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AnnieRuru

Script Developers
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Everything posted by AnnieRuru

  1. 1. elaborate your question further 2. you post in script support so I assume you know how to fix yourself if you don't know how to write it yourself, should post in script request
  2. getinventorylist; while( .@i < @inventorylist_count ){ if ( !@inventorylist_identify[.@i] ){ delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0; getitem @inventorylist_id[.@i],1; } .@i++; } bad code actually there are some items that are drop with cards, or item options (example crimson weapons) https://rathena.org/board/topic/118245-error-buildin_delitem2-failed-to-delete-1-items/?do=findComment&comment=357700 we either need a getitem3/delitem3 script command or identifyall script command ... we missing both of them right now and for your answer just add if ( agitcheck() || agitcheck2() ) ... something like that
  3. message script command obviously doesn't work ... if the player not within the vicinity when the player cast the portal, they can only see the portal, not the message that's why chat-room might be the only choice to show it like a signboard, that can move into any location, and remove anytime if you don't want to show npc name, make the npc name like #asdf, any characters after # will hide the npc name but making an npc that you can't click on it, impossible in fact, I don't know any object that can control server side that will pop up an object on the client that you can't click on it enum bl_type { BL_NUL = 0x000, BL_PC = 0x001, BL_MOB = 0x002, BL_PET = 0x004, BL_HOM = 0x008, BL_MER = 0x010, BL_ITEM = 0x020, BL_SKILL = 0x040, BL_NPC = 0x080, BL_CHAT = 0x100, BL_ELEM = 0x200, BL_ALL = 0xFFF, }; yup, none, all these objects will change the cursor
  4. prontera,153,180,4 script Option Master 4_DOG01,{ mes "blah"; // dispbottom getequipid(EQI_ACC_L) +" "+ getequipid(EQI_ACC_R); next; if ( getequipid(EQI_ACC_L) == -1 && getequipid(EQI_ACC_R) == -1 ) { mes "You don't have Accessory equipped"; close; } .@s = select( getequipid(EQI_ACC_L)? getequipname(EQI_ACC_L) : "", getequipid(EQI_ACC_R)? getequipname(EQI_ACC_R) : "" ) + 6; // dispbottom .@s +""; if ( getequipoption( .@s, 1, IT_OPT_INDEX ) ) { mes "this Accessory has already enchanted with Item Options"; close; } mes "do you want to add +STR to this Accessory?"; next; if ( select( "Yes", "No" ) == 2 ) close; setequipoption .@s, 1, VAR_STRAMOUNT, 1; close; }
  5. I'm sorry, I can't really answer this kind of question I give you some links if you don't understand what LAG means https://dictionary.cambridge.org/dictionary/english/lag https://en.wikipedia.org/wiki/Lag it works fine on my computer when everything is set offline (127.0.0.1)
  6. now support BF_ flags https://github.com/AnnieRuru/Release/blob/master/plugins/bHPGainRateWhenHit/bHPGainRateWhenHit_0.5.c can't do anything about it, the server cap your attack speed at 190 for a reason attacking with 199 attack speed, some packet definitely going to lost this way relog, move to another map, or wait a while for the hp to regen will resend the packet to refresh the status
  7. fix value overflow problem https://github.com/AnnieRuru/Release/blob/master/plugins/bHPGainRateWhenHit/bHPGainRateWhenHit_0.4.c
  8. already tested with OnPCStatCalcEvent: bonus2 bHPGainRateWhenHit, 500, 50; bonus2 bHPGainRateWhenHit, 500, 50; end; total up 100% chance to recover 100% hp this formula is the same as hunter fly card, the chance and the value are just sum up if doesn't work for you, no idea, it works on my test server
  9. hmmmmm ........ https://github.com/AnnieRuru/Release/blob/master/plugins/bHPGainRateWhenHit/bHPGainRateWhenHit_0.3.c curious, what is your compiler ? I'm using visual studio 2017 maybe should report in github
  10. mf_nomobloot and mf_nomvploot only disable item drop on specific map ... useful for events if you want to give item away via scripting then do OnNPCKillEvent: getmobdrops killedrid; for ( .@i = 0; .@i < $@MobDrop_count; ++.@i ) if ( rand(10000) < $@MobDrop_rate[.@i] ) getitem $@MobDrop_item[.@i], 1; no, like I said, don't touch the drop rate in battle config, leave it as it is ...
