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[Error]: script error in file 'stylist.txt' line 23 column 26 parse_line: need ';' 20: .@lookpart = .@part = .look[.@choose]; 21: if ( BaseClass == Job_Summoner ) 22: .@part += Job_Summoner; * 23: .@revert = .@i = inarray( getd(".list"+ .@part), getlook( .@lookpart ) ); ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^ 24: while ( true ) { 25: setlook .@lookpart, getd(".list"+ .@part +"["+ .@i +"]"); 26: showscript "This is style #"+ getd(".list"+ .@part +"["+ .@i +"]") +".", getcharid(3), SELF; Git revision (src): '52abec06442607fca319a8309d26674871b25b53'
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Tupac reacted to a post in a topic: [Release] ExtendedBG for Hercules (with eAmod BG modes)
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-- phpMyAdmin SQL Dump -- version 4.6.6deb5 -- https://www.phpmyadmin.net/ -- -- Host: localhost:3306 -- Tempo de geração: 01/03/2019 às 23:27 -- Versão do servidor: 10.1.37-MariaDB-0+deb9u1 -- Versão do PHP: 7.0.33-0+deb9u1 SET SQL_MODE = "NO_AUTO_VALUE_ON_ZERO"; SET time_zone = "+00:00"; /*!40101 SET @OLD_CHARACTER_SET_CLIENT=@@CHARACTER_SET_CLIENT */; /*!40101 SET @OLD_CHARACTER_SET_RESULTS=@@CHARACTER_SET_RESULTS */; /*!40101 SET @OLD_COLLATION_CONNECTION=@@COLLATION_CONNECTION */; /*!40101 SET NAMES utf8mb4 */; -- -- Banco de dados: `ragnarok` -- -- -------------------------------------------------------- -- -- Estrutura para tabela `cp_vfp_logs` -- CREATE TABLE `cp_vfp_logs` ( `id` int(11) NOT NULL, `sites_id` int(11) NOT NULL, `timestamp_expire` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP, `timestamp_voted` timestamp NOT NULL DEFAULT '0000-00-00 00:00:00', `ipaddress` varchar(155) NOT NULL, `account_id` int(11) NOT NULL ) ENGINE=MyISAM DEFAULT CHARSET=latin1; -- -- Fazendo dump de dados para tabela `cp_vfp_logs` -- INSERT INTO `cp_vfp_logs` (`id`, `sites_id`, `timestamp_expire`, `timestamp_voted`, `ipaddress`, `account_id`) VALUES (8, 4, '2019-03-02 08:23:53', '2019-03-01 20:23:53', '189.21.164.155', 2000000); -- -------------------------------------------------------- -- -- Estrutura para tabela `cp_vfp_sites` -- CREATE TABLE `cp_vfp_sites` ( `id` int(11) NOT NULL, `votename` varchar(25) NOT NULL, `voteurl` varchar(255) NOT NULL, `voteinterval` int(11) NOT NULL, `votepoints` int(11) NOT NULL, `imgname` varchar(255) DEFAULT NULL, `imgurl` varchar(255) DEFAULT NULL, `datetime_created` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP ) ENGINE=MyISAM DEFAULT CHARSET=latin1; -- -- Fazendo dump de dados para tabela `cp_vfp_sites` -- INSERT INTO `cp_vfp_sites` (`id`, `votename`, `voteurl`, `voteinterval`, `votepoints`, `imgname`, `imgurl`, `datetime_created`) VALUES (4, 'Topragnarok', 'https://topragnarok.com.br/vote/22420', 12, 1, NULL, 'https://topragnarok.com.br/topragnarokbrasil.gif', '2019-03-01 20:10:04'); -- -- Índices de tabelas apagadas -- -- -- Índices de tabela `cp_vfp_logs` -- ALTER TABLE `cp_vfp_logs` ADD PRIMARY KEY (`id`); -- -- Índices de tabela `cp_vfp_sites` -- ALTER TABLE `cp_vfp_sites` ADD PRIMARY KEY (`id`); -- -- AUTO_INCREMENT de tabelas apagadas -- -- -- AUTO_INCREMENT de tabela `cp_vfp_logs` -- ALTER TABLE `cp_vfp_logs` MODIFY `id` int(11) NOT NULL AUTO_INCREMENT, AUTO_INCREMENT=9; -- -- AUTO_INCREMENT de tabela `cp_vfp_sites` -- ALTER TABLE `cp_vfp_sites` MODIFY `id` int(11) NOT NULL AUTO_INCREMENT, AUTO_INCREMENT=5; /*!40101 SET CHARACTER_SET_CLIENT=@OLD_CHARACTER_SET_CLIENT */; /*!40101 SET CHARACTER_SET_RESULTS=@OLD_CHARACTER_SET_RESULTS */; /*!40101 SET COLLATION_CONNECTION=@OLD_COLLATION_CONNECTION */; My tables "cp_vfp_logs, cp_vfp_sites"
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I have table in mysql
