-
Content Count
556 -
Joined
-
Last visited
Posts posted by ThyroDree
-
-
Found this script in rathena, it a bit similar.
prontera,117,165,5 script thanatos 757,{ mes "Summon Thanatos ?"; mes " "; mes "You need:"; for ( .@i = 0; .@i < .required_item_size; .@i++ ) { mes " > "+getitemname( .required_item[.@i] ); if ( !countitem( .required_item[.@i] ) ) .@fail++; } if ( select( "Take it","Cancel" ) == 1 ) { if ( getmapusers( .map$ ) ) { mes "Someone already inside it."; } else if ( !.@fail ) { for ( .@i = 0; .@i < .required_item_size; .@i++ ) delitem .required_item[.@i],1; warp .map$,0,0; killmonsterall .map$; } else { mes "You didnt meet the requirement."; } } close; OnInit: .map$ = "thana_boss"; setarray .required_item, 7436, 7437, 7438, 7439; .required_item_size = getarraysize( .required_item ); getmapxy( .@npc_map$,.@npc_x,.@npc_y,1 ); setmapflagnosave( .map$,.@npc_map$,.@npc_x,.@npc_y ); end; OnClock0000: OnClock0300: OnClock0600: announce "Thanatos NPC has spawn",bc_all,0xFFFF00; disablenpc strnpcinfo(0); end; }
-
Hello! Anyone can share thanatos warper script? Not the ordinary warper that warps you to thana_boss
This NPC will announce if thanatos can be summoned, by talking to the npc you will be warped to thana_boss map
But only 1 player or 1 party can enter inside the thana_boss. If party.. (Only party leader can talk because the NPC will check if you have all the fragments to summon the thanatos before you enter, same goes to solo player or non party)
Who ever click first to talk to the npc will be warped. (then NPC Hides), others will be cancelled.
--- If players successfully killed thanatos.
the NPC will announce that the player successfully killed thanatos and will be warped out in 3 minutes
then NPC will trigger 1 hr countdown to re-open again.
--- If player/s inside the map died
the NPC will kick the players to map and kill the thanatos without the drop.
and announce that the player didnt manage to kill thanatos
then NPC will trigger 1 hr countdown to re-open again.
Example:
Thanatos can be re-summon after 1 hr, then if 50mins past. The npc will announce Thanatos Summon will open in 10mins. So players will standby beside the npc to get till npc opens to summon thanatos.
Just to remove the time holding when summoning thanatos. Also to make anyone can kill thanatos
-
On 3/27/2020 at 12:02 PM, Zarbony said:Hey, i think this will work like that...
Just an Freestyle Script in this Forum Code snippet
I hope it will work, this is my Fast Solution,you can Improve this by Callfuncs to Config everything by typing the command once.
so you can Configure the Itemshower with the command itmshoconf
and let it rain with the command itemshower
the Items will Rain Around the Player Who use the command, so it isnt bind on an map.
The Command is only useable for GroupId 99 and Above so normal players wont see this in their command list
and in the Itemshower theres everytime an 1,7 random chance on whish place around the player who use the command the item will appear.
