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[Help Thread] Please post your questions here.

Discussion on [Help Thread] Please post your questions here. within the Rappelz Private Server forum part of the Rappelz category.

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Old   #8836
 
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Join Date: Sep 2021
Posts: 30
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i tried to make a working script on the fly, might be working or not but should give you and idea. for your drop issue i'd check
void StructMonster:rocDropItem

Quote:
Originally Posted by Mogmurch View Post
Hi there, I first want to thank everybody that helps with the queries, it is much appreciated. I am enjoying what I am doing and learning how to adjust/fix things in the game with your help.

If someone could please give me a heads up as to how to fix the two issues that I have that would be great

1) I would like my NPC to quick sell stones that I loot, a sample of my script is


the problem is that this script only sells one of each different stone

2) adding pet card (FP) to drop table, i assign a number to the card in the MonsterResource drop table link id, I use the same number in the MonsterDropTableResource ID and card in the drop item ID then using 1 in the next five columns but I don't get any FP drops.
I do hash the MonsterResource to the client.

Thanks for the help in advance
Code:
quick_salestone = {805103, 805104, 805105, 805106,} 

function sell_stones()
    local vigor_list_count = table.getn(quick_salestone)

    for i = 1, vigor_list_count do
        local item_num = find_item(quick_salestone[i])
	local item_handle = get_item_handle(quick_salestone[i])

	if item_num > 0 and is_erasable_item(item_handle) == 1 then
		local payment = (get_item_price(item_handle) / 4) * item_num
		local item_name = "@" .. tostring(get_item_name_id(quick_salestone[i]))
		delete_item(item_handle, item_num)
		insert_gold(payment)
		message(sconv("@268", "#@item_num@#", tonumber(item_num), "#@item_name@#", tostring(item_name)))
		message(sconv("@252", "#@gold@#", tonumber(payment)))
        end
    end
end
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Old   #8837
 
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Join Date: Apr 2026
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Taming Script

Not sure if this forum is still active in helping but I'll give it a shot anyway as I cannot work this out.
I am using this script to spawn mobs to tame
Quote:
function spawn_mobs_to_tame()
dlg_title("@90702401")
dlg_text("Which mob would you like to spawn?")

dlg_menu( "FP ", "spawn_mob( 52004 )" )
dlg_menu( "EP", "spawn_mob( 31004 )" )
dlg_menu( "WP", "spawn_mob( 54005 )" )
dlg_menu( "End conversation", "" )
end
I have tried
Quote:
dlg_menu( "FP ", "spawn_mob( 52004, 52004, 52004, 52004, 52004 )" )
I have tried but failed to get the script to spawn ten mobs instead of just one at a time.
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Old   #8838
 
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Quote:
Originally Posted by Mogmurch View Post
Not sure if this forum is still active in helping but I'll give it a shot anyway as I cannot work this out.
I am using this script to spawn mobs to tame

I have tried
I have tried but failed to get the script to spawn ten mobs instead of just one at a time.
add_npc( gv('x'), gv('y'),MONSTER_ID,MONSTER_COUNT,-1, gv('layer'))
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Old   #8839
 
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hello guys,

I was trying run OpenRz,

it didn't have an auth bin, neither the opt or princessaurora.exe,

I sourced one from another repack just to check if it would work, but as you guessed, it didn't work (it does connect to the DB and captainherlock does connect to it) but the game starts then it crashes after 3-5secs, I don't know what to do, i searched for every mirror link for openrz if it has its own auth files but non has,
can anyone help (
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Old   #8840
 
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Levling the gear that you are wearnig script

Trying to get this script to awaken bonuses on weps but for some reason i cannot get it to work

current_slot = -1
current_line = -1

-- ==========================================
-- LAYER 1: FINAL EXECUTION WRAPPER
-- ==========================================
function apply_stat_final(effect_id)
local live_handle = get_wear_item_handle(current_slot)

if live_handle and live_handle > 0 then
-- 1. CRITICAL WIPER: Strips the 5 random bonuses from your Awakening Stone
-- This unblocks the slots so the engine accepts manual line overrides!
if delete_awaken then
delete_awaken(live_handle)
end

-- 2. Force activate basic identification and awakening states
if set_item_identified then set_item_identified(live_handle, 1) end
if set_item_awaken_flag then set_item_awaken_flag(live_handle, 1) end

-- Explicit string casts matching native C++ structures
local s_line = tostring(current_line)
local s_type = "133" -- Table 133 for explicit database IDs
local s_eff = tostring(effect_id) -- Target stat row ID
local s_xvar = "0" -- Trailing variable pointer

