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Ridley

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Everything posted by Ridley

  1. either merge it with your data.grf or make a custom one with higher priority and you should be fine
  2. Bros in pictures

    1. Mystery

      Mystery

      To be we dont have a bigger picture together LOL.

  3. updated downloadlink. fixed issue with magenta pixels in bitmaps fixed issue with some missing textures removed korean buttons included both files in zip archive now
  4. understandable, but apparently it seems common here (and rA), one of the reasons I still don't offer paid services is this bunch of idiots. I think people won't care for the small "send to friend" fee if they want to buy your package :] I'm donating 10$ toward you for your loss, the community nowadays is a shame
  5. Review: - Always available and answering questions patiently (even if its your first time) - even doing it live per stream - low prices for attractive high quality work - way more than fair - you can see she knows what she's doing and how to handle your request no need to go into details, 10/10 would bang can totally recommend her
  6. Afaik it was only 1 version required UAC to work. Try it with the latest version and it should work fine
  7. You need the perquisites for the quest
  8. Download counter hits the 15k Anyways, during the last time I worked a lot on the grf. Right now I am not sure if I will release it, but at least I wanna do a showcase. It's a data.grf from today (31st march). Everythings working perfect (I still need to test a few things). Special is: It has only 1,2gb
  9. in map/skill.c find case UNT_WARMER: { // It has effect on everything, including monsters, undead property and demon int hp = 0; if( ssc && ssc->data[SC_HEATER_OPTION] ) hp = tstatus->max_hp * 3 * sg->skill_lv / 100; else hp = tstatus->max_hp * sg->skill_lv / 100; if( tstatus->hp != tstatus->max_hp ) clif->skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0); if( tsc && tsc->data[SC_AKAITSUKI] && hp ) hp = ~hp + 1; status->heal(bl, hp, 0, 0); sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100); } change to case UNT_WARMER: { struct mob_data *md = BL_CAST(BL_MOB, bl); if( md && md->class_ == MOBID_EMPELIUM ) break; // It has effect on everything, including monsters, undead property and demon int hp = 0; if( ssc && ssc->data[SC_HEATER_OPTION] ) hp = tstatus->max_hp * 3 * sg->skill_lv / 100; else hp = tstatus->max_hp * sg->skill_lv / 100; if( tstatus->hp != tstatus->max_hp ) clif->skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0); if( tsc && tsc->data[SC_AKAITSUKI] && hp ) hp = ~hp + 1; status->heal(bl, hp, 0, 0); sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100); }
  10. As far as I know she is currently sick.
  11. Mp3 128kbps .wav is sound effects
  12. File Name: @autores (auto resurrection) File Submitter: Ridley File Submitted: 21 Feb 2016 File Category: Utility @autores <mapname> < X coordinate> < Y coordinate> eg. @autores prontera 150 150 <-- will revive players at prontera 150/150 Use it for your events, races or whatever Note: only players on the given map are affected. If you set "prontera" as map, only players which die there will be revived. If you set pay_dun00, only players there are affected and so on.. It has a 5 second cooldown till it revives you. This is set in line 57 (sleep2 5000;) second use of @autores will disable it again @autorescheck tells you if the system is enabled or disabled Works only at one map at the same time Click here to download this file
  13. 114 downloads