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fluxcp rathena addon: https://github.com/darrensapalo/FluxCP_Addons-VoteForPoints Click vote site error. logs: <?php exit('Forbidden'); ?> [2019-02-28 19:47:58] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist [2019-02-28 19:47:58] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist [2019-02-28 19:47:58] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist [2019-02-28 19:47:58] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist [2019-02-28 19:47:58] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist [2019-02-28 19:47:58] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist [2019-02-28 19:47:58] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist [2019-02-28 19:47:58] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist [2019-02-28 19:48:00] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist [2019-02-28 19:48:00] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist [2019-02-28 19:48:00] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist [2019-02-28 19:48:00] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist [2019-02-28 19:48:00] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist [2019-02-28 19:48:00] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist [2019-02-28 19:48:00] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist [2019-02-28 19:48:00] [SQLSTATE=42S02] Err 1146: Table 'ragnarok.ragnarok.cp_vfp_logs' doesn't exist
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Galera, algum de vocês usa o Google cloud? Centos ou debian 9 STRECH. Estou tentdo dificuldades para instalar e utilizar o phpmyadmin sigo os passos da wiki do rathena porém quando dou HTTP://meuip/phpmyadmin não abre nada.
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Galera estou com este script: //===== rAthena Script ======================================= //= Malangdo Costume Enchant //===== Changelogs: ========================================== //= 1.0 First version. [Slyx] //= 1.1 Enable overlapping enchant (need confirmation). [Slyx] //= 1.2 Optimized and add new costumes //============================================================ prontera,156,196,5 script Aver De Dosh 505,{ disable_items; mes "[Aver De Dosh]"; mes "Hello and welcome to Costume Enchant Shop."; mes "My name is Aver De Dosh and I am here to enchant your costume headgears."; next; mes "[Aver De Dosh]"; mes "Bring me the required enchant stones and the selected costume headgears so that I can complete the upgrade for you!"; next; switch (select ("Apply Ability", "End Conversation")) { case 1: mes "[Aver De Dosh]"; mes "What part of costume headgear do you want to strengthen?"; next; switch (select ("Costume Upper Headgear", "Costume Middle Headgear", "Costume Lower Headgear")) { case 1: .@equip_id = getequipid(EQI_COSTUME_HEAD_TOP); switch (.@equip_id) { case 19597: case 19602: case 19608: case 19654: case 19677: case 19712: case 19721: case 19840: case 19876: case 19884: case 19907: case 19915: case 20007: case 20008: case 20009: case 20011: case 20012: case 20018: case 20036: case 20038: case 20113: case 20160: case 20227: case 20266: case 20273: case 20278: case 20377: case 20398: case 20317: case 20449: case 20450: case 20451: case 20491: case 20495: case 20496: case 20498: case 20499: case 31027: case 31028: case 31040: case 31041: case 31042: case 31043: case 31044: case 31045: case 31046: case 31048: case 31062: case 31068: case 31092: case 31123: case 31160: case 31163: case 31165: case 31166: case 31182: case 31185: case 31188: case 31190: case 31119: case 31392: case 31394: case 31396: case 31397: case 31405: case 31448: case 31573: case 31560: case 31562: case 31564: case 31565: break; case -1: mes "[Aver De Dosh]"; mes "Are you wearing the item?"; close; default: mes "[Aver De Dosh]"; mes "This is not the right costume upper headgear."; close; } .@equip_name$ = getequipname(EQI_COSTUME_HEAD_TOP); setarray .@card[0], getequipcardid(EQI_COSTUME_HEAD_TOP,0), getequipcardid(EQI_COSTUME_HEAD_TOP,1), getequipcardid(EQI_COSTUME_HEAD_TOP,2), getequipcardid(EQI_COSTUME_HEAD_TOP,3); setarray .