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Yomigaeru

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Poring

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  1. Where is the 3ceam forums?

  2. It seems very unnecessary to make a new discussion about Epoque's Expansion pack so might as well just reply to this thread. With the Latest revision having drastically changed codes, even Lilith's Edited Diff is no longer Compatible with the current revision. I also would love this Expansion added to the latest revision, devs please!!! If needed, I have a copy of both The Original Diff(Epoque's) and the Edited one(Lilith's)
  3. tobe? na edit mo na ang lua files?
  4. editing the mob db only affects the size modification. example poring is small, change it's race to big and minorous card will work in it and the sprite wont change.
  5. Yomigaeru

    Request.

    i have no idea what you mean by the first one, but for the second one, I can try -<tab>script<tab>CARTGIVER<tab<-1,{ OnPCLogInEvent: if ( BaseJob == Job_Merchant && checkcart() == 0 ) goto get_cart get_cart: if(getskilllv(39)<1) end; setcart; end; } untested though, I have a guess that it could work. the script checks if the character belongs to the merchant class and if he already have a cart. if a player is not a merch or already have a cart, the script will be terminated. if the character is a merch without a cart it will give him a cart as long as he have the pushcart skill.
  6. <map name>,<x>,<y>,<xs>,<ys>%TAB%monster%TAB%<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,<event>{,<mob size>,<mob ai>} i think 1 is small 2 is large and 3 is normal
  7. maybe because baseclass reads the current job? BaseCLass == Job_Bard || BaseClass == Job_Dancer will (I think) will only read both Bard and Dancer job respectively. to fix this 5151,Headset_OST,Note Headphones,5,20,,200,,4,,1,0xFFFFFFFF,7,2,256,,0,1,220,{ bonus2 bResEff,Eff_Sleep,10000; bonus bMdef,5; bonus bFlee2,5; if( BaseJob == Job_Bard||BaseJob == Job_Dancer ) bonus3 bAutoSpell,"CG_TAROTCARD",getskilllv(489),50; },{},{}
  8. Yomigaeru

