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Everything posted by luizragna
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Hello guys. The folder db/re don't contain more the map_cache.dat. Where i add now?
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DB error - Table 'ragnarok.loginlog' doesn't exist
luizragna replied to banhelba2019's question in General Server Support
Do you added in the logs.sql in the ragnarok database? -
Do you can edit direct the LUB files using the notpad++ ?
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Try rename.
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killedrid variable don't work with script command monster
luizragna posted a question in Script Support
Hello guys. When a kill monster with @mosnter the mod id is added to variable killedrid. But when i kill a monster summoned with script command monster he is not added to killedrid. monster "pay_dun04",122,123,"[DG] Red Plant",1078,1,strnpcinfo(0)+"::OnBonus"; end; OnBonus: mes "Do you killed a monster"; if (killedrid == 1078){ mes "This monster is Red Plant"; close2; percentheal 15,0; specialeffect(7, SELF, playerattached()); } end; In the above example, the script not enter in if (killedrid == 1078). Whats is the problem?? (In the rAthena i not have this problem) -
Try now: I changed the coin to item ID 26080 NPC Trader: prontera,136,217,4 script Coin Trader 4_M_MANAGER,{ .@npc$ = "[Coin Trader]"; //NPC Name mes .@npc$; mes "Hello. I'm the Coin Trader"; mes "I can trade Zeny for Coin and vice versa"; mes "(1 Coin = 10.000.000z)"; mes "What you want trade?"; next; menu "Zeny for Coins",zc,"Coins for Zeny",cz,"Close",cl; cl: close; zc: mes .@npc$; mes "How many Coins do you want purchase?"; mes "(1 Coin = 10.000.000z)"; input @zc; @qnt = @zc*10000000; if (Zeny - @qnt < 0){ mes "Do you not have zeny"; close; } getitem 26080,@zc; set Zeny,Zeny - @qnt; mes " "; mes "Thank You!"; mes "(Now do you have "+countitem(26080)+" Coin(s) )"; close; cz: mes .@npc$; mes "How many Coins you want sell?"; mes "Do you have "+countitem(26080)+" Coin(s)"; mes "(1 Coin = 10.000.000z)"; input @cz; @qnt = @cz*10000000; if (countitem(26080) - @cz < 0) { mes "Do you not have sufficient Coins"; close; } if (Zeny + @qnt > 2000000000){ mes "Do you can't stay more than 2b Zeny"; close; } delitem 26080,@zc; set Zeny,Zeny + @qnt; mes " "; mes "Thank You!"; mes "(Now do you have "+countitem(26080)+" Coin(s) )"; close; } Coin Shop: prontera,141,217,4 script Coin Shop 4_F_TELEPORTER,{ mes "[Coin Shop]"; mes "Hello. Why do you want buy with yours Coins?"; mes "(Do you have "+countitem(26080)+" Coin(s) )"; menu "Red Potion (3 Coins)",rp,"Knife[4] (7 Coins)",kn,"Cancell",cl; cl: close; rp: if (countitem(26080) - 3 < 0) { mes "Do you not have sufficient Coins"; close; } delitem 26080,3; getitem 501,1; mes " "; mes "Thank You!"; mes "(Now do you have "+countitem(26080)+" Coin(s) )"; close; kn: if (countitem(26080) - 7 < 0) { mes "Do you not have sufficient Coins"; close; } delitem 26080,7; getitem 1202,1; mes " "; mes "Thank You!"; mes "(Now do you have "+countitem(26080)+" Coin(s) )"; close; }
