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vans29

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About vans29

  • Birthday October 29

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    risingRO

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  1. here's my script help me please! 1st topic solve but i got new problem here in my console "script_rid2sd fatal error ! player not attached"
  2. Rouge/ST Class when link can by pass FCP not FS , only single strip 5% and 1 glistening coat per attempt Star Gladiator when Link can use skills lvl 10 Parrying and Lord Of Vermilion increase damage on boss monster and holy monster 100% Sage/prof when Link add 30% maxHP Alchemist/Creator when link give more damage in Acid Terror 100% and Increase effectiveness of potion pitcher 50% Wizard/HW when link give 20% maxHP and Increase Magic Crasher Damage 150% Priest/HP when link increase damage of Holy Light by 400% and give 30% reflect damage on melee enemy Knight/LK when Link can use skill lvl 10 Parrying with 1handed Sword and Onehand Quicken Thanks to this post by @MarkZD here's the link http://rathena.org/board/topic/70203-soul-linker-spirit-skill-modification/ this also Hunter/Sniper when link autocast Falcon Assault when attacking and this http://rathena.org/board/topic/73819-soul-linked-lk-and-sniper-help/ by MarkZD BUMP!
  3. i got Rev 471 what script good here???? did you have? 471? o.o; Do you mean 17471? yes! r17471 its ok now but i have new problem with that script
  4. i got Rev 471 what script good here???? did you have?
  5. i got same error how i can fix that??? thanks for your response
  6. i got this error when my server run here's my script [spoiler=here]// WoE Automatic Castle Rotation // ============================================================== // This scripts add a NPC on Prontera (near to the center) // It will show info to the players about what castles are opened // and what castles will be opened next WoE. // Read the script for more information and Settings. // // ABOUT ANCIENT WOE: // Ancient WoE is a replacement of Novice Castles, if you want // to enable it, add the Ancient WoE scripts to your server. // ============================================================== prontera,164,174,3 script WoE Info Board 837,{ if( .Ready != 1 ) donpcevent "WoE Info Board::OnInit"; mes "[^FFA500 WoE Info Board ^000000]"; // WoE Classic mes "- Opened Castles for Classic WoE"; for( set .@k, 0; $Castles_FE[.@k] != 0; set .@k, .@k + 1 ) mes "^0000FF" + getcastlename(.Castles_FE$[$Castles_FE[.@k]]) + "^000000 (" + .Castles_FE$[$Castles_FE[.@k]] + ")"; // WoE Second Edition mes "- Opened Castles for WoE SE"; for( set .@k, 0; $Castles_SE[.@k] != 0; set .@k, .@k + 1 ) mes "^0000FF" + getcastlename(.Castles_SE$[$Castles_SE[.@k]]) + "^000000 (" + .Castles_SE$[$Castles_SE[.@k]] + ")"; // Ancient WoE - Uncomment if you use it /* mes "- Opened Castles for Ancient WoE"; for( set .@k, 0; $Castles_AE[.@k] != 0; set .@k, .@k + 1 ) mes "^0000FF" + getcastlename(.Castles_AE$[$Castles_AE[.@k]]) + "^000000 (" + .Castles_AE$[$Castles_AE[.@k]] + ")"; */ next; mes "[^FFA500 WoE Info Board ^000000]"; mes "- Next Castles for Classic WoE"; for( set .@k, 0; $Castles_FE[.@k] != 0; set .@k, .@k + 1 ) { if( set(.@c, $Castles_FE[.@k] + 1) > 20 ) set .@c, 1; mes "^0000FF" + getcastlename(.Castles_FE$[.@c]) + "^000000 (" + .Castles_FE$[.@c] + ")"; } mes "- Next Castles for WoE SE"; for( set .@k, 0; $Castles_SE[.@k] != 0; set .@k, .@k + 1 ) { if( set(.@c, $Castles_SE[.@k] + 1) > 6 ) set .@c, 1; mes "^0000FF" + getcastlename(.Castles_SE$[.@c]) + "^000000 (" + .Castles_SE$[.@c] + ")"; } // Ancient WoE - Uncomment if you use it /* mes "- Next Castles for Ancient WoE"; for( set .@k, 0; $Castles_AE[.@k] != 0; set .@k, .@k + 1 ) { if( set(.@c, $Castles_AE[.@k] + 1) > 4 ) set .@c, 1; mes "^0000FF" + getcastlename(.Castles_AE$[.@c]) + "^000000 (" + .Castles_AE$[.