Please Test it before u use it and fix some errors
- script Sample -1,{ OnInit: bindatcmd "itemshower",strnpcinfo(0)+"::OnShower",99; //Fires The Configurated ItemShower bindatcmd "itmshoconf",strnpcinfo(0)+"::OnShowerC",99; //For Configurating the ItemShower end; OnShowerC: mes("Hey There, What would you do?"); switch(select("Change Item ID","Change Shower amount","Change Item Quantity","Nothing, Boy!")){ case 1: mes("Type in the Item ID!"); input .itemidIS; next; mes("The Item with the ID "+.itemidIS+" would "+getitemname(.itemidIS)+" is this correct?"); if(select("Yep!","Nope!")==1)close(); set .itemidIS,0; close(); case 2: mes("Type in the Shower amount!"); input .amount; next; mes("The Item Shower will rain about "+.amount+" is this correct?"); if(select("Yep!","Nope!")==2)close(); set .amount,.amount+1; close(); case 3: mes("Type in the Item Quantity every Item will Appear!"); input .quantityIS; next; mes("The Item Shower will drop every time "+.quantityIS+" items is this correct?"); if(select("Yep!","Nope!")==1)close(); set .quantityIS,0; close(); case 4: mes("Come back again if you need my help!Boy!"); close(); } end; OnShower: getmapxy(.@map$,.@mapx,.@mapy, UNITTYPE_PC, strcharinfo(0)); for(set .@i,0; .@i<.amount; .@i++){ .@r = rand (1,7); if(.@r == 1){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx,.@mapy; sleep2 50; } else if(.@r == 2){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx-1,.@mapy; sleep2 50; } else if(.@r == 3){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx-1,.@mapy-1; sleep2 50; } else if(.@r == 4){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx,.@mapy+1; sleep2 50; } else if(.@r == 5){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx+1,.@mapy; sleep2 50; } else if(.@r == 6){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx+1,.@mapy+1; sleep2 50; } else if(.@r == 7){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx,.@mapy+1; sleep2 50; } end; } end; }
- script Sample -1,{ OnInit: bindatcmd "itemshower",strnpcinfo(0)+"::OnShower",99; //Fires The Configurated ItemShower bindatcmd "itmshoconf",strnpcinfo(0)+"::OnShowerC",99; //For Configurating the ItemShower end; OnShowerC: mes("Hey There, What would you do?"); switch(select("Change Item ID","Change Shower amount","Change Item Quantity","Nothing, Boy!")){ case 1: mes("Type in the Item ID!"); input .itemidIS; next; mes("The Item with the ID "+.itemidIS+" would "+getitemname(.itemidIS)+" is this correct?"); if(select("Yep!","Nope!")==1)close(); set .itemidIS,0; close(); case 2: mes("Type in the Shower amount!"); input .amount; next; mes("The Item Shower will rain about "+.amount+" is this correct?"); if(select("Yep!","Nope!")==2)close(); set .amount,.amount+1; close(); case 3: mes("Type in the Item Quantity every Item will Appear!"); input .quantityIS; next; mes("The Item Shower will drop every time "+.quantityIS+" items is this correct?"); if(select("Yep!","Nope!")==1)close(); set .quantityIS,0; close(); case 4: mes("Come back again if you need my help!Boy!"); close(); } end; OnShower: getmapxy(.@map$,.@mapx,.@mapy, UNITTYPE_PC, strcharinfo(0)); for(set .@i,0; .@i<.amount; .@i++){ .@r = rand (1,7); if(.@r == 1){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx,.@mapy; sleep2 50; } else if(.@r == 2){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx-1,.@mapy; sleep2 50; } else if(.@r == 3){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx-1,.@mapy-1; sleep2 50; } else if(.@r == 4){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx,.@mapy+1; sleep2 50; } else if(.@r == 5){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx+1,.@mapy; sleep2 50; } else if(.@r == 6){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx+1,.@mapy+1; sleep2 50; } else if(.@r == 7){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx,.@mapy+1; sleep2 50; } end; } end; }
Hi! I just tried this~ itemshower configure works
but itemshower trigger isn't
I got this error
[Debug]: mapindex_name2id: Map "" not found in index list! [Error]: makeitem: creating map on unexistent map ''! [Debug]: Source (NPC): showerdrop (invisible/not on a map)
-
9 hours ago, Kenpachi said:Hi.
