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bWolfie

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Everything posted by bWolfie

  1. Have you double checked your syntax and such? If you are getting unknown item it usually means one of two things. 1. Your ID is not matching that in your item_db.conf. 2. Your itemInfo is not arranged properly. Have you checked there is not another itemInfo your client is trying to read? [501] = { unidentifiedDisplayName = "Item Name", unidentifiedResourceName = "name_of_sprite_in_grf", unidentifiedDescriptionName = { "This is a description.", }, identifiedDisplayName = "Item Name", identifiedResourceName = "name_of_sprite_in_grf", identifiedDescriptionName = { "This is a description.", }, slotCount = 0, ClassNum = 0 },
  2. Not sure whether it reads data folder or grf first. You can diff it with nemo patcher to choose these options.
  3. What I Received: Recolours/Redesigns of existing items & Original Misc. items (no headgears or weapons). At first, there was a long delay, caused by supposed internet outage. After two and a half weeks I finally received some sort of "I still exist" message. ○ The finished product is a 10/10. While I had to wait a long time, with no explanation, I am still happy. ○ Haziel has great interaction skills. I gave him a base to work from, and he was able to create interesting concepts seemingly off the top of his head. ○ Not taking into account finished products, his design skills are obviously above average. Literally minutes after giving my input/criticism, he was able to come up with something new - be it shading, lighting or recolouring - he had it covered. ○ Price - I don't know what the going rates are, though, I believe what I paid was a fair price for the work put in. Thanks Haziel. Hope we may hire you in the future.
  4. I don't know how this script works, but some ideas you could try: - Look into npc timers. - Look into how the Endless Tower timer work, that could be helpful.
  5. Cool Down gives a fixed cool cool down in milliseconds which cannot be changed by any means. Perhaps you should look into the source code of skills with delays to see what you can do. I think Focused Arrow Strike (Sniper skill) may have an off delay not affected by cards such as Kiel?
  6. Use the cooldown feature in skill_cast_db.txt
  7. // ======================= Configuration HERE ============================= .map$ = "vend_zone"; // map setarray .@x, 56,59,62,65,68,71,74,77,80,83,86,89,92,95,104,107,110,113,116,119,122,125,128,131,134,137,140,143; // x coordinates setarray .@y, 140,145,113,0; // y coordinates .@x = all the possible x coordinates. This means any cells listed here are acceptable.] .@y = all the possibly y coordinates. These work like multiplication. Example, the x coordinate of 56 can also possess the y coordinate 140, 145, 113 and 0. Meaning these cells are acceptable. 56,140 56,145 56,113 56,0 At least I think that's how it works. Haven't used this script before.
  8. word of advice, Can you please look into formatting this post? Cause I have no idea what's going on.
  9. You would have to rewrite the npc. I think the way it's set up is quite nice.
  10. Before they change class, put in a callsub or an area to check job and what item they'll get. Idk if this is what you're after. e.g. //earlier in script mes "Change to <class>?"; next; menu "Yes",-,"No",L_No; callsub L_ItemGive; jobchange Job_Placeholder; close; //later in script L_ItemGive: if (Class == Job_Swordman) getitem 1404,1; if (Class == Job_Thief) getitem 1207; return; If you want them to receive an item depending on their new class, put callsub after jobchange.
  11. Thank you so much for your continued hard work @@raPalooza~ Grateful to have people like you still in the community.
  12. I don't know about the bonus bDefRatioAtkClass, but you could use the autobonus function to randomly generate an attack value. . autobonus "{ bonus bBaseAtk,rand(-100,100); }",10000,100,BF_WEAPON; While dealing a physical attack, 100% chance to increase atk by anywhere between -100 and 100 for 1 second. Don't even know if this works, just something I thought of. Also probably not particularly useful, since it would require the character to deal a hit before taking effect rand function, dunno how that works in bonuses.
  13. 1. Choose eA formula. 2. Enter your multiplicator and factor. You can find these on rathena's job_db1 I think. 3. This was meant to be 4, tick this last. 4. Enter your level. Do this before 3. The example here I put some random numbers in but you see it will generate them for you.
  14. I guess make an npc that can exchange it for a pet? Dunno, maybe there is already one in the game. prontera,x,y,z script Pet Exchange 4_F_NPC,{ .@name$ = "[Pet Exchange]"; if (countitem (6116) >= 1) { mes .@name$; mes "Would you like to exchange your coupon for a Succubus?"; next; .@menu = select("Yes:No); switch(.@menu) { case 1: delitem 6116,1; getitem 9055,1; close; case 2: close; } else { end; } }
  15. You have to readjust your hp/sp tables in pre-re/job_db.conf Use this tool to do so. http://herc.ws/board/files/file/202-hercules-hpsp-table-generator/
  16. For items you use pre-re/item_db.conf and also use pre-renewal itemInfo.lub.
  17. something like this using if .@item equals your id. prontera,209,229,5 script Item Giver 106,{ mes "[Item Giver]"; mes "Please input the ITEM NUMBER that you want to receive."; mes " "; mes "You could use @ii <item name> to look for it or browse at ratemyserver.net"; input .@itemnum; next; if (.@itemnum == 5377 || .@itemnum == 5374) { mes "[Item Giver]"; mes "You cannot use " + getitemname(.@itemnum) + "."; close; } else { next; mes "[Item Giver]"; mes "How many pieces of this item do you want to receive?"; input .@itemcount; next; mes "[Item Giver]"; mes "Here you go! Come again!"; getitem .@itemnum,.@itemcount; close; end; } } Also if you want, instead of "How many pieces of this item do you want to receive, you can do the following to show the name. mes "How many pieces of " + getitemname(.@itemnum) + " do you want to receive?";
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