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Everything posted by johnbond
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I have this leechmaster script by LordKiel I got from before: //Leech Master by LordKiel //This is my 1st script //Enjoy prontera,126,81,0 script Leech Master 48,{ set @npcname$, "^FF0000[Leech Master]^000000"; mes "[Leech Master]"; mes "I am the Leech Master"; mes "I can help you leeching in exchange for some zeny"; mes "1 Levelup: 10,000,000z"; mes "5 Levelup: 50,000,000z"; mes "10 Levelup: 100,000,000z"; mes "So,what do you want?:"; next; menu "^FF33551 Levelup",L0,"5 Levelup",L1,"10 Levelup^000000",L2,"Quit",LEnd; L0: mes "[Leech Master]"; if (Zeny < 10000000) goto NeedZenys; mes "Alright, here we go now.. Remember, changes won't take effect until you log back on!"; set Zeny,zeny-10000000; set Baselevel,Baselevel+1; set Joblevel,Joblevel+1; close; L1: mes "[Leech Master]"; if (Zeny < 50000000) goto NeedZenys; mes "Alright, here we go now.. Remember, changes won't take effect until you log back on!"; set Zeny,zeny-50000000; set Baselevel,Baselevel+5; set Joblevel,Joblevel+5; close; L2: mes "[Leech Master]"; if (Zeny < 100000000) goto NeedZenys; mes "Alright, here we go now.. Remember, changes won't take effect until you log back on!"; set Zeny,zeny-100000000; set Baselevel,Baselevel+10; set Joblevel,Joblevel+10; close; NeedZenys: mes "Sorry, you don't have enough Zeny."; close; LEnd: close; } It gives the option of : mes "I can help you leeching in exchange for some zeny"; mes "1 Levelup: 10,000,000z"; mes "5 Levelup: 50,000,000z"; mes "10 Levelup: 100,000,000z"; Now my problem is why is it that when players at level 99 3rd job then they use the leechmaster to level up 10 levels for 5 times then 1 level for 1 time to reach official max level of 150 for 3rd jobs, the stat points given is more than it should. With all stats at 1 the official stat points should be 2545 but instead when using this leechmaster their stat points becomes 2670? It is 125 stat points more than what it should. When they reset stats using some other NPC then all will be back to normal at 2545 stat points. I think there is no special line in the leechmaster script which will do this error (set Baselevel,Baselevel+10;) so maybe I suspect that perhaps its some wrong values in my DB folder or somewhere else? Maybe when the script uses the "set Baselevel,Baselevel+10;" command then my DB gives out wrong values. Does anybody know how and where to fix this??? My players found out about this exploit and everyone is doing it which I think should be fixed. Please give me enlightenment about the matter. Thank you in advance guys.
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REQUEST: Custom setcell like cell_basilica
johnbond replied to johnbond's question in Source Requests
Thank you my friend! -
How to make changing maps behave the same as relogging
johnbond replied to johnbond's question in Source Requests
Still not working. I have already set this in the battle.c { "guild_skill_relog_delay", &battle_config.guild_skill_relog_delay, 300000, 0, INT_MAX, }, But still everytime the guild master changes maps or dies, he still has the fast guild skill delays and not the penalty of 5 mins. Actually what I experienced was, when gm changes maps he has the 30 secs guild skill cooldown as set in skill_cast_db but when the gm dies he can almost re-cast guild skills immediately upon respawn, not even needing to wait for 30 secs. Maybe there is something wrong on our code on pc.c. We can just make it when guild master dies, because if he dies on GVG map he will be kicked out and change map as well. What I want is upon death of a guild master on a gvg map he will get the penalty of 5 min guild skill delay, similar to like relogging. -
How to make changing maps behave the same as relogging
johnbond replied to johnbond's question in Source Requests
Yes I understand but what I want is that the relog and the death and the change map will all have the same delays. Because right now the guild_skill_relog_delay only works for the relog but not for the death and change map. How can we make that the death and change map will be like the player relogged with regards to the guild_skill_relog_delay. Thanks. -
How to make changing maps behave the same as relogging
johnbond replied to johnbond's question in Source Requests
Actually what I want to achieve is when the guild master does not reconnect or does not die they will have shorter guild skill delays. only 30 secs as set in my skill_cast_db. But when the guild master dies then their delay to recast guild skills will be longer (5mins) which is set at guild_skill_relog_delay: yes Sadly the default setting above is only for "relog" and not for "death" or "change map". What I want is the "relog" and "death" and "change map" will all have guild_skill_relog_delays. Thanks. -
How to make changing maps behave the same as relogging
johnbond replied to johnbond's question in Source Requests
