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mrlongshen

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Everything posted by mrlongshen

  1. @@Mumbles Thanks alot. Can you make a constant mining. So player can keep mining and get item ?
  2. /*=========================================================Variant Miningby Glitch [Via]===========================================================Request: http://herc.ws/board/topic/1886-simple-mining/===========================================================Description:A simple mining system; allows for interacting players toexcavate minerals by "mining" them with special equipmentand tools.Configuration is done in arrays so that settings may bechanged with no modifications to the script. Keep in mindthat each array value is respective to their commented set.Duplicate in additional locations as needed.=========================================================*/pay_dun00,54,147,0 script Variant Mineral#1::mining 1907,{ // Check equipment for (.@i = 0; .@i < getarraysize(.equip); .@i++) { if (!isequipped(.equip[.@i])) { message strcharinfo(0), "You need to have '"+ getitemname(.equip[.@i]) +"' equipped to mine!"; .@unequipped++; } } // Show count of equipment not worn if (.@unequipped) { message strcharinfo(0), .@unequipped +" of "+ getarraysize(.equip) +" equipment has not been worn."; end; } // Check tools for (.@i = 0; .@i < getarraysize(.tool); .@i++) { if (countitem(.tool[.@i]) < .inventory[.@i]) { message strcharinfo(0), "You need to bring "+ .inventory[.@i] +" "+ getitemname(.tool[.@i]) +" to mine!"; .@gearless++; } } // Show count of tools not in inventory if (.@gearless) { if (getarraysize(.tool) > 1) .@grammar$ = "tools were"; else .@grammar$ = "tool was"; message strcharinfo(0), .@gearless +" of "+ getarraysize(.tool) +" "+ .@grammar$ +" not brought."; end; } // Progress message strcharinfo(0), "Mining in progress..."; progressbar "green", .progress; // Delete tools for (.@i = 0; .@i < getarraysize(.tool); .@i++) delitem .tool[.@i], .inventory[.@i]; // Audio/visual effects soundeffect .sound$, 0; specialeffect .effect; // Drop random debris getmapxy(.@m$, .@x, .@y, 0); makeitem .debris, .scatter, .@m$, .@x + rand(2), .@y + rand(1,2); // Randomize target mineral to mine .@target = rand(getarraysize(.mineral)); // Max range of success .@range = .success[.@target * 2 + 1]; // Check if failed if(rand(1, .@range) != .success[.@target * 2]) { message strcharinfo(0), "Nothing valuable was excavated..."; end; } // Get mineral(s) getitem .mineral[.@target], .amount[.@target]; message strcharinfo(0), "You have successfully mined "+ .amount[.@target] +" "+ getitemname(.mineral[.@target]) +"!"; end; OnWhisperGlobal: // Whisper anything to initialize settings message strcharinfo(0), strnpcinfo(1) +" : 'OnInit' label has been intialized."; OnInit: // Minerals setarray .mineral[0], 985, 984, 6224, 6223; // Jejelopy, Elunium, Oridecon, Bradium, Cranium setarray .amount[0], 1, 1, 1, 1; // Amount to mine // Success rate: (x / y)% chance setarray .success[0], 1, 2, // 50% for Elunium 1, 2, // 50% for Oridecon 1, 4, // 25% Bradium 1, 4; // 25% Cranium //Example of calculation //1, 5, // 1/5 (20%) //1, 2, // 1/2 (50%) //4, 5, // 4/5 (80%) //1, 50; // 1/50 (2%) // Equipment setarray .equip[0], 5009, 2218; // Safety Helmet, Flu Mask // Tools setarray .tool[0], 7318, 7327; // Old Pick, Flashlight setarray .inventory[0], 1, 1; // Amount per tool // Mining time (in seconds) .progress = 1; // Audio/visual effects .sound$ = "chepet_attack.wav"; .effect = 4; // Debris .debris = 7049; // Stone .scatter = 5; // Debris amount end; }// Duplicatespay_dun00,55,147,0 duplicate(mining) Variant Mineral#2 1907pay_dun00,53,146,0 duplicate(mining) Variant Mineral#3 1907pay_dun00,53,145,0 duplicate(mining) Variant Mineral#4 1907pay_dun00,69,148,0 duplicate(mining) Variant Mineral#5 1907pay_dun00,70,147,0 duplicate(mining) Variant Mineral#6 1907pay_dun00,70,146,0 duplicate(mining) Variant Mineral#7 1907 can someone edit when player click the mining, the character will stay mining instead of click many times. I want to make a farming mining .thanks you.
