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Showing content with the highest reputation on 06/07/18 in Posts

  1. 1 point
    =General *Added all the latest tags and ID's for jobs, skills, status, and NPC's. =Database *Added place holders for many new skills. =Jobs *Star Emperor *Soul Reaper *Baby Star Emperor *Baby Soul Reaper +Added support for these jobs. +Note: These jobs are fully playable. However, none of the new skills that comes -with them are in the skill trees. This will be added in a future update. -Everything else for them works. +Note 2: Client support for these jobs will come at a later time once stable.
  2. 1 point
    Begin

    NPC with a Promo Code

    Thank you for this script, Ms. Annie! Your idea that the time and prize will be configurable will be a good script for us! Attached photo is the example of the promo/item code but that is based on WebCP.
  3. 1 point
    Slicer

    new pets?

    these are not pets, they are equipment, costume items.
  4. 1 point
    AnnieRuru

    Main chat area

    if you want player A to type something that player B can hear from any place in the map its #map channel https://drive.google.com/file/d/14DhRqCfxY4assgenwnoZ4dIBud8zQlfj/view?usp=sharing I think its better to leave the normal chat to chat_area_size, it have its own purpose
  5. 1 point
    =General *Added ranges of styles/dyes for Doram's. -This is a range seprate from the regular ones since Doram's officially have a -different set number of hair styles and cloth dyes. As of 2018-06-05 they have -6 hair styles, 8 hair dyes, and no cloth dyes (tho kRO says their will be a few -added soon). *min_doram_hair_style *max_doram_hair_style *min_doram_hair_color *max_doram_hair_color *min_doram_cloth_color *max_doram_cloth_color +Added these configs to the client config file. -These are a seprate set of style/dye ranges for Doram characters. -This is needed since they have different maxes from humans. *Updated a few commands to pickup on the style/dye ranges for Doram characters. *Updated default setting for "max_hair_style" to 29. *Corrected default setting for "max_hair_color" to 8. *clif_spiritball_single *clif_soulball_single +Changed the packet these functions use to 0x1d0 (ZC_SPIRITS). -This change fixes a issue where Rebellion's Coin sphere's and Soul Reaper's -Soul Energy sphere's would look like regular spirit sphere's when the player -warps to another map, refreshes, and also appear as spirit sphere's to other -players who walk into view range of the one with the spheres. -It also fixes a issue where the sphere's may not vanish properly from view -when the player dies. *Added job restriction system. +This allows setting restrictions to different jobs that prevent's them from -entering certain maps. Attempts of entering a map as a banned job will just -result in no warpping. Basicly, something as simple as walking into a regular -map warp won't do anything if the player's job is banned from entering the map. -This works for teleporting, warping, any warp commands, walking into NPC warp, -put something else here and it will likely fail as well. -Should a player playing a job banned from that map somehow login on that map, -the player will be warped out into Prontera's graveyard behind the church. -These restrictions can be set in the "job_notallowed" database file. *Added a missing timer function list entry for the soul energy system. =Database *Updated const file to support detection of new style/dye ranges for Doram -characters in NPC scripts. *Added the "job_notallowed" file. -This file is used to set jobs that are banned from entering certain maps. -It basicly works just like item_noequip and skill_nocast_db. *Rebuilt the map cache. -This is due to prontera being reverted back to the original version. =NPC *Updated the 3CeAM super stylist to detect the ranges of styles/dyes for Doram -character's. =Skills *RL_MASS_SPIRAL +Fixed a issue where the skill would deal extremely high damage on targets with -negeative DEF.
  6. 1 point
    bWolfie

    Main chat area

    chat_area_size refers to the distance in cells in which you can see the public chat of other players. It must be equal or lesser than area_size, which specifies how many cells away can you see players. E.g. chat_area_size = 9 Player A is at prontera 100 100 -> Can see chat from Player B, not C. Player B is at prontera 100 109 -> Can see chat from Player A and B. Player C is at prontera 100 110 -> Can not see chat from Player A, can see Player B. #channel system is something else.
  7. 1 point
    meko

    Main chat area

    you can set a custom chat_area_size in battle_configuration you should find it in conf/map/battle/client.conf if you want to allow everyone on the map to talk to everyone from anywhere I would advise you to use the #map channel instead of increasing the chat area size
  8. 1 point
    OmarAcero