Oh its kinda not working. 1. I had set EC coodlown for only 30 secs but when guild_skill_relog_delay: the cooldown is set to 5 mins. 2. On agitstart 3. guild master in castle 4. Killed guild master and guild master respawned to the savepoint 5. guild master can recast emergency call even right after death. It should not be able to cast EC because of the delay on guild skills after recon. (in this case death) WHat I want is that the reconnect and death will both give guild_skill_relog_delays Thanks. -
How to make changing maps behave the same as relogging
johnbond replied to johnbond's question in Source Requests
Oh nice! So is this correct? : //GvG if( map_flag_gvg(sd->bl.m) ) { add_timer(tick+1000, pc_respawn_timer, sd->bl.id, 0); +if (sd->status.guild_id && sd->state.gmaster_flag && battle_config.guild_skill_relog_delay) //if were dead on gvg map are guildmaster +guild_block_skill(sd, battle_config.guild_skill_relog_delay); return 1|8; } Regarding the wrong section, I apologize its late when I realized I was on the scripts request rather than on the source requests. Maybe sleepy sorry hehe. Thanks! -
Like in cell_basilica setcell. Players cannot damage you while inside the cells but the problem is in cell_basilica the players inside cannot skill or use potions. What I want is cannot be attacked while inside but can still use skills, talk to NPC, or use potions while inside cells. I would like to request for a custom setcell code that is omewhat similar to cell_basilica (players cannot be attacked inside) but this time players inside the cell(s) can cast skills, talk to NPCs and use potions while avoiding damage from attacks from outside the cell(s) . I will use it as like a "safe zone" for towns pvp. Thank you for all your support guys.
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How to make changing maps behave the same as relogging
johnbond posted a question in Source Requests
I would like to request for a modification in SRC so that changing maps (maybe on death) of a player will also be the same as relogging but ONLY with regards to the "guild_skill_relog_delay: yes". Meaning if a player reconnects "or changes maps" (lets say in WoE wherein death will warp you back to savepoint), the delay to recast a guild skill will kick in for both conditions. Thank you very much guys! EDIT: Oops I am sorry, this should have been posted in the Source → Source Requests . Kindly move for me to avoid opening multiple posts. Thank you. -
cell_basilica players still taking damage?
johnbond replied to johnbond's question in Source Requests
Oh I am sorry if it was understood that way. Its just that I am offering to pay if needed because I will consume their time to help me since I know what I ask is troublesome and time consuming. Thank you for the links I will try to use them and let you know. UPDATE: Its working! Thank you. Another quick one, how do I make that the cell_basilica will behave that player can be able to use potions and skills while inside cell, but still will not take damage. I want these cells to be immune to attacks but can still skill and heal themselves. Thank you Ms. Annie! -
Hello guys. This is with regards to the setcell cell_basilica scripts. I believe the actual basilica skill of arch bishops should prevent people who are on it to be able cast skills and prevent them from taking damage as well. But in my Server, when I used the setcell cell_basilica, the players on the cell cannot cast skills (correct) but the problem is they CAN be attacked and takes damage. I dont know if it should be this way for cell_basilica or not, since my SRC has some modifications. But how can I make it that in cells that has the cell_basilica setcell effect the players on it will not be able to be attacked and not take damage like the orignal basilica skill intended to behave. Can anyone show me SRC modifications to achieve this? I can pay for service if needed. Thank you guys for your help always!
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Oh I never thought of that lol. Thanks! Oh by the way another thing, how can I set in SRC that "death" is also the same as reconnecting in terms of guild_skill_relog_delay? Because the "delay when relog" is 5 mins (guild_skill_relog_delay: yes ) and I set the emergency call skill cooldown time (as per skill_cast_db) to only 1 minute. What I want is whenever they die it is also considered as like "reconnecting" so they will have a longer cooldown of 5 mins as originally set in guild_skill_relog_delay. And when they do not die they will have shorter cooldown time for emergency call as set in skill_cast_db. I just want that death is also like relogging in terms of "delay when relog". Can you show me how to do this in SRC codes? Thank you!
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Oh nice its working! Thanks Mr. Jonne! Btw, how much do I owe you for the service? Hehe you can pm me. Thank you again!
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I just have a quick question and support request. if this is set to "yes": The time before guild skills can be recasted is 5 minutes. How can I make this 5 minutes reduced to 3 minutes. Also what I want is that the guld master does not need to reconnect to get this reduced 3minute guild skill cooldown. I mean reconnect or not, both will give the guild master only a 3 minute cooldown. Thank you guys!