@stone[0], 6636, //str +1 6637, //int +1 6638, //agi +1 6639, //dex +1 6640, //vit +1 6641, //luk +1 6716, //crit +1 6790, //largesize +1% 6791, //medsize +1% 6792, //smallsize +1% 6943, //atk +1% 6944, //matk +1% 25000, //spdrain +1% 25068; //aspd +1 setarray .@enchant[0], 4700, //str +1 4710, //int +1 4730, //agi +1 4720, //dex +1 4740, //vit +1 4750, //luk +1 4926, //crit +1 4936, //largesize +1% 4937, //medsize +1% 4938, //smallsize +1% 4882, //atk +1% 4883, //matk +1% 4993, //spdrain +1% 4807; //aspd +1 setarray .@enchant_list$[0], "STR Stone", "INT Stone", "AGI Stone", "DEX Stone", "VIT Stone", "LUK Stone", "CRIT Stone", "Big Stone", "Medium Stone", "Small Stone", "ATK Stone", "MATK Stone", "SP Absorption Stone", "ASPD Stone"; mes "[Aver De Dosh]"; mes "Wow~ This ^0000FF"+getitemname (.@equip_id)+"^000000 looks perfect on you!!!"; mes "What kind of stone do you want to use for the upgrade?"; next; for (.@a = 0; .@a < getarraysize(.@enchant_list$); ++.@a) .@menu$ += .@enchant_list$[.@a] + " " + "(" + countitem(.@stone[.@a]) + " " + "Left" + ")" + ":"; .@type = select (.@menu$) - 1; mes "^FF0000[WARNING]^000000"; mes "------------------------"; mes "^FF0000I am going to implement the special effect of "+getitemname (.@stone[.@type])+" on your costume upper headgear.^000000"; mes "------------------------"; mes "^FF0000This upgrade has a success rate of 50%.^000000"; mes "------------------------"; mes "^FF0000The costume will not be destroyed upon failure but the enchant stone will be consumed.^000000"; mes "------------------------"; mes "^FF0000Any previous ability on this costume will be removed upon success.^000000"; mes "------------------------"; mes "^FF0000Are you sure about enchanting this costume?^000000"; next; if (select( "Yes", "No" ) == 2) close; if (countitem(.@stone[.@type]) < 1) { mes "[Aver De Dosh]"; mes "You do not have adequate quantity of ^0000FF"+getitemname (.@stone[.@type])+".^000000"; close; } //Need confirmation:Enchants can be overlapped? /* if (.@card[0] > 0) { mes "[Aver De Dosh]"; mes "Your ^0000FF"+getitemname (.@equip_id)+"^000000 is already enchanted."; close; } */ delitem .@stone[.@type],1; if (rand (1,100) < 50) { mes "[Aver De Dosh]"; mes "Oh No!!! I failed to enchant it!!"; mes "Better luck next time!!"; close; } else { delequip EQI_COSTUME_HEAD_TOP; getitem2 .@equip_id,1,1,0,0,.@enchant[.@type],.@card[1],.@card[2],.@card[3]; mes "[Aver De Dosh]"; mes "Wow....Elegance!!"; mes "This is perfect...Wow.."; close; } case 2: .@equip_id = getequipid(EQI_COSTUME_HEAD_MID); switch (.@equip_id) { case 19603: case 20005: case 20010: case 20145: case 20146: case 20147: case 20149: case 20314: case 20318: case 20430: case 31047: case 31120: case 31122: case 31146: case 31167: case 31168: case 31183: case 31184: case 31186: case 31187: case 31391: case 31398: case 31399: case 20246: case 31449: case 31463: case 31561: case 31563: case 31574: break; case -1: mes "[Aver De Dosh]"; mes "Are you wearing the item?"; close; default: mes "[Aver De Dosh]"; mes "This is not the right costume middle headgear."; close; } .@equip_name$ = getequipname(EQI_COSTUME_HEAD_MID); setarray .@card[0], getequipcardid(EQI_COSTUME_HEAD_MID,0), getequipcardid(EQI_COSTUME_HEAD_MID,1), getequipcardid(EQI_COSTUME_HEAD_MID,2), getequipcardid(EQI_COSTUME_HEAD_MID,3); setarray .@stone[0], 6945, //str +1 6946, //int +1 6947, //agi +1 6948, //dex +1 6949, //vit +1 6950, //luk +1 6642, //atk +1% 6643, //matk +1% 6717, //hp +50 6742, //recoverhp +10 10s 6743, //maxhp +1% 6744; //maxsp +1% setarray .@enchant[0], 4700, //str +1 4710, //int +1 4730, //agi +1 4720, //dex +1 4740, //vit +1 4750, //luk +1 4882, //atk +1% 4883, //matk +1% 4927, //hp +50 4931, //recoverhp +10 10s 4861, //maxhp +1% 4929; //maxsp +1% setarray .