DevilSupremeRO
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is there a way to disable GM commands inside the castles?
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//===== rAthena Script ======================================= //= Stylist //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.1 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= Changes your hair style, hair color, and cloth color. //===== Additional Comments: ================================= //= 1.0 Initial script. //= 1.1 Switched to 'getbattleflag', credits to Saithis. [Euphy] //= 1.2 Added Dressroom function for 3rd class only. [Masao] //============================================================ iz_ac02,132,172,6 script Stylist#custom_stylist 2_M_DYEINGER,{ OnTalk: setarray .@Styles[1], getbattleflag("max_cloth_color"), getbattleflag("max_hair_style"), getbattleflag("max_hair_color"); setarray .@Look[1], LOOK_CLOTHES_COLOR, LOOK_HAIR, LOOK_HAIR_COLOR; mes .npc$; mes "Hey ^008aff"+strcharinfo(0)+"^000000. Im a super stylist. Want to try out my services?"; mes "I can customize your character's appearance in a hand full of ways."; next; set .@s, select(.bcor$+"Cloth color:"+.bcor$+"Hairstyle:"+.bcor$+"Hair color:"+.bcor$+"Dress Room"); if(.@s == 4){ callfunc "F_DRESSROOM"; close; } if(.@s == 1){ if (( getlook(LOOK_BODY2) == 5 ) || ( getlook(LOOK_BODY2) == 2 ) || ( getlook(LOOK_BODY2) == 3 ) || ( getlook(LOOK_BODY2) == 4 )) { setlook LOOK_CLOTHES_COLOR,0; mes .npc$; mes "Cloathes color not available for Body Custom."; close; } } if(Class == Job_Summoner){ setarray .@Styles[1], 3,//max_cloth_color 10,//max_hair_style 8;//max_hair_color }else{ setarray .@Styles[1], getbattleflag("max_cloth_color"), getbattleflag("max_hair_style"), getbattleflag("max_hair_color"); } set .@Revert, getlook(.@Look[.@s]); set .@Style,1; while(1) { setlook .@Look[.@s], .@Style; message strcharinfo(0),"This is style #"+.@Style+"."; switch(select(.bcor$+"Next (^0055FF"+((.@Style!=.@Styles[.@s])?.@Style+1:0)+"^000000):"+.bcor$+"Previous (^0055FF"+((.@Style!=0)?.@Style-1:.@Styles[.@s])+"^000000):"+.bcor$+"Jump to...:"+.rcor$+"Revert to original (^0055FF"+.@Revert+"^000000)")){ case 1: set .@Style, ((.@Style != .@Styles[.@s]) ? .@Style+1 : 0); break; case 2: set .@Style, ((.@Style != 0) ? .@Style-1 : .@Styles[.@s]); break; case 3: message strcharinfo(0),"Choose a style between 1 - "+.@Styles[.@s]+"."; input .@Style,0,.@Styles[.@s]; if (!.@Style) set .@Style, rand(1,.@Styles[.@s]); break; case 4: set .@Style, .@Revert; setlook .@Look[.@s], .@Revert; break; } } OnInit: .npc$ = "^FF7F00[ Super Stylist ]^000000"; // Name of NPC; .bcor$ = "^008aff[>]^000000 "; // Option Button Symbol; .rcor$ = "^ff0000[>]^000000 "; // Cancel button symbol; end; } i want to change this into item not zeny for example instead of 10,000 zeny it will became 1 yggdrasil berry in order to change into 3rd job
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Thanks mate
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here's an example instead of choosing i wanted it as random stats will appear
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mes .n$; mes "Hello, "+strcharinfo(0)+"!"; mes "If you like I can enchant your costume equipment with any enchantment I have in store"; mes ( (.exchange_cost[0] > 0)?"in exchange for "+.enchant_cost[1]+"x "+getitemname(.enchant_cost[0]):"for free")+"."; mes "I can also reset an Enchantment "+ ((.enchant_reset[0] > 0)?", but I require "+.enchant_reset[1]+"x "+getitemname(.enchant_reset[0]):"for free")+"."; next; switch(select("- Enchant Costumes:- Reset Enchantment:- Nevermind")) { case 1: mes .n$; mes "Please select the Costume you want me to enchant:"; for ( set .@s,0; .@s < getarraysize(.enchant_slot); set .@s,.@s + 1) { switch(.enchant_slot[.@s]) { case EQI_COSTUME_HEAD_TOP: set .@c_slot$,"Top Headgear"; break; case EQI_COSTUME_HEAD_MID: set .@c_slot$,"Mid Headgear"; break; case EQI_COSTUME_HEAD_LOW: set .@c_slot$,"Low Headgear"; break; case EQI_COSTUME_GARMENT: set .@c_slot$,"Garment"; break; case EQI_SHADOW_ARMOR: set .@c_slot$,"Armor"; break; case EQI_SHADOW_WEAPON: set .@c_slot$,"Weapon"; break; case EQI_SHADOW_SHIELD: set .@c_slot$,"Shield"; break; case EQI_SHADOW_SHOES: set .@c_slot$,"Shoes"; break; case EQI_SHADOW_ACC_R: set .@c_slot$,"Accessory Right"; break; case EQI_SHADOW_ACC_L: set .