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kitty14

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  1. kitty14

    Refferences

    alright, guess that's explains everything... thanks rayn!
  2. kitty14

    Refferences

    I see but dedicated server way too expensive for starters or few players. I only have like more or less 40 players. any other idea or info to lessen lags if possible? and since you mentioned bout DDservers, mind if you tell me what dedicated server are you using? and do you think , SSD would make it better? cuz I did some google that ssd works faster than the hdd. just want some confirmation cuz if I add SSD means additional $ . hahaha.
  3. Hello! I just want to gather information and idea , if what really cause lags? my VPS details: Processor: 1vcore guaranteed RAM: 1GB Max internal Mem: 2gb burst Disk space: 50 gb HDD location: Kansas Own IP bandwith 100Mbit/s and still having Heavy lags.. I wonder if SSD will do better, or not? please give some idea or info.. thanks!
  4. Hello Master scripters! I would like to request the said npc in which players can rent item once per mac ip or per account and account bound (none trade able).. Its like a freebies npc. In this npc will let the player rent the god items such as Sliepner, Asprika, Brynhild armor, Jards ETC for a month then after a month NPC will remove/get the items from the player with auto decard . (to avoid card loses) thank you!
  5. if (gettime(4) != 3) end; anyone? would love to explain what does this mean?
  6. kitty14

    Op_2num

    Hello! sorry for the vely late response.. hmm what if i don't want to have the @Base_Exp and @Job_Exp? what do i need to do? here's the script. hope you give time to this. thanks! //===== rAthena Script ======================================= //= Hunting Missions //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.4 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= Random hunting missions. //= Rewards are based on quest difficulty. //= //= NOTE: Requires SQL mob database. //===== Additional Comments: ================================= //= 1.0 Initial script. //= 1.1 Small improvements and fixes. //= 1.2 Added party support and replaced blacklists with an //= SQL query, both thanks to AnnieRuru. //= 1.3 Re-added a blacklist adapted for the SQL query. //= 1.3a Added mission reset options. //= 1.3b Function updates. //= 1.4 Check for deleted characters, thanks to AnnieRuru. //= Syntax updates and style cleaning. //============================================================ caspen,155,198,0 script Hunting Missions 951,{ function Chk; mes "[Hunting Missions]"; mes "Hello, " + strcharinfo(0) + "!"; if (!#Mission_Delay) { next; mes "[Hunting Missions]"; mes "I can't find any records..."; mes "You must be new here!"; emotion e_omg; next; callsub Mission_Info; emotion e_go; #Mission_Delay = 1; close; } mes rand(2) ? "Working hard, as always..." : "Not slacking, I hope..."; mes "Is there anything I can help"; mes "you with?"; mes " "; mes "^777777~ You've completed " + callfunc("F_InsertPlural",Mission_Total,"mission",0,"^0055FF%d^777777 %s") + ". ~^000000"; next; switch(select( ((!Mission0) ? " ~ New Mission::" : ": ~ Mission Status: ~ Abandon Mission") + ": ~ Information: ~ Mission Shop: ~ View Top Hunters: ~ ^777777Cancel^000000" )) { case 1: mes "[Hunting Missions]"; if (#Mission_Count) { mes "You've started a mission"; mes "on another character."; if (!@hm_char_del_check) { // check for deleted character query_sql("SELECT 1 FROM `global_reg_value` WHERE `str` = 'Mission0' AND `char_id` IN(SELECT `char_id` FROM `char` WHERE `account_id` = " + getcharid(3) + ")", .