, boots) EQI_GARMENT (3) - Garment (mufflers, hoods, manteaux) EQI_HEAD_LOW (4) - Lower Headgear (beards, some masks) EQI_HEAD_MID (5) - Middle Headgear (masks, glasses) EQI_HEAD_TOP (6) - Upper Headgear EQI_ARMOR (7) - Armor (jackets, robes) EQI_HAND_L (8) - Left hand (weapons, shields) EQI_HAND_R (9) - Right hand (weapons) EQI_COSTUME_HEAD_TOP (10) - Upper Costume Headgear EQI_COSTUME_HEAD_MID (11) - Middle Costume Headgear EQI_COSTUME_HEAD_LOW (12) - Lower Costume Headgear EQI_COSTUME_GARMENT (13) - Costume Garment EQI_AMMO (14) - Arrow/Ammunition EQI_SHADOW_ARMOR (15) - Shadow Armor EQI_SHADOW_WEAPON (16) - Shadow Weapon EQI_SHADOW_SHIELD (17) - Shadow Shield EQI_SHADOW_SHOES (18) - Shadow Shoes EQI_SHADOW_ACC_R (19) - Shadow Accessory 2 EQI_SHADOW_ACC_L (20) - Shadow Accessory 1 */ setarray .slots[0], EQI_HEAD_LOW, EQI_HEAD_MID, EQI_HEAD_TOP; //============================================= .w1 = 0; end ; Ids: .@index = .w1; .w1++; for ( .@args = getargcount ( ); .@a < .@args ; .@a+=4 ) { .@i = ++.w2[.@index]; setd ".a1"+ .w1 +"_"+ .@i, getarg ( .@a ); // id. setd ".a2"+ .w1 +"_"+ .@i, getarg ( .@a + 1 ); // mode. setd ".a3"+ .w1 +"_"+ .@i, getarg ( .@a + 2 ); // mob id. setd ".a4"+ .w1 +"_"+ .@i, getarg ( .@a + 3 ); // amount. } return ; OnNPCKillEvent: // Cache. That old loop on every mob killed... if ( @wing[0] && isequipped ( @wing[0] ) ) { .@c = 1; .@e = @wing[0]; .@w = @wing[1]; .@id = @wing[2]; .@a = @wing[3]; } else { for ( .@size = getarraysize ( .slots ); .@a < .@size && !.@c ; .@a++ ) { .@e = getequipid ( .slots[.@a] ); if ( .@e < 0 ) continue ; .@id = 0; .@w = 1; while ( .@id++ <= .w2[.@w - 1] && !.@c ) { if ( .@id > .w2[.@w - 1] ) { .@id = 1; .@w++; } if ( .@e == getd ( ".a1"+ .@w +"_"+ .@id ) && getd ( ".a1"+ .@w +"_"+ ( .@id + 1 ) ) ) if ( getd ( ".a4"+ .@w +"_"+ .@id ) > 0 && ( killedrid == getd ( ".a3"+ .@w +"_"+ .@id ) || getd ( ".a3"+ .@w +"_"+ .@id ) < 1001 ) ) { .@c = 1; setarray @wing[0], .@e, .@w, .@id, .@a; } } } } if ( .@c ) { if ( getd ( ".a2"+ .@w +"_"+ .@id ) == 1 ) { .@amount = getd ( "mobs_"+ .@e ); setd "mobs_"+ .@e, .@amount + 1; if ( getd ( "mobs_"+ .@e ) < getd ( ".a4"+ .@w +"_"+ .@id ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "mobs_"+ .@e, 0; } else if ( getd ( ".a2"+ .@w +"_"+ .@id ) == 2 ) { .@amount = getd ( "exp_"+ .@e ); setd "exp_"+ .@e, .@amount + strmobinfo ( 6, killedrid ); if ( getd ( "exp_"+ .@e ) < getd ( ".a4"+ .@w +"_"+ .@id ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "exp_"+ .@e, 0; } else debugmes "Script Items_Evo, error: wrong mode."; announce getitemname ( .@e ) +" is now "+ getd ( "evo"+ .@e ) +"% from evolving...", bc_self, "0x"+ .c$[0] ; specialeffect2 58 ; sleep2 200 ; specialeffect2 383 ; if ( getd ( "evo"+ .@e ) >= 100 && .auto ) { specialeffect2 263 ; sleep2 500 ; specialeffect2 377 ; sleep2 300 ; specialeffect2 542 ; sleep2 300 ; announce getitemname ( .@e ) +" is evolving..." , bc_self, "0x"+ .c$[1] ; .@i = 3; while ( .@i-- ) { specialeffect2 521 ; sleep2 900 ; } specialeffect2 463 ; sleep2 200; specialeffect2 665 ; sleep2 500 ; setarray .@card[1], getequipcardid ( .slots[.@a], 0 ), getequipcardid ( .slots[.@a], 1 ), getequipcardid ( .slots[.@a], 2 ), getequipcardid ( .slots[.@a], 3 ); .@refine = getequiprefinerycnt ( .slots[.@a] ); unequip .slots[.@a]; delitem .@e, 1 ; getitem2 getd ( ".a1"+ .@w +"_"+ ( .@id + 1 ) ) , 1, 1, .@refine, 0, .@card[1], .@card[2], .@card[3], .@card[4] ; equip getd ( ".a1"+ .@w +"_"+ ( .@id + 1 ) ) ; setd "evo"+ .@e, 0; deletearray @wing ; announce "Congratulations, your wings have evolved to "+ getitemname ( getd ( ".a1"+ .@w +"_"+ ( .@id + 1 ) ) ) +"." , bc_self , "0x"+ .c$[2] ; } } end ; } Quote
0 n0tttt Posted December 1, 2018 Posted December 1, 2018 Changed the loops. - script Items_Conf -1,{ OnInit: callsub Ids, 60656, 1, 1004, 1, 60657, 1, 1004, 1, 60658, 1, 1004, 0 ; callsub Ids, 60635, 1, 111, 1, 60636, 1, 111, 1, 60637, 1, 111, 0 ; /* ID[...], evolution mode[...], mob id[...], neccessary to get 1%[...]. If you want any monster, use 111. Evolution modes: 1 = Every X numer of mobs (1%). 2 = Experience (1%). */ /* 0 = Won't be evolved automatically. 1 = Will be evolved automatically */ .auto = 1; /* Color of the announces. */ setarray .c$[0], "4db557", // % of evolution. "d43438", // Wings evolving. "4da5b5"; // Wings evolved. /* slots to check. EQI_ACC_L (0) - Accessory 1 EQI_ACC_R (1) - Accessory 2 EQI_SHOES (2) - Footgear (shoes, boots) EQI_GARMENT (3) - Garment (mufflers, hoods, manteaux) EQI_HEAD_LOW (4) - Lower Headgear (beards, some masks) EQI_HEAD_MID (5) - Middle Headgear (masks, glasses) EQI_HEAD_TOP (6) - Upper Headgear EQI_ARMOR (7) - Armor (jackets, robes) EQI_HAND_L (8) - Left hand (weapons, shields) EQI_HAND_R (9) - Right hand (weapons) EQI_COSTUME_HEAD_TOP (10) - Upper Costume Headgear EQI_COSTUME_HEAD_MID (11) - Middle Costume Headgear EQI_COSTUME_HEAD_LOW (12) - Lower Costume Headgear EQI_COSTUME_GARMENT (13) - Costume Garment EQI_AMMO (14) - Arrow/Ammunition EQI_SHADOW_ARMOR (15) - Shadow Armor EQI_SHADOW_WEAPON (16) - Shadow Weapon EQI_SHADOW_SHIELD (17) - Shadow Shield EQI_SHADOW_SHOES (18) - Shadow Shoes EQI_SHADOW_ACC_R (19) - Shadow Accessory 2 EQI_SHADOW_ACC_L (20) - Shadow Accessory 1 */ setarray .slots[0], EQI_HEAD_LOW, EQI_HEAD_MID, EQI_HEAD_TOP; //============================================= end ; Ids: for ( .