jaBote
Community Contributors-
Content Count
2037 -
Joined
-
Last visited
-
Days Won
43
Content Type
Profiles
Forums
Downloads
Staff Applications
Calendar
Everything posted by jaBote
-
As you can see when expanding the script, you see a closing curly is missing: the curly that closes the first one. If you have mismatching curlys your script won't work and you'll see an error like that one. See the error in the picture when I expanded your item script? This can be fixed by just adding the missing closing curly, just like this: 29954,Black_Valkyrja_Helm,Black Valkyrie Helm,5,100000,,1000,,5,,1,0xFFFFFFFE,2,2,256,,0,1,2049,{ bonus bAllStats,2; bonus bMdef,5; bonus bAtkRate,5; if(getrefine() > 5 && getrefine() <= 12) { bonus2 bAddRace,RC_DemiHuman,(getrefine() - 5); bonus2 bSubRace,RC_DemiHuman,(getrefine() - 5); } if(getrefine() > 12) { bonus2 bAddRace,RC_DemiHuman,7; bonus2 bSubRace,RC_DemiHuman,7; } },{},{} P.S.: I expanded the script just so you can see, I imagine you already know you can't do it on your actual item db files.
-
I'm not the one that can help you on that. This requires both source, client and db modifications. I feel that a guide on simple custom skills is missing out there since I miss the source and client sides, I could give you a little help with the db mods but it won't do much alone.
-
Most of the item and skill restrictions and common mapflags were joined altogether in a single file for better understanding of the user. All of them are right now in the db/re/map_zone_db.conf file. Some documentation is available right there on the same file. What you have to do is finding the Battlegrounds zone (in the line 165 assuming that's an unchanged file and look for the MO_BODYRELOCATION skill restriction in there, which is in line 173. You just have to comment and/or remove that line and reboot your server for the changes to take effect.
-
I'm not sure but I think there's no current support for MVS 2005. Anyways, try to build the Hercules 9 solution, which is a Visual Studio 2008 solution try your luck.
-
Supposedly, if you change the function that it's called to the proper name (it's Switching right now, not Henshin) it should work. For Henshin anytime you want, I think you should make a skill or so.
-
exp table for custom experience level
jaBote replied to madtoyz's question in General Server Support
I haven't done this myself, but I meant you should add the exp required for new levels as new entries on the tables from db/re/exp.txt. After a quick search I've found that there's no conf change needed. -
exp table for custom experience level
jaBote replied to madtoyz's question in General Server Support
Well, I think (I'm unsure on this) that in case you want them you should expand the table and maybe do some edits in conf/battle, don't remember where the level limits for players are. -
exp table for custom experience level
jaBote replied to madtoyz's question in General Server Support
I think you're meant to use and/or edit the existing ones in db/re or pre-re/exp.txt (example: renewal one) in case you want to add extra custom levels. -
You mean you want that when they all are equipped TOGETHER the function works, try db/{re or pre-re}/item_combo_db.txt (example: renewal one).
-
As shown here, try to commit before pulling.
-
In fact merging process has been started (or at least it was commented it was started) but we want to merge most noticeable commits since the last merge-a-ganza patch from Ind, so it's taking up a while.
-
Don't understand very well, this is what I understood: If user equips it with >30% this has no effect; else call the function Henshin. Or maybe you meant: User can't equip this with >30%; if equipped call Henshin function, then when its effect ends auto unequip the headgear.
-
Much like that but: The NPC declaration requires location (prontera,111,111,5), the type of NPC (script), the NPC name (which is missing) and the sprite ID and curly opening (39,{). As I've said the NPC name is missing. You are also missing the closing curly of the NPC opening, the { and } must match. Add an end; where the script is supposed to end, so that it actually can be ended and isn't kept on memory. We only provided you a snippet, and you try to make this a full NPC so it should be ended for your server resources sake. Sounds quite redundant, doesn't it? A more correct version woud be like this: prontera,111,111,5 script NPCname 39,{ if( Class == 4060 ){ for (set .@i, 12725; .@i <= 12733; set .@i, .@i + 1) // We loop trhough the IDs for the runestones if(countitem(.@i) < 3) getitem .@i, (3 - countitem(.@i)); } end;}
-
How to add Rental Items to the Cash Shop?
jaBote replied to Tepoo's question in General Server Support
Rental items make use of the rentitem script command (check rentitem on doc/script_commands.txt). They're usually a box that when you open it you'll have that item for some time (time expressed in seconds) and after that it's gone. I think you can't directly rent items from the Cash Shop but you could take the idea from what it's done on official servers, which is selling boxes that rent you the items when you open them. There are numerous examples on RateMyServer for instance. -
RO Open Setup, v3.2.1.651 - last updated 2024/07/27
jaBote replied to Ai4rei's topic in Client-Side Releases
Translating the new string: TEXT_ERROR_INSANE_ENGINE, "Se ha observado que el estado de la instalación de Ragnarök Online interfiere en la carga y el guardado correcto de ajustes.rnrnMás detalles en el archivo opensetup.log"Not quite sure on this one, though. -
From which amount to which amount? P.S.: for using that script you'd have to correct a subtle mistake quesoph made on the rewamount var.