@c] + ")"; } */ next; mes "[^FFA500 WoE Info Board ^000000]"; mes "Castle Rotation is programed each Friday at 5 a.m."; close; OnInit: setarray .Castles_FE$[1], // This array holds all WoE First Edition Castles, starting from index 1 "prtg_cas01", // 1 "payg_cas01", // 2 "gefg_cas01", // 3 "aldeg_cas01", // 4 "prtg_cas03", // 5 "payg_cas03", // 6 "gefg_cas03", // 7 "aldeg_cas03", // 8 "prtg_cas05", // 9 "payg_cas05", // 10 "gefg_cas05", // 11 "aldeg_cas05", // 12 "prtg_cas02", // 13 "payg_cas02", // 14 "gefg_cas02", // 15 "aldeg_cas02", // 16 "prtg_cas04", // 17 "payg_cas04", // 18 "gefg_cas04", // 19 "aldeg_cas04"; // 20 setarray .Castles_AE$[1], // This array holds all Ancient Edition WoE Castles, starting from index 1 "nguild_alde", // 1 "nguild_gef", // 2 "nguild_pay", // 3 "nguild_prt"; // 4 setarray .Castles_SE$[1], // This array holds all WoE Second Edition Castles, starting from index 1 "schg_cas01", // 1 "schg_cas02", // 2 "schg_cas03", // 3 "arug_cas01", // 4 "arug_cas02", // 5 "arug_cas03"; // 6 setarray .Castles_SE_Event$[1], // This array include the Events inside each castle of WoE Second Edition (need to be one on one with the SE Castle Array) "::OnRecvCastleSc01", "::OnRecvCastleSc02", "::OnRecvCastleSc03", "::OnRecvCastleAr01", "::OnRecvCastleAr02", "::OnRecvCastleAr03"; // First Time Rotation Setting - CONFIGURATION PART: // ======================================================================= // This arrays holds the current Opened Castles for each kind of WoE. // Obviously, FE, SE and AE points to First Edition, Second Edition and // Ancient Edition, just like the Castle Array. // // The next arrays, starting from Index 0, holds the INDEX of the previous // castle arrays. In the example, for FE: // 1 = prtg_cas01 // 13 = prtg_cas02 // // If this is the first time you are going to use this script, find the index // of your current Castles (your server) in the Castle Arrays, and set the // list in the next arrays. If your server is currently playing on payg_cas03, // aldeg_cas05 and prtg_cas04, the FE array should say: 6,12,17 // Same for SE, and uncomment the AE if you use Ancient Edition. // // The Main unique rule on this script is: Do not use consecutive castles in // the castle array. // Just add more index if you use more castles, there is no problem. // If you are going to reduce castle amount, well, it will require DB edit // not only on guild_castle, also on mapreg, edition the Castle_FE or SE or AE // values, or using a script to edit it, because, this setting only run first // time. if( getarraysize($Castles_FE) == 0 ) setarray $Castles_FE[0],1,13; if( getarraysize($Castles_SE) == 0 ) setarray $Castles_SE[0],1,4; // if( getarraysize($Castles_AE) == 0 ) setarray $Castles_AE[0],1; // Reset Castle index: // This is required if you are planing to reduce/increase opened castles // Uncomment to remove current index, but you will need to recalculate // and configure again the Onwer Indexs (previous arrays). // cleararray $Castles_FE[0],0,getarraysize($Castles_FE); // cleararray $Castles_SE[0],0,getarraysize($Castles_SE); // cleararray $Castles_AE[0],0,getarraysize($Castles_AE); // ======================================================================= // Block Castles - FE for( set .@i, 1; .@i < 21; set .@i, .@i + 1 ) setmapflag .Castles_FE$[.@i],mf_blocked; // Block Castles - SE for( set .@i, 1; .@i < 7; set .@i, .@i + 1 ) setmapflag .Castles_SE$[.@i],mf_blocked; // Block Castles - AE for( set .@i, 1; .@i < 5; set .@i, .@i + 1 ) setmapflag .Castles_AE$[.@i],mf_blocked; // UnBlock Current Castles for( set .@i, 0; $Castles_FE[.@i] != 0; set .@i, .@i + 1 ) removemapflag .Castles_FE$[$Castles_FE[.@i]],mf_blocked; for( set .@i, 0; $Castles_SE[.@i] != 0; set .@i, .@i + 1 ) removemapflag .Castles_SE$[$Castles_SE[.@i]],mf_blocked; for( set .@i, 0; $Castles_AE[.@i] != 0; set .@i, .@i + 1 ) removemapflag .Castles_AE$[$Castles_AE[.