@enchant_list$[0], "STR Stone", "INT Stone", "AGI Stone", "DEX Stone", "VIT Stone", "LUK Stone", "ATK Stone", "MATK Stone", "HP+50 Stone", "Recovery Stone", "HP+1% Stone", "SP+1% Stone"; mes "[Aver De Dosh]"; mes "Wow~ This ^0000FF"+getitemname (.@equip_id)+"^000000 looks perfect on you!!!"; mes "What kind of stone do you want to use for the upgrade?"; next; for (.@a = 0; .@a < getarraysize(.@enchant_list$); ++.@a) .@menu$ += .@enchant_list$[.@a] + " " + "(" + countitem(.@stone[.@a]) + " " + "Left" + ")" + ":"; .@type = select (.@menu$) - 1; mes "^FF0000[WARNING]^000000"; mes "------------------------"; mes "^FF0000I am going to implement the special effect of "+getitemname (.@stone[.@type])+" on your costume middle headgear.^000000"; mes "------------------------"; mes "^FF0000This upgrade has a success rate of 50%.^000000"; mes "------------------------"; mes "^FF0000The costume will not be destroyed upon failure but the enchant stone will be consumed.^000000"; mes "------------------------"; mes "^FF0000Any previous ability on this costume will be removed upon success.^000000"; mes "------------------------"; mes "^FF0000Are you sure about enchanting this costume?^000000"; next; if (select( "Yes", "No" ) == 2) close; if (countitem(.@stone[.@type]) < 1) { mes "[Aver De Dosh]"; mes "You do not have adequate quantity of ^0000FF"+getitemname (.@stone[.@type])+".^000000"; close; } //Need confirmation:Enchants can be overlapped? /* if (.@card[1] > 0) { mes "[Aver De Dosh]"; mes "Your ^0000FF"+getitemname (.@equip_id)+"^000000 is already enchanted."; close; } */ delitem .@stone[.@type],1; if (rand (1,100) < 50) { mes "[Aver De Dosh]"; mes "Oh No!!! I failed to enchant it!!"; mes "Better luck next time!!"; close; } else { delequip EQI_COSTUME_HEAD_MID; getitem2 .@equip_id,1,1,0,0,.@card[0],.@enchant[.@type],.@card[2],.@card[3]; mes "[Aver De Dosh]"; mes "Wow....Elegance!!"; mes "This is perfect...Wow.."; close; } case 3: .@equip_id = getequipid(EQI_COSTUME_HEAD_LOW); switch (.@equip_id) { /*case 5914:*/ case 19513: case 19514: case 19552: case 19553: case 19584: case 19604: case 19636: case 19764: case 19783: case 19785: case 19952: case 20034: case 20071: case 20132: case 20285: case 20315: case 20363: case 20370: case 20405: case 20407: case 20497: case 31029: case 31055: case 31087: case 31121: case 31162: case 31164: case 31181: case 31189: case 31393: case 31395: case 31399: case 31438: case 31453: case 31572: case 31575: case 31559: case 31566: break; case -1: mes "[Aver De Dosh]"; mes "Are you wearing the item?"; close; default: mes "[Aver De Dosh]"; mes "This is not the right costume lower headgear."; close; } .@equip_name$ = getequipname(EQI_COSTUME_HEAD_LOW); setarray .@card[0], getequipcardid(EQI_COSTUME_HEAD_LOW,0), getequipcardid(EQI_COSTUME_HEAD_LOW,1), getequipcardid(EQI_COSTUME_HEAD_LOW,2), getequipcardid(EQI_COSTUME_HEAD_LOW,3); setarray .@stone[0], 6644, //hit +1 6645, //flee +1 6718, //sp +10 6951; //hp +1% setarray .@enchant[0], 4884, //hit +1 4859, //flee +1 4928, //sp +10 4861; //hp +1% setarray .@enchant_list$[0], "HIT Stone", "FLEE Stone", "SP+10 Stone", "HP+1% Stone"; mes "[Aver De Dosh]"; mes "Wow~ This ^0000FF"+getitemname (.@equip_id)+"^000000 looks perfect on you!!!"; mes "What kind of stone do you want to use for the upgrade?"; next; for (.@a = 0; .@a < getarraysize(.@enchant_list$); ++.@a) .@menu$ += .@enchant_list$[.@a] + " " + "(" + countitem(.@stone[.@a]) + " " + "Left" + ")" + ":"; .@type = select (.@menu$) - 1; mes "^FF0000[WARNING]^000000"; mes "------------------------"; mes "^FF0000I am going to implement the special effect of "+getitemname (.@stone[.@type])+" on your costume lower headgear.^000000"; mes "------------------------"; mes "^FF0000This upgrade has a success rate of 50%.^000000"; mes "------------------------"; mes "^FF0000The costume will not be destroyed upon failure but the enchant stone will be consumed.^000000"; mes "------------------------"; mes "^FF0000Any previous ability on this costume will be removed upon success.