@args = getargcount ( ); .@a < .@args ; .@a+=4 { .@i = .w2[.w1]++; setd ".a1"+ .w1 +"_"+ .@i, getarg ( .@a ); // id. setd ".a2"+ .w1 +"_"+ .@i, getarg ( .@a + 1 ); // mode. setd ".a3"+ .w1 +"_"+ .@i, getarg ( .@a + 2 ); // mob id. setd ".a4"+ .w1 +"_"+ .@i, getarg ( .@a + 3 ); // amount. } .w1++; return ; OnNPCKillEvent: // Cache. That old loop on every mob killed... if ( @wing[0] && isequipped ( @wing[0] ) ) { .@c = 1; .@e = @wing[0]; .@i = @wing[1]; .@j = @wing[2]; .@a = @wing[3]; } else { for ( .@size = getarraysize ( .slots ); .@a < .@size && !.@c ; .@a++ ) { .@e = getequipid ( .slots[.@a] ); if ( .@e < 0 ) continue ; .@i = 0; while ( .@i < .w1 && !.@c ) { .@j = 0; while ( .@j < .w2[.@i] && !.@c ) { if ( .@e == getd ( ".a1"+ .@i +"_"+ .@j ) && getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ) { if ( getd ( ".a4"+ .@i +"_"+ .@j ) > 0 && ( killedrid == getd ( ".a3"+ .@i +"_"+ .@j ) || getd ( ".a3"+ .@i +"_"+ .@j ) < 1001 ) ) { .@c = 1; setarray @wing[0], .@e, .@i, .@j, .@a; } } .@j++; } .@i++; } } } if ( .@c ) { if ( getd ( ".a2"+ .@i +"_"+ .@j ) == 1 ) { .@amount = getd ( "mobs_"+ .@e ); setd "mobs_"+ .@e, .@amount + 1; if ( getd ( "mobs_"+ .@e ) < getd ( ".a4"+ .@i +"_"+ .@j ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "mobs_"+ .@e, 0; } else if ( getd ( ".a2"+ .@i +"_"+ .@j ) == 2 ) { .@amount = getd ( "exp_"+ .@e ); setd "exp_"+ .@e, .@amount + strmobinfo ( 6, killedrid ); if ( getd ( "exp_"+ .@e ) < getd ( ".a4"+ .@i +"_"+ .@j ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "exp_"+ .@e, 0; } else debugmes "Script Items_Evo, error: wrong mode."; announce getitemname ( .@e ) +" is now "+ getd ( "evo"+ .@e ) +"% from evolving...", bc_self, "0x"+ .c$[0] ; specialeffect2 58 ; sleep2 200 ; specialeffect2 383 ; if ( getd ( "evo"+ .@e ) >= 100 && .auto ) { specialeffect2 263 ; sleep2 500 ; specialeffect2 377 ; sleep2 300 ; specialeffect2 542 ; sleep2 300 ; announce getitemname ( .@e ) +" is evolving..." , bc_self, "0x"+ .c$[1] ; .@i = 3; while ( .@i-- ) { specialeffect2 521 ; sleep2 900 ; } specialeffect2 463 ; sleep2 200; specialeffect2 665 ; sleep2 500 ; setarray .@card[1], getequipcardid ( .slots[.@a], 0 ), getequipcardid ( .slots[.@a], 1 ), getequipcardid ( .slots[.@a], 2 ), getequipcardid ( .slots[.@a], 3 ); .@refine = getequiprefinerycnt ( .slots[.@a] ); unequip .slots[.@a]; delitem .@e, 1 ; getitem2 getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) , 1, 1, .@refine, 0, .@card[1], .@card[2], .@card[3], .@card[4] ; equip getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ; setd "evo"+ .@e, 0; deletearray @wing ; announce "Congratulations, your wings have evolved to "+ getitemname ( getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ) +"." , bc_self , "0x"+ .c$[2] ; } } end ; } Quote
0 Giant Whisper Posted December 1, 2018 Author Posted December 1, 2018 Error loading the @reloadscript script Quote
0 n0tttt Posted December 1, 2018 Posted December 1, 2018 I missed a ) in the for. for ( .@args = getargcount ( ); .@a < .@args ; .@a+=4 change to: Quote for ( .@args = getargcount ( ); .@a < .@args ; .@a+=4 ) Quote
0 Giant Whisper Posted December 1, 2018 Author Posted December 1, 2018 now it's the same as before Quote
0 n0tttt Posted December 1, 2018 Posted December 1, 2018 This is weird. I commented those lines. Tell me what happens. - script Items_Conf -1,{ OnInit: callsub Ids, 60656, 1, 1004, 1, 60657, 1, 1004, 1, 60658, 1, 1004, 0 ; callsub Ids, 60635, 1, 111, 1, 60636, 1, 111, 1, 60637, 1, 111, 0 ; /* ID[...], evolution mode[...], mob id[...], neccessary to get 1%[...]. If you want any monster, use 111. Evolution modes: 1 = Every X numer of mobs (1%). 2 = Experience (1%). */ /* 0 = Won't be evolved automatically. 1 = Will be evolved automatically */ .auto = 1; /* Color of the announces. */ setarray .c$[0], "4db557", // % of evolution. "d43438", // Wings evolving. "4da5b5"; // Wings evolved. /* slots to check. EQI_ACC_L (0) - Accessory 1 EQI_ACC_R (1) - Accessory 2 EQI_SHOES (2) - Footgear (shoes, boots) EQI_GARMENT (3) - Garment (mufflers, hoods, manteaux) EQI_HEAD_LOW (4) - Lower Headgear (beards, some masks) EQI_HEAD_MID (5) - Middle Headgear (masks, glasses) EQI_HEAD_TOP (6) - Upper Headgear EQI_ARMOR (7) - Armor (jackets, robes) EQI_HAND_L (8) - Left hand (weapons, shields) EQI_HAND_R (9) - Right hand (weapons) EQI_COSTUME_HEAD_TOP (10) - Upper Costume Headgear EQI_COSTUME_HEAD_MID (11) - Middle Costume Headgear EQI_COSTUME_HEAD_LOW (12) - Lower Costume Headgear EQI_COSTUME_GARMENT (13) - Costume Garment EQI_AMMO (14) - Arrow/Ammunition EQI_SHADOW_ARMOR (15) - Shadow Armor EQI_SHADOW_WEAPON (16) - Shadow Weapon EQI_SHADOW_SHIELD (17) - Shadow Shield EQI_SHADOW_SHOES (18) - Shadow Shoes EQI_SHADOW_ACC_R (19) - Shadow Accessory 2 EQI_SHADOW_ACC_L (20) - Shadow Accessory 1 */ setarray .slots[0], EQI_HEAD_LOW, EQI_HEAD_MID, EQI_HEAD_TOP; //============================================= end ; Ids: for ( .@args = getargcount ( ); .@a < .@args ; .@a+=4 { .@i = .w2[.w1]++; setd ".a1"+ .w1 +"_"+ .@i, getarg ( .@a ); // id. setd ".a2"+ .w1 +"_"+ .@i, getarg ( .