Add this:
// Required item ID/amount for morphing. .morpho_req_id = 501; .morpho_req_amount = 1;
// Required item ID/amount for morphing. .morpho_req_id = 501; .morpho_req_amount = 1;
Below:
// Equip IDs - Change these to the ID numbers of the hat you wish to designate as the Morphing hat .top_morpho = 25092; .mid_morpho = 25093; .low_morpho = 25094;
// Equip IDs - Change these to the ID numbers of the hat you wish to designate as the Morphing hat .top_morpho = 25092; .mid_morpho = 25093; .low_morpho = 25094;
And replace:
if (.@keyword$ == "upper" || .@keyword$ == "middle" || .@keyword$ == "lower") { if (.@keyword$ == "upper") { morpho_id_top = .@item_id; setlook(LOOK_HEAD_TOP, .@view_id); }
if (.@keyword$ == "upper" || .@keyword$ == "middle" || .@keyword$ == "lower") { if (.@keyword$ == "upper") { morpho_id_top = .@item_id; setlook(LOOK_HEAD_TOP, .@view_id); }
With:
if (.@keyword$ == "upper" || .@keyword$ == "middle" || .@keyword$ == "lower") { if (countitem(.morpho_req_id) < .morpho_req_amount) { dispbottom("---------------[Morpho Helper]---------------"); dispbottom(" "); dispbottom("You need " + .morpho_req_amount + "x " + getitemname(.morpho_req_id) + " for morphing."); dispbottom(" "); end; } delitem(.morpho_req_id, .morpho_req_amount); if (.@keyword$ == "upper") { morpho_id_top = .@item_id; setlook(LOOK_HEAD_TOP, .@view_id); }
if (.@keyword$ == "upper" || .@keyword$ == "middle" || .@keyword$ == "lower") { if (countitem(.morpho_req_id) < .morpho_req_amount) { dispbottom("---------------[Morpho Helper]---------------"); dispbottom(" "); dispbottom("You need " + .morpho_req_amount + "x " + getitemname(.morpho_req_id) + " for morphing."); dispbottom(" "); end; } delitem(.morpho_req_id, .morpho_req_amount); if (.@keyword$ == "upper") { morpho_id_top = .@item_id; setlook(LOOK_HEAD_TOP, .@view_id); }
~Kenpachi
This really works! can we also put like range? Like on old script
if((.@var1 >= 5001 && .@var1 <= 5859) || (.@var1 >= 60000 && .@var1 <= 61196)){
if((.@var1 >= 5001 && .@var1 <= 5859) || (.@var1 >= 30000 && .@var1 <= 31000)){
--I think 5001 to 5859 are Allowed Official Headgear ----- 30000 to 31000 are Allowed Custom Headgear-------
Any headgear you will morph within the range will be morphed. but if you morph 5860 or 31001 it will say
Sorry, this headgear was not designed for this headgear slot.
-
3 hours ago, Kenpachi said:Hi.
The ViewData-block in mob_db(2).conf is used to diguise a monser. (Former mob_avail.txt functionality.)Remove that block and use the monster's ID in npcidentity.lub. For example:
JT_SKOLL = 3067
JT_SKOLL = 3067
~Kenpachi
Thanks! didn't know that~ Do you know how can i increase maximum id for mobs? I tried using 7000+ ID it shows poring. I had to replace existing useless id below 4000 to make it work 😕
tried changing the mob.h
// Change this to increase the table size in your mob_db to accommodate a larger mob database. // Be sure to note that IDs 4001 to 4048 are reserved for advanced/baby/expanded classes. // Notice that the last 1000 entries are used for player clones, so always set this to desired value +1000 #define MAX_MOB_DB 20000
-
@Kenpachi sir, is it possible to add like a requirement item everytime time they will change the dyna look?
Example:
Dyna Upper
upper#5137 (Alice Doll)
then it will consume the "required item", if you dont have it will not change.
-
Hello, Is it possible to disable other arenas?
Like I only want enable the Rush,Conquest,CTF,TDM.. others will be disabled
-
I found this https://rathena.org/board/topic/85070-release-simplified-3rd-job-aura-collection/
But i dont know where to place the files.. Tried placing in effect folder, but nothing happens. Im using 2015-10-29a client
-
2 hours ago, Zhao Chow said:Just get the file of 3rd job aura then rename it, then replace the old default aura of 99 level into 3rd job
do you know where can i get it? and rename to aurafloat?
-
Anyone can help me make custom mob work?
When I tried to spawn the custom monster, the monster show only as poring with custom mob name..
