You need to save your prontera001.rsw into prontera.rsw or custom_prontera.rsw (Not sure why you using this) in BrowEdit and no need of new line in map db / maps conf. If you uses custom_prontera.rsw instead you will have to move/duplicate all npc from prontera to custom_prontera btw.
use these script commands:
hideonnpc; // this will enable hiding skill on npc
hideoffnpc; // this will disable hiding skill on npc
sleep2 10000; // 10000 ms is equal 10 seconds.
@primeRO, I was replying to onli0721. But for your issue, my script above will check if the user has Kiel equipped or not. So if you use my script it will result maximum of 35% (30% Kiel + 5% Expert) even when player is wearing 2 Kiel + 2 Expert.
Each Kiel is default is already -30% delay, and each Expert is also 5%. Which mean if you wearing 2 Kiel + 2 Expert is total of -70% delay. Correct me if I'm wrong.
Pardon for asking but this will dispell the GTB's effect or dispell the buff that target has?
Edit: Oops, dispell doesn't have duration so it must be dispelling buff.
This will check if player is not wearing Kiel, then give bonus bDelay - 30%
if(!isequipped(4403)) { bonus bDelayRate,-30; }
for Expert Ring use the format:
if(!isequipped(2703)) { bonus bDelayRate,-5; bonus bUseSPrate,5; }
Is you server open to public yet? If not there's no harm to try:
// Gunslinger
24, 28000,88 ,200 ,450 ,540 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,2000 ,490 ,590 ,440 ,940 ,1040 ,2000 ,2000 ,600
The script command you'll need is:
// *atcommand "<command>";
// This will make player use GM command @blvl 150 and @jlvl 70
atcommand "@blvl 150";
atcommand "@jlvl 70";
// *getitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
// Either code will give an Identified +7 Combat Knife.
getitem2 1228,1,1,7,0,0,0,0,0;
getitem2 "Combat_Knife",1,1,7,0,0,0,0,0;
4th number (HP Multiplicator) to percentage you want. (100 = 100%)
I am not quite sure with this, someone please correct me if I am wrong.
Here is the formula of character HP growth:
Red text above is value in red:
Just change the 0 to 2 and this changes will only happen when leveling. Means changing this wouldn't help any player that is already maxed level.
Edit: I think is 0 to 200 because it will divided by 100. Which mean is a percentage.
val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];