Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 03/29/24 in all areas

  1. Yet another Mining System Inspired by Mir4 Mining, I have worked the details to be as close to the source found in internet. Player can't mine a Mine that another Player is already mining. Progress of Mining can be canceled by trying to walk away. Progress of Mining while be canceled when Player received damage. Progress of Mining while be canceled when Player can't carry the item gained from Mine. When The Mine is exhausted it will hide away and move / re-spawn in different place. The default drop item (Dark Steel) replaced by Phracon Common Mine (Gray/White): 25-30 Dark Steel Uncommon (Green): 35-40 Dark Steel Rare (Blue): 45-60 Dark Steel Epic (Red): 100-150 Dark Steel Legendary (Yellow): 150-200 Dark Steel Script configuration has been made easy to understand and modify .mine_drop = 1010; // Phracon .miner_distance = 2; .mine_distance = 7; /* * minetype(<index>,"<Name>",<MaxHP>,<Drop Min Amount>,<Drop Max Amount>); */ minetype(0, "Common", 3, 25, 30); minetype(1, "Uncommon", 200, 35, 40); minetype(2, "Rare", 300, 45, 60); minetype(3, "Epic", 400, 100, 150); minetype(4, "Legendary", 500, 150, 200); /* * minespawn("<map name>",<Common Amount>); * minespawn("<map name>",<Common Amount>,<Uncommon Amount>); * minespawn("<map name>",<Common Amount>,<Uncommon Amount>,<Rare Amount>); * minespawn("<map name>",<Common Amount>,<Uncommon Amount>,<Rare Amount>,<Epic Amount>); * minespawn("<map name>",<Common Amount>,<Uncommon Amount>,<Rare Amount>,<Epic Amount>,<Legendary Amount>); * * Example: * minespawn("anthell01", 50, 25, 12, 5, 2); * - this will spawn listed Mine below in map "anthell01": * - 50 Common Mine * - 25 Uncommon Mine * - 12 Rare Mine * - 5 Epic Mine * - 2 Legendary Mine */ minespawn("anthell01", 50, 25, 12, 5, 2); In Game Record ... Can be expanded further like, Reduction Timer or Drop amount bonus when using certain equip or like setting different item, rate and amount that can be set in configuration..
    1 point
  2. I'm developing a server based on a game called Harvest Moon. Conclude the Farm system, it will accept trees, vegetables and animals. What do you think? Any suggestions? Content of the video in Portuguese.
    1 point
  3. You're absolutely right. I just started going through the various vilnerabilities in my latest guides. Thanks for pointing this out! I have updated the guide to include a quick method to disallow anyone but the host(s) to have access to PMA.
    1 point
  4. Good day everynyan~ I'm here again to showcase a newly finish system for a server that I am helping out with~ It's a simple Sell Character system, much like Shakto's but also not quite the exact same. Feature: Preview character information (Status/Equipment) Sold characters are categorized based on their Class Checks if character/account is online (in-game or in the server select/character select screen) Blocks usage of character that is being sold - will be prompted to either remove the character from Sell List or will be blocked from moving indefinitely Sellers can receive their earnings via the same NPC Logs buyer ID, seller ID, character ID and time of purchase Logs earnings and time of claim for earnings Lots of configuration options, such as to check for Bound items (account,party,guild) and more\ Credit to @Cydhfor making this script possible via:
    1 point
×
×
  • Create New...