    @autores <mapname> < X coordinate> < Y coordinate> eg. @autores prontera 150 150 <-- will revive players at prontera 150/150 Use it for your events, races or whatever Note: only players on the given map are affected. If you set "prontera" as map, only players which die there will be revived. If you set pay_dun00, only players there are affected and so on.. It has a 5 second cooldown till it revives you. This is set in line 57 (sleep2 5000;) second use of @autores will disable it again @autorescheck tells you if the system is enabled or disabled Works only at one map at the same time
  14. Compressed and uploaded during last night. New Link is online
  15. im waiting for this! :3 the new one is actually done, but not uploaded yet no, you will miss some important files. Small side note: downloadcounter is 13420
  16. He talks about the crash logs since this is a client side problem
  17. It's client side, data/ indoorrswtable.txt viewpointtable.txt Either in your grf or data.grf
  18. Untested but should work. And there are plenty ways to optimize that script :| prontera,155,143,4 script Guild Base 722,{ set .npcname$,"[ ^0000FF Guild Base ^000000 ]"; set .mapname$,"guild_vs1"; OnMenu: mes .npcname$; mes "How may i help you sir ?"; mes "^FF0000_____________________________^000000"; mes "Guild Base Owner :"; if ( $@RoomOwner$ == "0" ){ mes "It is ^0000FFNOT Assigned^000000 yet."; } if ( $@RoomOwner$ != "0" ){ mes "^0000FF"+$@RoomOwner$+"^000000 Guild"; } mes "^FF0000_____________________________^000000"; next; switch(select("^4EEE94Guild Base Information^000000", ( getguildname(getcharid(2)) != $@RoomOwner$ )?"":"^0000FFReturn To Base^000000", ( getgmlevel() < 80 || $@RoomOwner$ != "0" )?"":"^0000FFAssign Guild Base Owner^000000", ( getgmlevel() < 80 || $@RoomOwner$ == "0" )?"":"^FF0000Remove Guild Base Owner^000000")) { case 1: mes .npcname$; mes "To get into this Guild Base, The guild leader of your guild must talk with GM Team who incharge of assigning the Guild Base. "; next; mes .npcname$; mes "Inside the Guild Base have alot of facilities to help the Guild who owned the Guild Base."; close; case 2: warp .mapname$,50,48; flagemblem getcharid(2); end; case 3: mes .npcname$; mes "Please input the ^FF0000Name of the Guild^000000, So that the member of that guild can go into the Base."; mes "^FF0000_____________________________^000000"; mes "The name is ^FF0000VERY SENSITIVE^000000, please write it ^0000FFCorrectly^000000..."; input $@RoomOwner$; next; mes .npcname$; mes "The room has been assigned to ^FF0000"+$@RoomOwner$+"^000000 Guild."; mes "The member for this guild will be warped here by now."; atcommand "@guildrecall "+$@RoomOwner$+""; message strcharinfo(0),"Emblem of Guild Base Holder will be displayed upon the members get into the Base."; next; goto OnMenu; case 4: mes .npcname$; mes "Guild base ownership has been removed."; set $@RoomOwner$,"0"; mapannounce .mapname$,"The Guild Base Ownership has been WIPE Off/Changed.",bc_blue; mapwarp .mapname$,"prontera",155,185; next; goto OnMenu; } OnInit: set $@RoomOwner$,"0"; end; } guild_vs1,50,50,5 script Guild Base Manager 1907,{ set .npcname$,"[ ^0000FF Guild Base Manager ^000000 ]"; set .BuffDuration,3600000; mes .npcname$; mes "How can i help you here ?"; next; switch(select( ( getguildname(getcharid(2)) != $@RoomOwner$ || getcharid(0) != getguildmasterid(getcharid(2)) )?"":"^4EEE94Guild Members Recalling^000000", ( getguildname(getcharid(2)) != $@RoomOwner$ )?"":"^0000FFHeal / Buffs^000000", ( getguildname(getcharid(2)) != $@RoomOwner$ )?"":"^0000FFEquipment Repairing^000000", ( getguildname(getcharid(2)) != $@RoomOwner$ )?"":"^0000FFPVP Room Warp^000000", ( getguildname(getcharid(2)) != $@RoomOwner$ )?"":"^0000FFWOE Castle Warp^000000", ( getguildname(getcharid(2)) != $@RoomOwner$ )?"":"^0000FFMall Room Warp^000000", ( getguildname(getcharid(2)) != $@RoomOwner$ )?"":"^0000FFRefiner^000000", "^FF0000Close^000000")) { case 1: goto Guild_Recall; case 2: goto Healing; case 3: goto Repairing; case 4: goto PVP_Warp; case 5: goto WOE_Warp; case 6: goto Mall_Room; case 7: goto Refiner; case 8: close; } Guild_Recall: mes .npcname$; mes "Your guild members has been recalled. They shall arrive here within couple of time."; atcommand "@guildrecall "+$@RoomOwner$+""; close; Healing: mes .npcname$; mes "Thank you for using our services."; close2; percentheal 100,100; sc_start SC_SPIRIT,.BuffDuration,5; specialeffect2 503,SELF,strcharinfo(0); skilleffect 34,0; sc_start SC_BLESSING,.BuffDuration,10; skilleffect 29,0; sc_start SC_INC_AGI,.BuffDuration,10; skilleffect 66,0; sc_start SC_IMPOSITIO,.BuffDuration,5; skilleffect 67,0; sc_start SC_SUFFRAGIUM,.BuffDuration,3; skilleffect 74,0; sc_start SC_MAGNIFICAT,.BuffDuration,5; skilleffect 361,0; sc_start SC_ASSUMPTIO,.BuffDuration,5; skilleffect 383,0; sc_start SC_WINDWALK,.BuffDuration,10; skilleffect 543,0; sc_start SC_NJ_NEN,.BuffDuration,5; skilleffect 357,0; sc_start SC_CONCENTRATION,.BuffDuration,10; skilleffect 380,0; sc_start SC_TRUESIGHT,.BuffDuration,5; skilleffect 114,0; sc_start SC_MAXIMIZEPOWER,.BuffDuration,100; skilleffect 234,0;sc_start SC_PROTECTWEAPON,.BuffDuration,5; skilleffect 235,0;sc_start SC_PROTECTSHIELD,.BuffDuration,5; skilleffect 236,0;sc_start SC_PROTECTARMOR,.BuffDuration,5; skilleffect 237,0;sc_start SC_PROTECTHELM,.BuffDuration,5; skilleffect 355,0; sc_start SC_AURABLADE,.BuffDuration,5; skilleffect 384,0; sc_start SC_MELTDOWN,.BuffDuration,10; skilleffect 378,0; sc_start SC_EDP,.BuffDuration,5; sc_start SC_ATTHASTE_POTION3,.BuffDuration,0; sc_start SC_FOOD_STR,.BuffDuration,10; sc_start SC_FOOD_AGI,.BuffDuration,10; sc_start SC_FOOD_VIT,.BuffDuration,10; sc_start SC_FOOD_INT,.BuffDuration,10; sc_start SC_FOOD_DEX,.BuffDuration,10; sc_start SC_FOOD_LUK,.BuffDuration,10; sc_start SC_FOOD_BASICHIT,.BuffDuration,10; sc_start SC_FOOD_BASICAVOIDANCE,.BuffDuration,10; sc_start SC_BATKFOOD,.BuffDuration,10; sc_start SC_MATKFOOD,.BuffDuration,10; sc_start SC_ATTHASTE_POTION3,.BuffDuration,5; sc_start SC_MOVHASTE_INFINITY,.BuffDuration,0; sc_start SC_CASH_PLUSEXP,.BuffDuration,150; sc_end SC_STONE; sc_end SC_SLOWDOWN; sc_end SC_FREEZE; sc_end SC_SLEEP; sc_end SC_CURSE; sc_end SC_SILENCE; sc_end SC_CONFUSION; sc_end SC_BLIND; sc_end SC_BLOODING; sc_end