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I maked with variable. Trader NPC: prontera,136,217,4 script Coin Trader 4_M_MANAGER,{ .@npc$ = "[Coin Trader]"; //NPC Name mes .@npc$; mes "Hello. I'm the Coin Trader"; mes "I can trade Zeny for Coin and vice versa"; mes "(1 Coin = 10.000.000z)"; mes "What you want trade?"; next; menu "Zeny for Coins",zc,"Coins for Zeny",cz,"Close",cl; cl: close; zc: mes .@npc$; mes "How many Coins do you want purchase"; mes "(1 Coin = 10.000.000z)"; input @zc; @qnt = @zc*10000000; if (Zeny - @qnt < 0){ mes "Do you not have zeny"; close; } set SCoin,SCoin + @zc; set Zeny,Zeny - @qnt; mes " "; mes "Thank You!"; mes "(Now do you have "+SCoin+" Coin(s) )"; close; cz: mes .@npc$; mes "How many Coins you want sell?"; mes "Do you have "+SCoin+" Coin(s)"; mes "(1 Coin = 10.000.000z)"; input @cz; @qnt = @cz*10000000; if (SCoin - @cz < 0) { mes "Do you not have sufficient Coins"; close; } if (Zeny + @qnt > 2000000000){ mes "Do you can't stay more than 2b Zeny"; close; } set SCoin,SCoin - @cz; set Zeny,Zeny + @qnt; mes " "; mes "Thank You!"; mes "(Now do you have "+SCoin+" Coin(s) )"; close; } Coin Shop: prontera,141,217,4 script Coin Shop 4_F_TELEPORTER,{ mes "[Coin Shop]"; mes "Hello. Why do you want buy with yours Coins?"; mes "(Do you have "+SCoin+" Coin(s) )"; menu "Red Potion (3 Coins)",rp,"Knife[4] (7 Coins)",kn,"Cancell",cl; cl: close; rp: if (SCoin - 3 < 0) { mes "Do you not have sufficient Coins"; close; } SCoin = SCoin - 3; getitem 501,1; mes " "; mes "Thank You!"; mes "(Now do you have "+SCoin+" Coin(s) )"; close; kn: if (SCoin - 7 < 0) { mes "Do you not have sufficient Coins"; close; } SCoin = SCoin - 7; getitem 1202,1; mes " "; mes "Thank You!"; mes "(Now do you have "+SCoin+" Coin(s) )"; close; }
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OK, I'll try to do it for you. You want the currency is for a player or account?
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Do you must create a custom item or make a variable.
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Hello guys. The command setunitdata not worked with setunitdata how show bellow example: 1st Script: set .@amount,1; for (.@i = 0; .@i < .@amount; .@i++) { .@mobGID = monster ("pay_dun04",122,123,"[DG] Planta Vermelha",1078,1,strnpcinfo(0)+"::OnBonus"); //planta vermelha setunitdata .@mobGID,UDT_LEVEL,7; setunitdata .@mobGID,UDT_MAXHP,10; setunitdata .@mobGID,UDT_HP,2; } end; 2nd script: OnNPCKillEvent: mes "Do you killed the monster ID: "+killedrid+" "; close; The variable killedrid show the last mob that i killed, but if he created with .@mobGID do not add the mobid to variable when i kill. (Sorry for my bad English)
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Have download? hahaha
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I found in skilleffect/skilleffectinfoslit.lub I added: [SKID.DG_SUMMONZOMBIE] = { beginEffectID = EFID.EF_BLUECASTING }, But the strange is not have all skills of the game
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In lua/lub files it does not have the effects of the skills. In the source I managed to collocate to after the ability is loaded
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Hello guys.I created a custom skill and it worked without problems. But the skill dont have cast effect. Where i add?? (I'm talking about the effect while loading the skill)
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The character stands still when use menu command
luizragna replied to luizragna's question in Script Support
Thanks guys! -
The character stands still when use menu command
luizragna replied to luizragna's question in Script Support
I tried all options. But the problem continues. -
When i use the command: menu "Yeees",yes,"Nooo",no; yes: specialeffect(6, SELF, playerattached()); end; no: end; The character stands still and i need use @refresh for him to come back to normal. I Tried switch but, the problem continues. I use the last version of Hercules.
