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  1. short description There are 3 different generations of laboratory monsters: 1. Egnigem, Wickebine, Laurell, Errende, Josephina, Kavach, Armeyer 2. Seyren, Eremes, Kathryne, Margaretha, Cecil, Howard 3. Randel, Gertie, Celia, Chen, Trentini, Alphoccio, Flamel I collect them, correct mistakes, add every possible class to each monster, recolor them in 3 official color sets and improve their aura. As a basis, I took the logic of the first implemented sprites at lhz_dun01-03 If you compare the following kRO sprites with corrections in the changelog you will notice that the logic has ceased to be respected and the sprites do not even have sounds! LINK TO FILE: https://mega.nz/file/tGFCxRSL#y5S8uLWw0cMCrLt059ycmZSeeFY1oLYTSVJwa0BoEWs [DONE] 1st class 2nd class advanced class 3rd class 3rd japan edition class 4th class latest expanded classes previous versions of some classes custom extended classes The total number of sprites in the pack: all classes from novice to 4th class (with different types of weapons) x 3 official color sets = 600 sprites changelog: (!) Below are the non-clean gifs recorded using GifCam.exe over the Act Editor (!) So these can brake or accelerate and do not serve as an accurate image. These gifs are added just for reference For clarity, the background of the laboratory is taken, and the sprites are shown in transparent blue 969F9EE7 and with improved aura Seyren Windsor Eremes Guile Kathryne Keyron Margaretha Sorin Cecil Damon Howard Alt-Eisen Randel Lawrence Gertie Wie Celia Alde Chen Lio Trentini Ilaria Alphoccio Basil Flamel Emure Egnigem Chenia Wickebine Tres Laurell Weinder Errende Ebecee Josephina Kavach Icarus Armeyer Dinze
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  2. There is getunitdata to retrieve x y for monster. Sample untested : - script CustomDrop FAKE_NPC,{ function add_drop; OnNPCKillEvent: if (!playerattached()) end; .@mob_id = killedrid; .@size = getd(".size_" + .@mob_id); if (.@size < 1) end; getunitdata killedgid, .@v; .@x = .@v[UMOB_X]; .@y = .@v[UMOB_Y]; .@map$ = strcharinfo(3); for (.@i = 0; .@i < .@size; .@i++) { .@chance = getd(".chance_" + .@mob_id + "[" + .@i + "]"); if (rand(10000) < .@chance) { .@id = getd(".item_id_" + .@mob_id + "[" + .@i + "]"); .@amt = getd(".item_amount_" + .@mob_id + "[" + .@i + "]"); while (.@amt > 0) { makeitem .@id, 1, .@map$, .@x, .@y; .@amt--; } } } end; OnInit: // <mob_id>, <item_id>, <item_amount>, <chance> // Chance ======================== // 10000 = 100% // 1000 = 10% // 100 = 1% // 99 = 0.99% // 50 = 0.50% // 1 = 0.01% // =============================== add_drop( 1002, 607, 2, 10000 ); // poring will drop 2 ygg berries on the floor with 100% chance add_drop( 1002, 608, 3, 10000 ); // poring will drop 3 ygg seeds on the floor with 100% chance end; function add_drop { .@arg_count = getargcount(); if (.@arg_count % 4) return; for (.@i = 0; .@i < .@arg_count; .@i += 4) { .@mob_id = getarg(.@i); .@size = getd(".size_" + .@mob_id); setd ".item_id_" + .@mob_id + "[" + .@size + "]", getarg(.@i+1); // <item_id> setd ".item_amount_" + .@mob_id + "[" + .@size + "]", getarg(.@i+2); // <item_amount> setd ".chance_" + .@mob_id + "[" + .@size + "]", getarg(.@i+3); // <chance> setd ".size_" + .@mob_id, .@size + 1; } return; } }
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  3. prontera,148,187,4 script WOE Information 652,{ doevent "WOE_CONTROL::OnMenu"; end; OnInit: OnAgitEnd: delwaitingroom; waitingroom "War of Emperium: Inactive",0; end; OnAgitStart: delwaitingroom; waitingroom "War of Emperium: Active", 0; while(agitcheck()) { specialeffect EF_BEGINSPELL6; sleep 425; } end; }
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  4. nobody can solved this npc and post here? i think many people wants that ^^ Lucky spin.rar
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  5. @Aureon you can write it better in a way like this... - script Sample -1,{ OnPCBaseLvUpEvent: // every 10 levels gain rewards. if ( BaseLevel >= 10 && BaseLevel % 10 == 0 ) { getitem 512,1; getitem 512,2; getitem 512,3; getitem 512,4; getitem 512,5; dispbottom "Congrats! You reached level "+BaseLevel+"!"; } end; }
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  6. This can help you, - script rAthena -1,{ OnPCBaseLvUpEvent: setarray .@rewards[0],501,502,503,504,505; // change this with your own reward if (BaseLevel == 10 || BaseLevel == 20 || BaseLevel == 30 || BaseLevel == 40 || BaseLevel == 50 || BaseLevel == 60 || BaseLevel == 70 || BaseLevel == 80 || BaseLevel == 90 || BaseLevel == 100 || BaseLevel == 110 || BaseLevel == 120 || BaseLevel == 130 || BaseLevel == 140 || BaseLevel == 150 || BaseLevel == 160 || BaseLevel == 170){ getitem .@rewards[0],1; getitem .@rewards[1],1; getitem .@rewards[2],1; getitem .@rewards[3],1; getitem .@rewards[4],1; dispbottom "Congrats! You reached level "+BaseLevel+"!"; end; } else { end; } end; }
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