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InfectedX

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  1. I see... Well as you said, I used that script to make a Thanatos tower revamped xD but if 2 of us are having this error... Then it's a bit hard to know why... Because logically is correct but idk why Rathena didn't get it... Anyway, I have 1 week working on this code... I hope I'll fix it soon
  2. This script is not working for me i tried to check what's different and yes, it is very different XD Has a lot of functions i don't have, but it could help... thx a lot... I still no success XD but i will keep trying... if i ever find a solution, i'll share... PS: Sorry!!! i think i click on edit, it wasn't my intention to make double post!
  3. Wow, i'll try the first option, Thank you... Yeah, it's a bit hard to read but anyway, it gave me that error above... idk why, I just tried to script it like in kind of JS style lol. maybe rathena didin't recognize the syntaxis... I'll keep you updated in any case...
  4. Hello, i'm making a script but i'm having problems with the rand command This is the error i have: [Error]: buildin_rand: range (0) is too small. No randomness possible. [Warning]: Script command 'rand' returned failure. [Debug]: Source (NPC): test#thts at 1@thts (156,371) [Debug]: Source (NPC): test#thts is located in: INSTANCING And this is my script... setarray 'floors[0],3,4,5,6; setarray 'maps$[0],instance_mapname("3@thts"),instance_mapname("4@thts"),instance_mapname("5@thts"),instance_mapname("6@thts"); setarray 'xs[0],27,18,155,50; setarray 'ys[0],44,97,100,18; .@loop = getarraysize('floors); for (.@i = 1; .@i <= .@loop ; .@i++) { .@r = rand(getarraysize('floors)); 'order[.@i] = 'floors[.@r]; deletearray 'floors[.@r],1; 'wm$[.@i] = 'maps$[.@r]; deletearray 'maps$[.@r],1; 'wx[.@i] = 'xs[.@r]; deletearray 'xs[.@r],1; 'wy[.@i] = 'ys[.@r]; deletearray 'ys[.@r],1; } The purpose of the code is to randomly shuffle and assign properties (map name, X-coordinate, and Y-coordinate) to a set of floors in a tower instance i'm making. Here's a breakdown of the code: 1. Initialize arrays for floors, map names, X-coordinates, and Y-coordinates. 2. Determine the number of floors in the tower. 3. Use a loop to randomly select a floor from the remaining options and assign its properties (map name, X-coordinate, and Y-coordinate). 4. Remove the selected floor and its associated properties from the available options to avoid repetition. Possible reasons for issues in the code: - The algorithm relies on the 'rand' function to generate random numbers. - Confirm that the arrays are properly initialized and that the indices match between arrays. Could anyone here help me? what i'm doing wrong? xD
  5. Map_drop.yml is not working in any case, is like it doesn't exist, with normal or any other mob... Such a weird thing... Why would Rathena had a yml file that is useless? It doesn't matter if it has labelled mobs or not
  6. Thx You Know where may i find those Lua Files or the names to check them ? Thank you for your help i search about the priority layer but i dont know if is this or i have to search about the layer of the 4th job sprite layer }, IsIgnoredRidingState = function(acc_id) local Items_List = TB_Layer_Priority.Items_List if nil ~= Items_List then local Item_Tb = Items_List[acc_id] if nil ~= Item_Tb and nil ~= Item_Tb.isIgnoreRiding then return Item_Tb.isIgnoreRiding end end return false end, IsHelmRobe = function(acc_id) local Items_List = TB_Layer_Priority.Items_List if nil ~= Items_List then local Item_Tb = Items_List[acc_id] if nil ~= Item_Tb and nil ~= Item_Tb.isHelmRobe then return Item_Tb.isHelmRobe end end return false end } -- Function #0 GetLayerPriority = function(direction, layer, acc_id) local Items_List = TB_Layer_Priority.Items_List if nil ~= Items_List then local Item_Tb = Items_List[acc_id] if nil ~= Item_Tb then if nil ~= Item_Tb.Direction and nil ~= Item_Tb.Direction[direction] then return Item_Tb.Direction[direction] elseif nil ~= Item_Tb.Default then return Item_Tb.Default end end end if 2 == layer then return TB_Layer_Priority.Default_Bottom elseif 3 == layer then return TB_Layer_Priority.Default_Top elseif 4 == layer then return TB_Layer_Priority.Default_Mid elseif 8 == layer then return TB_Layer_Priority.Default_Robe end return -1 end
  7. Todo lo que sea costume Robe, en esa posicion especificamente, se sobrepone. Me explico, las alas, se ven como si salieran encima de mi cuando deberian salir por detras... xD En un warlock se veria asi: Pero en Arch Mage (4th job) se ve así: Y es así en todos los 4th jobs xD