@i); if (!.@i) { next; mes "[Hunting Missions]"; mes "I can't seem to find any records"; mes "for that character, though..."; mes "One moment, please."; emotion e_hmm; #Mission_Count = 0; } @hm_char_del_check = 1; } close; } if (#Mission_Delay > gettimetick(2) && .Delay) { mes "I'm afraid you'll have to wait " + callfunc("Time2Str",#Mission_Delay) + " before taking another mission."; close; } mes "You must hunt:"; query_sql("SELECT ID FROM `" + .mob_db$ + "` WHERE left(Sprite, 4) != 'meta' AND left(Sprite, 2) != 'E_' AND ~Mode & 32 AND EXP > 0 AND MVP1id = 0 AND DropCardid > 4000 AND DropCardid < 5000 AND ID < 2000 AND instr('"+.Blacklist$+"',ID) = 0 ORDER BY rand() LIMIT " + .Quests, .@mob); for (.@i = 0; .@i < .Quests; .@i++) { setd "Mission" + .@i, .@mob[.@i]; setd "Mission" + .@i +"_", 0; } #Mission_Count = rand(.Count[0], .Count[1]); callsub Mission_Status; next; mes "[Hunting Missions]"; mes "Report back when"; mes "you've finished."; mes "Good luck!"; close; case 2: mes "[Hunting Missions]"; mes "Mission status:"; callsub Mission_Status; close; case 3: mes "[Hunting Missions]"; mes "Do you really want to"; mes "abandon your mission?"; if (.Reset < 0 && .Delay) mes "Your delay time will not be reset."; else if (.Reset > 0) mes "It will cost " + callfunc("F_InsertComma",.Reset) + " Zeny."; next; switch(select(" ~ Abandon...: ~ ^777777Cancel^000000")) { case 1: if (.Reset > 0) { if (Zeny < .Reset) { mes "[Hunting Missions]"; mes "You don't have enough"; mes "Zeny to drop this mission."; emotion e_sry; close; } Zeny -= .Reset; emotion e_cash; } mes "[Hunting Missions]"; mes "Alright, I've dropped"; mes "your current mission."; specialeffect2 EF_STORMKICK4; for (.@i = 0; .@i < .Quests; .@i++) { setd "Mission"+.@i, 0; setd "Mission"+.@i+"_", 0; } #Mission_Count = 0; if (.Reset < 0 && .Delay) #Mission_Delay = gettimetick(2) + (.Delay * 3600); close; case 2: mes "[Hunting Missions]"; mes "I knew you were kidding!"; mes "Keep up the good work."; emotion e_heh; close; } case 4: callsub Mission_Info; close; case 5: mes "[Hunting Missions]"; mes "You have ^0055FF" + #Mission_Points + "^000000 Mission Points."; mes "Use them well!"; callshop "mission_shop",1; npcshopattach "mission_shop"; end; case 6: mes "[Hunting Missions]"; mes "The top hunters are:"; query_sql("SELECT char_id AS id, (SELECT `name` FROM `char` WHERE char_id = id),`value` FROM `global_reg_value` WHERE str = 'Mission_Total' ORDER BY CAST(`value` AS SIGNED) DESC LIMIT 5", .@id, .@name$, .@val); for (.@i = 0; .@i < 5; .@i++) mes " [Rank " + (.@i+1) + "] " + ((.@name$[.@i] == "") ? "^777777none" : "^0055FF" + .@name$[.@i]+"^000000 : ^FF0000" + .@val[.@i] + " pt.") + "^000000"; close; case 7: mes "[Hunting Missions]"; mes "Nothing? Okay..."; emotion e_hmm; close; } end; Mission_Status: @f = 0; deletearray .@j[0], getarraysize(.@j); for (.@i = 0; .@i < .Quests; .@i++) { .@j[.@i] = getd("Mission" + .@i); .@j[.Quests] = .@j[.Quests] + strmobinfo(3,.@j[.@i]); .@j[.Quests+1] = .@j[.Quests+1] + (strmobinfo(6,.@j[.@i]) / (getbattleflag("base_exp_rate") / 100) * .Modifier[0]); .@j[.Quests+2] = .@j[.Quests+2] + (strmobinfo(7,.@j[.@i]) / (getbattleflag("job_exp_rate") / 100) * .Modifier[1]); mes " > "+Chk(getd("Mission"+.@i+"_"),#Mission_Count) + strmobinfo(1,.@j[.@i]) + " (" + getd("Mission"+.@i+"_") + "/" + #Mission_Count + ")^000000"; } // Reward formulas: .@Mission_Points = 45 + (.@j[.Quests] / .Quests / 6); .@Base_Exp = #Mission_Count * .@j[.Quests+1] / 5; .@Job_Exp = #Mission_Count * .@j[.Quests+2] / 5; .