@i]],mf_blocked; set .Ready, 1; end; OnWhisperGlobal: // If you whisp to NPC:WoE Info Board the word rotate, a rotation will be made. It can be used to test the system. if( getgmlevel() < 60 ) end; if( @whispervar0$ != "rotate" ) end; OnFri0500: if( .Ready != 1 ) donpcevent "WoE Info Board::OnInit"; rankreset 0; // WoE Ranking Restart - Comment this if you don't want to reset WoE Ranking each week. You can use @rankreset 1 to reset it manually. announce "<- Castle Rotation Begins ->",0,0xFFA500; for( set .@i, 0; $Castles_FE[.@i] != 0; set .@i, .@i + 1 ) callsub S_MoveFE,.@i; for( set .@i, 0; $Castles_SE[.@i] != 0; set .@i, .@i + 1 ) callsub S_MoveSE,.@i; for( set .@i, 0; $Castles_AE[.@i] != 0; set .@i, .@i + 1 ) callsub S_MoveAE,.@i; announce "<- Castle Rotation is Over ->",0,0xFFA500; end; S_MoveFE: // Move to next First Edition Castle - Do not Edit // ======================================== set .@Castle$, .Castles_FE$[$Castles_FE[getarg(0)]]; // A. Store current Castle Information // ======================================== for( set .@j, 17; .@j > 0; set .@j, .@j - 1 ) { set .@TempData[.@j], getcastledata(.@Castle$,.@j); setcastledata .@Castle$,.@j,0; // Clear current Data } maprespawnguildid .@Castle$,0,3; // Kick Everybody inside killmonsterall .@Castle$; // Remove Monsters and Treasures setmapflag .@Castle$,mf_blocked; // Block Castle getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags // B. Transfer Data to New Castle // ======================================== if( set($Castles_FE[getarg(0)],$Castles_FE[getarg(0)] + 1) > 20 ) set $Castles_FE[getarg(0)],1; // Rotation circle set .@OldCastle$, .@Castle$; set .@Castle$, .Castles_FE$[$Castles_FE[getarg(0)]]; // New Castle // C. Recover Data // ======================================== for( set .@j, 1; .@j < 18; set .@j, .@j + 1 ) setcastledata .@Castle$,.@j,.@TempData[.@j]; killmonsterall .@Castle$; removemapflag .@Castle$,mf_blocked; // UnBlock Castle getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags if( .@TempData[1] ) announce "Guild [" + getguildname(.@TempData[1]) + "] owner of [" + getcastlename(.@OldCastle$) + "] transfered to [" + getcastlename(.@Castle$) + "]",0,0x00BFFF; return; S_MoveAE: // Move to next First Edition Castle - Do not Edit // ======================================== set .@Castle$, .Castles_AE$[$Castles_AE[getarg(0)]]; // A. Store current Castle Information // ======================================== for( set .@j, 17; .@j > 0; set .@j, .@j - 1 ) { set .@TempData[.@j], getcastledata(.@Castle$,.@j); setcastledata .@Castle$,.@j,0; // Clear current Data } maprespawnguildid .@Castle$,0,3; // Kick Everybody inside killmonsterall .@Castle$; // Remove Monsters and Treasures setmapflag .@Castle$,mf_blocked; // Block Castle getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags // B. Transfer Data to New Castle // ======================================== if( set($Castles_AE[getarg(0)],$Castles_AE[getarg(0)] + 1) > 4 ) set $Castles_AE[getarg(0)],1; // Rotation circle set .@OldCastle$, .@Castle$; set .@Castle$, .Castles_AE$[$Castles_AE[getarg(0)]]; // New Castle // C. Recover Data // ======================================== for( set .@j, 1; .@j < 18; set .@j, .@j + 1 ) setcastledata .@Castle$,.@j,.@TempData[.@j]; killmonsterall .@Castle$; removemapflag .@Castle$,mf_blocked; // UnBlock Castle getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags if( .@TempData[1] ) announce "Guild [" + getguildname(.@TempData[1]) + "] owner of [" + getcastlename(.@OldCastle$) + "] transfered to [" + getcastlename(.@Castle$) + "]",0,0x00BFFF; return; S_MoveSE: // Move to next First Edition Castle - Do not Edit // ======================================== set .@Castle$, .Castles_SE$[$Castles_SE[getarg(0)]]; // A. Store current Castle Information // ======================================== for( set .@j, 17; .@j > 0; set .@j, .@j - 1 ) { set .@TempData[.@j], getcastledata(.@Castle$,.@j); setcastledata .@Castle$,.