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View File Fire Area Hello guys! This is my first script in the Hercules. Basically, do you receive damage while stay stepping. Main configurations: (I'm using the last version of hercules) //Damage Options: .DMG_Type = 1; // Type of damage - [0 - Normal] | [1 - Percentage of maximum health] .DMG_Attack = 5; // Damage per attack (1 to 100 if percentage damage) .DMG_Speed = 250; // Damage speed. The smaller faster (milisseconds) .CAN_Die = 0; // The character can die burned? - [0 - No] | [1 - Yes] // Effects: .DMG_Effect = 49; //When receive damage (Alternatives: 50 , 255 ) Default: 49 .FIRE_Effect = 25; //Flow Effect (Alternatives: 634 , 728, 920, 962) Default: 25 .EFFECT_Speed = 300; //The speed of loop effect (Advanced option. Not recommended change): //Time Options .TIME_DURATION_ON = 3000; // The time that the fire stay enable (milisseconds) .TIME_DURATION_OFF = 2000;// The time that the fire stay disable (milisseconds) .TIME_Quit = 500; // Burning time after leave of the danger area, (milisseconds) Cells configurations: //Bellow, do you configure the cells (Do you can add more, if want) pay_dun00,161,46,0 duplicate(FireArea) #FireArea11 HIDDEN_WARP_NPC,0,0 pay_dun00,161,45,0 duplicate(FireArea) #FireArea12 HIDDEN_WARP_NPC,0,0 pay_dun00,161,44,0 duplicate(FireArea) #FireArea13 HIDDEN_WARP_NPC,0,0 pay_dun00,160,46,0 duplicate(FireArea) #FireArea21 HIDDEN_WARP_NPC,0,0 pay_dun00,160,45,0 duplicate(FireArea) #FireArea22 HIDDEN_WARP_NPC,0,0 pay_dun00,160,44,0 duplicate(FireArea) #FireArea23 HIDDEN_WARP_NPC,0,0 pay_dun00,159,46,0 duplicate(FireArea) #FireArea31 HIDDEN_WARP_NPC,0,0 pay_dun00,159,45,0 duplicate(FireArea) #FireArea32 HIDDEN_WARP_NPC,0,0 pay_dun00,159,44,0 duplicate(FireArea) #FireArea33 HIDDEN_WARP_NPC,0,0 pay_dun00,158,46,0 duplicate(FireArea) #FireArea41 HIDDEN_WARP_NPC,0,0 pay_dun00,158,45,0 duplicate(FireArea) #FireArea42 HIDDEN_WARP_NPC,0,0 pay_dun00,158,44,0 duplicate(FireArea) #FireArea43 HIDDEN_WARP_NPC,0,0 Sorry for my bad english... Enjoy it OBS: If do you use @reloadscript in this script, reload your character. Submitter luizragna Submitted 03/02/18 Category Script Releases
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Version 1.0.0
105 downloads
Hello guys! This is my first script in the Hercules. Basically, do you receive damage while stay stepping. Main configurations: (I'm using the last version of hercules) //Damage Options: .DMG_Type = 1; // Type of damage - [0 - Normal] | [1 - Percentage of maximum health] .DMG_Attack = 5; // Damage per attack (1 to 100 if percentage damage) .DMG_Speed = 250; // Damage speed. The smaller faster (milisseconds) .CAN_Die = 0; // The character can die burned? - [0 - No] | [1 - Yes] // Effects: .DMG_Effect = 49; //When receive damage (Alternatives: 50 , 255 ) Default: 49 .FIRE_Effect = 25; //Flow Effect (Alternatives: 634 , 728, 920, 962) Default: 25 .EFFECT_Speed = 300; //The speed of loop effect (Advanced option. Not recommended change): //Time Options .TIME_DURATION_ON = 3000; // The time that the fire stay enable (milisseconds) .TIME_DURATION_OFF = 2000;// The time that the fire stay disable (milisseconds) .TIME_Quit = 500; // Burning time after leave of the danger area, (milisseconds) Cells configurations: //Bellow, do you configure the cells (Do you can add more, if want) pay_dun00,161,46,0 duplicate(FireArea) #FireArea11 HIDDEN_WARP_NPC,0,0 pay_dun00,161,45,0 duplicate(FireArea) #FireArea12 HIDDEN_WARP_NPC,0,0 pay_dun00,161,44,0 duplicate(FireArea) #FireArea13 HIDDEN_WARP_NPC,0,0 pay_dun00,160,46,0 duplicate(FireArea) #FireArea21 