@a + 1 ); // mode. setd ".a3"+ .w1 +"_"+ .@i, getarg ( .@a + 2 ); // mob id. setd ".a4"+ .w1 +"_"+ .@i, getarg ( .@a + 3 ); // amount. } .w1++; return ; OnNPCKillEvent: // Cache. That old loop on every mob killed... if ( @wing[0] && isequipped ( @wing[0] ) ) { .@c = 1; .@e = @wing[0]; .@i = @wing[1]; .@j = @wing[2]; .@a = @wing[3]; } else { .@size = getarraysize ( .slots ) while ( .@a < .@size && !.@c ) { .@e = getequipid ( .slots[.@a] ); if ( .@e < 0 ) continue ; .@i = 0; while ( .@i < .w1 && !.@c ) { .@j = 0; while ( .@j < .w2[.@i] && !.@c ) { if ( .@e == getd ( ".a1"+ .@i +"_"+ .@j ) && getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ) { if ( getd ( ".a4"+ .@i +"_"+ .@j ) > 0 && ( killedrid == getd ( ".a3"+ .@i +"_"+ .@j ) || getd ( ".a3"+ .@i +"_"+ .@j ) < 1001 ) ) { .@c = 1; setarray @wing[0], .@e, .@i, .@j, .@a; } } if ( !.@c ) .@j++; } if ( !.@c ) .@i++; } if ( !.@c ) .@a++; } } if ( .@c ) { if ( getd ( ".a2"+ .@i +"_"+ .@j ) == 1 ) { .@amount = getd ( "mobs_"+ .@e ); setd "mobs_"+ .@e, .@amount + 1; if ( getd ( "mobs_"+ .@e ) < getd ( ".a4"+ .@i +"_"+ .@j ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "mobs_"+ .@e, 0; } else if ( getd ( ".a2"+ .@i +"_"+ .@j ) == 2 ) { .@amount = getd ( "exp_"+ .@e ); setd "exp_"+ .@e, .@amount + strmobinfo ( 6, killedrid ); if ( getd ( "exp_"+ .@e ) < getd ( ".a4"+ .@i +"_"+ .@j ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "exp_"+ .@e, 0; } else debugmes "Script Items_Evo, error: wrong mode."; announce getitemname ( .@e ) +" is now "+ getd ( "evo"+ .@e ) +"% from evolving...", bc_self, "0x"+ .c$[0] ; specialeffect2 58 ; sleep2 200 ; specialeffect2 383 ; if ( getd ( "evo"+ .@e ) >= 100 && .auto ) { specialeffect2 263 ; sleep2 500 ; specialeffect2 377 ; sleep2 300 ; specialeffect2 542 ; sleep2 300 ; announce getitemname ( .@e ) +" is evolving..." , bc_self, "0x"+ .c$[1] ; .@i = 3; while ( .@i-- ) { specialeffect2 521 ; sleep2 900 ; } specialeffect2 463 ; sleep2 200; specialeffect2 665 ; sleep2 500 ; setarray .@card[1], getequipcardid ( .slots[.@a], 0 ), getequipcardid ( .slots[.@a], 1 ), getequipcardid ( .slots[.@a], 2 ), getequipcardid ( .slots[.@a], 3 ); .@refine = getequiprefinerycnt ( .slots[.@a] ); //unequip .slots[.@a]; //delitem .@e, 1 ; getitem2 getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) , 1, 1, .@refine, 0, .@card[1], .@card[2], .@card[3], .@card[4] ; equip getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ; setd "evo"+ .@e, 0; deletearray @wing ; announce "Congratulations, your wings have evolved to "+ getitemname ( getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ) +"." , bc_self , "0x"+ .c$[2] ; } } end ; } Also, what kind of items are that? Do they have special flags or are bound ones? Quote
0 Giant Whisper Posted December 1, 2018 Author Posted December 1, 2018 they are wing custom same mistake as before Quote
0 n0tttt Posted December 1, 2018 Posted December 1, 2018 Okay I know how to fix that one. - script Items_Conf -1,{ OnInit: callsub Ids, 60656, 1, 1004, 1, 60657, 1, 1004, 1, 60658, 1, 1004, 0 ; callsub Ids, 60635, 1, 111, 1, 60636, 1, 111, 1, 60637, 1, 111, 0 ; /* ID[...], evolution mode[...], mob id[...], neccessary to get 1%[...]. If you want any monster, use 111. Evolution modes: 1 = Every X numer of mobs (1%). 2 = Experience (1%). */ /* 0 = Won't be evolved automatically. 1 = Will be evolved automatically */ .auto = 1; /* Color of the announces. */ setarray .c$[0], "4db557", // % of evolution. "d43438", // Wings evolving. "4da5b5"; // Wings evolved. /* slots to check. EQI_ACC_L (0) - Accessory 1 EQI_ACC_R (1) - Accessory 2 EQI_SHOES (2) - Footgear (shoes, boots) EQI_GARMENT (3) - Garment (mufflers, hoods, manteaux) EQI_HEAD_LOW (4) - Lower Headgear (beards, some masks) EQI_HEAD_MID (5) - Middle Headgear (masks, glasses) EQI_HEAD_TOP (6) - Upper Headgear EQI_ARMOR (7) - Armor (jackets, robes) EQI_HAND_L (8) - Left hand (weapons, shields) EQI_HAND_R (9) - Right hand (weapons) EQI_COSTUME_HEAD_TOP (10) - Upper Costume Headgear EQI_COSTUME_HEAD_MID (11) - Middle Costume Headgear EQI_COSTUME_HEAD_LOW (12) - Lower Costume Headgear EQI_COSTUME_GARMENT (13) - Costume Garment EQI_AMMO (14) - Arrow/Ammunition EQI_SHADOW_ARMOR (15) - Shadow Armor EQI_SHADOW_WEAPON (16) - Shadow Weapon EQI_SHADOW_SHIELD (17) - Shadow Shield EQI_SHADOW_SHOES (18) - Shadow Shoes EQI_SHADOW_ACC_R (19) - Shadow Accessory 2 EQI_SHADOW_ACC_L (20) - Shadow Accessory 1 */ setarray .slots[0], EQI_HEAD_LOW, EQI_HEAD_MID, EQI_HEAD_TOP; //============================================= end ; Ids: for ( .@args = getargcount ( ); .@a < .@args ; .@a+=4 ) { .@i = .w2[.w1]++; setd ".a1"+ .w1 +"_"+ .@i, getarg ( .@a ); // id. if ( getarg ( .@a + 4, 0 ) != 0 ) { setd ".a2"+ .w1 +"_"+ .@i, getarg ( .@a + 1 ); // mode. setd ".a3"+ .w1 +"_"+ .@i, getarg ( .@a + 2 ); // mob id. setd ".a4"+ .w1 +"_"+ .@i, getarg ( .@a + 3 ); // amount. } } .w1++; return ; OnNPCKillEvent: // Cache. That old loop on every mob killed... if ( @wing[0] && isequipped ( @wing[0] ) ) { .@c = 1; .@e = @wing[0]; .@i = @wing[1]; .@j = @wing[2]; .@a = @wing[3]; } else { .@size = getarraysize ( .slots ) while ( .@a < .@size && !.@c ) { .@e = getequipid ( .slots[.@a] ); if ( .@e < 0 ) continue ; .