-
It works on my side, but don't know any means of recording it. Steps I've done: [*]Copied over the item on my db/item_db2.txt [*]Created a new NPC file on my folder, called henshin.txt (which is npc/custom/bote). No clientside files required, but I'll only see an Apple sprite. [*]Opened server. [*]Issued @loadnpc npc/custom/bote/henshin.txt (you should use the npc path in your server). [*]Check @loadnpc feedback (script loaded) and the map server console to see if there was any warning/error. No errors. [*]Use @item 29949 30. See that's a headgear so I dropped 29 of them . [*]Damaged myself to almost death, then use the item. Item works. Only issue I see is that the script executes twice without any known reason to me, maybe because it uses 2 equipment slots? Pics:
-
Will try script on local server then edit. Trying ATM. Edit: Better in a new post since you replied =P
-
WHOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOPS, big fail of mine, the script should go on the first curlies as I said but I didn't change it. Try this: 29949,Batman_Helmet,Batman Helmet,5,0,,0,,0,,0,0xFFFFFFFF,7,2,3072,,0,0,2048,{ callfunc "Henshin"; },{},{} Sorry!
-
Yes, but on the first curlys, not in the last ones. The first is meant for when an item is used, the second is meant for when an equip is equipped (has almost no sense since the first curlys also get executed when you equip something) and the last ones are meant for the OnUnequip event. Should be like this: 29018,kamenriderhelm,kamen rider helm,5,0,,0,,0,,0,0xFFFFFFFF,7,2,7168,,0,0,29018,{ callfunc "Henshin"; },{},{} Test it before using it on a production server . EDIT: Corrected a big fail.
-
What triggers it is the presence of an OnInit: label. If it's not present the NPC will wait to be clicked when loaded but it's invisible. This means if you change all occurrences of the OnLight label to OnInit it should work. Or if you want, you could add the OnInit label just before or after the OnLight label, whatever solution you find more appropriate.
-
Simply, in the OnUse script of a file (the first curly braces) make it to contain the following: callfunc "Henshin"; This should make it work.
-
For expanding the reply mofo posted and for your information, in a relatively recent commit (about 1 month ago or so) we changed some status change effects names to the official ones so that we're more close to official servers and scripts than rAthena. This is the list of all Hercules SCs and rAthena SCs and an online comparation of them both to this date (Hercules is the left one; link expires in 1 year) so that this can help you further when converting rAthena scripts with status changes. As you can see most of them are the same, but you can see the difference between Hercules (official names) vs rAthena (unofficial ones). If you try to use a SC_ name that it's not in that list it defaults to 0, which you can see it's SC_STONE which means Stone Curse. Hope this helped.
-
Las BGs oficiales, que sepa, son solo Flavius (el de matar a los dos guardianes y luego romper el cristal), Tierra Valley (el de romper el campamento del otro) y KvM (casi como PvP por grupos). Cualquier otro tipo de BattleGrounds es custom. Además, según parece, las elemental wars son guerras para clanes con recuerdos a los scripts originales de las WoEs, no son para grupos de Battlegrounds como es normal en un script de BG.
-
countitem allows only 1 argument which is supposed to be an item ID. It should be like this, so that'll get you some nice errors when parsing the script. Your script should look like this: OnPCDieEvent:if( Class == 4060 ){ if(countitem(12725) < 3) getitem 12725, (3 - countitem(12725)); if(countitem(12726) < 3) getitem 12726, (3 - countitem(12726)); if(countitem(12727) < 3) getitem 12727, (3 - countitem(12727)); if(countitem(12728) < 3) getitem 12728, (3 - countitem(12728)); if(countitem(12729) < 3) getitem 12729, (3 - countitem(12729)); if(countitem(12730) < 3) getitem 12730, (3 - countitem(12730)); if(countitem(12731) < 3) getitem 12731, (3 - countitem(12731)); if(countitem(12732) < 3) getitem 12732, (3 - countitem(12732)); if(countitem(12733) < 3) getitem 12733, (3 - countitem(12733));} Or, in a more compressed form (saves disk space but uses a bit more of process): OnPCDieEvent:if( Class == 4060 ){ for (set .@i, 12725; .@i <= 12733; set .@i, .@i + 1) // We loop trhough the IDs for the runestones if(countitem(.@i) < 3) getitem .@i, (3 - countitem(.@i));} Hope this helps you.