@Zeny = #Mission_Count * .Quests * .@j[.@i] * .Modifier[2]; next; mes "[Hunting Missions]"; mes "Mission rewards:"; mes " > Mission Points: ^0055FF" + .@Mission_Points + "^000000"; mes " > Base Experience: ^0055FF" + callfunc("F_InsertComma",.@Base_Exp) + "^000000"; mes " > Job Experience: ^0055FF" + callfunc("F_InsertComma",.@Job_Exp) + "^000000"; mes " > Zeny: ^0055FF" + callfunc("F_InsertComma",.@Zeny) + "^000000"; if (@f) { @f = 0; return; } next; mes "[Hunting Missions]"; mes "Oh, you're done!"; mes "Good work."; mes "Here's your reward."; emotion e_no1; specialeffect2 EF_ANGEL; specialeffect2 EF_TRUESIGHT; #Mission_Points += .@Mission_Points; BaseExp += .@Base_Exp; JobExp += .@Job_Exp; Zeny += .@Zeny; for (.@i = 0; .@i < .Quests; .@i++) { setd "Mission" + .@i, 0; setd "Mission" + .@i+"_", 0; } #Mission_Count = 0; if (.Delay) #Mission_Delay = gettimetick(2) + (.Delay * 3600); Mission_Total++; if (Mission_Total == 1) query_sql("INSERT INTO `global_reg_value` (`char_id`,`str`,`value`,`type`,`account_id`) VALUES (" + getcharid(0) + ",'Mission_Total','1',3,0)"); else query_sql("UPDATE `global_reg_value` SET `value` = " + Mission_Total + " WHERE char_id = " + getcharid(0) + " AND `str` = 'Mission_Total'"); close; Mission_Info: mes "[Hunting Missions]"; mes "If you so choose, I can assign"; mes "you a random hunting quest."; mes "Some are easier than others, but"; mes "the rewards increase with difficulty."; next; mes "[Hunting Missions]"; mes "Missions points are shared"; mes "amongst all your characters."; if (.Delay) mes "Delay time is, too."; mes "You can't take missions on"; mes "multiple characters at once."; next; mes "[Hunting Missions]"; mes "You can start a quest"; mes (.Delay ? "every " + ((.Delay == 1) ? "hour." : .Delay + " hours.") : "whenever you want."); mes "That's everything~"; return; function Chk { if (getarg(0) < getarg(1)) { @f = 1; return "^FF0000"; } else return "^00FF00"; } OnBuyItem: @cost = 0; for (.@i = 0; .@i < getarraysize(@bought_nameid); .@i++) for (.@j = 0; .@j < getarraysize(.Shop); .@j += 2) if (@bought_nameid[.@i] == .Shop[.@j]) { set @cost, @cost + (.Shop[.@j+1] * @bought_quantity[.@i]); break; } mes "[Hunting Missions]"; if (@cost > #Mission_Points) mes "You don't have enough Mission Points."; else { for (.@i = 0; .@i < getarraysize(@bought_nameid); .@i++) { getitem @bought_nameid[.@i], @bought_quantity[.@i]; dispbottom "Purchased " + @bought_quantity[.@i] + "x " + getitemname(@bought_nameid[.@i]) + "."; } #Mission_Points -= @cost; mes "Deal completed."; emotion e_cash; } @cost = 0; deletearray @bought_nameid[0], getarraysize(@bought_nameid); deletearray @bought_quantity[0], getarraysize(@bought_quantity); close; OnNPCKillEvent: if (!getcharid(1) || !.Party) { if (!#Mission_Count || !Mission0) end; for (.@i = 0; .@i < .Quests; .@i++) { if (strmobinfo(1,killedrid) == strmobinfo(1,getd("Mission" + .@i))) { if (getd("Mission" + .@i + "_") < #Mission_Count) { dispbottom "[Hunting Mission] Killed " + (set(getd("Mission" + .@i + "_"),getd("Mission" + .@i + "_") + 1)) + " of " + #Mission_Count + " " + strmobinfo(1,killedrid) + "."; end; } } } } else if (.Party) { .@mob = killedrid; getmapxy(.@map1$,.@x1,.@y1,0); getpartymember getcharid(1),1; getpartymember getcharid(1),2; for (.@i = 0; .@i < $@partymembercount; .@i++) { if (isloggedin($@partymemberaid[.@i], $@partymembercid[.@i])) { attachrid $@partymemberaid[.@i]; if (#Mission_Count && Mission0 && HP > 0) { getmapxy(.@map2$,.@x2,.@y2,0); if ((.@map1$ == .@map2$ || .Party == 1) && (distance(.@x1,.@y1,.@x2,.@y2) <= 30 || .Party < 3)) { for (.