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Nice. Seems to recompile nicely without errors. Though I will test further. Working. But not entirely correct. I think the code only checked and prohibited where the "caster" is standing and not exactly on where the warp portal skill is casted. I tested it with my script to enable nowarpportal setcells and it works but when the casters moves away from the setcell coordinates he can again cast the warp skill even on the cells with the setcell nowarpportal is enabled. Maybe we can edit that warp skill will fail if casted on cells within the nowarpportal setcell is enabled and not on where the caster is standing? Thanks!
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Works! Thank you!
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Anyone? Thanks!
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Hello friends! Does someone have the official item scripts for the Scorpio Crown? (Item ID# 5676) Beacuse currently there are no scripts for this item, maybe discontinued on official servers, but I want to use it in my Server. Anyone? Or maybe can someone just make me an item script with the attributes above? Here is the link from RMS: http://ratemyserver.net/index.php?iname=scorpio+crown&page=re_item_db&quick=1&isearch=Search Thank you in advance guys! :)
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Can I just add the implode & explode codes to my SRC? Or may I ask if its possible for you to edit your original disguise script to have the input box so I may just use it instead. Thank you for your wonderful script GmOcean! Hello Mr. GmOcean? If you would be so kind to kindly help me on your disuise script it would be greatly appreciated. I just want for the NPC to have an "input box" rather than having to shout the answer since my langtype does not support it. Thank you sir.
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Anyone help me on this coding? You can charge me for the service. Thank you guys.
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Can I just add the implode & explode codes to my SRC? Or may I ask if its possible for you to edit your original disguise script to have the input box so I may just use it instead. Thank you for your wonderful script GmOcean!
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Hello, Is there a way to prohibit warp portal skills of priests on a specific cell(s)? Because the closest I can think of is using the cell_landprotector setcell (because actual land protector skill really does prohibit warping) but it seems to not work, players can still cast warp on a cell with this setcell enabled and other players are still successfully warped out. Sample: setcell "payon",156,195,156,195,cell_landprotector,1; May I ask somebody who can make me a code that I can use so that the setcell...cell_landprotector can also block warp skills or prohibit from being warped when within the specified cell(s)? Its either the warp skill would fail or no warping will be done, either will be fine. I hope you could give me enlightenment on the matter. Thank you guys in advance!
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Prohibit change weapon while cast time is ongoing?
johnbond replied to johnbond's question in Source Requests
Nice it is working! But can we make it to "only" affect weapons and not amors/equips? I want the item changing while cast time is ongoing to only be for weapons and not other items. And can we just make it that the restriction on weapon change will depend on the casted skill if the weapon being changed to is for the skill or not. I mean if the weapon to change to is allowed for the skill then it can be used even while cast time is ongoing. Example the spiral pierce is a spear/sword only skill, if the player will change to an axe while casting spiral pierce then it wont allow the change but if the player will change to another type of spear then he will be allowed to change. I hope you could help me on this my friend. Thank you my friend! Can anyone kindly please help me on this? I can happily pay for service. Thank you guys. ^^ -
Have you tried using the rA version? https://github.com/rathena/rathena/blob/master/npc/custom/events/disguise.txt Yes I tried it but it gives me errors because I am using 3ceam SRC. [05:46:06][Error]: Loading NPC file: npc/extras/disguise_event.txt script error on npc/extras/disguise_event.txt line 61 parse_callfunc: expected ')' to close argument list 56 : case 1: 57 : setarray .@r$[0],"Disguise as all monste rs.","Disguise as MVPs only."; 58 : mes .@n$; 59 : mes "Choose a disguise rule."; 60 : next; * 61 : set .Rule, select(implode'('.@r$,":")); 62 : mes .@n$; 63 : mes "The Disguise Rule has been set:"; 64 : mes " > ^0055FF"+.@r$[.Rule-1]+"^000000 "; 65 : close; 66 : case 2: I wanted to use my original script and just have an "input box" edit on it so it can be used for my Server. Thank you. Anyone? I can happily pay for service. Thanks!
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Prohibit change weapon while cast time is ongoing?
johnbond replied to johnbond's question in Source Requests
Nice it is working! But can we make it to "only" affect weapons and not amors/equips? I want the item changing while cast time is ongoing to only be for weapons and not other items. And can we just make it that the restriction on weapon change will depend on the casted skill if the weapon being changed to is for the skill or not. I mean if the weapon to change to is allowed for the skill then it can be used even while cast time is ongoing. Example the spiral pierce is a spear/sword only skill, if the player will change to an axe while casting spiral pierce then it wont allow the change but if the player will change to another type of spear then he will be allowed to change. I hope you could help me on this my friend. Thank you my friend! Anyone? Thank you guys.