@i = 0; while ( .@i < .w1 && !.@c ) { .@j = 0; while ( .@j < .w2[.@i] && !.@c ) { if ( .@e == getd ( ".a1"+ .@i +"_"+ .@j ) && getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ) { if ( getd ( ".a4"+ .@i +"_"+ .@j ) > 0 && ( killedrid == getd ( ".a3"+ .@i +"_"+ .@j ) || getd ( ".a3"+ .@i +"_"+ .@j ) < 1001 ) ) { .@c = 1; setarray @wing[0], .@e, .@i, .@j, .@a; } } if ( !.@c ) .@j++; } if ( !.@c ) .@i++; } if ( !.@c ) .@a++; } } if ( .@c ) { if ( getd ( ".a2"+ .@i +"_"+ .@j ) == 1 ) { .@amount = getd ( "mobs_"+ .@e ); setd "mobs_"+ .@e, .@amount + 1; if ( getd ( "mobs_"+ .@e ) < getd ( ".a4"+ .@i +"_"+ .@j ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "mobs_"+ .@e, 0; } else if ( getd ( ".a2"+ .@i +"_"+ .@j ) == 2 ) { .@amount = getd ( "exp_"+ .@e ); setd "exp_"+ .@e, .@amount + strmobinfo ( 6, killedrid ); if ( getd ( "exp_"+ .@e ) < getd ( ".a4"+ .@i +"_"+ .@j ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "exp_"+ .@e, 0; } else debugmes "Script Items_Evo, error: wrong mode."; announce getitemname ( .@e ) +" is now "+ getd ( "evo"+ .@e ) +"% from evolving...", bc_self, "0x"+ .c$[0] ; specialeffect2 58 ; sleep2 200 ; specialeffect2 383 ; if ( getd ( "evo"+ .@e ) >= 100 && .auto ) { specialeffect2 263 ; sleep2 500 ; specialeffect2 377 ; sleep2 300 ; specialeffect2 542 ; sleep2 300 ; announce getitemname ( .@e ) +" is evolving..." , bc_self, "0x"+ .c$[1] ; .@i = 3; while ( .@i-- ) { specialeffect2 521 ; sleep2 900 ; } specialeffect2 463 ; sleep2 200; specialeffect2 665 ; sleep2 500 ; setarray .@card[1], getequipcardid ( .slots[.@a], 0 ), getequipcardid ( .slots[.@a], 1 ), getequipcardid ( .slots[.@a], 2 ), getequipcardid ( .slots[.@a], 3 ); .@refine = getequiprefinerycnt ( .slots[.@a] ); //unequip .slots[.@a]; //delitem .@e, 1 ; getitem2 getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) , 1, 1, .@refine, 0, .@card[1], .@card[2], .@card[3], .@card[4] ; equip getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ; setd "evo"+ .@e, 0; deletearray @wing ; announce "Congratulations, your wings have evolved to "+ getitemname ( getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ) +"." , bc_self , "0x"+ .c$[2] ; } } end ; } Quote
0 Giant Whisper Posted December 1, 2018 Author Posted December 1, 2018 sorry the delay I was not, this is the new error Quote
0 n0tttt Posted December 1, 2018 Posted December 1, 2018 - script Items_Conf -1,{ OnInit: callsub Ids, 60656, 1, 1004, 1, 60657, 1, 1004, 1, 60658, 1, 1004, 0 ; callsub Ids, 60635, 1, 111, 1, 60636, 1, 111, 1, 60637, 1, 111, 0 ; /* ID[...], evolution mode[...], mob id[...], neccessary to get 1%[...]. If you want any monster, use 111. Evolution modes: 1 = Every X numer of mobs (1%). 2 = Experience (1%). */ /* 0 = Won't be evolved automatically. 1 = Will be evolved automatically */ .auto = 1; /* Color of the announces. */ setarray .c$[0], "4db557", // % of evolution. "d43438", // Wings evolving. "4da5b5"; // Wings evolved. /* slots to check. EQI_ACC_L (0) - Accessory 1 EQI_ACC_R (1) - Accessory 2 EQI_SHOES (2) - Footgear (shoes, boots) EQI_GARMENT (3) - Garment (mufflers, hoods, manteaux) EQI_HEAD_LOW (4) - Lower Headgear (beards, some masks) EQI_HEAD_MID (5) - Middle Headgear (masks, glasses) EQI_HEAD_TOP (6) - Upper Headgear EQI_ARMOR (7) - Armor (jackets, robes) EQI_HAND_L (8) - Left hand (weapons, shields) EQI_HAND_R (9) - Right hand (weapons) EQI_COSTUME_HEAD_TOP (10) - Upper Costume Headgear EQI_COSTUME_HEAD_MID (11) - Middle Costume Headgear EQI_COSTUME_HEAD_LOW (12) - Lower Costume Headgear EQI_COSTUME_GARMENT (13) - Costume Garment EQI_AMMO (14) - Arrow/Ammunition EQI_SHADOW_ARMOR (15) - Shadow Armor EQI_SHADOW_WEAPON (16) - Shadow Weapon EQI_SHADOW_SHIELD (17) - Shadow Shield EQI_SHADOW_SHOES (18) - Shadow Shoes EQI_SHADOW_ACC_R (19) - Shadow Accessory 2 EQI_SHADOW_ACC_L (20) - Shadow Accessory 1 */ setarray .slots[0], EQI_HEAD_LOW, EQI_HEAD_MID, EQI_HEAD_TOP; //============================================= end ; Ids: for ( .@args = getargcount ( ); .@a < .@args ; .@a+=4 ) { .@i = .w2[.w1]++; setd ".a1"+ .w1 +"_"+ .@i, getarg ( .@a ); // id. if ( getarg ( .@a + 4, 0 ) != 0 ) { setd ".a2"+ .w1 +"_"+ .@i, getarg ( .@a + 1 ); // mode. setd ".a3"+ .w1 +"_"+ .@i, getarg ( .@a + 2 ); // mob id. setd ".a4"+ .w1 +"_"+ .@i, getarg ( .@a + 3 ); // amount. } } .w1++; return ; OnNPCKillEvent: // Cache. That old loop on every mob killed... if ( @wing[0] && isequipped ( @wing[0] ) ) { .@c = 1; .@e = @wing[0]; .@i = @wing[1]; .@j = @wing[2]; .@a = @wing[3]; } else { .@size = getarraysize ( .slots ); while ( .@a < .@size && !.@c ) { .@e = getequipid ( .slots[.@a] ); if ( .@e < 0 ) continue ; .@i = 0; while ( .@i < .w1 && !.@c ) { .@j = 0; while ( .@j < .w2[.@i] && !.@c ) { if ( .@e == getd ( ".a1"+ .@i +"_"+ .@j ) && getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ) { if ( getd ( ".a4"+ .@i +"_"+ .@j ) > 0 && ( killedrid == getd ( ".a3"+ .@i +"_"+ .@j ) || getd ( ".a3"+ .@i +"_"+ .@j ) < 1001 ) ) { .@c = 1; setarray @wing[0], .@e, .@i, .@j, .@a; } } if ( !.@c ) .@j++; } if ( !.@c ) .@i++; } if ( !.@c ) .@a++; } } if ( .@c ) { if ( getd ( ".a2"+ .@i +"_"+ .@j ) == 1 ) { .@amount = getd ( "mobs_"+ .@e ); setd "mobs_"+ .@e, .@amount + 1; if ( getd ( "mobs_"+ .