@j = 0; .@j < .Quests; .@j++) { if (strmobinfo(1,.@mob) == strmobinfo(1,getd("Mission"+.@j))) { if (getd("Mission"+.@j+"_") < #Mission_Count) { dispbottom "[Hunting Mission] Killed " + (set(getd("Mission" + .@j + "_"),getd("Mission" + .@j + "_") + 1)) + " of " + #Mission_Count + " " + strmobinfo(1,.@mob) + "."; break; } } } } } } } } end; OnInit: .Delay = 0; // Quest delay, in hours (0 to disable). .Quests = 4; // Number of subquests per mission (increases rewards). .Party = 0; // Party options: 0 (exclude party kills), 1 (include party kills), 2 (same map only), 3 (screen area only) .Reset = -1; // Reset options: -1 (abandoning mission sets delay time), 0 (no delay time), [Zeny] (cost to abandon mission, no delay time) setarray .Count[0], // Min and max monsters per subquest (increases rewards). 30,70; setarray .Modifier[0], // Multipliers for Base Exp, Job Exp, and Zeny rewards. getbattleflag("base_exp_rate")/100,getbattleflag("job_exp_rate")/100,60; .mob_db$ = // Table name of SQL mob database (checkre(0))?"mob_db_re":"mob_db"; setarray .Shop[0], // Reward items: <ID>,<point cost> (about 10~20 points per hunt). 12016,1,12191,2,12710,2,25025,2,25025,5,7539,5,19207,5,12214,10; .Blacklist$ = // Blacklisted mob IDs. "1062,1088,1183,1186,1200,1212,1220,1221,1234,1235,"+ "1244,1245,1250,1268,1290,1293,1294,1296,1298,1299,"+ "1300,1301,1303,1304,1305,1306,1308,1309,1311,1313,"+ "1515,1588,1618,1676,1677,1678,1679,1796,1797,1974,"+ "1975,1976,1977,1978,1979"; npcshopdelitem "mission_shop",512; for (.@i = 0; .@i < getarraysize(.Shop); .@i += 2) npcshopadditem "mission_shop", .Shop[.@i], .Shop[.@i+1]; end; } - shop mission_shop -1,512:-1
  7. Hello nerfwood thank you for this script. i really like the idea of it. but would it be okay that this NPC will only activate during WOE and if not yet time for WOE WOE NPC will say "There's no WAR going on etc" cost is 200m Per 1 WOE session if guildmaster want it .. and only guild master has the access of it , if guild master used this buff npc only those players around the guild master can be buffed its somehow like party buff within range. is it possible?
  8. Hello rathena developers , just want a little help and info . how to change respawn time of treasure chest I wanted it once a week.. I did check this : ______________________________________________________________________________ https://rathena.svn.sourceforge.net/svnroot/rathena/trunk/npc/re/guild/agit_main.txt They already spawn at 00:01 every day (24 hours). // Treasure Room Spawn Template //============================================================ - script Gld_Trea_Spawn::Gld_Trea_Spawn -1,{ end; OnClock0001: If you wanted the spawns once a week, you'd specify a weekday using gettime(4), ex.: if (gettime(4) != 3) end; // Don't spawn unless it's Wednesday. And of course do the same for WOE SE. ______________________________________________________________________________ but I'm kinda confuse what to do? should i just paste it like this? // Treasure Room Spawn Template //============================================================ - script Gld_Trea_Spawn::Gld_Trea_Spawn -1,{ end; OnClock0001: if (gettime(4) != 3) end; is this right? And just want additional knowledge what does the numbers "(gettime(4) != 3)"? or if this if possible the treasure will only re spawn 2/day and will return to 0 if its a the castle woe, and the chest will respawn the following day. ex: monday WOE none and tuesday ~ sunday = 12 treasure chest then if by monday will return to 0.. Tuesday WOE none and wed ~ mon = 12 treasure only . or 2/day. thank you..
