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Everything posted by bWolfie
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It's cause you have their type set as 4, Weapon. You should use type 5, Armor. View IDs for weapons have to be these listings here:
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It needs a close like I mentioned in my post edit. Also, change all cases of BaseClass to BaseJob
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Not sure how linking works, but hoping this is good enough: http://pastebin.com/uX9uigAu //===== Hercules Script ====================================== //== Thirds Freebies ========================================= //===== By: ================================================== //== True Zeal =============================================== //===== Description: ========================================= //== Links for Zeny //============================================================ prontera,150,150,3 script Link 4 Zeny 4_F_ELEPHANT,{ // Set name of npc to that of it's NPC name (Link 4 Zeny) .@name$ = "[" + strcharinfo(1) + "]"; // Sets price in zeny .price = 100000; // Sets effect sprite .effect = 503; mes .@name$; mes "Would you like to be linked? Costs " + .price + "z.;"; next; switch(select("Yes:No")){ case 1: if (Zeny >= .price) { Zeny -= .price; skilleffect .effect,0; sc_start SC_SOULLINK,350000,5; close; } else { mes .@name$; mes "You don't have enough zeny!"; close; } break; case 2: close; break; } }
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Sorry, another error. Please change mes "I see you are a " + Class + ","; to mes "I see you are a " + jobname(Class) + ",";
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Dedicated hosting for international server.
bWolfie replied to Fou-lu's question in General Server Support
vultr.com are good -
Here: http://pastebin.com/yGXMGypV Hope it works for you Edit: sorry, after this line you need to add a close; //===== Hercules Script ====================================== //== Thirds Freebies ========================================= //===== By: ================================================== //== True Zeal =============================================== //===== Description: ========================================= //== Gives free hats one time depending on your job //============================================================ prontera,150,150,3 script Item Giver 4_F_ELEPHANT,{ .@name$ = "[" + strcharinfo(1) + "]"; if (L_ClaimedThirdFreebies == 1) { mes .@name$; mes "Sorry, you already claimed your freebies!"; } if (BaseClass == Job_Rune_Knight) { .@item1 = 5746; .@item2 = 15002; .@item3 = 2140; .@item4 = 2795; .@4items = 1; } else if (BaseClass == Job_Warlock) { .@item1 = 2795; .@item2 = 5753; } else if (BaseClass == Job_Ranger) { .@item1 = 5748; .@item2 = 2795; } else if (BaseClass == Job_Mechanic) { .@item1 = 2795; .@item2 = 5749; } else if (BaseClass == Job_Guillotine_Cross) { .@item1 = 5755; .@item2 = 2795; } else if (BaseClass == Job_Arch_Bishop) { .@item1 = 5747; .@item2 = 2795; } else if (BaseClass == Job_Royal_Guard) { .@item1 = 5757; .@item2 = 2795; } else if (BaseClass == Job_Sorcerer) { .@item1 = 5756; .@item2 = 2795; } else if (BaseClass == Job_Wanderer) { .@item1 = 5758; .@item2 = 2795; } else if (BaseClass == Job_Minstrel) { .@item1 = 5751; .@item2 = 2795; } else if (BaseClass == Job_Genetic) { .@item1 = 5752; .@item2 = 2795; } else if (BaseClass == Job_Shadow_Chaser) { .@item1 = 2795; .@item2 = 5750; .@item3 = 6121; .@item4 = 6122; .@4items = 1; } else if (BaseClass == Job_Sura) { .@item1 = 5754; .@item2 = 2795; } else { mes .@name$; mes "Sorry, I only give freebies to third jobs."; close; } mes .@name$; mes "I see you are a " + Class + ","; next; getitem .@item1,1; getitem .@item2,2; if (.@4items == 1) { getitem .@item3,1; getitem .@item4,1; } L_ClaimedThirdFreebies = 1; mes .@name$; mes "Take these items."; close; }
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http://haru.ws/scriptchecker/ Hi all, This is not a release and it's not mine either. I just wanted to alert people to this awesome piece of work by Haru. You just paste your script and it'll error-check for you! Been here for 8 months and never heard of this till now. Mods feel free to move this. I just want all to know about this as I haven't seen it anywhere on these forums. Should be a pinned post by Haru himself!
