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xlaws27

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Everything posted by xlaws27

  1. is this compatible in any 2015+++ clients? i mean it is possible that a player wont get any errors(iusing a 2014 below clients) if i include all the textures or sprite here to my server?
  2. Why not? @@True Zeal Sorry, when Conquest started, priest @recall me https://www.youtube.com/watch?v=_C7jNSpHYqw your main town!! that's a good map! is it public released? i would like to have one haha
  3. is your data folder is compatible with the client 2015 up?
  4. yap it works but the calculation seems different with the eA formula on my server i followed all the formula without any mistakes sinx got 65422 hp / paladin got a 66984 hp and LK got a 88410 hp i now its normal that LK got a lot of hp but its shouldn't be high like that. and look at the difference of paladin and sinx hp, its too close. fyi i edited my base HP rate from 100 to 140 on players.conf that's why they got 60k++ hp but it doesn't change the fact that the formula is kinda wrong.
  5. following this topic!! this is a really good idea! im waiting for this
  6. kami-shi is super busy as always can someone help me with this? or can someone share their compatible hercules version of the disguise race scripts? this is what i got: [Error] script:callfunc: function not found! [setlook2] Debug: Source (NPC): Race Master at prontera 138 195 this is the script T_T //===== *Athena Script ======================================= //= Disguise Race Script //===== By: ================================================== //= KamiShi //===== Current Version: ===================================== //= 1.3 //===== Compatible With: ===================================== //= *Athena SVN //===== Description: ========================================= //= Race Master related stuff //= We use permanent char variables to define races: //= race_id = 0 // Human //= race_id = 1 // Dark Elf //= race_id = 2 // Light Elf //= race_id = 3 // Merman //= race_id = 4 // Orc //= race_id = 5 // Vampire //= race_id = 6 // Lycan //= race_id = 7 // Dragoon //= race_id = 8 // Demon //= race_id = 9 // Dark Soul //= race_id = 10 // Light Soul //= race_id = 11 // Earth Element //= race_id = 12 // Wind Element //= race_id = 13 // Water Element //= race_id = 14 // Fire Element //= race_id = 15 // Electric Element //= race_id = 16 // Shadow Element //= race_id = 17 // Ghost Element //= race_id = 18 // Poison Element //= race_id = 19 // Holy Element //= race_id = 20 // Undead Element //========================================================= // You should not use this following NPC if you don't want to // use the *disguise* system, but the *item* system. //========================================================= prontera,138,195,5 script Race Master 897,{ mes "[^008B00Race Master^000000]"; if(race_id) { mes "I see that you got a race choose!"; next; mes "[^008B00Race Master^000000]"; mes "Do you want to become human again?"; next; switch(select("No:Yes")) { case 1: mes "[^008B00Race Master^000000]"; mes "I'll be here if you change your mind..."; close; case 2: mes "[^008B00Race Master^000000]"; mes "Done!"; callfunc "unsetRaceHat"; set race_id,0; callfunc("resetSavedSets"); callfunc("setlook2", 6, 1); callfunc("setlook2", 7, 1); announce "[Race Master]: ["+strcharinfo(0)+"] has became a human again...",bc_all,"0xFFEBCD"; close; } } mes "I can help you to change your Human essence."; mes "Which race are you interested in?"; next; switch(select("Earth Element:Wind Element:Water Element:Fire Element:Electric Element:Shadow Element:Ghost Element:Poison Element:Holy Element:Undead Element")) { case 1: //Earth callfunc "BecomeRace", 11; break; case 2: //Wind callfunc "BecomeRace", 12; break; case 3: //Water callfunc "BecomeRace", 13; break; case 4: //Fire callfunc "BecomeRace", 14; break; case 5: //Electric callfunc "BecomeRace", 15; break; case 6: //Shadow callfunc "BecomeRace", 16; break; case 7: //Ghost callfunc "BecomeRace", 17; break; case 8: //Poison callfunc "BecomeRace", 18; break; case 9: //Holy callfunc "BecomeRace", 19; break; case 10: //Undead callfunc "BecomeRace", 20; break; } mes "[^008B00Race Master^000000]"; mes "Now you are a ^008B00"+$RaceNames$[race_id]+"^000000!"; announce "[Race Master]: ["+strcharinfo(0)+"] has became a "+$RaceNames$[race_id]+"",bc_all,"0xFFEBCD"; close; //=========== *DISGUISE SYSTEM* ================== //= When the player log in, shows its race's ears. //================================================ OnPCLoginEvent: callfunc "setRaceHat"; end; } //=========== *DISGUISE SYSTEM* ================== //==== callfunc ("BecomeRace", <id>); ============ //================================================ function script BecomeRace { set race_id,getarg(0); // Race ID callfunc("setlook2", 6, $RacePals[race_id*4+2]); // Number of the first race hair dye callfunc("setlook2", 7, $RacePals[race_id*4]); // Number of the first race clothes dye callfunc "setRaceHat"; specialeffect2 248; // Some fancy effect return; } //============= *DISGUISE SYSTEM* ================ //=== Set the hat view ID of a race char ========= //================================================ function script setRaceHat { set .@off, 0; // Change this value to increase / decrease hat view ID switch(race_id) { case 1: // Dark Elf setlook2 5,937+.@off; break; case 2: // Light Elf setlook2 5,936+.@off; break; case 3: // Merman setlook2 5,940+.@off; break; case 4: // Orc setlook2 5,941+.@off; break; case 5: // Vampire setlook2 5,938+.@off; break; case 6: // Beast setlook2 4,939+.@off; break; case 7: // Dragoon setlook2 4,942+.@off; break; case 8: // Demon setlook2 5,943+.@off; break; case 9: // DarkSoul setlook2 3,944+.@off; break; case 10: // LightSoul setlook2 3,945+.@off; break; case 11: // Earth setlook2 5,946+.@off; break; case 12: // Wind setlook2 5,947+.@off; break; case 13: // Fire setlook2 5,948+.@off; break; case 14: // Water setlook2 5,949+.@off; break; case 15: // Electric setlook2 5,950+.@off; break; case 16: // Shadow setlook2 4,951+.@off; break; case 17: // Ghost setlook2 4,952+.@off; break; case 18: // Holy setlook2 5,953+.@off; break; case 19: // Poison setlook2 3,954+.@off; break; case 20: // Undead setlook2 3,955+.@off; break; default: //Human break; } return; } //============= *DISGUISE SYSTEM* ================ //=== Unset the hat view ID of a race char ========= //================================================ function script unsetRaceHat { switch(race_id) { case 1: // Dark Elf setlook2 5,0; break; case 2: // Light Elf setlook2 5,0; break; case 3: // Merman setlook2 5,0; break; case 4: // Orc setlook2 5,0; break; case 5: // Vampire setlook2 5,0; break; case 6: // Beast setlook2 4,0; break; case 7: // Dragoon setlook2 4,0; break; case 8: // Demon setlook2 5,0; break; case 9: // DarkSoul setlook2 3,0; break; case 10: // LightSoul setlook2 3,0; break; case 11: // Earth setlook2 5,0; break; case 12: // Wind setlook2 5,0; break; case 13: // Fire setlook2 5,0; break; case 14: // Water setlook2 5,0; break; case 15: // Electric setlook2 5,0; break; case 16: // Shadow setlook2 4,0; break; case 17: // Ghost setlook2 4,0; break; case 18: // Holy setlook2 5,0; break; case 19: // Poison setlook2 3,0; break; case 20: // Undead setlook2 3,0; break; default: //Human break; } return; }
  7. [Error]: script_rid2sd: fatal error ! player not attached! [Debug]: Source (NPC): LMS at mellina (63,75) lms was working a last week i got this error yesterday. the only thing that i changed was the map.