  8. Hola Buenas alguien me podria ayudar con lo siguiente tengo solamente objetos oficiales nada custom el problema es que al cambiar de job a 4th job, las costume garmet se sobreponen al sprite del personaje haciendo que se vean por enfrente de este ya probe con otros jobs 3rd 2nd trascended 1st y no tengo ningun problema solamente con 4th job adjunto mas ejemplos
  9. Hello everyone can someone help me with this all the costume garmets and garmets that have sprites show to me like this only on the 4th class sprites 1st second and third class works well PD i dont have custom garmets or custom costumes all the files are the originals rathena ones thx in advance for the help
  10. The map_drop configuration work for mobs with different names? or does it only apply to mobs without specific tags? for example the name of the mobs on tomb of fallen and bio lab 3 and 4
  11. Hi guys, im trying make a specific drop on lhz_dun_n but for some reason it doens work Example1 // OnNPCKillEvent: // setarray .@mob_idd, 3227, 3231, 3232, 3209, 3210, 3212, 3226, 3228, 3229, 3230, 3208, 3211, 3213; // // if (rand(100) < 1) { // 1% de probabilidad // // Realiza un segundo control para verificar si el NPC muerto es uno de los monstruos específicos // if (isinarray(killedrid, .@mob_idd)) { // .@itemm_id = F_Rand(25786, 25787); // getitem .@itemm_id, 1; // } // } // end; //} Example 2 //OnNPCKillEvent: // if (rand(100) < 100) { // 1% de probabilidad // // Realiza un segundo control de mapa // if (strnpcinfo(3) == "lhz_dun_n") { // .@itemm_id = F_Rand(25786,25787); // getitem .@itemm_id, 1; // } // } // end; // } i have been trying with this 2 codes but i doesnt work i also try the mapdrops but i dont know how to insert de info correct - Map: lhz_dun_n Globaldrops: -Index:0 Item:Bio_Reseearch_Docu Rate:2 -Index:1 Item:Bio_Test_Fragment Rate:2 i also do a 3rd one more in a more simple way, dont send an error but didnt drop anything OnNPCKillEvent: if ( strcharinfo( 3 ) == "lhz_dun_n"&& rand( 100 ) < 5 ) end; getitem 25786, 1; getitem 25787, 1; Thx in advance for the help
  12. This: # This file is a part of rAthena. # Copyright(C) 2021 rAthena Development Team # https://rathena.org - https://github.com/rathena # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program. If not, see <http://www.gnu.org/licenses/>. # ########################################################################### # Item Database ########################################################################### # # Item Settings # ########################################################################### # - Id Item ID. # AegisName Server name to reference the item in scripts and lookups, should use no spaces. # Name Name in English for displaying as output. # Type Item type. (Default: Etc) # SubType Weapon, Ammo or Card type. (Default: 0) # Buy Buying price. When not specified, becomes double the sell price. (Default: 0) # Sell Selling price. When not specified, becomes half the buy price. (Default: 0) # Weight Item weight. Each 10 is 1 weight. (Default: 0) # Attack Weapon's attack. (Default: 0) # MagicAttack Weapon's magic attack. (Default: 0) # Defense Armor's defense. (Default: 0) # Range Weapon's attack range. (Default: 0) # Slots Available slots in item. (Default: 0) # Jobs Jobs that can equip the item. (Map default is 'All: true') # Classes Upper class types that can equip the item. (Map default is 'All: true') # Gender Gender that can equip the item. (Default: Both) # Locations Equipment's placement. (Default: None) # WeaponLevel Weapon level. (Default: 1 for Weapons) # ArmorLevel Armor level. (Default: 1 for Armors) # EquipLevelMin Minimum required level to equip. (Default: 0) # EquipLevelMax Maximum level that can equip. (Default: 0) # Refineable If the item can be refined. (Default: false) # Gradable If the item can be graded. (Default: false) # View View sprite of an item. (Default: 0) # AliasName Another item's AegisName that will be sent to the client instead of this item's AegisName. (Default: null) # Flags: Item flags. (Default: null) # BuyingStore If the item is available for Buyingstores. (Default: false) # DeadBranch If the item is a Dead Branch. (Default: false) # Container If the item is part of a container. (Default: false) # UniqueId If the item is a unique stack. (Default: false) # BindOnEquip If the item is bound to the character upon equipping. (Default: false) # DropAnnounce If the item has a special announcement to self on drop. (Default: false) # NoConsume If the item is consumed on use. (Default: false) # DropEffect If the item has a special effect on the ground when dropped by a monster. (Default: None) # Delay: Item use delay. (Default: null) # Duration Duration of delay in seconds. # Status Status Change used to track delay. (Default: None) # Stack: Item stack amount. (Default: null) # Amount Maximum amount that can be stacked. # Inventory If the stack is