  9. I see.. that explains everything! thanks CYdh!
  10. Hello! I am requesting ang NPC Exchanger which will exchange like this: 45 bronze coin = 1 tcg 1 tcg = 45 Bronze coin 3 Tcg = 1 POD 1 POD = 3 tcg if player would like to exchange Bronze coin to tcg. npc will ask "how many tcg do you want" if player input "4" . npc will check if there are 4x45 bronze coin in inventory if bronze coin not enough npc will not trade anything event if it is just less 1 bronze coin.. (vice versa).. thanks !
  11. Hello! rathena , when I update my revision and start the server I get this error.. I tried to google it but none seems give me specific answer .. my custom Mobs are in import/mob_db and the items are in re/item_db then I transfer the items in import/item_db still got this error... how to solve this? thanks!
  12. Hello rathena! i did update my server last December and i works fine using git stash and git pull however i wanted to update my server today and i can't make any changes or continue i always get this message (check image below.) and i did check the txt file that has "need merges" theres no >>>>>>>>> ========= or <<<<<<<<< to edit. how can i fix this? please help.. thanks!
  13. kitty14

    website panel

    is this working? or have any guide/wiki how?
  14. Hello help me with this script, what i want is that , when player talk to npc , ncp will tell what are the items needed to bring after the npc announces it... or something "You dont have the (name of the item) that i requested.." prontera,150,150,0 script Sample 100,{ if ( countitem( .item ) < .amount ) { mes "You don't have my requirements"; close; } delitem .item, .amount; getitem .p, .a; announce "Yayks! " + strcharinfo( 0 ) + " won the event",0; hideonnpc strnpcinfo(1); end; OnMinute00: .@time++; if ( .@time % 2 ) end; .@i = rand( getarraysize( .BringMeItems ) ); .item = .BringMeItems[ .@i ]; .amount = rand( 10, 30 ); announce "Bring me " + .amount + "x " + getitemname( .item ),0; hideoffnpc strnpcinfo(1); end; OnInit: setarray .BringMeItems[0],501,7227,4001,7005,909,512,714; .p = 7227; .a = 5; hideonnpc strnpcinfo(1); end; }
  15. Hello, i did use euphy's hunting mission.. however one of my player cant do the quest anymore, npc keep saying that he started the quest on his other char. but its the char that he did use right from the start, and now all the points been remove.. how can I solve this? thank you.. here's the script.. //===== rAthena Script ======================================= //= Hunting Missions //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.3b //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= Random hunting missions. //= Rewards are based on quest difficulty. //= //= NOTE: Requires SQL mob database. //===== Additional Comments: ================================= //= 1.0 Initial script. //= 1.1 Small improvements and fixes. //= 1.2 Added party support and replaced blacklists with an //= SQL query, both thanks to AnnieRuru. //= 1.3 Re-added a blacklist adapted for the SQL query. //= 1.3a Added mission reset options. //= 1.3b Function updates. //============================================================ caspen,155,198,0 script Hunting Missions 951,{ function Chk; mes "[Hunting Missions]"; mes "Hello, "+strcharinfo(0)+"!"; if (!