  8. the ITEMBOUND items became tradable when i converted them into a costume then restore them back. can you help me ? i have no knowledge scripting. but i think the solution is countitem so that it won't let the player to use the costume clown if he/she has an <itemid> in his inventory. //===== Hercules Script ======================================//= Headgear to Costume converter >> Costume to Headgear converter//===== By: ==================================================//= Rebel, Zephyrus [rAthena]//= Mhalicot [Hercules]//===== Current Version: =====================================//= 1.1//===== Compatible With: =====================================//= Hercules//===== Description: =========================================//= Allows a user to convert the equipped headgear // (on Top, Mid or Low) into a costume item. // It will remove any card and refine of the Item.//= Allows a user to restore the equipped costume headgear // (on Top, Mid or Low) into its original form. // It will not return any card or refine of the item.//===== Additional Comments: =================================//= 1.0 Initial script [All of this script are credit to// Rebel, Zephyrus of [rAthena] and revised by [Mhalicot]// to make it compatible in Hercules.]//= 1.1 Denied if Headgear is rental, has refine,// or has card[Mhalicot]// Note: You must apply the patch in order to use this script//============================================================- script Costume Clown -1,{ mes "[Clown]"; mes "Here you can convert your headgears into a Costume Headgear or restore to its Original form."; switch(select("I want to convert.:I want to restore.:No thanks.")) { case 1: next; mes "[Clown]"; mes "Please, select what to convert."; mes "Remember, cards and refine will be removed."; next; setarray .@Position$[1],"Top","Mid","Low"; setarray .@Position[1], 1, 9, 10; set .@Menu$,""; for( set .@i, 1; .@i < 5; set .@i, .@i + 1 ) { if( getequipisequiped(.@Position[.@i]) ) set .@Menu$, .@Menu$ + .@Position$[.@i] + "-" + "[" + getequipname(.@Position[.@i]) + "]"; set .@Menu$, .@Menu$ + ":"; } set .@Part, .@Position[ select(.@Menu$) ]; set .@id, getequipid(.@Part); set .@ref, getequiprefinerycnt(.@Part); if( !getequipisequiped(.@Part) ) { mes "[Clown]"; mes "Your not wearing anything there..."; close; } mes "[Clown]"; mes "You want to Costume your " + getitemname(getequipid(.@Part)) + "?"; next; if( select("Yes, proceed:No, I am sorry.") == 2 ) { mes "[Clown]"; mes "Need some time to think about it, huh?"; mes "Alright, I can understand."; close; } for(set .@i,0; .@i<4; set .@i,.@i+1) set .@slot[.@i], getequipcardid(.@Part,.@i); if (.@slot[0]>4000 && .@slot[0]<5000) { // If it has card don't convert mes "[Clown]"; mes "A card? Here?!"; mes "As I said before, I don't convert headgear with cards."; emotion e_hmm; close; } getinventorylist; for(set .@i,0; .@i<@inventorylist_count; set .@i,.@i+1) if (@inventorylist_expire[.@i] != 0 && @inventorylist_equip[.@i] != 0) { // If rental don't convert mes "[Clown]"; mes "Sorry, I don't convert a rental headgear!"; emotion e_hmm; close; } if (.@ref > 0) { // If refine don't convert mes "[Clown]"; mes "Sorry please keep in mind."; mes "I don't convert headgear with refine."; emotion e_hmm; close; } if (!countitem(.@id)) { mes "[Clown]"; mes "Where is "+getitemname(@id)+"...?"; npctalk "You're a snoozy cheater!"; logmes "CHEATER: Tried to sign an item not having it: "+getitemname(@id); emotion e_wah; close; } costume .@Part; // Convert the Headgear mes "[Clown]"; mes "Done, enjoy your costume headgear."; close; case 2: next; mes "Please, select what to restore."; mes "Remember, I will only restore it back without refine and cards."; next; setarray .@Position$[1],"Top","Mid","Low"; setarray .@Position[1], 13, 12, 11; set .@Menu$,""; for( set .