^000000"; mes "------------------------"; mes "^FF0000Are you sure about enchanting this costume?^000000"; next; if (select( "Yes", "No" ) == 2) close; if (countitem(.@stone[.@type]) < 1) { mes "[Aver De Dosh]"; mes "You do not have adequate quantity of ^0000FF"+getitemname (.@stone[.@type])+".^000000"; close; } //Need confirmation:Enchants can be overlapped? /* if (.@card[2] > 0) { mes "[Aver De Dosh]"; mes "Your ^0000FF"+getitemname (.@equip_id)+"^000000 is already enchanted."; close; } */ delitem .@stone[.@type],1; if (rand (1,100) < 50) { mes "[Aver De Dosh]"; mes "Oh No!!! I failed to enchant it!!"; mes "Better luck next time!!"; close; } else { delequip EQI_COSTUME_HEAD_LOW; getitem2 .@equip_id,1,1,0,0,.@card[0],.@card[1],.@enchant[.@type],.@card[3]; mes "[Aver De Dosh]"; mes "Wow....Elegance!!"; mes "This is perfect...Wow.."; close; } } case 2: mes "[Aver De Dosh]"; mes "Alright, come again when you have changed your mind."; close; } } mal_in01,20,107,2 script Lace La Zard 614,{ disable_items; mes "[Lace La Zard]"; mes "Welcome to Fashion Stone!!"; mes "My name is Lace La Zard who will make your 'Power Shoulder' dream come true."; next; mes "[Lace La Zard]"; mes "Bring your Costume Garment and Garment Stone, I will complete the perfect upgrade for you!"; mes "I found this formula while working on my own humble body upgrading."; next; switch (select ("Apply Ability", "End Conversation")) { case 1: .@equip_id = getequipid(EQI_COSTUME_GARMENT); switch (.@equip_id) { case 20500: case 20502: case 20504: case 20507: case 20509: case 20510: case 20511: case 20512: case 20516: case 20600: case 20727: case 20730: case 20737: case 20746: case 20761: case 20762: case 20763: case 20764: break; case -1: mes "[Lace La Zard]"; mes "Are you wearing the item?"; close; default: mes "[Lace La Zard]"; mes "I am sorry. Please wear the proper costume garment."; close; } .@equip_name$ = getequipname(EQI_COSTUME_GARMENT); .@refine = getequiprefinerycnt(EQI_COSTUME_GARMENT); setarray .@card[0], getequipcardid(EQI_COSTUME_GARMENT,0), getequipcardid(EQI_COSTUME_GARMENT,1), getequipcardid(EQI_COSTUME_GARMENT,2), getequipcardid(EQI_COSTUME_GARMENT,3); setarray .@stone[0], 6908, //aspd +1 6963, //hpdrain 1% 6964; //spdrain 1% setarray .@enchant[0], 4807, //aspd +1 4992, //hpdrain 1% 4993; //spdrain 1% setarray .@enchant_list$[0], "ASPD Stone", "HP Absorption Stone", "SP Absorption Stone"; mes "[Lace La Zard]"; mes "Wow ^0000FF" + .@equip_name$ + "!!!^000000. You got some sense there don't you?"; mes "Great!!! I'm fully ready for this upgrade."; next; for (.@a = 0; .@a < getarraysize(.@enchant_list$); ++.@a) .@menu$ += .@enchant_list$[.@a] + " " + "(" + countitem(.@stone[.@a]) + " " + "Left" + ")" + ":"; .@type = select (.@menu$) - 1; mes "^FF0000[WARNING]^000000"; mes "------------------------"; mes "^FF0000I am going to implement the special effect of "+getitemname (.@stone[.@type])+" on your costume garment.^000000"; mes "------------------------"; mes "^FF0000This upgrade has a success rate of 50%.^000000"; mes "------------------------"; mes "^FF0000The costume will not be destroyed upon failure but the enchant stone will be consumed.^000000"; mes "------------------------"; mes "^FF0000Any previous ability on this costume will be removed upon success.^000000"; mes "------------------------"; mes "^FF0000Are you sure about enchanting this costume?^000000"; next; if (select( "Yes", "No" ) == 2) close; if (countitem (.@stone[.@type]) < 1) { mes "[Lace La Zard]"; mes "You do not have adequate quantity of ^0000FF"+getitemname (.@stone[.@type])+".^000000"; close; } //Need confirmation:Enchants can be overlapped? /* if (.@card[0] > 1) { mes "[Lace La Zard]"; mes "This costume garment already enchanted. I cannot upgrade it any further."; close; } */ delitem .@stone[.@type],1; if (rand (1,100) < 50) { mes "[Lace La Zard]"; mes "Oh No!!! I failed to enchant it!!"; mes "Better luck next time!!"; close; } else { delequip EQI_COSTUME_GARMENT; getitem2 .@equip_id,1,1,.@refine,0,.@enchant[.@type],.@card[1],.@card[2],.@card[3]; mes "[Lace La Zard]"; mes "Beautiful!!!"; mes "Did I really made this by myself??!!"; close; } case 2: mes "[Lace La Zard]"; mes "Please come back when you are ready for this great offer!"; close; } } Gostaria que ele pedisse o item id 7711 e viesse um encantamento randomico. Como aplico rand e set e set amount