#Mission_Delay) { next; mes "[Hunting Missions]"; mes "I can't find any records..."; mes "You must be new here!"; emotion e_omg; next; callsub Mission_Info; emotion e_go; set #Mission_Delay,1; close; } mes rand(2)?"Working hard, as always...":"Not slacking, I hope..."; mes "Is there anything I can help"; mes "you with?"; mes " "; mes "^777777~ You've completed "+callfunc("F_InsertPlural",Mission_Total,"mission",0,"^0055FF%d^777777 %s")+". ~^000000"; next; switch(select(((!Mission0)?" ~ New Mission::":": ~ Mission Status: ~ Abandon Mission")+": ~ Information: ~ Mission Shop: ~ View Top Hunters: ~ ^777777Cancel^000000")) { case 1: mes "[Hunting Missions]"; if (#Mission_Count) { mes "You've started a mission"; mes "on another character."; close; } if (#Mission_Delay > gettimetick(2) && .Delay) { mes "I'm afraid you'll have to wait "+callfunc("Time2Str",#Mission_Delay)+" before taking another mission."; close; } mes "You must hunt:"; query_sql("SELECT ID FROM `" + .mob_db$ + "` WHERE left(Sprite, 4) != 'meta' AND left(Sprite, 2) != 'E_' AND ~Mode & 32 AND EXP > 0 AND MVP1id = 0 AND DropCardid > 4000 AND DropCardid < 5000 AND ID < 2000 AND instr('"+.Blacklist$+"',ID) = 0 ORDER BY rand() LIMIT "+.Quests, .@mob); for (set .@i,0; .@i<.Quests; set .@i,.@i+1) { setd "Mission"+.@i, .@mob[.@i]; setd "Mission"+.@i +"_",0; } set #Mission_Count, rand(.Count[0],.Count[1]); callsub Mission_Status; next; mes "[Hunting Missions]"; mes "Report back when"; mes "you've finished."; mes "Good luck!"; close; case 2: mes "[Hunting Missions]"; mes "Mission status:"; callsub Mission_Status; close; case 3: mes "[Hunting Missions]"; mes "Do you really want to"; mes "abandon your mission?"; if (.Reset < 0 && .Delay) mes "Your delay time will not be reset."; else if (.Reset > 0) mes "It will cost "+callfunc("F_InsertComma",.Reset)+" Zeny."; next; switch(select(" ~ Abandon...: ~ ^777777Cancel^000000")) { case 1: if (.Reset > 0) { if (Zeny < .Reset) { mes "[Hunting Missions]"; mes "You don't have enough"; mes "Zeny to drop this mission."; emotion e_sry; close; } set Zeny, Zeny-.Reset; emotion e_cash; } mes "[Hunting Missions]"; mes "Alright, I've dropped"; mes "your current mission."; specialeffect2 EF_STORMKICK4; for(set .@i,0; .@i<.Quests; set .@i,.@i+1) { setd "Mission"+.@i,0; setd "Mission"+.@i+"_",0; } set #Mission_Count,0; if (.Reset < 0 && .Delay) set #Mission_Delay, gettimetick(2)+(.Delay*3600); close; case 2: mes "[Hunting Missions]"; mes "I knew you were kidding!"; mes "Keep up the good work."; emotion e_heh; close; } case 4: callsub Mission_Info; close; case 5: mes "[Hunting Missions]"; mes "You have ^0055FF"+#Mission_Points+"^000000 Mission Points."; mes "Use them well!"; callshop "mission_shop",1; npcshopattach "mission_shop"; end; case 6: mes "[Hunting Missions]"; mes "The top hunters are:"; query_sql("SELECT char_id AS id, (SELECT `name` FROM `char` WHERE char_id = id),`value` FROM `global_reg_value` WHERE str = 'Mission_Total' ORDER BY CAST(`value` AS SIGNED) DESC LIMIT 5",.@id,.@name$,.@val); for(set .@i,0; .@i<5; set .@i,.@i+1) mes " [Rank "+(.@i+1)+"] "+((.@name$[.@i] == "")?"^777777none":"^0055FF"+.@name$[.@i]+"^000000 : ^FF0000"+.@val[.@i]+" pt.")