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KirieZ

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Everything posted by KirieZ

  1. As far as I know when you export it to a zip, you don't have it under version control anymore, so I believe the only way would be to do a new clone and overwrite files with your changes. When I have to backup my repo to use in another PC I zip the entire repo folder (as it contains .git folders which are used by git) by right clicking. about mysql, I've never used workbench, but to migrate data exporting and reimporting should be enough, what is the error message?
  2. Not tested function Refine {if (getequiprefinerycnt(@slot) >= @maxrefine) goto MAX;if (!getequipisenableref(@slot)) goto NOWAY; // <--- Add this linemenu "Do it!",-,"Cancel",CANCEL;
  3. This debug didn't appear to me. egg1.gat, 275, 178, 5 script Dressing Girl 1_F_MARIA,{ addtimer 1, strnpcinfo(0)+"::OnChangeBack"; mes "do you want to try out the look of some awesome headgear?"; next; .@headId = 0; switch(select("Upper:Middle:Lower")) { case 1: .@headId = select(.upperMenu$) - 1; .@headId = .upper[.@headId]; break; case 2: .@headId = select(.middleMenu$) - 1; .@headId = .middle[.@headId]; break; case 3: .@headId = select(.lowerMenu$) - 1; .@headId = .lower[.@headId]; break; } if ( getiteminfo( .@headId, 5 ) & 256 ) changelook LOOK_HEAD_TOP, getiteminfo( .@headId, 11 ); else if ( getiteminfo( .@headId, 5 ) & 512 ) changelook LOOK_HEAD_MID, getiteminfo( .@headId, 11 ); else if ( getiteminfo( .@headId, 5 ) & 1 ) changelook LOOK_HEAD_BOTTOM, getiteminfo( .@headId, 11 ); else { mes "this is not a headgear."; close; } mes "That's look nice on you"; close;OnChangeBack: .@top = getequipid(EQI_HEAD_TOP); changelook LOOK_HEAD_TOP, ( .@top == -1 )? 0 : getiteminfo( .@top, 11 ); .@mid = getequipid(EQI_HEAD_MID); changelook LOOK_HEAD_MID, ( .@mid == -1 )? 0 : getiteminfo( .@mid, 11 ); .@low = getequipid(EQI_HEAD_LOW); changelook LOOK_HEAD_BOTTOM, ( .@low == -1 )? 0 : getiteminfo( .@low, 11 ); end;OnInit: // Upper headgear setarray .upper[0], 29488; // middle headgear setarray .middle[0], 29489; // lower header setarray .lower[0], 29490; for ( .@i = 0; .@i < getarraysize(.upper); .@i++ ) .upperMenu$ = .upperMenu$ + getitemname(.upper[.@i]) +":"; for ( .@i = 0; .@i < getarraysize(.middle); .@i++ ) .middleMenu$ = .middleMenu$ + getitemname(.middle[.@i]) +":"; for ( .@i = 0; .@i < getarraysize(.lower); .@i++ ) .lowerMenu$ = .lowerMenu$ + getitemname(.lower[.@i]) +":"; end;}
  4. @@JoyRo If I remember well you can run a query on account_data table and set base_exp to 2 for an account id, it will have double exp (maybe instead of 2 you may have to put the new rate) So you've to add/set to a higher value when vip starts, and set back to 1 when vip ends
  5. I've submited the new version, waiting for review.
  6. For zeny you can set it at conf/char-server.conf, search for: start_zeny For knife I think it's not possible to give a refined item through the config (unless you give a box) but you can do with script. Something like: OnPCLoginEvent: if (!firstLogin) { getitem2 1201,1,1,10,0,0,0,0,0; firstLogin = 1; }end; I've not tested it but it should work without errors. This will give for a knife for each character on its first login, if you want one per account change firstLogin to #firstLogin
  7. @@xlaws27 I made it already together with another request and I'm planning to release it soon, but I have yet to test, as I rewrote most of the code. Maybe until the end of the week it's done. This will be the new setting: // The chance of each special fail result to occur.// If none of them happen, item will be destroyed.// 100 = 100%setarray .FailResults[0], 30, // Stay as is 40, // Go down one level 25; // Go down to +0 and if none of the special fails occur, item will break.
  8. I believe you can use EquipLv: [min, max] although I don't know if it will produce the expected behavior. Another way would be using OnPCBaseLvUpEvent and OnPCJobLvUpEvent. Doing something like (not tested): OnPCBaseLvUpEvent:OnPCJobLvUpEvent: if (BaseLevel == 99 && JobLevel == 50 && Class == BaseClass) { // 1-1 Jobs /* unequip */ } else if (BaseLevel == 99 && JobLevel == 50 && Class != BaseClass && Upper == 0) { // 2-x Jobs (non-trans) /* unequip */ } end;
  9. @@xlaws27 in data folder, at sprites/Àΰ£Á·/¸öÅë/¿© for Female bodies and sprites/Àΰ£Á·/¸öÅë/³² for male bodies
  10. @@xlaws27 If you want to just change the appearance, not changing skills nor name, you have to add 3rd job sprites and rename then with the name of transcedent sprites. For example, male Lord Knight sprite name is: ·Îµå³ªÀÌÆ®_³².spr if you add the rune knight sprite to the folder with this name, it will override original lord knight's one, so it will show up as rune knight It isn't a script though Hope it helps
  11. @@rector If I've checked it right, this seems like a revision from august 2013, true and false constants were added on november 2013, but even if you manually add them you'll probably run into other problems because of a too old version, you should update it, I can't help too much with these old revisions, but at least for true and false, you have to add this commit to your emulator: https://github.com/HerculesWS/Hercules/commit/463cbc94ea4124a35ad5bf3222b510ad979d8805
  12. @@rector Which emulator and revision are you using?
  13. You're using the old version, I think, refiner 1.0 is the old version and maybe you're on rAthena? Download refiner.txt instead of refiner 1.0.txt
  14. @@Helena I was using 50, not sure if it needs to be that high.
  15. @@rector Seems like you've modified the code, the problem is probably at '+'+.@i , it should be ++.@i (or as originally, .@i++)
  16. @@Helena If the error message about event queue is being shown on you console, then probably yes. I believe it happens with any monster that trigger labels. cause there'll be too many events to be triggered at once
  17. When I got the first problem I found out that everytime it happens an error about the Event Queue being full was showing up on the console. To fix it I used to increase #define MAX_EVENTQUEUE 2 to a higher value. This seems to happen when you kill too many monsters that triggers a label (gets worse if you have OnNPCKillEvent) About the second one I've never seen, but I used to notice that when I was mobbing sometimes monsters just stopped from following me (with an emoticon). Hope it helps
  18. @@Frost When you run a SELECT query, you must pass variables to store the returned data. query_sql("SELECT `cash_point` FROM `cash` WHERE `account_id` = "+getcharid(3), .@newCash);dispbottom "Now you have " + .@newCash;
  19. I was a too lazy to get the correct Item IDs/Aegis Names, but here it's, as far as I've tested it's working fine. I've used @@GmOcean cutins. It is in a function so you can handle its requirements in the way you want. just callfunc "F_LuckSpin"; The example in the end uses an on login method that runs once per day per account. function script F_LuckSpin { // Prizes ID, Prize Ammount // You can use IDs: // 0 - Nothing // 1 - Zeny setarray .@Prizes[0], 0, 0, 1, 100000, 502, 2, 503, 3, 504, 4, 505, 5, 506, 6, 507, 7, 508, 8, 509, 9, 510, 10, 511, 11, 512, 12, 513, 13, 514, 14, 515, 15, 516, 16, 517, 17, 518, 18, 519, 19, 520, 20, 521, 21, 522, 22, 523, 23; .@size = getarraysize(.@Prizes)/2; .@fullSpins = rand(1, 3); .@stop = rand(0, .@size); for (.@i = 0; .@i < .@fullSpins; .@i++) { for (.@j = 0; .@j < .@size; .@j++) { cutin "spin_" + (.@j + 1), 4; sleep2 50; } } for (.@i = 0; .@i < .@stop; .@i++) { cutin "spin_" + (.@i + 1), 4; sleep2 50 + 30 * .@stop; // Makes it go slower each time } .@pId = .@Prizes[.@stop * 2]; .@pAm = .@Prizes[(.@stop * 2 + 1)]; if (.@pId == 0) return; else if (.@pId == 1) Zeny += .@pAm; else getitem .@pId, .@pAm; sleep2 500; cutin "", 255; return;}- script DailyLuckSpin -1,{OnPCLoginEvent: .@today = atoi(gettimestr("%Y%m%d",10)); if (#LastSpinDay < .@today) { callfunc "F_LuckSpin"; #LastSpinDay = .@today; } end;} If someone rans into any problem, let me know.
  20. Through my tests seems like the problem is the ":D" in the last dispbottom, more specifically the ":", not sure why though, it normally works but in this specific case it's crashing.
  21. KirieZ