    problem with map_cache.dat

    You can check my post: HERE
  9. 1 point
    AnnieRuru

    Custom Enchant System

    @Rebel prontera,146,185,6 script Costume Enchanter 4_M_SCIENCE,{ disable_items; .@header$ = "[^0000FF Costume Enchanter ^000000]"; mes .@header$; if (Zeny < 500000) { mes "I am in charge of Enchanting Costume Headgears. Simply put, I've been studying ways to power-up headgears."; next; mes .@header$; mes "If by any chance, you would want to enchant your headgears, bring me 500,000 zeny and the armor you want to enchant and you are all set to go."; close; } mes "I'm an engineer that specializes in Enchanting Armors."; next; mes .@header$; mes "Enchanting may seem simple, but it's far more complicated than it looks.\n"; mes "If you're interested in my service, let me know."; next; switch( select( "~ ^0000FFEnchant Headgear ^000000", "~ Information", "~ Maybe next time." ) ) { case 1: break; case 2: mes .@header$; mes "To be update"; close; case 3: mes .@header$; mes "Please come back when you have any interest in enchanting your headgear."; close; } setarray .@items[0],19504,19505,19506; // Red_Tailed_Ribbon; .@failrate = 1; // 1% fail rate (for testing) .@menu$ = ""; .@size = getarraysize(.@items); for ( .@i = 0; .@i < .@size; ++.@i ) .@menu$ += getitemname(.@items[.@i]) +":"; .@itemid = .@items[select(.@menu$)-1]; if (getequipid(EQI_COSTUME_HEAD_TOP) == .@itemid) .@part = EQI_COSTUME_HEAD_TOP; else if (getequipid(EQI_COSTUME_HEAD_MID) == .@itemid) .@part = EQI_COSTUME_HEAD_MID; else if (getequipid(EQI_COSTUME_HEAD_LOW) == .@itemid) .@part = EQI_COSTUME_HEAD_LOW; // else if (getequipid(EQI_HEAD_TOP) == .@itemid) // .@part = EQI_HEAD_TOP; mes .@header$; if ( !getequipisequiped(.@part) ) { mes "Hmm? There's nothing to be enchanted!"; mes "Make sure you are wearing the headgear you want be enchant."; close; } if ( getequipcardid(.@part,1) && getequipcardid(.@part,2) && getequipcardid(.@part,3) ) { mes "There's nothing more I can do with this headgear."; close; } .@refine = getequiprefinerycnt(.@part); for ( .@i = 3; .@i >= 1; --.@i ) if ( !getequipcardid( .@part, .@i ) ) .@slot_num = .@i; for ( .@i = 0; .@i < 4; ++.@i ) .@cardid[.@i] = getequipcardid( .@part,.@i ); mes "Socket enchant will cost you 500,000z. And there will be a random option enchanted."; mes "Of course, there is a chance of breaking your armor."; next; mes .@header$; mes "Do you still want to try an Enchant?"; next; if ( select( "~ Hmm... Let me think it over.", "~ Go ahead.") == 1 ) { mes .@header$; mes "Well, I can't blame you. Safety first, eh?"; mes "Now you have a nice day."; close; } mes .@header$; if (Zeny < 500000) { mes .@header$; mes "Sorry, but you don't have enough zeny."; close; } mes "Quite of an adventurer huh? Well, shall we?"; Zeny -= 500000; delitem2 .@itemid, 1,1, .@refine,0, .@cardid[0],.@cardid[1],.@cardid[2],.@cardid[3]; close2; specialeffect EF_MAPPILLAR, AREA, playerattached(); progressbar "ffff00",1; // is this really needed ? what happen if the player logout/disconnect during this short period ? The item is gone forever !! switch (rand(1,.@failrate)) { // yeah you said its testing, maybe its 1,36 ... or maybe something higher case 1: .@addpart = 4702;break; case 2: .@addpart = 4712;break; case 3: .@addpart = 4722;break; case 4: .@addpart = 4732;break; case 5: .@addpart = 4742;break; case 6: .@addpart = 4752;break; case 7: case 8: .@addpart = 4701;break; case 9: case 10: .@addpart = 4711;break; case 11: case 12: .@addpart = 4721;break; case 13: case 14: .@addpart = 4731;break; case 15: case 16: .@addpart = 4741;break; case 17: case 18: .@addpart = 4751;break; case 19: case 20: case 21: .@addpart = 4700;break; case 22: case 23: case 24: .@addpart = 4710;break; case 25: case 26: case 27: .@addpart = 4720;break; case 28: case 29: case 30: .@addpart = 4730;break; case 31: case 32: case 33: .@addpart = 4740;break; case 34: case 35: case 36: .@addpart = 4750;break; default: specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); mes .@header$; mes "Well that's too bad."; mes "The requested equipment has failed to enchant."; close; } mes .@header$; mes "Ha! There you go, your brand new enchanted equipment!"; if ( .@slot_num == 1 ) { getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@addpart, .@cardid[2], .@cardid[3]; equip2 .@itemid, .@refine, 0, .@cardid[0], .@addpart, .@cardid[2], .@cardid[3]; } else if ( .@slot_num == 2 ) { getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@addpart, .@cardid[3]; equip2 .@itemid, .@refine, 0, .@cardid[0], .@cardid[1], .@addpart, .@cardid[3]; } else if ( .@slot_num == 3 ) { getitem2 .@itemid, 1, 1, .@refine, 0, .@cardid[0], .@cardid[1], .@cardid[2], .@addpart; equip2 .@itemid, .@refine, 0, .@cardid[0], .@cardid[1], .@cardid[2], .@addpart; } close; }
  10. 1 point
    4144

    Nemo patcher

    Added new patch "Set fixed job id in char create dialog" It allow set fixed job id on char creation. Should works for doram clients
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