+"^000000"; close; case 7: mes "[Hunting Missions]"; mes "Nothing? Okay..."; emotion e_hmm; close; } Mission_Status: set @f,0; deletearray .@j[0], getarraysize(.@j); for(set .@i,0; .@i<.Quests; set .@i,.@i+1) { set .@j[.@i], getd("Mission"+.@i); set .@j[.Quests], .@j[.Quests]+strmobinfo(3,.@j[.@i]); set .@j[.Quests+1], .@j[.Quests+1]+(strmobinfo(6,.@j[.@i])/(getbattleflag("base_exp_rate")/100)*.Modifier[0]); set .@j[.Quests+2], .@j[.Quests+2]+(strmobinfo(7,.@j[.@i])/(getbattleflag("job_exp_rate")/100)*.Modifier[1]); mes " > "+Chk(getd("Mission"+.@i+"_"),#Mission_Count)+strmobinfo(1,.@j[.@i])+" ("+getd("Mission"+.@i+"_")+"/"+#Mission_Count+")^000000"; } // Reward formulas: set .@Mission_Points, 10+(.@j[.Quests]/.Quests/6); set .@Base_Exp, #Mission_Count*.@j[.Quests+1]/5; set .@Job_Exp, #Mission_Count*.@j[.Quests+2]/5; set .@Zeny, #Mission_Count*.Quests*.@j[.@i]*.Modifier[2]; next; mes "[Hunting Missions]"; mes "Mission rewards:"; mes " > Mission Points: ^0055FF"+.@Mission_Points+"^000000"; mes " > Base Experience: ^0055FF"+callfunc("F_InsertComma",.@Base_Exp)+"^000000"; mes " > Job Experience: ^0055FF"+callfunc("F_InsertComma",.@Job_Exp)+"^000000"; mes " > Zeny: ^0055FF"+callfunc("F_InsertComma",.@Zeny)+"^000000"; if (@f) { set @f,0; return; } next; mes "[Hunting Missions]"; mes "Oh, you're done!"; mes "Good work."; mes "Here's your reward."; emotion e_no1; specialeffect2 EF_ANGEL; specialeffect2 EF_TRUESIGHT; set #Mission_Points, #Mission_Points+.@Mission_Points; set BaseExp, BaseExp+.@Base_Exp; set JobExp, JobExp+.@Job_Exp; set Zeny, Zeny+.@Zeny; for(set .@i,0; .@i<.Quests; set .@i,.@i+1) { setd "Mission"+.@i,0; setd "Mission"+.@i+"_",0; } set #Mission_Count,0; if (.Delay) set #Mission_Delay, gettimetick(2)+(.Delay*3600); set Mission_Total, Mission_Total+1; if (Mission_Total == 1) query_sql("INSERT INTO `global_reg_value` (`char_id`,`str`,`value`,`type`,`account_id`) VALUES ("+getcharid(0)+",'Mission_Total','1',3,0)"); else query_sql("UPDATE `global_reg_value` SET `value` = "+Mission_Total+" WHERE char_id = "+getcharid(0)+" AND `str` = 'Mission_Total'"); close; Mission_Info: mes "[Hunting Missions]"; mes "If you so choose, I can assign"; mes "you a random hunting quest."; mes "Some are easier than others, but"; mes "the rewards increase with difficulty."; next; mes "[Hunting Missions]"; mes "Missions points are shared"; mes "amongst all your characters."; if (.Delay) mes "Delay time is, too."; mes "You can't take missions on"; mes "multiple characters at once."; next; mes "[Hunting Missions]"; mes "You can start a quest"; if (.Delay) mes "every "+((.Delay == 1)?"hour.":.Delay+" hours."); else mes "whenever you want."; mes "That's everything~"; return; function Chk { if (getarg(0) < getarg(1)) { set @f,1; return "^FF0000"; } else return "^00FF00"; } OnBuyItem: set @cost,0; for(set .@i,0; .@i<getarraysize(@bought_nameid); set .@i,.@i+1) for(set .@j,0; .@j<getarraysize(.Shop); set .@j,.@j+2) if (@bought_nameid[.@i] == .Shop[.@j]) { set @cost, @cost+(.Shop[.@j+1]*@bought_quantity[.@i]); break; } mes "[Hunting Missions]"; if (@cost > #Mission_Points) mes "You don't have enough Mission Points."; else { for(set .@i,0; .@i<getarraysize(@bought_nameid); set .@i,.@i+1) { getitem @bought_nameid[.@i], @bought_quantity[.@i]; dispbottom "Purchased "+@bought_quantity[.@i]+"x "+getitemname(@bought_nameid[.