I followed - https://herc.ws/wiki/Custom_Items#Item_Placement_on_Data_Folder_.28For_New_Clients.29
My Client Side Files
jobname.lub
[jobtbl.JT_ADDAX] = "addax", [jobtbl.JT_HOLLOW_PORING] = "Hollow_poring", [jobtbl.JT_KING_PORING] = "king_poring", [jobtbl.JT_PORING_ASSASSIN] = "poring_assassin", [jobtbl.JT_PORING_BLACKSMITH] = "poring_blacksmith", [jobtbl.JT_PORING_GM] = "poring_gm", [jobtbl.JT_PORING_HUNTER] = "poring_hunter", [jobtbl.JT_PORING_KNIGHT] = "poring_knight", [jobtbl.JT_PORING_PRIEST] = "poring_priest", [jobtbl.JT_PORING_WIZARD] = "poring_wizard", [jobtbl.JT_SKOLL] = "skoll", [jobtbl.JT_SKOLL_BABY] = "skoll_baby",
npcidentity.lub
JT_ADDAX = 7000, JT_HOLLOW_PORING = 7001, JT_KING_PORING = 7002, JT_PORING_ASSASSIN = 7003, JT_PORING_BLACKSMITH = 7004, JT_PORING_GM = 7005, JT_PORING_HUNTER = 7006, JT_PORING_KNIGHT = 7007, JT_PORING_PRIEST = 7008, JT_PORING_WIZARD = 7009, JT_SKOLL = 7010, JT_SKOLL_BABY = 7011,
Server Side File
mob_db2.txt
{ Id: 3067 SpriteName: "skoll" Name: "Skoll" Lv: 255 Hp: 25000000 Sp: 0 Exp: 39000 JExp: 30000 AttackRange: 2 Attack: [10975, 15030] Def: 50 Mdef: 50 Stats: { Str: 300 Agi: 300 Vit: 69 Int: 300 Dex: 300 Luk: 300 } ViewRange: 10 ChaseRange: 12 Size: "Size_Large" Race: "RC_Dragon" Element: ("Ele_Fire", 1) Mode: { CanMove: true CastSensorIdle: true CanAttack: true CastSensorChase: true ChangeChase: true ChangeTargetMelee: true ChangeTargetChase: true } MoveSpeed: 150 AttackDelay: 840 AttackMotion: 648 DamageMotion: 576 Drops: { } ViewData: { SpriteId: 7010 } },
Note that i have a working skoll.spr/act in my sprite/¸ó½ºÅÍ folder..
Am I missing something?
-
Anyone can knows how can i make the 3rd job aura with be at trans job server?
Here's the link on what aura im talking about.
-
13 hours ago, Zero Human said:Maybe I am wrong, but I think you are missing the sprites that are responsible for attacking.
Download SPR Conview and check out the sprites.
With actOR you can adjust/change the sprites if necessary.http://ratemyserver.net/index.php?page=download_tool
Hope this helps. Otherwise, contact Haziel
He is very friendly and trustworthy.I only have the sprite files from ¾ÆÀÌÅÛ folder, am I missing something? Sorry i dont know about adding weapons sprites 😕
-
1 minute ago, Zhao Chow said:Adding Custom Weapon needs the Following..