  3. @@Aeromesi @@Winterfox I need a fix size because here is screenshot from my test server. Only small popup show. hahaha Funny. Fyi I Need to drag to resize the size. Please help me to auto specific some size instead of dragging.
  4. @@Winterfox ok done. Thanks alot +1
  5. Hi. I want to know how to do that ? a popup web browser with a specific size. Thanks alot.
  6. @@Winterfox Just add at consumable item ?
  7. @@Zhao Chow how to put only blacklist mob ? so all mobs can drop the item. but some blacklist mob cant drop the item
  8. Hi all. I want to req a simple script on item database. When click the item, increase the pet intimacy for 100. So, if player click 10x times of Item, the pet intimacy will increase to 1000 and pet become friendly. Besides that, a disbottom message show, Your pet intimacy is now 100, then the value increase depends on how many times player click the item.
  9. @@Winterfox no I'm not remove. I'm using your script. I just let you know that my hunting mission script using .blacklist$
  10. @@Winterfox my hunting mission script are using the .blacklist$
  11. @@Winterfox [SQL]: DB error - You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near ') LIMIT 0, 128' at line 1[Debug]: at d:4. world of ragnarokporn ro 2015herculessrcmapscript.c:15653 - SELECT ID FROM `mob_db` WHERE ID NOT IN( ) LIMIT 0, 128[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)
  12. //===== Hercules Script ======================================//= Hunting Missions//===== By: ==================================================//= Euphy//===== Current Version: =====================================//= 1.4b//===== Description: =========================================//= Random hunting missions.//= Rewards are based on quest difficulty.//===== Additional Comments: =================================//= 1.0 Initial script.//= 1.1 Small improvements and fixes.//= 1.2 Added party support and replaced blacklists with an//= SQL query, both thanks to AnnieRuru.//= 1.3 Re-added a blacklist adapted for the SQL query.//= 1.3a Added mission reset options.//= 1.4 Fix ranking table using new SQL database [ossi0110]//= 1.4a Fix a bug when a character has deleted, that account//= can't do mission. [AnnieRuru]//= 1.4b Update to follow author's method on fixing//= character deletion bug [AnnieRuru]//============================================================prontera,164,167,4 script Hunting Mission 404,{function Chk; function Cm; mes "Good "+((.@time < 5 || .@time > 17)?"evening":((.@time < 12)?"morning":"afternoon"))+", "+strcharinfo(0)+"!";// mes "^FFFFFF_^000000"; mes "Welcome to Syok Ragnarok Online ^FF0000Hunting Missions^000000."; if (!#Mission_Delay) { next; mes "[Hunting Missions]"; mes "I can't find any records..."; mes "You must be new here!"; emotion e_omg; next; callsub Mission_Info; emotion e_go; set #Mission_Delay,1; close; } mes "For your information, you can buy some item using the ^FF0000Hunting Point^000000"; mes "[ You have ^0055FF"+#Mission_Points+"^000000 Mission Points. ]"; mes "[ You've completed ^01DF01"+Mission_Total+"^777777 mission"+((Mission_Total == 1)?"":"s")+". ]^000000"; next; switch(select(((!Mission0)?" ^0000FF[ New Mission ]^000000::":": ^DF7401[ Mission Status ]^000000: ^DF013A[ Cancel Mission ]^000000")+": ^01DF01[ Information ]^000000: ^01DFD7[ Mission Shop ]^000000: ^61210B[ View Top Hunters ]^000000: ^DF013A[ Cancel ]^000000")) { case 1: mes "[Hunting Missions]"; if ( #Mission_Count ) { mes "You've started a mission"; mes "on another character."; if ( !