applied to player's inventory. (Default: true) # Cart If the stack is applied to the player's cart. (Default: false) # Storage If the stack is applied to the player's storage. (Default: false) # GuildStorage If the stack is applied to the player's guild storage. (Default: false) # NoUse: Conditions when the item is unusable. (Default: null) # Override Group level to override these conditions. (Default: 100) # Sitting If the item can not be used while sitting. (Default: false) # Trade: Trade restrictions. (Default: null) # Override Group level to override these conditions. (Default: 100) # NoDrop If the item can not be dropped. (Default: false) # NoTrade If the item can not be traded. (Default: false) # TradePartner If the item can not be traded to the player's partner. (Default: false) # NoSell If the item can not be sold. (Default: false) # NoCart If the item can not be put in a cart. (Default: false) # NoStorage If the item can not be put in a storage. (Default: false) # NoGuildStorage If the item can not be put in a guild storage. (Default: false) # NoMail If the item can not be put in a mail. (Default: false) # NoAuction If the item can not be put in an auction. (Default: false) # Script Script to execute when the item is used/equipped. (Default: null) # EquipScript Script to execute when the item is equipped. (Default: null) # UnEquipScript Script to execute when the item is unequipped or when a rental item expires. (Default: null) ########################################################################### Header: Type: ITEM_DB Version: 3 Footer: Imports: - Path: db/pre-re/item_db.yml Mode: Prerenewal - Path: db/re/item_db.yml Mode: Renewal - Path: db/import/item_db.yml
  13. Of course I did... I only have 1 item... Header: Type: ITEM_DB Version: 3 Body: - Id: 1000282 AegisName: EpisodClear16 Name: Episode 16 Clear Ticket Type: Usable Trade: NoDrop: true NoTrade: true NoSell: true NoCart: true NoGuildStorage: true NoMail: true NoAuction: true That's it... I just changed the ETC to Usable... (I already explained...) I did reloaditemdb... Is not loading the import files
  14. Let me explain myself... again: The error reported is item_db.yml from import folder is not loading. My evidence is that code I posted: [Status]: Loading '5023' entries in 'db/re/item_db_usable.yml' [Status]: Done reading '5023' entries in 'db/re/item_db_usable.yml' [Status]: Loading '10633' entries in 'db/re/item_db_equip.yml' [Status]: Done reading '10633' entries in 'db/re/item_db_equip.yml' [Status]: Loading '7685' entries in 'db/re/item_db_etc.yml' [Status]: Done reading '7685' entries in 'db/re/item_db_etc.yml' [Status]: Done reading '304' entries in 'db/re/item_noequip.txt'. [Status]: Done reading '0' entries in 'db/import/item_noequip.txt'. [Status]: Loading '249' entries in 'db/re/item_randomopt_db.yml' [Status]: Done reading '249' entries in 'db/re/item_randomopt_db.yml' [Status]: Loading '102' entries in 'db/re/item_randomopt_group.yml' [Status]: Done reading '102' entries in 'db/re/item_randomopt_group.yml' [Status]: Loading '1594' entries in 'db/re/item_group_db.yml' [Status]: Done reading '1594' entries in 'db/re/item_group_db.yml' [Status]: Loading '3964' entries in 'db/re/item_combos.yml' [Status]: Done reading '6005' entries in 'db/re/item_combos.yml' [Status]: Loading '1' entries in 'db/import/item_combos.yml' [Status]: Done reading '1' entries in 'db/import/item_combos.yml' [Status]: Loading '179' entries in 'db/re/laphine_synthesis.yml' [Status]: Done reading '179' entries in 'db/re/laphine_synthesis.yml' [Status]: Loading '97' entries in 'db/re/laphine_upgrade.yml' [Status]: Done reading '97' entries in 'db/re/laphine_upgrade.yml' [Status]: Loading '70' entries in 'db/re/item_reform.yml' [Status]: Done reading '70' entries in 'db/re/item_reform.yml' [Status]: Loading '98' entries in 'db/re/item_enchant.yml' [Status]: Done reading '98' entries in 'db/re/item_enchant.yml' [Status]: Loading '23' entries in 'db/re/item_packages.yml' [Status]: Done reading '23' entries in 'db/re/item_packages.yml' [Status]: Done reading '42' entries in 'db_roulette'. [Status]: Loading '8' entries in 'db/import/item_cash.yml' [Status]: Done reading '8' entries in 'db/import/item_cash.yml' [Status]: Done reading '0' entries in 'sales'. There is no "import/item_db.yml" when i reload with command @reloaditemdb which means is not loading import item data base. I tested in game with a custom item, also with an existing item (I changed it from etc, to Usable to test) And if i use @iteminfo command to see the change, it still says ETC item type instead of Usable type. My question is: Why is not taking the import/item_db.yml? what can I do? I have a clean version of rathena...
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