  11. 1. place mf_nomobloot and mf_nomvploot mapflags on all maps or 2. change this condition into if(0) in mob_dead function if( !(type&1) && !map->list[m].flag.nomobloot && !md->state.rebirth && ( md->special_state.ai == AI_NONE || //Non special mob battle_config.alchemist_summon_reward == 2 || //All summoned give drops (md->special_state.ai == AI_SPHERE && battle_config.alchemist_summon_reward == 1) //Marine Sphere Drops items. ) ) { // Item Drop btw you shouldn't change the rate if you want to give away via scripts there is a script command *getmobdrops , the rates are affected by that battle config
  12. https://github.com/AnnieRuru/Release/blob/master/plugins/bHPGainRateWhenHit/bHPGainRateWhenHit_0.2.c - fix this bonus can only use 1 time
  13. Related commit: https://github.com/HerculesWS/Hercules/pull/2391 this is part of *setunitdata script command clean-up the UDT_MAPIDXY and UDT_WALKTOXY constant has been deprecated so this script command only dealing with 1 INTEGER value now it has been standardize, all (int) has been removed from the documentation Example 1 : setunitdata UDT_MAPIDXY (old) .@mobgid = monster("this", -1,-1, "--ja--", PORING, 1); setunitdata(.@mobgid, UDT_MAPIDXY, "guild_vs2", 50,50); now should be .@mobgid = monster("this", -1,-1, "--ja--", PORING, 1); unitwarp(.@mobgid, "guild_vs2", 50,50); Example 2 : getunitdata UDT_MAPIDXY (old) .@mobgid = monster("this", -1,-1, "--ja--", PORING, 1); getunitdata(.@mobgid, UDT_MAPIDXY, .@pos); dispbottom(sprintf("%d %d %d", .@pos[0], .@pos[1], .@pos[2])); // apparently we don't have *mapid2name script command ... doesn't matter anymore now should be .@mobgid = monster("this", -1,-1, "--ja--", PORING, 1); getmapxy(.@map$, .@x, .@y, UNITTYPE_MOB, .@mobgid); dispbottom(sprintf("%s %d %d", .@map$, .@x, .@y)); Example 3 : setunitdata UDT_WALKTOXY (old) .@mobgid = monster("this", -1,-1, "--ja--", PORING, 1); setunitdata(.@mobgid, UDT_WALKTOXY, 158,185); now should be .@mobgid = monster("this", -1,-1, "--ja--", PORING, 1); unitwalk(.@mobgid, 158, 185);
  14. diff your client with custom fonts
  15. nonono, show me a sample ... how you did it...
  16. current version is 1.5 already having people report bugs on infinite loop ... via discord so I assumed it tested
  17. no.1 ... wait until I fix OnPCUseSkillEvent that modification allows to manipulate everything with a skill cursor .... no.2 you mean like adding 3D object into the game without telling player that object is manipulate from server side ? none, perhaps you can try with browedit if you want to customize the map
  18. I do have 2017-05-17aRagexeRE, and I couldn't even make the npc sprite shows up it reads client/data/questid2display.txt, though, so I don't think npc sprite or navigation system are supported <-- correct me if I'm wrong client stuff isn't really my thing ... can you show me how you get the item thing shows up ? on this ... outdated quest log system ... because newer ones like 2018 only read 1 file and its more flexible
  19. try extract your KRO's data.grf and read the format or maybe post it here .... so we could solve the mystery together .... which file does it read ? my sample quest log script ... 0.3 says its client/data/questid2display.txt 1.0 says its client\system\OngoingQuestInfoList_Sakray.lub and why some people still using outdated hexed KRO...
  20. OnPCStatCalcEvent: bonus bNoWeaponDamage, 100; end; totally immune to physical damage so ... bonus bNoWeaponDamage, 10; will reduce 10% physical damage
  21. https://rathena.org/board/topic/117831-showcase-weapon-skin/. https://github.com/rathena/rathena/issues/1779 got people ask how to do that ... so I write a plugin for it Download: 1.1 plugin also need to add a file in conf/import/change_equipment_skin.conf change_equipment_skin: ( { Type: "LOOK_WEAPON" ItemID: 24001 SkinID: 1238 }, //{ // Type: "LOOK_SHIELD" // ItemID: 24002 // SkinID: 2101 //}, ) When player equip a shadow weapon ID 24001, will show the weapon look 1238, which is Zeny_Knife "@reloadequipmentskin" will reload this file ... Note: yes, the clif->sendlook is extremely messy, I attempt to make this support change shield skin but for dunno what reason, equip a shield telling the client changing LOOK_WEAPON ... WTF !! if anybody knows how to make it support shield, I'm open to suggestion
  22. I was using 2018-06-20Re when I wrote Sample Questlog script the newer quest window, edit the file -> client\system\OngoingQuestInfoList_Sakray.lub supports navigation system, including <itemlink> [49908] = { Title = "Poring Problem", IconName = "ico_lq.bmp", Description = { "Poring has invaded Prontera town last night", "Help out the town by killing them.", "Submit to the <NAVI>Guard<INFO>prontera,147,28,</INFO></NAVI> when finished." }, Summary = "Kill 10 Porings", NpcSpr = "8W_SOLDIER", RewardEXP = "1000", RewardJEXP = "1000", }, NpcSpr is the npc sprite monster sprite ... no idea ... after all you can have multiple target mobs in 1 single quest
  23. although I want to say impossible ... but I can think of 1 work around ... use duplicatenpc modification ... create a chat-room on the duplicate npc ... chatroom title... generate from data/mapnametable.txt ...
  24. I don't understand what topic request talking about if anyone understand this topic, please help me rephrase his/her sentence
  25. most people understood from this posts ... https://github.com/AnnieRuru/Release/blob/master/Guides/Compare Instance script between rAthena %26 Hercules.md
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