HIDDEN_WARP_NPC,0,0 pay_dun00,160,45,0 duplicate(FireArea) #FireArea22 HIDDEN_WARP_NPC,0,0 pay_dun00,160,44,0 duplicate(FireArea) #FireArea23 HIDDEN_WARP_NPC,0,0 pay_dun00,159,46,0 duplicate(FireArea) #FireArea31 HIDDEN_WARP_NPC,0,0 pay_dun00,159,45,0 duplicate(FireArea) #FireArea32 HIDDEN_WARP_NPC,0,0 pay_dun00,159,44,0 duplicate(FireArea) #FireArea33 HIDDEN_WARP_NPC,0,0 pay_dun00,158,46,0 duplicate(FireArea) #FireArea41 HIDDEN_WARP_NPC,0,0 pay_dun00,158,45,0 duplicate(FireArea) #FireArea42 HIDDEN_WARP_NPC,0,0 pay_dun00,158,44,0 duplicate(FireArea) #FireArea43 HIDDEN_WARP_NPC,0,0 Sorry for my bad english... Enjoy it OBS: If do you use @reloadscript in this script, reload your character. -
Hello guys. I have maked a custom skill. This skill work with that all party members get other skill. When use the skill, only he gain the skill Charge Attack (skillid: 1001). skill.c //When the player use skill: pc->skill(sd, 1001, 1, 0); //The player get Charge Attack skill I would like that when the player use, all party members get the skill Charge Attack. Basically I wanted this command skill to execute for all members.
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Hello guys. I have tried make a custom skill that give another skill. I am editing some skills. For now, I want to make the ability RK_ENCHANTBLADE give TF_THROWSTONE skill.c case RK_ENCHANTBLADE: clif->skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*status->get_lv(src)/150+sstatus->int_,skill->get_time(skill_id,skill_lv))); pc->skill(sd, 152, 1, 0); //Here the TF skill break; i am using how base the script command: *skill <skill id>,<level>{,<flag>}; From the souce, that in the case i guess pc_skill. script.c BUILDIN(skill) { int id; int level; int flag = SKILL_GRANT_TEMPORARY; struct map_session_data *sd = script->rid2sd(st); if (sd == NULL) return true;// no player attached, report source id = ( script_isstringtype(st,2) ? skill->name2id(script_getstr(st,2)) : script_getnum(st,2) ); level = script_getnum(st,3); if( script_hasdata(st,4) ) flag = script_getnum(st,4); pc->skill(sd, id, level, flag); //<--- The command that i used return true; } Even so, I did not gain the skill by using RK_ENCHANTBLADE
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Hello guys. I have tried make a custom skill that give another skill. I am editing some skills. For now, I want to make the ability RK_ENCHANTBLADE give TF_THROWSTONE skill.c case RK_ENCHANTBLADE: clif->skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*status->get_lv(src)/150+sstatus->int_,skill->get_time(skill_id,skill_lv))); pc->skill(sd, 152, 1, 0); //Here the TF skill break; i am using how base the script command: *skill <skill id>,<level>{,<flag>}; From the souce, that in the case i guess pc_skill. script.c BUILDIN(skill) { int id; int level; int flag = SKILL_GRANT_TEMPORARY; struct map_session_data *sd = script->rid2sd(st); if (sd == NULL) return true;// no player attached, report source id = ( script_isstringtype(st,2) ? skill->name2id(script_getstr(st,2)) : script_getnum(st,2) ); level = script_getnum(st,3); if( script_hasdata(st,4) ) flag = script_getnum(st,4); pc->skill(sd, id, level, flag); //<--- The command that i used return true; } Even so, I did not gain the skill by using RK_ENCHANTBLADE
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How do I use for this case? I use the setcell but the effect is equal.
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Hello guys. I want make a system and need which the mob doesn't enter in certain coordinated. Example: The poring can't enter in prontera,100 100. But the player can.