@e ) < getd ( ".a4"+ .@i +"_"+ .@j ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "mobs_"+ .@e, 0; } else if ( getd ( ".a2"+ .@i +"_"+ .@j ) == 2 ) { .@amount = getd ( "exp_"+ .@e ); setd "exp_"+ .@e, .@amount + strmobinfo ( 6, killedrid ); if ( getd ( "exp_"+ .@e ) < getd ( ".a4"+ .@i +"_"+ .@j ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "exp_"+ .@e, 0; } else debugmes "Script Items_Evo, error: wrong mode."; announce getitemname ( .@e ) +" is now "+ getd ( "evo"+ .@e ) +"% from evolving...", bc_self, "0x"+ .c$[0] ; specialeffect2 58 ; sleep2 200 ; specialeffect2 383 ; if ( getd ( "evo"+ .@e ) >= 100 && .auto ) { specialeffect2 263 ; sleep2 500 ; specialeffect2 377 ; sleep2 300 ; specialeffect2 542 ; sleep2 300 ; announce getitemname ( .@e ) +" is evolving..." , bc_self, "0x"+ .c$[1] ; .@i = 3; while ( .@i-- ) { specialeffect2 521 ; sleep2 900 ; } specialeffect2 463 ; sleep2 200; specialeffect2 665 ; sleep2 500 ; setarray .@card[1], getequipcardid ( .slots[.@a], 0 ), getequipcardid ( .slots[.@a], 1 ), getequipcardid ( .slots[.@a], 2 ), getequipcardid ( .slots[.@a], 3 ); .@refine = getequiprefinerycnt ( .slots[.@a] ); //unequip .slots[.@a]; //delitem .@e, 1 ; getitem2 getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) , 1, 1, .@refine, 0, .@card[1], .@card[2], .@card[3], .@card[4] ; equip getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ; setd "evo"+ .@e, 0; deletearray @wing ; announce "Congratulations, your wings have evolved to "+ getitemname ( getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ) +"." , bc_self , "0x"+ .c$[2] ; } } end ; } Quote
0 n0tttt Posted December 2, 2018 Posted December 2, 2018 Sorry about that. - script Items_Conf -1,{ OnInit: callsub Ids, 60656, 1, 1004, 1, 60657, 1, 1004, 1, 60658, 1, 1004, 0 ; callsub Ids, 60635, 1, 111, 1, 60636, 1, 111, 1, 60637, 1, 111, 0 ; /* ID[...], evolution mode[...], mob id[...], neccessary to get 1%[...]. If you want any monster, use 111. Evolution modes: 1 = Every X numer of mobs (1%). 2 = Experience (1%). */ /* 0 = Won't be evolved automatically. 1 = Will be evolved automatically */ .auto = 1; /* Color of the announces. */ setarray .c$[0], "4db557", // % of evolution. "d43438", // Wings evolving. "4da5b5"; // Wings evolved. /* slots to check. EQI_ACC_L (0) - Accessory 1 EQI_ACC_R (1) - Accessory 2 EQI_SHOES (2) - Footgear (shoes, boots) EQI_GARMENT (3) - Garment (mufflers, hoods, manteaux) EQI_HEAD_LOW (4) - Lower Headgear (beards, some masks) EQI_HEAD_MID (5) - Middle Headgear (masks, glasses) EQI_HEAD_TOP (6) - Upper Headgear EQI_ARMOR (7) - Armor (jackets, robes) EQI_HAND_L (8) - Left hand (weapons, shields) EQI_HAND_R (9) - Right hand (weapons) EQI_COSTUME_HEAD_TOP (10) - Upper Costume Headgear EQI_COSTUME_HEAD_MID (11) - Middle Costume Headgear EQI_COSTUME_HEAD_LOW (12) - Lower Costume Headgear EQI_COSTUME_GARMENT (13) - Costume Garment EQI_AMMO (14) - Arrow/Ammunition EQI_SHADOW_ARMOR (15) - Shadow Armor EQI_SHADOW_WEAPON (16) - Shadow Weapon EQI_SHADOW_SHIELD (17) - Shadow Shield EQI_SHADOW_SHOES (18) - Shadow Shoes EQI_SHADOW_ACC_R (19) - Shadow Accessory 2 EQI_SHADOW_ACC_L (20) - Shadow Accessory 1 */ setarray .slots[0], EQI_HEAD_LOW, EQI_HEAD_MID, EQI_HEAD_TOP; //============================================= end ; Ids: for ( .@args = getargcount ( ); .@a < .@args ; .@a+=4 ) { .@i = .w2[.w1]++; setd ".a1"+ .w1 +"_"+ .@i, getarg ( .@a ); // id. if ( getarg ( .@a + 4, 0 ) != 0 ) { setd ".a2"+ .w1 +"_"+ .@i, getarg ( .@a + 1 ); // mode. setd ".a3"+ .w1 +"_"+ .@i, getarg ( .@a + 2 ); // mob id. setd ".a4"+ .w1 +"_"+ .@i, getarg ( .@a + 3 ); // amount. } } .w1++; return ; OnNPCKillEvent: // Cache. That old loop on every mob killed... if ( @wing[0] && isequipped ( @wing[0] ) ) { .@c = 1; .@e = @wing[0]; .@i = @wing[1] - 1; .@j = @wing[2] - 1; .@a = @wing[3]; } else { .@size = getarraysize ( .slots ) while ( .@a < .@size && !.@c ) { .@e = getequipid ( .slots[.@a] ); .@a++; if ( .@e < 0 ) continue ; .@i = 0; while ( .@i < .w1 && !.@c ) { .@j = 0; while ( .@j < .w2[.@i] && !.@c ) { if ( .@e == getd ( ".a1"+ .@i +"_"+ .@j ) && getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ) { if ( getd ( ".a4"+ .@i +"_"+ .@j ) > 0 && ( killedrid == getd ( ".a3"+ .@i +"_"+ .@j ) || getd ( ".a3"+ .@i +"_"+ .@j ) < 1001 ) ) { .@c = 1; setarray @wing[0], .@e, .@i + 1, .@j + 1, .@a; } } if ( !.@c ) .@j++; } if ( !.@c ) .@i++; } } } if ( .@c ) { if ( getd ( ".a2"+ .@i +"_"+ .@j ) == 1 ) { .@amount = getd ( "mobs_"+ .@e ); setd "mobs_"+ .@e, .@amount + 1; if ( getd ( "mobs_"+ .@e ) < getd ( ".a4"+ .@i +"_"+ .@j ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "mobs_"+ .@e, 0; } else if ( getd ( ".a2"+ .@i +"_"+ .@j ) == 2 ) { .@amount = getd ( "exp_"+ .@e ); setd "exp_"+ .@e, .@amount + strmobinfo ( 6, killedrid ); if ( getd ( "exp_"+ .@e ) < getd ( ".a4"+ .@i +"_"+ .@j ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "exp_"+ .@e, 0; } else debugmes "Script Items_Evo, error: wrong mode."; announce getitemname ( .@e ) +" is now "+ getd ( "evo"+ .@e ) +"% from evolving...", bc_self, "0x"+ .c$[0] ; specialeffect2 58 ; sleep2 200 ; specialeffect2 383 ; if ( getd ( "evo"+ .