SC_DEC_AGI; sc_end SC_POISON; sc_end SC_ILLUSION; sc_end SC_NOEQUIPWEAPON; sc_end SC_NOEQUIPARMOR; sc_end SC_NOEQUIPHELM; sc_end SC_NOEQUIPSHIELD; sc_end SC_PROPERTYUNDEAD; sc_end SC_ORCISH; sc_end SC_BERSERK; sc_end SC_SKE; sc_end SC_SWOO; sc_end SC_SKA; end; Repairing: mes .npcname$; if ( getbrokenid(1) == 0 ){ mes "You have nothing cant be repair by now."; close; } atcommand "@repairall"; mes "All the broken equipments has been repaired."; close; PVP_Warp: warp "prontera",151,181; end; Mall_Room: warp "prontera",151,181; end; WOE_Warp: mes .npcname$; mes "Please choose your destination..."; next; switch(select("^4EEE94Prontera WOE Castle^000000", "^4EEE94Geffen WOE Castle^000000", "^4EEE94Payon WOE Castle^000000", "^4EEE94Yuno WOE Castle^000000", "^4EEE94Aldebaran WOE Castle^000000", "^4EEE94Rachel WOE Castle^000000", "^FF000Close^000000")) { case 1: callsub CastleWarp,"prt_gld",159,94; case 2: callsub CastleWarp,"gef_fild13",164,243; case 3: callsub CastleWarp,"pay_gld",200,173; case 4: callsub CastleWarp,"sch_gld",137,79; case 5: callsub CastleWarp,"alde_gld",186,155; case 6: callsub CastleWarp,"aru_gld",219,219; case 7: callsub CastleWarp,"prt_gld",159,94; case 8: callsub CastleWarp,"prt_gld",159,94; case 9: close; } CastleWarp: warp getarg(0),getarg(1),getarg(2); end; Refiner: mes .npcname$; mes "I am a great refiner.. i can refine all your equipments into +8."; next; switch(select( ( getequipisequiped(EQI_HEAD_TOP) == 0 || getequiprefinerycnt(EQI_HEAD_TOP) > 7 )?"":"Headgear [ ^4EEE94"+getequipname(EQI_HEAD_TOP)+"^000000 ]", ( getequipisequiped(EQI_ARMOR) == 0 || getequiprefinerycnt(EQI_ARMOR) > 7 )?"":"Armor [ ^4EEE94"+getequipname(EQI_ARMOR)+"^000000 ]", ( getequipisequiped(EQI_HAND_L) == 0 || getequiprefinerycnt(EQI_HAND_L) > 7 )?"":"Left Hand [ ^4EEE94"+getequipname(EQI_HAND_L)+"^000000 ]", ( getequipisequiped(EQI_HAND_R) == 0 || getequiprefinerycnt(EQI_HAND_R) > 7 )?"":"Right Hand [ ^4EEE94"+getequipname(EQI_HAND_R)+"^000000 ]", ( getequipisequiped(EQI_GARMENT) == 0 || getequiprefinerycnt(EQI_GARMENT) > 7 )?"":"Garment [ ^4EEE94"+getequipname(EQI_GARMENT)+"^000000 ]", ( getequipisequiped(EQI_SHOES) == 0 || getequiprefinerycnt(EQI_SHOES) > 7 )?"":"Shoes [ ^4EEE94"+getequipname(EQI_SHOES)+"^000000 ]", "^FF0000Close^000000")) { case 1: callsub EquipRefine,256,8-getequiprefinerycnt(EQI_HEAD_TOP); case 2: callsub EquipRefine,16,8-getequiprefinerycnt(EQI_ARMOR); case 3: callsub EquipRefine,32,8-getequiprefinerycnt(EQI_HAND_L); case 4: callsub EquipRefine,2,8-getequiprefinerycnt(EQI_HAND_R); case 5: callsub EquipRefine,4,8-getequiprefinerycnt(EQI_GARMENT); case 6: callsub EquipRefine,64,8-getequiprefinerycnt(EQI_SHOES); case 7: close; } EquipRefine: mes .npcname$; mes "Your equipment has been refined."; atcommand "@refine "+getarg(0)+" "+getarg(1)+""; next; goto Refiner; }
  19. Hello boys'n'girls The Download counter just hit 12000, thank you for that, even tho I wish there was a little more feedback or anything xD @@ChaosX2 If you updated it to date you should be fine. But probably I'm releasing soon a new one. Regards
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