@j,0; // Clear current Data } maprespawnguildid .@Castle$,0,3; // Kick Everybody inside killmonsterall .@Castle$; // Remove Monsters and Treasures setmapflag .@Castle$,mf_blocked; // Block Castle getcastledata .@Castle$,0,.Castles_SE_Event$[$Castles_SE[getarg(0)]]; // Refresh Flags // B. Transfer Data to New Castle // ======================================== if( set($Castles_SE[getarg(0)],$Castles_SE[getarg(0)] + 1) > 6 ) set $Castles_SE[getarg(0)],1; // Rotation circle set .@OldCastle$, .@Castle$; set .@Castle$, .Castles_SE$[$Castles_SE[getarg(0)]]; // New Castle // C. Recover Data // ======================================== for( set .@j, 1; .@j < 18; set .@j, .@j + 1 ) setcastledata .@Castle$,.@j,.@TempData[.@j]; killmonsterall .@Castle$; removemapflag .@Castle$,mf_blocked; // UnBlock Castle getcastledata .@Castle$,0,.Castles_SE_Event$[$Castles_SE[getarg(0)]]; // Refresh Flags if( .@TempData[1] ) announce "Guild [" + getguildname(.@TempData[1]) + "] owner of [" + getcastlename(.@OldCastle$) + "] transfered to [" + getcastlename(.@Castle$) + "]",0,0x00BFFF; return; } // MapFlags - Castle Configurations // ======================================== aldeg_cas01 mapflag woe_set 1 aldeg_cas02 mapflag woe_set 1 aldeg_cas03 mapflag woe_set 1 aldeg_cas04 mapflag woe_set 1 aldeg_cas05 mapflag woe_set 1 gefg_cas01 mapflag woe_set 1 gefg_cas02 mapflag woe_set 1 gefg_cas03 mapflag woe_set 1 gefg_cas04 mapflag woe_set 1 gefg_cas05 mapflag woe_set 1 payg_cas01 mapflag woe_set 1 payg_cas02 mapflag woe_set 1 payg_cas03 mapflag woe_set 1 payg_cas04 mapflag woe_set 1 payg_cas05 mapflag woe_set 1 prtg_cas01 mapflag woe_set 1 prtg_cas02 mapflag woe_set 1 prtg_cas03 mapflag woe_set 1 prtg_cas04 mapflag woe_set 1 prtg_cas05 mapflag woe_set 1 // WoE SE schg_cas01 mapflag woe_set 2 schg_cas02 mapflag woe_set 2 schg_cas03 mapflag woe_set 2 schg_cas04 mapflag woe_set 2 schg_cas05 mapflag woe_set 2 arug_cas01 mapflag woe_set 2 arug_cas02 mapflag woe_set 2 arug_cas03 mapflag woe_set 2 arug_cas04 mapflag woe_set 2 arug_cas05 mapflag woe_set 2 schg_cas04 mapflag blocked schg_cas05 mapflag blocked arug_cas04 mapflag blocked arug_cas05 mapflag blocked // Ancient WoE nguild_alde mapflag woe_set 4 nguild_gef mapflag woe_set 4 nguild_pay mapflag woe_set 4 nguild_prt mapflag woe_set 4 nguild_alde mapflag ancient nguild_gef mapflag ancient nguild_pay mapflag ancient nguild_prt mapflag ancient nguild_alde mapflag gvg_noalliance nguild_gef mapflag gvg_noalliance nguild_pay mapflag gvg_noalliance nguild_prt mapflag gvg_noalliance // About MapFlags: // ==================================================== // blocked = cannot be acceced, only by Game Masters. // guild_max = limit the number of the same guild members inside this map // ancient = required to limit this castle to ancient items and classes. // woe_set = required, do not edit. This marks the map to know when it will be opened for woe, or blocked if other woe is running. Check agit_controller.txt for more information.
  7. when i creating character on my lan server i got DC here's the Server console
  8. i will summon mvp i want to divided in map all loot but auto add in inventory BUMP! Bump!
  9. i want to disable all AoE skill in one map i dont know how can you helm me???
  10. hi what is the cause of error in this image after i upload my custom mobs sprite 1st appear 2nd Appear 3rd appear 4th appear when i'am online in game i saw 3rd and 4th appear when i use @monster poring thanks in advance! i'm using 2012-05-25aRagRE BUPM!! Need some help for you guys! BuPm need some pro please!
  11. i dont have custom weapon i need to show the normal one Ohh sory I didn't read it I just check the picture xD my bad. Update ur kRO, or check ur data.grf my KRO is up to date hehehe
  12. i dont have custom weapon i need to show the normal one
  13. i dont have any custom wepon but my normal weps dint show sry for bad English bump
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