@c_slot$,"Accessory Left"; break; } set .@c_m$,.@c_m$ + ((getequipid(.enchant_slot[.@s]) != -1)?.@c_slot$ + " - "+getitemname(getequipid(.enchant_slot[.@s])):"") + ( (.enchant_slot[.@s+1] != 0)?":":""); } set .@c_m$,.@c_m$ + ":- Cancel"; set .@c,select(.@c_m$); if(.@c >= getarraysize(.enchant_slot)) close; set .@part,.enchant_slot[.@c-1]; next; mes .n$; if(getequipid(.@part) == -1) { mes "It looks like you don't have any costume equipped on there."; close; } set .@hg,getequipid(.@part); // Saving Item ID set .@ref,getequiprefinerycnt(.@part); // Saving Refine Level, if there is one set .@card1,getequipcardid(.@part,0); // Save Item ID of Card Slot 1 mes "Selected Costume: "+getitemname(getequipid(.@part)); if(getequipcardid(.@part,3) != 0) { mes "But it looks like you already have an enchantment in this costume."; close; } mes "Now please select the Enchantment:"; next; for ( set .@e,0; .@e < getarraysize(.enchant_id); set .@e,.@e + 1) set .@e_m$,.@e_m$ + "> "+getitemname(.enchant_id[.@e])+ ( (.enchant_id[.@e+1] != 0)?":":""); set .@rune,select(.@e_m$) - 1; mes .n$; mes "Selected Enchantment: "+getitemname(.enchant_id[.@rune]); if(.enchant_cost[0] > 0 && countitem(.enchant_cost[0]) < .enchant_cost[1]) { mes "But it looks like you don't have enough "+getitemname(.enchant_cost[0])+"!"; close; } mes "Proceed?"; if(select("- Yes:- No") - 1) close; next; if(.enchant_cost[0] > 0) delitem .enchant_cost[0],.enchant_cost[1]; delequip .@part; getitem2 .@hg,1,1,.@ref,0,.@card1,0,0,.enchant_id[.@rune]; equip .@hg; mes .n$; mes "The enchantment was a success."; mes "See ya next time."; enable_items; break; case 2: mes .n$; mes "Please select the Costume you want me to reset the enchantment!"; for ( set .@s,0; .@s < getarraysize(.enchant_slot); set .@s,.@s + 1) { switch(.enchant_slot[.@s]) { case EQI_COSTUME_HEAD_TOP: set .@c_slot$,"Top Headgear"; break; case EQI_COSTUME_HEAD_MID: set .@c_slot$,"Mid Headgear"; break; case EQI_COSTUME_HEAD_LOW: set .@c_slot$,"Low Headgear"; break; case EQI_COSTUME_GARMENT: set .@c_slot$,"Garment"; break; case EQI_SHADOW_ARMOR: set .@c_slot$,"Armor"; break; case EQI_SHADOW_WEAPON: set .@c_slot$,"Weapon"; break; case EQI_SHADOW_SHIELD: set .@c_slot$,"Shield"; break; case EQI_SHADOW_SHOES: set .@c_slot$,"Shoes"; break; case EQI_SHADOW_ACC_R: set .@c_slot$,"Accessory Right"; break; case EQI_SHADOW_ACC_L: set .@c_slot$,"Accessory Left"; break; } set .@c_m$,.@c_m$ + ((getequipid(.enchant_slot[.@s]) != -1)?.@c_slot$ + " - "+getitemname(getequipid(.enchant_slot[.@s])):"") + ( (.enchant_slot[.@s+1] != 0)?":":""); } set .@c_m$,.@c_m$ + ":- Cancel"; set .@c,select(.@c_m$); if(.@c >= getarraysize(.enchant_slot)) close; set .@part,.enchant_slot[.@c-1]; next; mes .n$; if(getequipcardid(.@part,3) == 0) { mes "It looks like you don't have any enchantment in this costume."; close; } set .@hg,getequipid(.@part); // Saving Item ID set .@ref,getequiprefinerycnt(.@part); // Saving Refine Level, if there is one set .@card1,getequipcardid(.@part,0); // Save Item ID of Card Slot 1 mes "Selected Costume: "+getitemname(getequipid(.@part)); if(.enchant_reset[0] > 0 && countitem(.enchant_reset[0]) < .enchant_reset[1]) { mes "But you don't have the required Items to reset the enchantment!"; close; } mes "Proceed?"; if(select("- Yes:- No") - 1) close; next; if(.enchant_reset[0]) delitem .enchant_reset[0],.enchant_reset[1]; delequip .@part; getitem2 .@hg,1,1,.@ref,0,.@card1,0,0,0; equip .@hg; mes .n$; mes "The enchantment has been reseted."; mes "See ya next time."; break; case 3: break; } end; OnInit: set .n$,"[Costume Enchanter]"; // Enter here every Costume Slot, which you want to be enchantable // Valid Entries: // - EQI_COSTUME_HEAD_TOP // - EQI_COSTUME_HEAD_MID // - EQI_COSTUME_HEAD_LOW // - EQI_COSTUME_GARMENT // - EQI_SHADOW_ARMOR // - EQI_SHADOW_WEAPON // - EQI_SHADOW_SHIELD // - EQI_SHADOW_SHOES // - EQI_SHADOW_ACC_R // - EQI_SHADOW_ACC_L setarray .enchant_slot[0],EQI_COSTUME_HEAD_TOP,EQI_COSTUME_HEAD_MID,EQI_COSTUME_HEAD_LOW; // Enchantment ID's setarray .enchant_id[0],6636,6637,6638,6639,6640,6641; // Price for enchanting: // To disable the price, put 0 as values setarray .enchant_cost[0],501,10; // Item ID,Amount // Price for reseting: // To disable the price, put 0 as values setarray .enchant_reset[0],501,10; // Item ID,Amount end; } can anyone with random enchant?