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Galera estou tentando modificar essas script: //===== Hercules Script ====================================== //= Job Master //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.4 //===== Description: ========================================= //= A fully functional job changer. //===== Additional Comments: ================================= //= 1.1 Fixed reset on Baby job change. [Euphy] //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. [Euphy] //= 1.3 Kagerou/Oboro added. [Euphy] //= 1.4 Improved legibility (renamed variables, replaced // numbers with constants; Changed syntax to match // Hercules standards; Fixed status point exploit upon // Baby Novice job change. [Haru] //============================================================ prontera,153,193,6 script Mestra das Classes 2_F_MAGICMASTER,{ function Job_Menu; function A_An; mes "[Mestra das Classes]"; if (Class > Job_Soul_Linker) { mes "Não há mais classes disponíveis."; close; } if (checkfalcon() || checkcart() || checkmount() || hascashmount()) { mes "Por favor remova "+((checkfalcon())?"o seu falcão":"")+((checkcart())?"o seu carrinho":"")+((checkmount() || hascashmount())?"a sua montaria":"") +" antes de continuar."; close; } if (.skill_point_check && SkillPoint > 0) { mes "Por favor use todos os seus pontos de habilidade antes de continuar."; close; } .@eac = eaclass(); .@base = .third_classes ? roclass(.@eac&EAJ_UPPERMASK) : Class; if (.@base >= Job_Knight && .@base <= Job_Crusader2) { if (BaseLevel < .rebirth_blevel || JobLevel < .rebirth_jlevel) { .@blvl = .rebirth_blevel - BaseLevel; .@jlvl = .rebirth_jlevel - JobLevel; mes "Você precisa de mais " + (BaseLevel < .rebirth_blevel ? ((.rebirth_blevel - BaseLevel) +" níveis de base "+ (JobLevel < .rebirth_jlevel ? "e " : "")) : "") + (JobLevel < .rebirth_jlevel ? (.rebirth_jlevel - JobLevel) +" níveis de classe " : "") + "para continuar."; close; } if (Class > Job_Crusader2) { mes "Trocar para terceira classe?"; next; Job_Menu(roclass(.@eac|EAJL_THIRD)); close; } while (true) { mes "Selecione uma opção."; next; .@choice = select(" ~ ^0055FFRenascer^000000:"+(.third_classes ? " ~ ^FF0000Terceira Classe^000000" : "")+": ~ ^777777Cancelar^000000"); if (.@choice == 3) close; mes "[Mestra das Classes]"; mes "Você tem certeza?"; next; if (.@choice == 1) Job_Menu(Job_Novice_High); else Job_Menu(roclass(.@eac|EAJL_THIRD)); mes "[Mestra das Classes]"; } } .@job1 = roclass(.@eac|EAJL_2_1); .@job2 = roclass(.@eac|EAJL_2_2); if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) { .@newclass = roclass(.@eac|EAJL_THIRD); .@required_jlevel = 99; } else if (Class == Job_Ninja || Class == Job_Gunslinger) { .@newclass = .@job1; .@required_jlevel = 70; } if (.@newclass && .third_classes) { if (BaseLevel < .rebirth_blevel || JobLevel < .@required_jlevel) { mes "Você precisa de mais " + (BaseLevel < .rebirth_blevel ? ((.rebirth_blevel - BaseLevel) +" níveis de base "+ (JobLevel < .@required_jlevel ? "e " : "")) : "") + (JobLevel < .@required_jlevel ? (.@required_jlevel - JobLevel) +" níveis de classe " : "") + "para continuar."; close; } mes "Trocar para "+jobname(.@newclass)+"?"; next; Job_Menu(.@newclass); close; } if (.