@e ) >= 100 && .auto ) { specialeffect2 263 ; sleep2 500 ; specialeffect2 377 ; sleep2 300 ; specialeffect2 542 ; sleep2 300 ; announce getitemname ( .@e ) +" is evolving..." , bc_self, "0x"+ .c$[1] ; .@i = 3; while ( .@i-- ) { specialeffect2 521 ; sleep2 900 ; } specialeffect2 463 ; sleep2 200; specialeffect2 665 ; sleep2 500 ; .@a--; setarray .@card[1], getequipcardid ( .slots[.@a], 0 ), getequipcardid ( .slots[.@a], 1 ), getequipcardid ( .slots[.@a], 2 ), getequipcardid ( .slots[.@a], 3 ); .@refine = getequiprefinerycnt ( .slots[.@a] ); //unequip .slots[.@a]; //delitem .@e, 1 ; getitem2 getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) , 1, 1, .@refine, 0, .@card[1], .@card[2], .@card[3], .@card[4] ; equip getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ; setd "evo"+ .@e, 0; deletearray @wing ; announce "Congratulations, your wings have evolved to "+ getitemname ( getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ) +"." , bc_self , "0x"+ .c$[2] ; } } end ; } Quote
0 Giant Whisper Posted December 2, 2018 Author Posted December 2, 2018 good day n0tttt, this comes out now Quote
0 Radian Posted December 2, 2018 Posted December 2, 2018 5 hours ago, Giant Whisper said: good day n0tttt, this comes out now This part .@size = getarraysize ( .slots ) should be like this .@size = getarraysize ( .slots ); Quote
0 n0tttt Posted December 2, 2018 Posted December 2, 2018 - script Items_Conf -1,{ OnInit: callsub Ids, 60656, 1, 1004, 1, 60657, 1, 1004, 1, 60658, 1, 1004, 0 ; callsub Ids, 60635, 1, 111, 1, 60636, 1, 111, 1, 60637, 1, 111, 0 ; /* ID[...], evolution mode[...], mob id[...], neccessary to get 1%[...]. If you want any monster, use 111. Evolution modes: 1 = Every X numer of mobs (1%). 2 = Experience (1%). */ /* 0 = Won't be evolved automatically. 1 = Will be evolved automatically */ .auto = 1; /* Color of the announces. */ setarray .c$[0], "4db557", // % of evolution. "d43438", // Wings evolving. "4da5b5"; // Wings evolved. /* slots to check. EQI_ACC_L (0) - Accessory 1 EQI_ACC_R (1) - Accessory 2 EQI_SHOES (2) - Footgear (shoes, boots) EQI_GARMENT (3) - Garment (mufflers, hoods, manteaux) EQI_HEAD_LOW (4) - Lower Headgear (beards, some masks) EQI_HEAD_MID (5) - Middle Headgear (masks, glasses) EQI_HEAD_TOP (6) - Upper Headgear EQI_ARMOR (7) - Armor (jackets, robes) EQI_HAND_L (8) - Left hand (weapons, shields) EQI_HAND_R (9) - Right hand (weapons) EQI_COSTUME_HEAD_TOP (10) - Upper Costume Headgear EQI_COSTUME_HEAD_MID (11) - Middle Costume Headgear EQI_COSTUME_HEAD_LOW (12) - Lower Costume Headgear EQI_COSTUME_GARMENT (13) - Costume Garment EQI_AMMO (14) - Arrow/Ammunition EQI_SHADOW_ARMOR (15) - Shadow Armor EQI_SHADOW_WEAPON (16) - Shadow Weapon EQI_SHADOW_SHIELD (17) - Shadow Shield EQI_SHADOW_SHOES (18) - Shadow Shoes EQI_SHADOW_ACC_R (19) - Shadow Accessory 2 EQI_SHADOW_ACC_L (20) - Shadow Accessory 1 */ setarray .slots[0], EQI_HEAD_LOW, EQI_HEAD_MID, EQI_HEAD_TOP; //============================================= end ; Ids: for ( .@args = getargcount ( ); .@a < .@args ; .@a+=4 ) { .@i = .w2[.w1]++; setd ".a1"+ .w1 +"_"+ .@i, getarg ( .@a ); // id. if ( getarg ( .@a + 4, 0 ) != 0 ) { setd ".a2"+ .w1 +"_"+ .@i, getarg ( .@a + 1 ); // mode. setd ".a3"+ .w1 +"_"+ .@i, getarg ( .@a + 2 ); // mob id. setd ".a4"+ .w1 +"_"+ .@i, getarg ( .@a + 3 ); // amount. } } .w1++; return ; OnNPCKillEvent: // Cache. That old loop on every mob killed... if ( @wing[0] && isequipped ( @wing[0] ) ) { .@c = 1; .@e = @wing[0]; .@i = @wing[1] - 1; .@j = @wing[2] - 1; .@a = @wing[3]; } else { .@size = getarraysize ( .slots ); while ( .@a < .@size && !.@c ) { .@e = getequipid ( .slots[.@a] ); .@a++; if ( .@e < 0 ) continue ; .@i = 0; while ( .@i < .w1 && !.@c ) { .@j = 0; while ( .@j < .w2[.@i] && !.@c ) { if ( .@e == getd ( ".a1"+ .@i +"_"+ .@j ) && getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ) { if ( getd ( ".a4"+ .@i +"_"+ .@j ) > 0 && ( killedrid == getd ( ".a3"+ .@i +"_"+ .@j ) || getd ( ".a3"+ .@i +"_"+ .@j ) < 1001 ) ) { .@c = 1; setarray @wing[0], .@e, .@i + 1, .@j + 1, .@a; } } if ( !.@c ) .@j++; } if ( !.@c ) .@i++; } } } if ( .@c ) { if ( getd ( ".a2"+ .@i +"_"+ .@j ) == 1 ) { .@amount = getd ( "mobs_"+ .@e ); setd "mobs_"+ .@e, .@amount + 1; if ( getd ( "mobs_"+ .@e ) < getd ( ".a4"+ .@i +"_"+ .@j ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "mobs_"+ .@e, 0; } else if ( getd ( ".a2"+ .@i +"_"+ .@j ) == 2 ) { .@amount = getd ( "exp_"+ .@e ); setd "exp_"+ .@e, .@amount + strmobinfo ( 6, killedrid ); if ( getd ( "exp_"+ .@e ) < getd ( ".a4"+ .@i +"_"+ .@j ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "exp_"+ .@e, 0; } else debugmes "Script Items_Evo, error: wrong mode."; announce getitemname ( .@e ) +" is now "+ getd ( "evo"+ .@e ) +"% from evolving...", bc_self, "0x"+ .c$[0] ; specialeffect2 58 ; sleep2 200 ; specialeffect2 383 ; if ( getd ( "evo"+ .@e ) >= 100 && .auto ) { specialeffect2 263 ; sleep2 500 ; specialeffect2 377 ; sleep2 300 ; specialeffect2 542 ; sleep2 300 ; announce getitemname ( .@e ) +" is evolving..." , bc_self, "0x"+ .c$[1] ; .@k = 3; while ( .@k-- ) { specialeffect2 521 ; sleep2 900 ; } specialeffect2 463 ; sleep2 200; specialeffect2 665 ; sleep2 500 ; .@a--; setarray .@card[1], getequipcardid ( .slots[.@a], 0 ), getequipcardid ( .slots[.@a], 1 ), getequipcardid ( .slots[.@a], 2 ), getequipcardid ( .slots[.@a], 3 ); .@refine = getequiprefinerycnt ( .slots[.@a] ); //unequip .slots[.@a]; //delitem .@e, 1 ; getitem2 getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) , 1, 1, .@refine, 0, .@card[1], .@card[2], .@card[3], .@card[4] ; equip getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ; setd "evo"+ .@e, 0; deletearray @wing ; announce "Congratulations, your wings have evolved to "+ getitemname ( getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ) +"." , bc_self , "0x"+ .c$[2] ; } } end ; } Quote