@i, 1; .@i < 5; set .@i, .@i + 1 ) { if( getequipisequiped(.@Position[.@i]) ) set .@Menu$, .@Menu$ + .@Position$[.@i] + "-" + "[" + getequipname(.@Position[.@i]) + "]"; set .@Menu$, .@Menu$ + ":"; } set .@Part, .@Position[ select(.@Menu$) ]; if( !getequipisequiped(.@Part) ) { mes "[Clown]"; mes "Your not wearing anything there..."; close; } mes "[Clown]"; mes "You want to restore your " + getitemname(getequipid(.@Part)) + "?"; next; if( select("Yes, proceed:No, I am sorry.") == 2 ) { mes "[Clown]"; mes "Need some time to think about it, huh?"; mes "Alright, I can understand."; close; } a = getequipid(.@Part); delitem a,1; getitem a,1; mes "[Clown]"; mes "Done, enjoy your restored headgear."; close; case 3: mes "[Clown]"; mes "Very well. Return at once if you seek my services."; close; }}// --------------------------------------------------------------------------// Use duplicates to put your npc on different cities// --------------------------------------------------------------------------mellina,120,75,4 duplicate(Costume Clown) Costume Clown#1 4_M_PIERROT
  9. Thank you a lot. The lua errors are not there anymore and I was able to use it with latest kRO client. Apparently, only the prontera map still has error, it crashed when I @go 0, others were fine. May I know how to fix this? if u're stuck in 3% loading then u should download this http://herc.ws/board/topic/8513-old-prontera/
  10. xlaws27

    Charms

    @@AnnieRuru hi annieruru im planning to implement this in my live server, before i i put this in my server i just want to ask if this plugin is a complete no bug? or safe to use in a live server?
  11. npc/mapflag/nightmare.txt
  12. @@AnnieRuru just tested it today, and sadly it isn't working
  13. it was from the copyright message on the first line that's why you got skill_get_time on 187 line int skill_get_itemqty(uint16 skill_id, int idx) { skill_get (skill->dbs->db[skill_id].amount[idx], skill_id); } int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].zeny[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].num[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].cast[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].delay[skill_glv(skill_lv-1)], skill_id, skill_lv); } int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].walkdelay[skill_glv(skill_lv-1)], skill_id, skill_lv); } 171 int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].upkeep_time[skill_glv(skill_lv-1)], skill_id, skill_lv); } 172 . int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { Assert_ret(skill_lv > 0); skill_get2 (skill->dbs->db[skill_id].upkeep_time2[skill_glv(skill_lv-1)], skill_id, skill_lv); } @@4144 no such thing as warning found when i used that.
  14. rror]: --- failed assertion -------------------------------------------- [Error]: skill.c:171: 'skill_lv > 0' in function `skill_get_time' [Error]: ./map-server [0x8227711] [Error]: ./map-server [0x81959ee] [Error]: ./map-server [0x81ee6d9] [Error]: ./map-server [0x8167bad] [Error]: ./map-server [0x817d4e8] [Error]: ./map-server [0x8184cae] [Error]: ./map-server [0x8121148] [Error]: ./map-server [0x80a522a] [Error]: ./map-server [0x80ae5ac] [Error]: ./map-server [0x8233584] [Error]: --- end failed assertion ---------------------------------------- [Error]: --- failed assertion -------------------------------------------- [Error]: skill.c:171: 'skill_lv > 0' in function `skill_get_time' [Error]: ./map-server [0x8227711] [Error]: ./map-server [0x81959ee] [Error]: ./map-server [0x81ee6d9] [Error]: ./map-server [0x8167bad] [Error]: ./map-server [0x817d4e8] [Error]: ./map-server [0x8184cae] [Error]: ./map-server [0x8121148] [Error]: ./map-server [0x80a522a] [Error]: ./map-server [0x80ae5ac] [Error]: ./map-server [0x8233584]
  15. how to mapflag all map in adjust_skill_damage?