@i])+"."; } set #Mission_Points, #Mission_Points-@cost; mes "Deal completed."; emotion e_cash; } set @cost,0; deletearray @bought_nameid[0], getarraysize(@bought_nameid); deletearray @bought_quantity[0], getarraysize(@bought_quantity); close; OnNPCKillEvent: if (!getcharid(1) || !.Party) { if (!#Mission_Count || !Mission0) end; for (set .@i, 0; .@i<.Quests; set .@i,.@i+1) { if (strmobinfo(1,killedrid) == strmobinfo(1,getd("Mission"+.@i))) { if (getd("Mission"+.@i+"_") < #Mission_Count) { dispbottom "[Hunting Mission] Killed "+(set(getd("Mission"+.@i+"_"),getd("Mission"+.@i+"_")+1))+" of "+#Mission_Count+" "+strmobinfo(1,killedrid)+"."; end; } } } } else if (.Party) { set .@mob, killedrid; getmapxy(.@map1$,.@x1,.@y1,0); getpartymember getcharid(1),1; getpartymember getcharid(1),2; for(set .@i,0; .@i<$@partymembercount; set .@i,.@i+1) { if (isloggedin($@partymemberaid[.@i], $@partymembercid[.@i])) { attachrid $@partymemberaid[.@i]; if (#Mission_Count && Mission0 && HP > 0) { getmapxy(.@map2$,.@x2,.@y2,0); if ((.@map1$ == .@map2$ || .Party == 1) && (distance(.@x1,.@y1,.@x2,.@y2) <= 30 || .Party < 3)) { for(set .@j,0; .@j<.Quests; set .@j,.@j+1) { if (strmobinfo(1,.@mob) == strmobinfo(1,getd("Mission"+.@j))) { if (getd("Mission"+.@j+"_") < #Mission_Count) { dispbottom "[Hunting Mission] Killed "+(set(getd("Mission"+.@j+"_"),getd("Mission"+.@j+"_")+1))+" of "+#Mission_Count+" "+strmobinfo(1,.@mob)+"."; break; } } } } } } } } end; OnInit: set .Delay,0; // Quest delay, in hours (0 to disable). set .Quests,4; // Number of subquests per mission (increases rewards). set .Party,3; // Party options: 0 (exclude party kills), 1 (include party kills), 2 (same map only), 3 (screen area only) set .Reset,-1; // Reset options: -1 (abandoning mission sets delay time), 0 (no delay time), [Zeny] (cost to abandon mission, no delay time) setarray .Count[0], // Min and max monsters per subquest (increases rewards). 10,30; setarray .Modifier[0], // Multipliers for Base Exp, Job Exp, and Zeny rewards. getbattleflag("base_exp_rate")/100,getbattleflag("job_exp_rate")/100,60; set .mob_db$, // Table name of SQL mob database (checkre(0))?"mob_db_re":"mob_db"; setarray .Shop[0], // Reward items: <ID>,<point cost> (about 10~20 points per hunt). 12016,1,12191,2,12710,2,25025,2,12214,2,25025,2,7539,3,19207,5; set .Blacklist$, // Blacklisted mob IDs. "1062,1088,1183,1186,1200,1212,1220,1221,1234,1235,"+ "1244,1245,1250,1268,1290,1293,1294,1296,1298,1299,"+ "1300,1301,1303,1304,1305,1306,1308,1309,1311,1313,"+ "1515,1588,1618,1676,1677,1678,1679,1796,1797,1974,"+ "1975,1976,1977,1978,1979"; npcshopdelitem "mission_shop",512; for(set .@i,0; .@i<getarraysize(.Shop); set .@i,.@i+2) npcshopadditem "mission_shop", .Shop[.@i], .Shop[.@i+1]; end; } - shop mission_shop -1,512:-1
  16. level fire expansion level 5 = demonic fire turns into acid demo /activate highest level among acquired skill how can i reduce the effect of it? i tried to lower AD damage but FE still does same damage. Please help.. thank you!
  17. uhmm try to check the all folders if there are files inside
  18. thanks Antares: and lastly if its okay? how to lower the success rate? cuz its like 8/10 i won.. thank you!
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