0 Giant Whisper Posted December 3, 2018 Author Posted December 3, 2018 There is no error in the console, but as I evolve I get both also another problem that has is that you can earn more than 100% has no limit Quote
0 n0tttt Posted December 3, 2018 Posted December 3, 2018 - script Items_Conf -1,{ OnInit: callsub Ids, 60656, 1, 1004, 1, 60657, 1, 1004, 1, 60658, 1, 1004, 0 ; callsub Ids, 60635, 1, 111, 1, 60636, 1, 111, 1, 60637, 1, 111, 0 ; /* ID[...], evolution mode[...], mob id[...], neccessary to get 1%[...]. If you want any monster, use 111. Evolution modes: 1 = Every X numer of mobs (1%). 2 = Experience (1%). */ /* 0 = Won't be evolved automatically. 1 = Will be evolved automatically */ .auto = 1; /* Color of the announces. */ setarray .c$[0], "4db557", // % of evolution. "d43438", // Wings evolving. "4da5b5"; // Wings evolved. /* slots to check. EQI_ACC_L (0) - Accessory 1 EQI_ACC_R (1) - Accessory 2 EQI_SHOES (2) - Footgear (shoes, boots) EQI_GARMENT (3) - Garment (mufflers, hoods, manteaux) EQI_HEAD_LOW (4) - Lower Headgear (beards, some masks) EQI_HEAD_MID (5) - Middle Headgear (masks, glasses) EQI_HEAD_TOP (6) - Upper Headgear EQI_ARMOR (7) - Armor (jackets, robes) EQI_HAND_L (8) - Left hand (weapons, shields) EQI_HAND_R (9) - Right hand (weapons) EQI_COSTUME_HEAD_TOP (10) - Upper Costume Headgear EQI_COSTUME_HEAD_MID (11) - Middle Costume Headgear EQI_COSTUME_HEAD_LOW (12) - Lower Costume Headgear EQI_COSTUME_GARMENT (13) - Costume Garment EQI_AMMO (14) - Arrow/Ammunition EQI_SHADOW_ARMOR (15) - Shadow Armor EQI_SHADOW_WEAPON (16) - Shadow Weapon EQI_SHADOW_SHIELD (17) - Shadow Shield EQI_SHADOW_SHOES (18) - Shadow Shoes EQI_SHADOW_ACC_R (19) - Shadow Accessory 2 EQI_SHADOW_ACC_L (20) - Shadow Accessory 1 */ setarray .slots[0], EQI_HEAD_LOW, EQI_HEAD_MID, EQI_HEAD_TOP; //============================================= end ; Ids: for ( .@args = getargcount ( ); .@a < .@args ; .@a+=4 ) { .@i = .w2[.w1]++; setd ".a1"+ .w1 +"_"+ .@i, getarg ( .@a ); // id. if ( getarg ( .@a + 4, 0 ) != 0 ) { setd ".a2"+ .w1 +"_"+ .@i, getarg ( .@a + 1 ); // mode. setd ".a3"+ .w1 +"_"+ .@i, getarg ( .@a + 2 ); // mob id. setd ".a4"+ .w1 +"_"+ .@i, getarg ( .@a + 3 ); // amount. } } .w1++; return ; OnNPCKillEvent: if ( @evolving ) end ; // Cache. That old loop on every mob killed... if ( @wing[0] && isequipped ( @wing[0] ) ) { .@c = 1; .@e = @wing[0]; .@i = @wing[1] - 1; .@j = @wing[2] - 1; .@a = @wing[3]; } else { .@size = getarraysize ( .slots ); while ( .@a < .@size && !.@c ) { .@e = getequipid ( .slots[.@a] ); .@a++; if ( .@e < 0 ) continue ; .@i = 0; while ( .@i < .w1 && !.@c ) { .@j = 0; while ( .@j < .w2[.@i] && !.@c ) { if ( .@e == getd ( ".a1"+ .@i +"_"+ .@j ) && getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ) { if ( getd ( ".a4"+ .@i +"_"+ .@j ) > 0 && ( killedrid == getd ( ".a3"+ .@i +"_"+ .@j ) || getd ( ".a3"+ .@i +"_"+ .@j ) < 1001 ) ) { .@c = 1; setarray @wing[0], .@e, .@i + 1, .@j + 1, .@a; } } if ( !.@c ) .@j++; } if ( !.@c ) .@i++; } } } if ( .@c ) { if ( getd ( ".a2"+ .@i +"_"+ .@j ) == 1 ) { .@amount = getd ( "mobs_"+ .@e ); setd "mobs_"+ .@e, .@amount + 1; if ( getd ( "mobs_"+ .@e ) < getd ( ".a4"+ .@i +"_"+ .@j ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "mobs_"+ .@e, 0; } else if ( getd ( ".a2"+ .@i +"_"+ .@j ) == 2 ) { .@amount = getd ( "exp_"+ .@e ); setd "exp_"+ .@e, .@amount + strmobinfo ( 6, killedrid ); if ( getd ( "exp_"+ .@e ) < getd ( ".a4"+ .@i +"_"+ .@j ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "exp_"+ .@e, 0; } else debugmes "Script Items_Evo, error: wrong mode."; announce getitemname ( .@e ) +" is now "+ getd ( "evo"+ .@e ) +"% from evolving...", bc_self, "0x"+ .c$[0] ; specialeffect2 58 ; sleep2 200 ; specialeffect2 383 ; if ( getd ( "evo"+ .@e ) >= 100 && .auto ) { @evolving = 1; specialeffect2 263 ; sleep2 500 ; specialeffect2 377 ; sleep2 300 ; specialeffect2 542 ; sleep2 300 ; announce getitemname ( .@e ) +" is evolving..." , bc_self, "0x"+ .c$[1] ; .@k = 3; while ( .@k-- ) { specialeffect2 521 ; sleep2 900 ; } specialeffect2 463 ; sleep2 200; specialeffect2 665 ; sleep2 500 ; .@a--; setarray .@card[1], getequipcardid ( .slots[.@a], 0 ), getequipcardid ( .slots[.@a], 1 ), getequipcardid ( .slots[.@a], 2 ), getequipcardid ( .slots[.@a], 3 ); .@refine = getequiprefinerycnt ( .slots[.@a] ); unequip .slots[.@a]; delitem .@e, 1 ; getitem2 getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) , 1, 1, .@refine, 0, .@card[1], .@card[2], .@card[3], .@card[4] ; equip getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ; setd "evo"+ .@e, 0; deletearray @wing ; announce "Congratulations, your wings have evolved to "+ getitemname ( getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ) +"." , bc_self , "0x"+ .c$[2] ; @evolving = 0; } } end ; } Quote