  16. why do i get this warning? how to fix this? [Warning] npc_event: player's event queue is full, can't add event 'Anti Bot::OnNpcKillEvent' ! - script Anti Bot -1,{OnNPCKillEvent: //if(getgmlevel() > 0) end; set @kill,@kill+1; if(@kill >= rand(500,501)) goto Check; end;//OnPCLoginEvent:Check: //if(getgmlevel() > 0) end; getmapxy .@map$, .@x, .@y, 0; if (.@map$=="jawaii") end; if(checkcart() == 1) set @cart,1; if(checkfalcon() == 1) set @falcon,1; if(checkmount() == 1) set @mount,1; atcommand "@option 2 0 0"; atcommand "@battleignore"; setoption 0x2,1; sc_start sc_berserk, 1000000000, 1; mes "[Anti Bot]"; mes "Bot checking time"; mes "Please input the number you see"; next; switch( rand(1,9) ) { case 1: mes "#################^83F52C##^000000################"; mes "###############^83F52C####^000000################"; mes "#################^83F52C##^000000################"; mes "#################^83F52C##^000000################"; mes "#################^83F52C##^000000################"; mes "#################^83F52C##^000000################"; mes "###############^83F52C######^000000##############"; input @num; if(@num == 1) break; atcommand "@kick "+strcharinfo(0); end; case 2: mes "#############^83F52C#######^000000###############"; mes "############^83F52C##^000000#####^83F52C##^000000##############"; mes "###################^83F52C##^000000##############"; mes "#############^83F52C#######^000000###############"; mes "############^83F52C##^000000#####################"; mes "############^83F52C##^000000#####################"; mes "############^83F52C#########^000000##############"; input @num; if(@num == 2) break; atcommand "@kick "+strcharinfo(0); end; case 3: mes "#############^83F52C#######^000000###############"; mes "############^83F52C##^000000#####^83F52C##^000000##############"; mes "###################^83F52C##^000000##############"; mes "#############^83F52C#######^000000###############"; mes "###################^83F52C##^000000##############"; mes "############^83F52C##^000000#####^83F52C##^000000##############"; mes "#############^83F52C#######^000000###############"; input @num; if(@num == 3) break; atcommand "@kick "+strcharinfo(0); end; case 4: mes "############^83F52C##^000000#####################"; mes "############^83F52C##^000000####^83F52C##^000000###############"; mes "############^83F52C##^000000####^83F52C##^000000###############"; mes "############^83F52C##^000000####^83F52C##^000000###############"; mes "############^83F52C#########^000000##############"; mes "##################^83F52C##^000000###############"; mes "##################^83F52C##^000000###############"; input @num; if(@num == 4) break; atcommand "@kick "+strcharinfo(0); end; case 5: mes "############^83F52C########^000000###############"; mes "############^83F52C##^000000#####################"; mes "############^83F52C##^000000#####################"; mes "############^83F52C#######^000000################"; mes "##################^83F52C##^000000###############"; mes "############^83F52C##^000000####^83F52C##^000000###############"; mes "#############^83F52C######^000000################"; input @num; if(@num == 5) break; atcommand "@kick "+strcharinfo(0); end; case 6: mes "#############^83F52C#######^000000###############"; mes "############^83F52C##^000000#####^83F52C##^000000##############"; mes "############^83F52C##^000000#####################"; mes "############^83F52C########^000000###############"; mes "############^83F52C##^000000#####^83F52C##^000000##############"; mes "############^83F52C##^000000#####^83F52C##^000000##############"; mes "#############^83F52C######^000000################"; input @num; if(@num == 6) break; atcommand "@kick "+strcharinfo(0); end; case 7: mes "############^83F52C########^000000###############"; mes "############^83F52C##^000000####^83F52C##^000000###############"; mes "################^83F52C##^000000#################"; mes "###############^83F52C##^000000##################"; mes "###############^83F52C##^000000##################"; mes "###############^83F52C##^000000##################"; mes "###############^83F52C##^000000##################"; input @num; if(@num == 7) break; atcommand "@kick "+strcharinfo(0); end; case 8: mes "#############^83F52C#######^000000###############"; mes "############^83F52C##^000000#####^83F52C##^000000##############"; mes "############^83F52C##^000000#####^83F52C##^000000##############"; mes "#############^83F52C#######^000000###############"; mes "############^83F52C##^000000#####^83F52C##^000000##############"; mes "############^83F52C##^000000#####^83F52C##^000000##############"; mes "#############^83F52C#######^000000###############"; input @num; if(@num == 8) break; atcommand "@kick "+strcharinfo(0); end; case 9: mes "#############^83F52C#######^000000###############"; mes "############^83F52C##^000000#####^83F52C##^000000##############"; mes "############^83F52C##^000000#####^83F52C##^000000##############"; mes "#############^83F52C########^000000##############"; mes "###################^83F52C##^000000##############"; mes "############^83F52C##^000000#####^83F52C##^000000##############"; mes "#############^83F52C#######^000000###############"; input @num; if(@num == 9) break; atcommand "@kick "+strcharinfo(0); end; } next; mes "[Anti Bot]"; mes "Thank you for your patience, you can now move on."; atcommand "@option 0 0 0"; atcommand "@battleignore"; setoption 0x2,0; sc_end sc_berserk; percentheal 100,100; set @kill,0; if(@cart == 1) { setcart; set @cart,0; } if(@falcon == 1) { setfalcon; set @falcon,0; } if(@mount == 1) { setmount; set @mount,0; } close;}
  17. hello. how can i remove this tarot cooldown? it's like 30~50sec cooldown before i can use tarot to player B just to be more specific player A spam tarots to player B. after 8 or 9 Tarots, player A cant use tarot to player B for 30 seconds.. but after 30 seconds i can spam 8-9 tarots again to player b
  18. case SC_FREEZE: sc_def = st->mdef*100; sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10); tick_def = st->luk*25; tick_def2 = status_get_luk(src) * -10; //Caster can increase final duration with luk break; helllo! thanks for this but i haven't seen any mdef changes does mdef will still affect the freeze chance/freeze duration? sorry , I didn't read the topic well. If you want mdef not affect freeze status you can try to comment out this line 'sc_def = st->mdef*100;' , so it should look like case SC_FREEZE: //sc_def = st->mdef*100; sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10); tick_def = st->luk*25; tick_def2 = status_get_luk(src) * -10; //Caster can increase final duration with luk break; thanks
  19. oh demn im screwed o_O anyway thanks and i tried this but unfortunately it is the latest i got 1gb ram. how much gb ram do hpm needs? [root@@ragnarok ~]# yum install gcc make mysql mysql-devel mysql-server pcre-devel gizlib-devel Loaded plugins: fastestmirror Loading mirror speeds from cached hostfile * base: mirrors.unifiedlayer.com * extras: mirrors.unifiedlayer.com * updates: repos.lax.quadranet.com base | 1.1 kB 00:00 extras | 2.1 kB 00:00 updates | 1.9 kB 00:00 Setting up Install Process Package gcc-4.1.2-55.el5.i386 already installed and latest version Package 1:make-3.81-3.el5.i386 already installed and latest version Package mysql-5.0.95-5.el5_9.i386 already installed and latest version Package mysql-devel-5.0.95-5.el5_9.i386 already installed and latest version Package mysql-server-5.0.95-5.el5_9.i386 already installed and latest version Package pcre-devel-6.6-9.el5.i386 already installed and latest version No package git available. Package zlib-devel-1.2.3-7.el5.i386 already installed and latest version Nothing to do
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