@eac&EAJL_2) if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) { mes "Não há mais classes disponíveis."; close; } if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) { if (JobLevel < .jobchange_first) { mes "É necessário ter um nível de classe igual ou maior que "+.jobchange_first+" para mudar para a 1ª Classe."; } else if (Class == Job_Novice_High && .linear_jobchange && lastJob) { mes "Trocar de classe agora?"; next; Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); } else if (Class == Job_Novice) { Job_Menu(Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief, Job_SuperNovice, Job_Taekwon, Job_Gunslinger, Job_Ninja, Job_Baby); } else if (Class == Job_Novice_High) { Job_Menu(Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High); } else if (Class == Job_Baby) { Job_Menu(Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer, Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief, Job_Super_Baby); } else { mes "Um erro aconteceu."; } close; } if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) { mes "Não há mais classes disponíveis."; } else if (!(.@eac&EAJL_2) && JobLevel < .jobchange_second) { mes "É necessário ter um nível de classe igual ou maior a "+.jobchange_second+" para mudar para a 2ª Classe."; } else if (.linear_jobchange && lastJob && (.@eac&EAJL_UPPER)) { mes "Trocar de classe agora?"; next; Job_Menu(lastJob+Job_Novice_High); } else { Job_Menu(.@job1, .@job2); } close; function Job_Menu { while (true) { if (getargcount() > 1) { mes "Selecione uma classe."; .@menu$ = ""; for (.@i = 0; .@i < getargcount(); ++.@i) .@menu$ += " ~ "+jobname(getarg(.@i))+":"; .@menu$ += " ~ ^777777Cancel^000000"; next; .@newjob = getarg(select(.@menu$)-1, 0); if (!.@newjob) close; if ((.@newjob == Job_SuperNovice || .@newjob == Job_Super_Baby) && BaseLevel < .supernovice_level) { mes "[Mestra das Classes]"; mes "É necessário ter um nível de base igual ou maior a "+.supernovice_level+" para virar um "+jobname(.@newjob)+"."; close; } mes "[Mestra das Classes]"; mes "Você tem certeza?"; next; } else { .@newjob = getarg(0); } if (select(" ~ Mudar para a classe ^0055FF"+jobname(.@newjob)+"^000000: ~ ^777777"+(getargcount() > 1 ? "Voltar" : "Cancelar")+"^000000") == 1) { mes "[Mestra das Classes]"; mes "Você agora é um "+A_An(jobname(.@newjob))+"!"; if (.@newjob == Job_Novice_High && .linear_jobchange) lastJob = Class; // Nota: Isso é incompatível com o script de renascimento da Valquíria jobchange .@newjob; if (.@newjob == Job_Novice_High) resetlvl(1); if (.@newjob == Job_Baby) { resetlvl(4); SkillPoint = 0; set BaseLevel,BaseLevel+175; set JobLevel,JobLevel+70; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.platinum) callsub Get_Platinum; close; } if (getargcount() == 1) return; mes "[Mestra das Classes]"; } end; } function A_An { setarray .@vowels$, "a", "e", "i", "o", "u"; .@firstletter$ = strtolower(charat(getarg(0), 0)); for (.@i = 0; .@i < getarraysize(.@vowels); ++.@i) { if (.@vowels$[.@i] == .@firstletter$) return "an "+getarg(0); } return "a "+getarg(0); } Get_Platinum: skill NV_FIRSTAID, 1, 0; if (BaseClass == Job_Novice) { if (Class != Job_SuperNovice) skill NV_TRICKDEAD, 1, 0; } else if (BaseClass == Job_Swordman) { skill SM_MOVINGRECOVERY, 1, 0; skill SM_FATALBLOW, 1, 0; skill SM_AUTOBERSERK, 1, 0; } else if (BaseClass == Job_Mage) { skill MG_ENERGYCOAT, 1, 0; } else if (BaseClass == Job_Archer) { skill AC_MAKINGARROW, 1, 0; skill AC_CHARGEARROW, 1, 0; } else if (BaseClass == Job_Acolyte) { skill AL_HOLYLIGHT, 1, 0; } else if (BaseClass == Job_Merchant) { skill MC_CARTREVOLUTION, 1, 0; skill MC_CHANGECART, 1, 0; skill MC_LOUD, 1, 0; } else if (BaseClass == Job_Thief) { skill TF_SPRINKLESAND, 1, 0; skill TF_BACKSLIDING, 1, 0; skill TF_PICKSTONE, 1, 0; skill TF_THROWSTONE, 1, 0; } if (BaseJob == Job_Knight) { skill KN_CHARGEATK, 1, 0; } else if (BaseJob == Job_Priest) { skill PR_REDEMPTIO, 1, 0; } else if (BaseJob == Job_Wizard) { skill WZ_SIGHTBLASTER, 1, 0; } else if (BaseJob == Job_Blacksmith) { skill BS_UNFAIRLYTRICK, 1, 0; skill BS_GREED, 1, 0; } else if (BaseJob == Job_Hunter) { skill