data/luafiles514/lua files/datainfo/weapontable.lub
Something like this, check each code where to place itWEAPONTYPE_Custom_Weapon = 110 [Weapon_IDs.WEAPONTYPE_Banryu] = "_32000" [Weapon_IDs.WEAPONTYPE_Custom_Weapon] = Weapon_IDs.WEAPONTYPE_SWORD
WEAPONTYPE_Custom_Weapon = 110 [Weapon_IDs.WEAPONTYPE_Banryu] = "_32000" [Weapon_IDs.WEAPONTYPE_Custom_Weapon] = Weapon_IDs.WEAPONTYPE_SWORD
Then in your item_db2.conf
{ Id: 32000 AegisName: "Custom_Weapon" Name: "Custom Weapon" Type: "IT_WEAPON" Buy: 20 Weight: 1000 Atk: 150 Range: 1 Loc: 2 Slots: 4 WeaponLv: 4 Subtype: "W_1HSWORD" Job: { Knight: true } Refine: true Script: <""> },
{ Id: 32000 AegisName: "Custom_Weapon" Name: "Custom Weapon" Type: "IT_WEAPON" Buy: 20 Weight: 1000 Atk: 150 Range: 1 Loc: 2 Slots: 4 WeaponLv: 4 Subtype: "W_1HSWORD" Job: { Knight: true } Refine: true Script: <""> },
Then in iteminfo.lua
[32000] = { unidentifiedDisplayName = "Custom Weapon", unidentifiedResourceName = "Custom_Weapon", unidentifiedDescriptionName = { "Unidentified item, can be identified with [Magnifier].", }, identifiedDisplayName = "Custom Weapon", identifiedResourceName = "Custom_Weapon", identifiedDescriptionName = { "" }, slotCount = 4, ClassNum = 110 },
[32000] = { unidentifiedDisplayName = "Custom Weapon", unidentifiedResourceName = "Custom_Weapon", unidentifiedDescriptionName = { "Unidentified item, can be identified with [Magnifier].", }, identifiedDisplayName = "Custom Weapon", identifiedResourceName = "Custom_Weapon", identifiedDescriptionName = { "" }, slotCount = 4, ClassNum = 110 },
ofcourse your sprite should be same name with what you put in weapontable.lub
Hi! Im confused with this
WEAPONTYPE_Custom_Weapon = 110
[Weapon_IDs.WEAPONTYPE_Banryu] = "_32000"
which one is the sprite name there?
If I have spritename like hellrevolver.spr/act
can you give me example using hellrevolver?
-
I tried mine, and its working properly also im using the updated herc.
-
I have followed on how to add the custom weapon here
My problem here the weapon is not showing its sprite.
I put the sprite to data/sprite/¾ÆÀÌÅÛ/
then created iteminfo and item_dbs the weapon. The weapon works fines the dropped, when equipped.
Just when attack the weapon is the normal sprite view. How can I make the show its own custom sprite?
-
Cant find that on my luafiles o-o can you share what translation you have?
-
I
Anyone can help me with this?
-
Use the latest hercules, it will fix the mob loot stutter too if you still didnt encounter.
-
Hello, I have a problem. The guild owner and member can still attack the emperium even they have it. anyone can help? I applied the 1.2 by @AnnieRuru
-
It fixed now, I used the updated plugin files..
-
Hello, anyone can help me edit this?
This is from Patskie
https://pastebin.com/raw/aCAbAM1E
I think possible to make the shower is only around the gm? like setting how many cell far around the gm
and make the item customizable ingame like @itemshower "item","qty"
-
Hello anyone can help me make scroll that summon specific monster?
example:
Ifrit Summon Scroll - Consumable item like bloody branch but it will only summon 1 ifrit
-
wrong script sorry
-
This works, thanks!
#ifndef RENEWAL sd->subrace[RC_FORMLESS] = min(sd->subrace[RC_FORMLESS], 50); sd->subrace[RC_UNDEAD] = min(sd->subrace[RC_UNDEAD], 50); sd->subrace[RC_BRUTE] = min(sd->subrace[RC_BRUTE], 50); sd->subrace[RC_PLANT] = min(sd->subrace[RC_PLANT], 50); sd->subrace[RC_INSECT] = min(sd->subrace[RC_INSECT], 50); sd->subrace[RC_FISH] = min(sd->subrace[RC_FISH], 50); sd->subrace[RC_DEMON] = min(sd->subrace[RC_DEMON], 50); sd->subrace[RC_DEMIHUMAN] = min(sd->subrace[RC_DEMIHUMAN], 50); sd->subrace[RC_ANGEL] = min(sd->subrace[RC_ANGEL], 50); sd->subrace[RC_DRAGON] = min(sd->subrace[RC_DRAGON], 50); sd->subrace[RC_PLAYER] = min(sd->subrace[RC_PLAYER], 50); sd->subrace[RC_BOSS] = min(sd->subrace[RC_BOSS], 50); sd->subrace[RC_NONBOSS] = min(sd->subrace[RC_NONBOSS], 50); #endif
[Release] ExtendedBG for Hercules (with eAmod BG modes)
in Projects
Posted
Anyone? I can't the pvp mapflag o-o