    Clone

    i'm having errors with my clone script. it's kinda weird. here's my item script: 20060,Konoha_Head_Protector,Konoha Head Protector,5,0,,150,,1,,1,0xFFFFFFFF,7,2,256,,0,1,1141,{ autobonus2 "{ callfunc \"Bunshin\"; }",1000,1000,BF_WEAPON|BF_MAGIC|BF_MISC,"{ specialeffect2 666; }"; },{},{} here's my function: //Kage Bunshin function script Bunshin { sleep2 1000; // every 1 second spawn one, change this to 3 minutes getmapxy .@map$, .@x, .@y, 0; if ( mobcount( .@map$, "clonecheck::on"+ getcharid(0) ) < 1 ) // limit spawn to 3 clone .@map$, .@x, .@y, "clonecheck::On"+ getcharid(0), getcharid(0), getcharid(0), 0x8D, 1; } i got that script from eA. the problem is, there is no clone limit. when i'm hit a clone always respawn, how can I prevent this from happening?
  9. if I disable the renewal features, will it affect other scripts? for example, I removed the renewal features, will script commands like (bindatcmd which is not in eA) still work? will renewal instances like Bakonawa's Lair still work?
  10. Hello rA. I'm looking for the pre-re battle computations without removing other renewal features by putting a // in the #definde RENEWAL found in the src/config/renewal.h file. can it be done? since at 150 int my character cant even damage a poring higher than 1000. thanks anyways for future helps.
  11. sorry but im not familiar in this whole sql scriptings. can you just please edit my script?
  12. hey ra. I recently made this script: poring_w02,101,86,3 script Password Event NPC 405,{ if ( $event_run > 0 ) goto event_start; if ( getgmlevel() != 99 ) { mes "[Password Event NPC]"; mes "There is no on-going event as of the moment."; next; mes "[Password Event NPC]"; mes "I will inform you when a GM hosts this event."; close2; emotion e_heh; end; } mes "[Password Event NPC]"; mes "Hello ^CC0000"+strcharinfo(0)+"^000000!"; next; mes "[Password Event NPC]"; mes "Current Password: ^CC0000"+$event_pword$+"^000000"; mes "Current Prize: ^CC0000"+$event_amount+"^000000 ^CC0000"+getitemname($event_prize)+"^000000"; mes "Number of Winners: ^CC0000"+$event_winners+"^000000"; next; mes "[Password Event NPC]"; mes "How can I help you today?"; menu "Set Password",event_password, "Set Event",event_prize, "Set Winner Count",event_winner, "Start Event",event_start1; event_winner: next; mes "[Password Event NPC]"; mes "How many player do you want to win this event?"; input $event_winners; next; mes "[Password Event NPC]"; mes "Should ^CC0000"+$event_winners+"^000000 win this event?"; menu "Yes",event_count_yes, "Reset",event_winner; event_count_yes: next; mes "[Password Event NPC]"; mes "Then ^CC0000"+$event_winners+"^000000 will win this event!"; close; event_prize: next; mes "[Password Event NPC]"; mes "Please insert the item ID of this event's prize."; input $event_prize; next; mes "[Password Event NPC]"; mes "Now please enter how many ^CC0000"+getitemname($event_prize)+"^000000"; input $event_amount; next; mes "Are you sure you want to give ^CC0000"+$event_amount+"^000000 ^CC0000"+getitemname($event_prize)+"^000000 for this event?"; menu "Yes",event_prize_yes, "Reset",event_prize; event_prize_yes: next; mes "[Password Event NPC]"; mes "Then ^CC0000"+$event_amount+"^000000 ^CC0000"+getitemname($event_prize)+"^000000 it is!"; close; event_start1: next; mes "[Password Event NPC]"; mes "Then let's begin!"; close2; announce "Password Event NPC: The Password Event has begun!",bc_blue; sleep2 5000; announce "Password Event NPC: Try to crack the password to win "+$event_amount+" "+getitemname($event_prize)+"!",bc_blue; sleep2 5000; announce "Password Event NPC: Only "+$event_winners$+" can win this event!",bc_blue; sleep2 5000; announce "Password Event NPC: Now go! Try to crack the password!"; set $event_run,1; end; event_start: if ( #event_winner == 1 ) { mes "[Password Event NPC]"; mes "Congratulations! You have already won! Try your luck again next event!"; close; } if ( $crack == $event_winners ) { set $event_run,0; set $event_winners,0; mes "[Password Event NPC]"; mes "All prizes are given away!"; next; mes "[Password Event NPC]"; mes "Try your luck again next event!"; close2; sleep2 5000; announce "Password Event NPC: All prizes have already been acquired!",bc_blue; sleep2 5000; announce "Password Event NPC: Better luck next time to those who didn't win!",bc_blue; end; } mes "[Password Event NPC]"; mes "What is the password for today's event?"; input .@event_try$; if ( .@event_try$ == $event_pword$ ) { next; mes "[Password Event NPC]"; mes "Congratulations! You win "+$event_amount+" "+getitemname($event_prize)+" !"; set #event_winner,1; set $crack,$crack+1; getitem $event_prize,$event_amount; close2; if ( Sex == 1 ) { announce "Password Event NPC: "+strcharinfo(0)+" wins!! Let's congratulate him!",bc_blue; end; } announce "Password Event NPC: "+strcharinfo(0)+" wins!! Let's congratulate her!",bc_blue; end; } next; mes "[Password Event NPC]"; mes "Sorry, wrong password!"; close; event_password: next; mes "[Password Event NPC]"; mes "What password would you like to set?"; input $event_pword$; next; mes "[Password Event NPC]"; mes "Do you really want to set ^CC0000"+$event_pword$+"^000000 as this event's password?"; menu "Yes",yes_confirm, "Reset",event_password; yes_confirm: next; mes "[Password Event NPC]"; mes "Then ^CC0000"+$event_pword$+"^000000 it is!"; close; } my question is that how can i delete the #variable of a character after the event without the character ever talking to the same NPC. If i add it in the if ( getgmlevel() != script then if the player is not online when the next event starts then the npc will not let him play since he already got the variable from last event. so, any tips? Thanks for future replies.
  13. make one. it's free.
  14. thanks. works fine now.
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