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Lelouch vi Britannia's post in All mall in one npc was marked as the answer
Try this...
http://pastebin.com/MQwf3VYR
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Lelouch vi Britannia's post in Make Enriched Ori/Elu NPC was marked as the answer
Try this
map,x,y,loc<TAB>script<TAB>Enriched Ore Crafter<TAB>826,{ switch(select("Make Enriched Oridecon:Make Enriched Elunium:Nevermind")) { case 1: mes "I will need 300pcs of Oridecon."; next; if(countitem(984) >= 300) { set @rand,rand(1,100); if(@rand <= 10) { delitem 984,300; getitem 7620,1; mes "Congrats you just made a Enriched Oridecon."; emotion 21; close; } else { delitem 984,300; mes "Sorry! Failed to make item."; emotion 23; close; } } mes "You do not have enough Oridecon."; close; case 2: mes "I will need 300pcs of Elunium."; next; if(countitem(985) >= 300) { set @rand,rand(1,100); if(@rand <= 10) { delitem 985,300; getitem 7619,1; mes "Congrats you just made a Enriched Elunium."; emotion 21; close; } else { delitem 985,300; mes "Sorry! Failed to make item."; emotion 23; close; } } mes "You do not have enough Elunium."; close; case 3: close; } } -
Lelouch vi Britannia's post in 3rd Jobs down to Trans was marked as the answer
Uhmmm you can use an OnPCLoginEvent to change them into transcendent class. For an example...
I dont think it will work but you can try it...
- script Change -1,{ OnPCLoginEvent: if(Class == Job_Sura || Class == Job_Sura_T || Class == Job_Baby_Sura){ jobchange 4016; end; } } -
Lelouch vi Britannia's post in Archangel Wings .spr .act the Official RO wings was marked as the answer
That sprite is inside your RO's data.grf sprite/·Îºê/õ»ç³¯°³/ just extract it.
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Lelouch vi Britannia's post in Custom Pet Support was marked as the answer
Try this
1096,ANGELING,Angeling,18001,19030,,528,80,30,10,100,250,20,200,100,0,0,100,100,100,{ petloot 10; },{ bonus2 bSubEle,Ele_Earth,5; } 1120,GHOSTRING,Ghostring,18003,19032,,528,80,30,10,100,250,20,200,100,0,0,100,100,100,{ petloot 10; },{ bonus bMdef,10; } 1509,LUDE,Lude,18013,19042,,528,80,30,10,100,250,20,200,100,0,0,100,100,100,{ petloot 10; },{} 1295,OWL_BARON,Owl Baron,18014,19043,,528,80,30,10,100,250,20,200,100,0,0,100,100,100,{ petloot 10; },{ bonus bAllStats,3; } 1251,KNIGHT_OF_WINDSTORM,Windstorm Knight,18042,19071,,528,80,30,10,100,250,20,200,100,0,0,100,100,100,{ petloot 10; },{ bonus2 bAddRace,RC_DemiHuman,7; } 1388,ARCHANGELING,Archangeling,18027,19056,528,80,30,10,100,250,20,200,100,0,0,100,100,100,{ petloot 10; },{ bonus2 bSubEle,Ele_Wind,5; } 1515,Garm_Baby,Garm Baby,18065,19094,,528,80,30,10,100,250,20,200,100,0,0,100,100,100,{ petloot 10; },{} 1894,Pouring,Pouring,25000,25000,0,100,10,20,50,100,50,20,2000,400,1,0,350,400,800,{ petloot 10; },{ bonus2 bSubEle,Ele_Water,5; } 1904,Bomb Poring,Bomb Poring,25001,25001,0,100,10,20,50,100,50,20,2000,400,1,0,350,400,800,{ petloot 10; },{ bonus2 bSubEle,Ele_Poison,5; } 1930,Piamette,Piamette,25002,25002,0,100,10,20,50,100,50,20,2000,400,1,0,350,400,800,{ petloot 10; },{ bonus2 bSubRace,RC_DemiHuman,5; } 1931,Wish Maiden,Wish Maiden,25003,25003,0,350,10,20,50,100,50,20,2000,400,1,0,350,400,800,{ petloot 10; },{} 1932,Garden Keeper,Garden Keeper,25004,25004,0,100,10,20,50,100,50,20,2000,400,1,0,350,400,800,{ petloot 10; },{ bonus bAllStats,2; } 2064,Magmaring,Magmaring,25005,25005,0,100,10,20,50,100,50,20,2000,400,1,0,350,400,800,{ petloot 10; },{ bonus2 bSubEle,Ele_Fire,5; }
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Lelouch vi Britannia's post in Need Help to my script was marked as the answer
Also change this
guild_vs5,0,0,0,0 monster Boitata 2068,5,0,0,0
to this
guild_vs5,0,0,0,0<TAB>monster<TAB>Boitata<TAB>2068,5,0,0,0
because i have found that there no <TAB> in this part
Try this one
prontera,141,175,4 script Qwerty Symbol NPC 406,{ set [email protected]$,"[boitata]"; mes [email protected]$; mes "Ahh, You want to Haunt Qwerty Symbol erhg?."; next; switch(select("Okay.:Not now.")) { case 1: mes [email protected]$; mes "You'll be there quickly. c;"; next; mes [email protected]$; mes "Enjoy Haunting ."; warp "guild_vs5",0,0; close; case 2: mes [email protected]$; mes "Owh...."; mes "Come back to me if you've changed your mind."; close; } OnInit: waitingroom "Qwerty Symbol",0; end; } //-------- Spawn Monster --------// guild_vs5,0,0,0,0 monster Boitata 2068,5,0,0,0
[Note] : If the npc wont show up when you start you're SVN use @loadnpc
Oh i missed one thing i didn't saw this "close2;" change this to close;
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Lelouch vi Britannia's post in quest headgear viewer was marked as the answer
Try this
//============================================================ //= Preview Item Script //===== By: ================================================== //= iHeart //===== Current Version: ===================================== //= 1.01 //===== Description: ========================================= //= A method to allow headgear sprites to be previewed without //= being 'stolen' //===== Changelog: =========================================== //= 1.01 //= -Modified so it dynamically gets npc name for the timer //= 1.00 //= -Initial Release //============================================================ prontera,155,156,5 script PreviewStuff 813,{ //save current look for later set @bottomview, getlook(3); set @topview, getlook(4); set @midview, getlook(5); //doesn't actually execute until just before a 'close' statement, or when the char leaves the npc's control addtimer 1000, strnpcinfo(3)+"::On_Leave"; INTRO: mes "Welcome to the preview NPC"; mes "Please input an itemID you would like to preview"; input @itemid; //modifies char's look based on item set @equip, getiteminfo(@itemid, 5); set @view, getiteminfo(@itemid, 11); if(@equip != -1 && @view > 0) { //note: yes...i'm using atcommand here cause for some reason // 'setlook' has permanent effects...last time i checked at least if(@equip & 1) atcommand "@changelook 3 " + @view; if(@equip & 256) atcommand "@changelook 1 " + @view; if(@equip & 512) atcommand "@changelook 2 " + @view; } next; mes "Would to like to preview something else?"; if(select("Yes", "No") == 1) { goto INTRO; } //*preview wears off automatically here due to delayed timer*// close; On_Leave: atcommand "@changelook 1 " + @topview; atcommand "@changelook 2 " + @midview; atcommand "@changelook 3 " + @bottomview; close; }