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i was hoping for a monster arena that looks like an instance of Endless tower once you enter there's a 3hours time limit to it and a cooldown of 1hour before you can be able to go inside the dungeon again TIA
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Help Custom item not showing, failed to load resource
DevilSupremeRO replied to betlogboi's question in Client-Side Support
i think its suppose to be ¿©_c_nut_cracker.act same goes with the sprite -
guild_vs1,54,54,6 script Stylist#custom_stylist 2_M_DYEINGER,{ OnTalk: setarray .@Styles[1], getbattleflag("max_cloth_color"), getbattleflag("max_hair_style"), getbattleflag("max_hair_color"); setarray .@Look[1], LOOK_CLOTHES_COLOR, LOOK_HAIR, LOOK_HAIR_COLOR; mes .npc$; mes "Hey ^008aff"+strcharinfo(0)+"^000000. Im a super stylist. Want to try out my services?"; mes "I can customize your character's appearance in a hand full of ways."; next; set .@s, select(.bcor$+"Cloth color:"+.bcor$+"Hairstyle:"+.bcor$+"Hair color:"+.bcor$+"Dress Room"); if(.@s == 4){ callfunc "F_DRESSROOM"; close; } if(.@s == 1){ if (( getlook(LOOK_BODY2) == 5 ) || ( getlook(LOOK_BODY2) == 2 ) || ( getlook(LOOK_BODY2) == 3 ) || ( getlook(LOOK_BODY2) == 4 )) { setlook LOOK_CLOTHES_COLOR,0; mes .npc$; mes "Cloathes color not available for Body Custom."; close; } } if(Class == Job_Summoner){ setarray .@Styles[1], 3,//max_cloth_color 10,//max_hair_style 8;//max_hair_color }else{ setarray .@Styles[1], getbattleflag("max_cloth_color"), getbattleflag("max_hair_style"), getbattleflag("max_hair_color"); } set .@Revert, getlook(.@Look[.@s]); set .@Style,1; while(1) { setlook .@Look[.@s], .@Style; message strcharinfo(0),"This is style #"+.@Style+"."; switch(select(.bcor$+"Next (^0055FF"+((.@Style!=.@Styles[.@s])?.@Style+1:0)+"^000000):"+.bcor$+"Previous (^0055FF"+((.@Style!=0)?.@Style-1:.@Styles[.@s])+"^000000):"+.bcor$+"Jump to...:"+.rcor$+"Revert to original (^0055FF"+.@Revert+"^000000)")){ case 1: set .@Style, ((.@Style != .@Styles[.@s]) ? .@Style+1 : 0); break; case 2: set .@Style, ((.@Style != 0) ? .@Style-1 : .@Styles[.@s]); break; case 3: message strcharinfo(0),"Choose a style between 1 - "+.@Styles[.@s]+"."; input .@Style,0,.@Styles[.@s]; if (!.@Style) set .@Style, rand(1,.@Styles[.@s]); break; case 4: set .@Style, .@Revert; setlook .@Look[.@s], .@Revert; break; } } OnInit: .npc$ = "^FF7F00[ Super Stylist ]^000000"; // Name of NPC; .bcor$ = "^008aff[>]^000000 "; // Option Button Symbol; .rcor$ = "^ff0000[>]^000000 "; // Cancel button symbol; end; } i wanted this script to have a certain item before you could be converted to 4th job.
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i dont know why this dosnt affect lvl 255 but if a lvl 1 novice coma takes effect can anyone? i already tried 10000 before and turned it back to 100 since it didnt work case 9: // DEATH - curse, coma and poison { status_change_start(src, target, SC_COMA, 100, skill_lv, 0, src->id, 0, 0, SCSTART_NONE); sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_sc2skill(SC_CURSE), 1)); sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_sc2skill(SC_POISON), 1)); break; }
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when my other character is level 1 coma on tarot card takes effect but when my level 1 character became 255 suddenly coma dosnt take effect anymore can anyone help me with this?
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i need barricades here everytime they destroy the emperium on koe the barricade respawns and you have to destroy all of the barricades in order enter and destroy the emperium.
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can anyone help me with the koe barricade?