@hm_char_del_check ) { if ( !query_sql( "SELECT 1 FROM `char_reg_num_db` WHERE `key` = 'Mission0' AND `char_id` IN ( SELECT `char_id` FROM `char` WHERE `account_id` = "+ getcharid(3) +" )", .@dummy ) ) { next; mes "[Hunting Missions]"; mes "I can't seem to find any records"; mes "for that character, though..."; mes "One moment, please."; emotion e_hmm; set #Mission_Count, 0; } set @hm_char_del_check, 1; } close; } if (#Mission_Delay > gettimetick(2) && .Delay) { set .@i, #Mission_Delay-gettimetick(2); if (.@i > 3600) set .@j$, (.@i/3600)+" hour"+(((.@i/3600) == 1)?"":"s"); else if (.@i > 60) set .@j$, (.@i/60)+" minute"+(((.@i/60) == 1)?"":"s"); else set .@j$, (.@i)+" second"+((.@i == 1)?"":"s"); mes "I'm afraid you'll have to wait "+.@j$+" before taking another mission."; close; } mes "You must hunt:"; query_sql("SELECT ID FROM `mob_db` WHERE left(Sprite, 4) != 'meta' AND left(Sprite, 2) != 'E_' AND ~Mode & 32 AND EXP > 0 AND MVP1id = 0 AND DropCardid > 4000 AND DropCardid < 5000 AND ID < 2000 AND instr('"+.Blacklist$+"',ID) = 0 ORDER BY rand() LIMIT "+.Quests, .@mob); for (set .@i,0; .@i<.Quests; set .@i,.@i+1) { setd "Mission"+.@i, .@mob[.@i]; setd "Mission"+.@i +"_",0; } set #Mission_Count, rand(.Count[0],.Count[1]); callsub Mission_Status; next; mes "[Hunting Missions]"; mes "Report back when"; mes "you've finished."; mes "Good luck!"; close; case 2: mes "[Hunting Missions]"; mes "Mission status:"; callsub Mission_Status; close; case 3: mes "[Hunting Missions]"; mes "Do you really want to"; mes "abandon your mission?"; if (.Reset < 0 && .Delay) mes "Your delay time will not be reset."; else if (.Reset > 0) mes "It will cost "+Cm(.Reset)+" Zeny."; next; switch(select(" ~ Abandon...: ~ ^777777Cancel^000000")) { case 1: if (.Reset > 0) { if (Zeny < .Reset) { mes "[Hunting Missions]"; mes "You don't have enough"; mes "Zeny to drop this mission."; emotion e_sry; close; } Zeny -= .Reset; emotion e_cash; } mes "[Hunting Missions]"; mes "Alright, I've dropped"; mes "your current mission."; specialeffect2 EF_STORMKICK4; for(set .@i,0; .@i<.Quests; set .@i,.@i+1) { setd "Mission"+.@i,0; setd "Mission"+.@i+"_",0; } set #Mission_Count,0; if (.Reset < 0 && .Delay) set #Mission_Delay, gettimetick(2)+(.Delay*3600); close; case 2: mes "[Hunting Missions]"; mes "I knew you were kidding!"; mes "Keep up the good work."; emotion e_heh; close; } case 4: callsub Mission_Info; close; case 5: mes "[Hunting Missions]"; mes "You have ^0055FF"+#Mission_Points+"^000000 Mission Points."; mes "Use them well!"; callshop "mission_shop",1; npcshopattach "mission_shop"; end; case 6: mes "[Hunting Missions]"; mes "The top hunters are:"; query_sql("SELECT char_id AS id, (SELECT `name` FROM `char` WHERE char_id = id),`value` FROM `char_reg_num_db` WHERE `key` = 'Mission_Total' ORDER BY `value` DESC LIMIT 5",.