Jump to content

Emistry

Forum Moderator
  • Posts

    10018
  • Joined

  • Days Won

    409

Everything posted by Emistry

  1. is this what you want ?? /doc/effect_list.txt
  2. 716
  3. 714
  4. 711
  5. 709
  6. warp pvp_y_2-2,0,0; the map is a NAME not a Variable.... you have to quote the Name using Quotation marks ( " " ) warp "pvp_y_2-2",0,0; and remove this..since it is useless setarray .map$[0],"pvp_y_2-2","0","0"; // Coordinates: These entries require the '"'.
  7. [ Update ] : Added a Class Restriction Script : Description : This Script allow certain Maps to Block / Restrict certain Job Class. Configurations can be varies across the Maps settings. If the Class that are Blocked entering the Map, the Characters will be warped out from the Map within few seconds after they enter the Map. This Script will be able to answer / solve those below problems. Configuration : Bitwise Table and Usage : // -------- BitMasks -------- // 1 - Normal jobs, // 2 - Adv jobs. // 4 - Baby jobs, // 8 - Normal 3rd jobs. // 16 - Adv. 3rd jobs. // 32 - Baby 3rd jobs. // 64 - Certain Jobs ( Specific ) // ----- Mode Example : ( Blocked Class ) ------ // 63 - All Class that has been defined // 64 - Only the Specific Job you defined // 7 - Normal + Advanced + Baby Jobs // 56 - Normal 3rd + Advanced 3rd + Baby 3rd Jobs Notes : Just add in the Value for the Bitmask. Aware of the Usage of Certain Jobs. --- If you using Bitmask Above , aware of the Limit Reach. ( ~128 Total Class ) --- If your Bitmask = ( 63 + 64 ) , Your "Certain Jobs" have only about 20 Slots. --- Anyway, i dont think you will do so since Bitmask 63 will block most of the Class already. * Common Sense : Make sure the Array ".@Restrict" didnt exceed limit of 128 element. You may edit these below parts... but by default, i have list down most of the Job Class accordingly... // Normal Jobs if( getarg(0) & 1 ) setarray .@Restrict[getarraysize(.@Restrict)],0,1,2,3,4,5,6,7,8,9,10,11,12,14,15,16,17,18,19,20,23,24,25,4046,4047,4049; // Adv Jobs if( getarg(0) & 2 ) setarray .@Restrict[getarraysize(.@Restrict)],4001,4002,4003,4004,4005,4006,4007,4008,4009,4010,4011,4012,4013,4015,4016,4017,4018,4019,4020,4021; // Baby Jobs if( getarg(0) & 4 ) setarray .@Restrict[getarraysize(.@Restrict)],4023,4024,4025,4026,4027,4028,4029,4030,4031,4032,4033,4034,4035,4037,4038,4039,4040,4041,4042,4043,4045; // Normal 3rd Jobs if( getarg(0) & 8 ) setarray .@Restrict[getarraysize(.@Restrict)],4054,5055,4056,4057,4058,4059,4066,4067,4068,4069,4070,4071,4072; // Adv 3rd Jobs if( getarg(0) & 16 ) setarray .@Restrict[getarraysize(.@Restrict)],4060,4061,4062,4063,4064,4065,4073,4074,4075,4076,4077,4078,4079; // Baby 3rd Jobs if( getarg(0) & 32 ) setarray .@Restrict[getarraysize(.@Restrict)],4096,4097,4098,4099,4100,4101,4102,4103,4104,4105,4106,4107,4108; However,.....this is a special case ....... // Certain Jobs ( Specific Your Own Class Restriction ) if( getarg(0) & 64 ) setarray .@Restrict[getarraysize(.@Restrict)],4046,4002,4004,4013,4011; It would be better to Not using Bitwise 64 if your script already block all of the job class above ( Bitwise : 63 ) This is because, the limit might be exceed if you add too much Job Class in the Array for Bitwise ( 64 + 63 ) Anyway, i think it is still Okay to use Bitwise ( 64 + some of the other Bitwise ) ...but not All Bitwise combined. Settings : I guess you should be able to understand this part right ? so, i will skip this parts. // Wait X Seconds before warped out. set .Sec,5; // Lowest GM Level to Bypass set .LowGMLvl,80; Here come the Maps Settings Parts. setarray .Map$, // <Mapname>,<Mode>.... ( Mode = Bitwise Value ) Max of ~64 Map Settings. "prtg_cas01","63", "prtg_cas02","64", "prtg_cas03","3", "prtg_cas04","2", "prtg_cas05","1"; You should be able to realize that....the setting are done in this Format.. <MapName>, <Mode>, ......... <MapName>, <Mode>; the Mode refer to the Bitwise Value ( Blocked Class for the Map ) and the Mode are write within Quotation Mark ( " " ) as a string. refer to above Bitwise Table for how to configure the Bitwise Value for Restrict those Job Class. You may add up to ~64 Maps. Example : "prtg_cas01","63", // --------> Restrict "All" the Job Class ( Except "Certain Jobs" ) "prtg_cas02","64", // --------> Restrict "Certain Jobs" ( Specified by Yourself ) "prtg_cas03","3", // --------> Restrict "Normal & Advanced Job" Class "prtg_cas04","2", // --------> Restrict "Advance" Jobs "prtg_cas05","1"; // --------> Restrict "Normal" Jobs Class Restriction [ Version 2 ] Changelog : Scripts : View ♥ Download Please spend your time to read all the things i have write / mentioned in the post before you asking any questions. if got bug / problems please do report to me.
  8. 707
  9. 705
  10. Emistry

    hiii welcome
  11. prontera,155,181,4 script Sample 757,{ if( !#Freebies ){ getitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>; mes "Congratulations."; set #Freebies,1; }else{ mes "You cant take this anymore...."; } close; }
  12. i believe there is alot of this type of script around here... dont be lazy next time..use search engine before make a topic.. >.< prontera,155,181,4 script Sample 757,{ if( !#Freebies ){ for( set .@i,0; .@i < getarraysize( .Items ) - 1; set .@i,.@i + 2 ) getitem .Items[.@i],.Items[.@i + 1]; mes "Congratulations."; set #Freebies,1; }else{ mes "You cant take this anymore...."; } close; OnInit: setarray .Items,607,1,608,2,501,3,515,4; end; }
  13. 703
  14. 701
  15. 699 ^^
  16. Emistry

    This or That?

    iTunes concert or theatre ??
  17. 697 xD why not ? sometime it is very boring when there is nothing to do...>.< so..just make this topic accomplish its purpose !! xD The Topic yelling at me and said "Please make it to Million" xD
  18. Emistry

    rdata

    erm you can try this http://hotfile.com/dl/125211665/af842f1/rdata.grf.html i grab this from RateMyServer.. Date - 27-07-2011
  19. 695 LOL
  20. the solution that Gepard post... it will convert the argument into string format... and..this method actually tested and work fine in previous topic as well.
  21. LOL..thank for the praise.....xD
  22. you have to edit at mob_db.txt to make the monster immobile.....
  23. hi ..and welcome
  24. 693
×
×
  • Create New...