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Showing content with the highest reputation on 04/14/18 in all areas

  1. I just modify existing paste then http://upaste.me/b10549617c6f2d960 curious ... do you want to randomize the item requirement too ? I don't really understand what you say I just do it with different aura then
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  2. Hahaha.. People might find this useful if they search for it
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  3. @Radian ROFL !!! why not just ask me personally on discord ? L_reward: bg_get_data getarg(0), 1; deletearray .@itemid; deletearray .@itemamount; for ( .@i = 0; .@i < getarg(2) /2; ++.@i ) { .@itemid[.@i] = getelementofarray( getarg(1), .@i *2 ); .@itemamount[.@i] = getelementofarray( getarg(1), ( .@i *2 ) +1 ); } for ( .@i = 0; .@i < $@arenamemberscount; ++.@i ) { attachrid $@arenamembers[.@i]; showdigit gettimetick(2) - .time, 0; mail getcharid(0), "XXXRO auto-reward", "BG: Arathi Basin", "Congratulations ~ This is your reward for participating.", 0, .@itemid, .@itemamount; } detachrid; return;
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  4. thats entirely up to you, my server has a custom double attack + crit effect where double attacks overwrite crits but increase damage by 1% per crit chance (up to 100%)
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  5. Update Auto Event 2.12->2.2F 2.13 Fixed Emp Breaker Instance Enter 2.14 Converted Instance var to NPC var in Emp Breaker Instance 2.15 Fixed Emp Breaker Instance using sleep2 instead of sleep 2.16 Added a few more names to Poring Event 2.17 Lower Zombie Event Round time by 1 Second (even 60 now) 2.18 Lower Slow Duration after killing Zombie in Zombie Event to 30 Seconds 2.19 Corrected Typo in Final Wave of Zombie Event 2.1A Lower Dice Event Initialize time to 60 seconds 2.1B Fixed typo 'Event Event' when reciving rewards 2.1C Made the PvP Event Check Players every 5 seconds instead of 60 2.1D Dice Event Now Sends Players back to Prontera on event End 2.1E Zombie Event Now Sends Players back to Prontera on event End 2.1F Fixed at_endevent not ending events already in progress. 2.20 Bombring Event Now Sends Players back to Prontera on event End 2.21 Bombring Event now gets harder per wave. 2.22 Bombring Event waves come slower 2.23 Added Clear Event Command 2.24 Fixed Manhunt picking players from wrong map 2.25 Fixed Issue #33 Man Hunt Event (Thanks Sader) 2.26 Poring now correctly removes mapflags 2.27 Added 'mf_nodrop' to Bombring and Poring 2.28 Fixed? Lucky Event 2.29 Replaced "mapnames" with .EnterMap$[#] in most cases 2.2A Fixed minor tabulation 2.2B Fixed an extra { 2.2C Converted to use new mail script commands 2.2D Added Mutiple item support for RoDex 2.2E Fixed 'Event Event' typo 2.2F Added more GM menus if dont want commands enabled Update PvP Ladder 3.16->3.18 3.17 Fixed Typos in Reset PVP Stats 3.18 Removed unnessisary next, creating hang screens
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  6. As the client said System/itemInfo.lua is missing in your System folder. Add this on your System folder... itemInfo.lua = For Pre-Renewal itemInfo.lua = For Renewal Note: Just pick one of the two links.
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  7. the word "impossible" doesn't exist in my dictionary however for this kind of monster vs monster fighting system, I suggest using mob controller system mob_controller_20140102.patch - script kfkjsbdf -1,{ getmobdata .ai_action[AI_ACTION_SRC], .@mob; attachrid .@mob[4]; @summon = 0; end; OnInit: bindatcmd "pokemon", strnpcinfo(0)+"::Onaaa", 99,99; end; Onaaa: if ( @summon ) { message strcharinfo(0), "You already summon a pet"; end; } if ( getpetinfo(PET_CLASS) ) { message strcharinfo(0), "please return your pet into egg state to continue"; end; } getinventorylist; for ( .@i = 0; .@i < @inventorylist_count; .@i++ ) { if ( @inventorylist_card1[.@i] == -256 ) { query_sql "select intimate, class, level, name from pet where pet_id = "+( .@id = @inventorylist_card2[.@i] + ( ( @inventorylist_card2[.@i] >= 0 )? 0 : 1 << 16 ) + @inventorylist_card3[.@i] * ( 1 << 16 ) ), .@intimate, .@class, .@level, .@name$; if ( .@intimate > .pet_min_friendly ) { .@menu$ = .@menu$ +"^0000FF"+ .@name$ +" ^00CC00{"+ getmonsterinfo( .@class, 0 ) +"} ^000000["+ .@level +"]:"; .@pet_name$[.@c] = .@name$; .@pet_class[.@c] = .@class; .@pet_level[.@c] = .@level; .@c++; } } } if ( !.@c ) { mes "your inventory doesn't have any pet egg that intimate enough"; close; } mes "select which pet that you want it to summon"; next; .@s = select( .@menu$ ) -1; getmapxy .@map$, .@x, .@y, 0; .@id = mobspawn( .@name$[.@s], .@pet_class[.@s], .@map$, .@x, .@y ); mobattach .@id, strnpcinfo(0); mobassist .@id, getcharid(3); setmobdata .@id, 25, AI_ACTION_TYPE_DEAD; setmobdata .@id, 9, MD_CANMOVE | MD_AGGRESSIVE | MD_CANATTACK | MD_DETECTOR ; @summon = 1; end; } change to no the most basic monster that follows you around I prefer mob controller because you can adjust the stats of the monster to your liking like this one http://www.eathena.ws/board/index.php?s=&showtopic=187045&view=findpost&p=1058796 hmm ... wanna me write the 1vs1 pet fighting system ? just post a reply and it shall be done because mob controller system got a learning curve ... dunno how many times have I say this but, I think I might be only member now who knows how to write a mob controller script
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