@id,.@name$,.@val); for(set .@i,0; .@i<5; set .@i,.@i+1) mes " [Rank "+(.@i+1)+"] "+((.@name$[.@i] == "")?"^777777none":"^0055FF"+.@name$[.@i]+"^000000 : ^FF0000"+.@val[.@i]+" pt.")+"^000000"; close; case 7: mes "[Hunting Missions]"; mes "Nothing? Okay..."; emotion e_hmm; close; }Mission_Status: set @f,0; deletearray .@j[0], getarraysize(.@j); for(set .@i,0; .@i<.Quests; set .@i,.@i+1) { set .@j[.@i], getd("Mission"+.@i); set .@j[.Quests], .@j[.Quests]+strmobinfo(3,.@j[.@i]); set .@j[.Quests+1], .@j[.Quests+1]+(strmobinfo(6,.@j[.@i])/(getbattleflag("base_exp_rate")/100)*.Modifier[0]); set .@j[.Quests+2], .@j[.Quests+2]+(strmobinfo(7,.@j[.@i])/(getbattleflag("job_exp_rate")/100)*.Modifier[1]); mes " > "+Chk(getd("Mission"+.@i+"_"),#Mission_Count)+strmobinfo(1,.@j[.@i])+" ("+getd("Mission"+.@i+"_")+"/"+#Mission_Count+")^000000"; } // Reward formulas: set .@Mission_Points, 3+(.@j[.Quests]/.Quests/6); set .@Base_Exp, #Mission_Count*.@j[.Quests+1]/5; set .@Job_Exp, #Mission_Count*.@j[.Quests+2]/5; set .@zeny, #Mission_Count*.Quests*.@j[.@i]*.Modifier[2]; next; mes "[Hunting Missions]"; mes "Mission rewards:"; mes " > Mission Points: ^0055FF"+.@Mission_Points+"^000000"; mes " > Base Experience: ^0055FF"+Cm(.@Base_Exp)+"^000000"; mes " > Job Experience: ^0055FF"+Cm(.@Job_Exp)+"^000000"; mes " > Zeny: ^0055FF"+Cm(.@zeny)+"^000000"; if (@f) { set @f,0; return; } next; mes "[Hunting Missions]"; mes "Oh, you're done!"; mes "Good work."; mes "Here's your reward."; emotion e_no1; specialeffect2 EF_ANGEL; specialeffect2 EF_TRUESIGHT; set #Mission_Points, #Mission_Points+.@Mission_Points; set BaseExp, BaseExp+.@Base_Exp; set JobExp, JobExp+.@Job_Exp; Zeny += .@zeny; for(set .@i,0; .@i<.Quests; set .@i,.@i+1) { setd "Mission"+.@i,0; setd "Mission"+.@i+"_",0; } set #Mission_Count,0; if (.Delay) set #Mission_Delay, gettimetick(2)+(.Delay*3600); set Mission_Total, Mission_Total+1; if (Mission_Total == 1) query_sql("INSERT INTO `char_reg_num_db` (`char_id`,`key`,`index`,`value`) VALUES ("+getcharid(0)+",'Mission_Total','0',1)"); else query_sql("UPDATE `char_reg_num_db` SET `value` = "+Mission_Total+" WHERE `char_id` = "+getcharid(0)+" AND `key` = 'Mission_Total'"); close;Mission_Info: mes "[Hunting Missions]"; mes "If you so choose, I can assign"; mes "you a random hunting quest."; mes "Some are easier than others, but"; mes "the rewards increase with difficulty."; next; mes "[Hunting Missions]"; mes "Missions points are shared"; mes "amongst all your characters."; if (.Delay) mes "Delay time is, too."; mes "You can't take missions on"; mes "multiple characters at once."; next; mes "[Hunting Missions]"; mes "You can start a quest"; if (.Delay) mes "every "+((.Delay == 1)?"hour.":.Delay+" hours."); else mes "whenever you want."; mes "That's everything~"; return;function Chk { if (getarg(0) < getarg(1)) { set @f,1; return "^FF0000"; } else return "^00FF00"; }function Cm { set .@str$, getarg(0); for(set .@i,getstrlen(.@str$)-3; .@i>0; set .@i,.@i-3) set .@str$, insertchar(.@str$,",",.@i); return .@str$; }OnBuyItem: set @cost,0; for(set .@i,0; .@i<getarraysize(@bought_nameid); set .@i,.@i+1) for(set .@j,0; .@j<getarraysize(.Shop); set .@j,.