-- 3. Inject precisely into your chosen slot line now that it's unblocked
set_item_random_option(live_handle, s_line, s_type, s_eff, s_xvar)

-- Force downstream visual broadcast synchronization to client game window
if update_wear_item_to_client then
update_wear_item_to_client(current_slot)
elseif update_item_to_client then
update_item_to_client(live_handle)
end

if msg_to_client then
msg_to_client(4, current_slot)
end

if message then
message("Wiped random stats and injected Effect ID " .. effect_id .. " onto Line " .. current_line)
end
else
if message then
message("Error: Target empty in Slot " .. current_slot)
end
end

open_line_menu()
end

-- ==========================================
-- ROUTING HANDLERS (USING DIRECT EFFECT IDs)
-- ==========================================
function apply_str() apply_stat_final(1) end -- Flat Strength
function apply_vit() apply_stat_final(2) end -- Flat Vitality
function apply_int() apply_stat_final(4) end -- Flat Intelligence
function apply_patk() apply_stat_final(10) end -- Flat Physical Attack
function apply_matk() apply_stat_final(12) end -- Flat Magic Attack
function apply_aspd() apply_stat_final(20) end -- Flat Attack Speed
function apply_cspd() apply_stat_final(22) end -- Flat Casting Speed

-- ==========================================
-- LAYER 2: STAT INJECTION SELECTION SCREEN
-- ==========================================
function open_stat_menu()
dlg_title("Inject Table 133 Stat Modifier")
dlg_text("Select the property to force inject onto Line " .. current_line .. ":")

dlg_menu("Inject Force Strength", 'apply_str()')
dlg_menu("Inject Force Intelligence", 'apply_int()')
dlg_menu("Inject Force Vitality", 'apply_vit()')
dlg_menu("Inject Force P. Attack", 'apply_patk()')
dlg_menu("Inject Force M. Attack", 'apply_matk()')
dlg_menu("Inject Force Attack Speed", 'apply_aspd()')
dlg_menu("Inject Force Cast Speed", 'apply_cspd()')

dlg_menu("<- Back to Lines Selection", 'open_line_menu()')
dlg_show()
end

-- ==========================================
-- LAYER 3: CHOOSE AWAKENING LINE SCREEN
-- ==========================================
function go_to_line_1() current_line = 1; open_stat_menu() end
function go_to_line_2() current_line = 2; open_stat_menu() end
function go_to_line_3() current_line = 3; open_stat_menu() end
function go_to_line_4() current_line = 4; open_stat_menu() end
function go_to_line_5() current_line = 5; open_stat_menu() end

function open_line_menu()
dlg_title("Configure Custom Attributes")
dlg_text("Targeting Equipment Slot: " .. current_slot .. "<br><br>")

local test_handle = get_wear_item_handle(current_slot)

if test_handle and test_handle > 0 then
local item_name = get_item_name_by_code(get_item_code(test_handle))
dlg_text("Target Item: <font color='#00FF00'>" .. item_name .. "</font><br><br>Choose an attribute index:")

dlg_menu("Modify Line 1", 'go_to_line_1()')
dlg_menu("Modify Line 2", 'go_to_line_2()')
dlg_menu("Modify Line 3", 'go_to_line_3()')
dlg_menu("Modify Line 4", 'go_to_line_4()')
dlg_menu("Modify Line 5", 'go_to_line_5()')
else
dlg_text("<font color='#FF0000'>Error: No item detected in this slot!</font>")
end

dlg_menu("<- Back to Slot Selection", 'Dorment_Stats()')
dlg_show()
end

-- ==========================================
-- LAYER 4: CHOOSE EQUIPMENT SLOT SCREEN
-- ==========================================
function go_to_slot_0() current_slot = 0; open_line_menu() end
function go_to_slot_1() current_slot = 1; open_line_menu() end
function go_to_slot_2() current_slot = 2; open_line_menu() end
function go_to_slot_3() current_slot = 3; open_line_menu() end
function go_to_slot_4() current_slot = 4; open_line_menu() end

function Dorment_Stats()
dlg_title("Ultimate Gear Modifier")
dlg_text("Select an equipped inventory slot to modify:<br>")

dlg_menu("Modify Main-hand Weapon (Slot 0)", 'go_to_slot_0()')
dlg_menu("Modify Off-hand Shield/Weapon (Slot 1)", 'go_to_slot_1()')
dlg_menu("Modify Chest Armor (Slot 2)", 'go_to_slot_2()')
dlg_menu("Modify Gloves (Slot 3)", 'go_to_slot_3()')
dlg_menu("Modify Boots (Slot 4)", 'go_to_slot_4()')

dlg_menu("Exit", '')
dlg_show()
end
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