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Hi, Wonder if anybody knows what are the differences between the two BGs in the Herc trunk? i.e. npc/battleground & npc/custom/battleground Thanks
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<p>nvm sorry i figured my error out through the power of google </p> <p> </p>
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Just downloaded this. Makes me very happy
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go jupeto go!!! we love u
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This should do the trick: http://pastebin.com/LW96X5dV By default (OnInit), the warp will not show. At 0000, the script will enable the warp (called 'warp kicker'). After 5 minutes (OnTimer300000), the warp will be disabled. And everyone from izlude 0 0 to izlude 300 300 will be warped to amatsu 200 200. edit: please change FAKENPC to FAKE_NPC - script Warp Kicker FAKE_NPC,{ OnClock0000: enablenpc "warpkicker"; hideoffnpc "warpkicker"; initnpctimer; end; //After 5 minutes OnTimer300000: disablenpc "warpkicker"; hideonnpc "warpkicker"; areawarp "izlude",0,0,300,300,"amatsu",200,200; stopnpctimer; end; OnInit: disablenpc "warpkicker"; hideonnpc "warpkicker"; end; } prontera,150,150,0 warp warpkicker 2,2,izlude,150,50
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[Guide] Create your server & Client (2016/08)
bWolfie replied to Monsieur Panda's question in General Server Support
amazing sir -
I think this happens when your grf is encrypted and can only be read when using a certain client name. E.g. if you told GRF editor to encrypt myRO.grf and it can only be read by a client with the name of "MyRO.exe".
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Yes sir. Would love one for xenforo.
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Under OnMobKilled: in the winner's bit, that specific script will be attached to the player who killed the winning poring. So you can attach any winning script you want there. Something like this would work. - script poringwin -1,{ OnMobKilled: dispbottom "Poring : Congratulations. You've got me."; //set PORING,1; // You can remove this line I think, since it's only needed for talking to the NPC. atcommand "@doommap"; killmonster "poring_w01","All"; sleep2 1000; // Slight delay so it doesn't feel weird mapannounce "poring_w01","Poring Catcher : " + strcharinfo(0) + " got the winning poring!",0; // This one announces the winner's name to map. hideoffnpc "Poring Catcher#evnt2"; sleep2 2000; // Another delay so it doesn't feel weird getitem item_id,item_amount; dispbottom "Poring: Here are x y's. Enjoy!"; sleep2 1000; // another delay so it feels natural warp "prontera",156,188; end; }
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A cool function would be if it could be switched on and off by players through an @command. Since sometimes the space used can be annoying if you're not using it.
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skill_db.txt need further explanations
bWolfie replied to Promeister's question in Client-Side Support
0x03 comes from combining two values. It happens in a lot of the db files. 0x01 + 0x02 = 0x03 So Sight is a no damage skill which also has splash area. Whenever you see colon ( : ) in the skill files, it relates to the variable being used in relation to the skill level. In your example (Fire Bolt), 1:2:3:4:5:6:7:8:9:10 is telling the file how many hits to do for each corresponding level. It also works for skill_cast_db. For example, if you wanted Heal to have a different cool down for each level: //-- AL_HEAL 28,0,1000,0,0,0,0:100:200:300:400:500:600:700:800:900 This would give it a 0.1s (lv2) cooldown, 0.2s (lv3) cooldown, and so forth. To make the skill unavailable to select: I'm not sure about older clients, but on new clients you can go to the following lua file in your GRF, data/luafiles514/luafiles/skillinfoz/skillinfolist.lub Search for the skill you want and change bSeperateLv = true, to bSeperateLv = false, -
[2016-08-20] Configuration files converted to libconfig
bWolfie replied to Haru's topic in Repository News
yahoo -
What value do I need to reset for Endless Tower timer?
bWolfie replied to bWolfie's question in Script Support
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As title says - I want to make an npc that can reset your endless tower timer. Which values do I need to set for this? Thanks
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Haru we love u i have nothing better to contribute than that.