@j+2) if (@bought_nameid[.@i] == .Shop[.@j]) { set @cost, @cost+(.Shop[.@j+1]*@bought_quantity[.@i]); break; } mes "[Hunting Missions]"; if (@cost > #Mission_Points) mes "You don't have enough Mission Points."; else { for(set .@i,0; .@i<getarraysize(@bought_nameid); set .@i,.@i+1) { getitem @bought_nameid[.@i], @bought_quantity[.@i]; dispbottom "Purchased "+@bought_quantity[.@i]+"x "+getitemname(@bought_nameid[.@i])+"."; } set #Mission_Points, #Mission_Points-@cost; mes "Deal completed."; emotion e_cash; } set @cost,0; deletearray @bought_nameid[0], getarraysize(@bought_nameid); deletearray @bought_quantity[0], getarraysize(@bought_quantity); close;OnNPCKillEvent: if (!getcharid(1) || !.Party) { if (!#Mission_Count || !Mission0) end; for (set .@i, 0; .@i<.Quests; set .@i,.@i+1) { if (strmobinfo(1,killedrid) == strmobinfo(1,getd("Mission"+.@i))) { if (getd("Mission"+.@i+"_") < #Mission_Count) { dispbottom "[Hunting Mission] Killed "+(set(getd("Mission"+.@i+"_"),getd("Mission"+.@i+"_")+1))+" of "+#Mission_Count+" "+strmobinfo(1,killedrid)+"."; end; } } } } else if (.Party) { set .@mob, killedrid; getmapxy(.@map1$,.@x1,.@y1,0); getpartymember getcharid(1),1; getpartymember getcharid(1),2; for(set .@i,0; .@i<$@partymembercount; set .@i,.@i+1) { if (isloggedin($@partymemberaid[.@i], $@partymembercid[.@i])) { attachrid $@partymemberaid[.@i]; if (#Mission_Count && Mission0 && Hp > 0) { getmapxy(.@map2$,.@x2,.@y2,0); if ((.@map1$ == .@map2$ || .Party == 1) && (distance(.@x1,.@y1,.@x2,.@y2) <= 30 || .Party < 3)) { for(set .@j,0; .@j<.Quests; set .@j,.@j+1) { if (strmobinfo(1,.@mob) == strmobinfo(1,getd("Mission"+.@j))) { if (getd("Mission"+.@j+"_") < #Mission_Count) { dispbottom "[Hunting Mission] Killed "+(set(getd("Mission"+.@j+"_"),getd("Mission"+.@j+"_")+1))+" of "+#Mission_Count+" "+strmobinfo(1,.@mob)+"."; break; } } } } } } } } end;OnInit: set .Delay,0; // Quest delay, in hours (0 to disable). set .Quests,4; // Number of subquests per mission (increases rewards). set .Party,3; // Party options: 0 (exclude party kills), 1 (include party kills), 2 (same map only), 3 (screen area only) set .Reset,5000000; // Reset options: -1 (abandoning mission sets delay time), 0 (no delay time), [Zeny] (cost to abandon mission, no delay time) setarray .Count[0], // Min and max monsters per subquest (increases rewards). 10,20; setarray .Modifier[0], // Multipliers for Base Exp, Job Exp, and Zeny rewards. getbattleflag("base_exp_rate")/100,getbattleflag("job_exp_rate")/100,60; setarray .Shop[0], // Reward items: <ID>,<point cost> (about 10~20 points per hunt). 612,1; set .Blacklist$, // Blacklisted mob IDs. "1062,1088,1183,1186,1200,1212,1220,1221,1234,1235,"+ "1244,1245,1250,1268,1290,1293,1294,1296,1298,1299,"+ "1300,1301,1303,1304,1305,1306,1308,1309,1311,1313,"+ "1515,1588,1618,1676,1677,1678,1679,1796,1797,1974,"+ "1975,1976,1977,1978,1979"; npcshopdelitem "mission_shop",512; for(set .@i,0; .@i<getarraysize(.Shop); set .@i,.@i+2) npcshopadditem "mission_shop", .Shop[.@i], .Shop[.@i+1]; end;}- shop mission_shop -1,512:-1
  13. Hi all. I want to ask. Why this error happen. (NO MONSTER) Its remains happen even player has abandon the mission. Please help.