HT_PHANTASMIC, 1, 0; } else if (BaseJob == Job_Assassin) { skill AS_SONICACCEL, 1, 0; skill AS_VENOMKNIFE, 1, 0; } else if (BaseJob == Job_Crusader) { skill CR_SHRINK, 1, 0; } else if (BaseJob == Job_Monk) { skill MO_KITRANSLATION, 1, 0; skill MO_BALKYOUNG, 1, 0; } else if (BaseJob == Job_Sage) { skill SA_CREATECON, 1, 0; skill SA_ELEMENTWATER, 1, 0; skill SA_ELEMENTGROUND, 1, 0; skill SA_ELEMENTFIRE, 1, 0; skill SA_ELEMENTWIND, 1, 0; } else if (BaseJob == Job_Rogue) { skill RG_CLOSECONFINE, 1, 0; } else if (BaseJob == Job_Alchemist) { skill AM_BIOETHICS, 1, 0; } else if (BaseJob == Job_Bard) { skill BA_PANGVOICE, 1, 0; } else if (BaseJob == Job_Dancer) { skill DC_WINKCHARM, 1, 0; } return; OnInit: .rebirth_blevel = 1; // Nível de base mínimo para renascer OU mudar para terceira classe .rebirth_jlevel = 1; // Nível de classe mínimo para renascer OU mudar para terceira classe .jobchange_first = 1; // Nível de classe mínimo para mudar para 1ª classe .jobchange_second = 1; // Nível de classe mínimo para mudar para 2ª classe .third_classes = 1; // Permitir terceiras classes/classes expandidas? (1: sim / 0: não) .supernovice_level = 45; // Nível de base mínimo para virar um Super Aprendiz .linear_jobchange = 1; // Forçar a troca linear de classes? (1: sim / 0: não) .skill_point_check = 1; // Forçar o jogador usar todos os pontos de habilidade? (1: sim / 0: não) .platinum = 1; // Obter habilidades de platina automaticamente? (1: sim / 0: não) set $@level,175; set $@job,70; end; } Para que upe lv máximo base e de classe sem all skill sempre que escolher uma classe, tentei adicionar: set BaseLevel,BaseLevel+255; set JobLevel,JobLevel+120; Só que não tive exito porque não entendendo muito de script ainda.
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Utilizo a ultima versão do brathena
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Mas meu cliente ja é o atualizado, qual o cash shop butom?
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Alguem teria script, possuo as duas porem nao tem todos script e a valquiria obscura esta sem ingles. E me informe como faço para ela exigir tal item para encantar.
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Estou usando a seguinte script: //Cash Shop //By Filipe prontera,164,174,5 script Cash Shop 405,{ set .@m$, "[ ^FF0000Cash Shop^000000 ]"; while( 1 ) { do { mes .@m$; mes "^008000Escolha a categoria de itens que você deseja comprar.^000000"; next; if ( set( @s,prompt( "^0000FF- Elmos.^000000:^0000FF- Itens.^000000:^0000FF- Mid.^000000:^0000FF- Acessório.^000000:^0000FF- Outros.^000000" ) ) == 255 ) break; next; mes .@m$; mes "^008000Escolha uma das lojas.^000000"; if ( @s == 1 ) set .@menu$,"- ^FF0000Elmos.^000000"; else if ( @s == 2 ) set .@menu$,"- ^FF0000Itens.^000000"; else if ( @s == 3 ) set .@menu$,"- ^FF0000Mid.^000000"; else if ( @s == 4 ) set .@menu$,"- ^FF0000Acessório.^000000"; else set .@menu$, "- ^FF0000Outros.^000000"; if ( set( @c,prompt( .@menu$ ) ) == 255 ) close; next; mes .@m$; mes "^0000FFBoas Compras !!!.^000000"; sleep2 0; callshop "Cash_" + @s + "#" + @c, 1; close; } while( 1 ); mes .@m$; mes "Ainda posso ser útil a você. Escolha umas das opções."; next; prompt( "- Abrir outra Loja.:- Fechar." ); if ( @menu == 2 || @menu == 255 ) close; } } - cashshop Cash_1#1 -1,607:5 - cashshop Cash_2#1 -1,607:5 - cashshop Cash_3#1 -1,607:5 - cashshop Cash_4#1 -1,607:5 - cashshop Cash_5#1 -1,607:5 Só que quando cancelo conversa com o npc o personagem trava. E aparece vários símbolos no lugar das letras com ascentos. Se alguem me ajudar com uma script 100% de loja cash por categoria agradeço ou apenas me ajude a resolver o erro nesta.
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Aqui tambem.
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• [Sistema Pontos MvP + Loja] • By: Filipesaj 1.0
Tupac replied to filipesaj's topic in Lançamentos de Scripts
Muito bom, obrigado