    NPC Help

    @@Emszy prontera,150,150,4 script Bossnia 1_ETC_01,{ mes "Hello."; close;}- script bossnia#disable -1,{ OnInit: disablenpc "Bossnia"; end; OnClock1500: goto startbossnia; end; startbossnia: announce "Bossnia: You wretched players.",0; sleep2 10000; announce "Can you face the wrath of the monsters in my map?",0; sleep2 10000; announce "Come inside if you dare.. *Evil laugh*",0; sleep2 10000; announce "A random NPC showed up in Prontera!",0; enablenpc "Bossnia"; initnpctimer; end; OnTimer1800000: announce "Bossnia: Last 30 Minutes before the entrance closes.",0; sleep2 5000; announce "Bossnia: Are all scared? Come on >:)",0; end; OnTimer2400000: announce "Bossnia: Last 20 Minutes before the entrance closes.",0; end; OnTimer3000000: announce "Bossnia: Last 10 Minutes before the entrance closes.",0; end; OnTimer3600000: announce "Bossnia: Times up! I will summon him again tomorrow.",0; end; OnTimer3610000: disablenpc "Bossnia"; stopnpctimer; end;} Other than the extra '}' I've noticed that some labels didn't have the "end;" . Also, make sure that your Bossnia npc is before the bossnia#disable
  22. Not sure if I understood what you want, but Flux CP has an item/mob db by default and if you convert and import your item and mob db to your sql you can display custom data on it, but I'm not sure if there's a more complete database system for download, I remember that some years ago I saw one somewhere, but I don't remember where and if it was complete or not. @edit: now I understood the title of the topic, but I don't know if this exact system is available
  23. @Aurora I understood that, but I didn't get if your suggestion is that the player choose to de-refine or if it is a consequence of a refine fail.
  24. @@Aurora : Can't see why not, but would it be a option or it will de-refine when a refine fails? (for example, if you are refining with a secure item and it fails, it will downgrade instead of breaking)
  25. I've never used 2014 clients, but I think this is an effect from System/monster_size_effect.lub, if you scroll down the file you'll see monster ID's with size and effect fields, I tried on 2013-08-07 but I was only able to change the size, probably the effects are in newer clients.
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