0 Giant Whisper Posted December 3, 2018 Author Posted December 3, 2018 perfect without errors can be repaired that you do not receive more% when you reach 100% I have it when killing 100 mob item evolves but if you surpass 100% gives problems Quote
0 n0tttt Posted December 3, 2018 Posted December 3, 2018 I didn't understand very well, but with this change, it's impossible for it to reach >100%. - script Items_Conf -1,{ OnInit: callsub Ids, 60656, 1, 1004, 1, 60657, 1, 1004, 1, 60658, 1, 1004, 0 ; callsub Ids, 60635, 1, 111, 1, 60636, 1, 111, 1, 60637, 1, 111, 0 ; /* ID[...], evolution mode[...], mob id[...], neccessary to get 1%[...]. If you want any monster, use 111. Evolution modes: 1 = Every X numer of mobs (1%). 2 = Experience (1%). */ /* 0 = Won't be evolved automatically. 1 = Will be evolved automatically */ .auto = 1; /* Color of the announces. */ setarray .c$[0], "4db557", // % of evolution. "d43438", // Wings evolving. "4da5b5"; // Wings evolved. /* slots to check. EQI_ACC_L (0) - Accessory 1 EQI_ACC_R (1) - Accessory 2 EQI_SHOES (2) - Footgear (shoes, boots) EQI_GARMENT (3) - Garment (mufflers, hoods, manteaux) EQI_HEAD_LOW (4) - Lower Headgear (beards, some masks) EQI_HEAD_MID (5) - Middle Headgear (masks, glasses) EQI_HEAD_TOP (6) - Upper Headgear EQI_ARMOR (7) - Armor (jackets, robes) EQI_HAND_L (8) - Left hand (weapons, shields) EQI_HAND_R (9) - Right hand (weapons) EQI_COSTUME_HEAD_TOP (10) - Upper Costume Headgear EQI_COSTUME_HEAD_MID (11) - Middle Costume Headgear EQI_COSTUME_HEAD_LOW (12) - Lower Costume Headgear EQI_COSTUME_GARMENT (13) - Costume Garment EQI_AMMO (14) - Arrow/Ammunition EQI_SHADOW_ARMOR (15) - Shadow Armor EQI_SHADOW_WEAPON (16) - Shadow Weapon EQI_SHADOW_SHIELD (17) - Shadow Shield EQI_SHADOW_SHOES (18) - Shadow Shoes EQI_SHADOW_ACC_R (19) - Shadow Accessory 2 EQI_SHADOW_ACC_L (20) - Shadow Accessory 1 */ setarray .slots[0], EQI_HEAD_LOW, EQI_HEAD_MID, EQI_HEAD_TOP; //============================================= end ; Ids: for ( .@args = getargcount ( ); .@a < .@args ; .@a+=4 ) { .@i = .w2[.w1]++; setd ".a1"+ .w1 +"_"+ .@i, getarg ( .@a ); // id. if ( getarg ( .@a + 4, 0 ) != 0 ) { setd ".a2"+ .w1 +"_"+ .@i, getarg ( .@a + 1 ); // mode. setd ".a3"+ .w1 +"_"+ .@i, getarg ( .@a + 2 ); // mob id. setd ".a4"+ .w1 +"_"+ .@i, getarg ( .@a + 3 ); // amount. } } .w1++; return ; OnNPCKillEvent: if ( @evolving ) end ; // Cache. That old loop on every mob killed... if ( @wing[0] && isequipped ( @wing[0] ) ) { .@c = 1; .@e = @wing[0]; .@i = @wing[1] - 1; .@j = @wing[2] - 1; .@a = @wing[3]; } else { .@size = getarraysize ( .slots ); while ( .@a < .@size && !.@c ) { .@e = getequipid ( .slots[.@a] ); .@a++; if ( .@e < 0 ) continue ; .@i = 0; while ( .@i < .w1 && !.@c ) { .@j = 0; while ( .@j < .w2[.@i] && !.@c ) { if ( .@e == getd ( ".a1"+ .@i +"_"+ .@j ) && getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ) { if ( getd ( ".a4"+ .@i +"_"+ .@j ) > 0 && ( killedrid == getd ( ".a3"+ .@i +"_"+ .@j ) || getd ( ".a3"+ .@i +"_"+ .@j ) < 1001 ) ) { .@c = 1; setarray @wing[0], .@e, .@i + 1, .@j + 1, .@a; } } if ( !.@c ) .@j++; } if ( !.@c ) .@i++; } } } if ( .@c ) { if ( getd ( ".a2"+ .@i +"_"+ .@j ) == 1 ) { .@amount = getd ( "mobs_"+ .@e ); setd "mobs_"+ .@e, .@amount + 1; if ( getd ( "mobs_"+ .@e ) < getd ( ".a4"+ .@i +"_"+ .@j ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "mobs_"+ .@e, 0; } else if ( getd ( ".a2"+ .@i +"_"+ .@j ) == 2 ) { .@amount = getd ( "exp_"+ .@e ); setd "exp_"+ .@e, .@amount + strmobinfo ( 6, killedrid ); if ( getd ( "exp_"+ .@e ) < getd ( ".a4"+ .@i +"_"+ .@j ) ) end ; setd "evo"+ .@e, getd ( "evo"+ .@e ) + 1; setd "exp_"+ .@e, 0; } else debugmes "Script Items_Evo, error: wrong mode."; announce getitemname ( .@e ) +" is now "+ getd ( "evo"+ .@e ) +"% from evolving...", bc_self, "0x"+ .c$[0] ; specialeffect2 58 ; sleep2 200 ; specialeffect2 383 ; if ( getd ( "evo"+ .@e ) == 100 && .auto ) { @evolving = 1; specialeffect2 263 ; sleep2 500 ; specialeffect2 377 ; sleep2 300 ; specialeffect2 542 ; sleep2 300 ; announce getitemname ( .@e ) +" is evolving..." , bc_self, "0x"+ .c$[1] ; .@k = 3; while ( .@k-- ) { specialeffect2 521 ; sleep2 900 ; } specialeffect2 463 ; sleep2 200; specialeffect2 665 ; sleep2 500 ; .@a--; setarray .@card[1], getequipcardid ( .slots[.@a], 0 ), getequipcardid ( .slots[.@a], 1 ), getequipcardid ( .slots[.@a], 2 ), getequipcardid ( .slots[.@a], 3 ); .@refine = getequiprefinerycnt ( .slots[.@a] ); unequip .slots[.@a]; delitem .@e, 1 ; getitem2 getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) , 1, 1, .@refine, 0, .@card[1], .@card[2], .@card[3], .@card[4] ; equip getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ; setd "evo"+ .@e, 0; deletearray @wing ; announce "Congratulations, your wings have evolved to "+ getitemname ( getd ( ".a1"+ .@i +"_"+ ( .@j + 1 ) ) ) +"." , bc_self , "0x"+ .c$[2] ; @evolving = 0; } } end ; } Or do you mean something else? Quote
Question
Giant Whisper
Hi, this error can be solved
EvoWing.txt
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