  14. same problem occurs. [Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=709[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=709[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=709[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=709[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=709[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=709[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=709[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=709[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=709[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=709[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=709[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)
  15. Hi. The script like this. When player kill mobs, a chance of get an egg. The egg are usable item. When player click the egg, there are a loading bar at player to get a random classes of egg. At script there are 4 classes. Class A, Class B, Class C and Class D Class A change 10% Class B change 20% Class C change 30% Class D change 80% So the script can be customized (egg id): E.g 1. Class A egg: munak, peco2 2. Class B egg: bongun, etc 3. Class C egg: etc 4. Class D egg: etc
  16. @@Emistry just put in on item item_db script ?
  17. When click the speed potion, a display message Speed increased for x times, x refer to the speed potion script. sc_start SC_MOVHASTE_INFINITY,3600000,0;
  18. @@Emistry hi. so no need the called function ?
  19. @@Winterfox Hi miss. I have test this script.. I think the script problem.. Read the condition 1. I have 1b and and I convert, then I get 100 mithril coin 2. When I click the 100 mithril coin, its convert my coin to zeny back, however I should get the 1b back, but I get 990m. Can you make clickable one by one the mithril coins, so I will get 10m each, instead convert all in directly.. Thanks you.
  20. @HD Scripts haha lol ! @@Winterfox thanks. how the rate working ? // ItemID, Rate ( [1:10000], Example: 1000 = 0,1%, 100 = 1%... ) If i set 10000 means 0.0001% ? The item not drops. I got this warning.. [Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=693[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=693[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=693[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=693[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=693[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=693[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=693[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=693[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=693[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=693[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)[Warning]: Unexpected type for argument 1. Expected number.[Debug]: Data: label pos=693[Debug]: Function: __jump_zero[Debug]: Source (NPC): GLOBAL_LOOT (invisible/not on a map)
  21. Hi all. A simple request from me. Player A have 100m. Then player A type commands for example @convert then the 100m turn into 10 pieces of mithril coin (674) and when player A click the mithril coin (674), he will get 10m per pieces.
  22. Hi all. I want to request simple script. Here the explanation. All mobs in ragnarok in all maps are drops specific item. E.g: Poring coin (7539), TCG Card (7227) when killed. I can add blacklist monster that I don't want to player kill it and get the coins. E.g:See below post set .Blacklist$, // Blacklisted mob IDs. "1062,1088,1183,1186,1200,1212,1220,1221,1234,1235,"+ "1244,1245,1250,1268,1290,1293,1294,1296,1298,1299,"+ "1300,1301,1303,1304,1305,1306,1308,1309,1311,1313,"+ "1515,1588,1618,1676,1677,1678,1679,1796,1797,1974,"+ "1975,1976,1977,1978,1979";
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