Jump to content

Emistry

Forum Moderator
  • Posts

    10015
  • Joined

  • Days Won

    396

Everything posted by Emistry

  1. Emistry

    pet script

    doc/script_commands.txt * The Pet AI commands These commands will only work if the invoking character has a pet, and are meant to be executed from pet scripts. They will modify the pet AI decision-making for the current pet of the invoking character, and will NOT have any independent effect by themselves, which is why only one of them each may be in effect at any time for a specific pet. A pet may have 'petloot', 'petskillbonus', 'petskillattack' OR 'petpetskillattack2' and 'petskillsupport' OR 'petheal' at the same time. 'petheal' is deprecated and is no longer used in the default pet scripts. *petskillbonus <bonus type>,<value>,<duration>,<delay>; This command will make the pet give a bonus to the owner's stat (bonus type - bInt,bVit,bDex,bAgi,bLuk,bStr,bSpeedRate - for a full list, see the values starting with 'b' in 'db/const.txt') *petrecovery <status type>,<delay>; This command will make the pet cure a specified status condition. The curing actions will occur once every Delay seconds. For a full list of status conditions that can be cured, see the list of 'SC_' status condition constants in 'db/const.txt' *petloot <max items>; This command will turn on pet looting, with a maximum number of items to loot specified. Pet will store items and return them when the maximum is reached or when pet performance is activated. *petskillsupport <skill id>,<skill level>,<delay>,<percent hp>,<percent sp>; *petskillsupport "<skill name>",<skill level>,<delay>,<percent hp>,<percent sp>; *petheal <level>,<delay>,<percent hp>,<percent sp>; This will make the pet use a specified support skill on the owner whenever the HP and SP are below the given percent values, with a specified delay time between activations. The skill numbers are as per 'db/skill_db.txt'. 'petheal' works the same as 'petskillsupport' but has the skill ID hard-coded to 28 (Heal). This command is deprecated. It's not quite certain who's stats will be used for the skills cast, the character's or the pets. Probably, Skotlex can answer that question. *petskillattack <skill id>,<skill level>,<rate>,<bonusrate>; *petskillattack "<skill name>",<skill level>,<rate>,<bonusrate>; *petskillattack2 <skill id>,<damage>,<number of attacks>,<rate>,<bonusrate>; *petskillattack2 "<skill name>",<damage>,<number of attacks>,<rate>,<bonusrate>; These two commands will make the pet cast an attack skill on the enemy the pet's owner is currently fighting. Skill IDs and levels are as per 'petskillsupport'. 'petskillattack2' will make the pet cast the skill with a fixed amount of damage inflicted and the specified number of attacks. All commands with delays and durations will only make the behavior active for the specified duration of seconds, with a delay of the specified number of seconds between activations. Rates are a chance of the effect occurring and are given in percent. 'bonusrate' is added to the normal rate if the pet intimacy is at the maximum possible. The behavior modified with the above mentioned commands will only be exhibited if the pet is loyal and appropriate configuration options are set in 'battle_athena.conf'. Pet scripts in the database normally run whenever a pet of that type hatches from the egg. Other commands usable in item scripts (see 'bonus') will also happily run from pet scripts. Apparently, the pet-specific commands will also work in NPC scripts and modify the behavior of the current pet up until the pet is hatched again. (Which will also occur when the character is logged in again with the pet still out of the egg.) It is not certain for how long the effect of such command running from an NPC script will eventually persist, but apparently, it is possible to usefully employ them in usable item scripts to create pet buffing items. Nobody tried this before, so you're essentially on your own here. ---------------------------------------
  2. it is inside the src/common/map/atcommand.c { "autoloot", 10,10, atcommand_autoloot }, ----> { "alootid", 10,10, atcommand_autolootitem },
  3. change' into this case 1: pvpon "prontera"; setmapflag "prontera",mf_nowarpto; setmapflag "prontera",mf_nowarp; setmapflag "prontera",mf_nowarpreturn; setmapflag "prontera",mf_nosave; setmapflag "prontera",mf_nocommand,50; mapannounce "prontera","PvP has been enabled in Prontera by an GM!",bc_map; break; case 2: pvpoff "prontera"; removemapflag "prontera",mf_nowarpto; removemapflag "prontera",mf_nowarp; removemapflag "prontera",mf_nowarpreturn; removemapflag "prontera",mf_nosave; removemapflag "prontera",mf_nocommand; mapannounce "prontera","PvP has been disabled in Prontera by an GM!",bc_map; break;
  4. what are you bump for ? ==''
  5. mapname mapflag nowarp mapname mapflag nowarpto mapname mapflag nosave mapname mapflag nocommand 50
  6. ....i didnt realize there is a ...OnAgitBreak Event...i just saw OnAgitEnd ... after all...the above answer / solution...is....useless..
  7. i guess there might be something wrong with your script... please check for the error.... brasilis,258,60,0 script School of Fish 723,{ if (isequipped(2764)) && (isequipped(2775)){ specialeffect2 EF_BUBBLE; set .@fcast,15; if (isequipped(2550)) { //Fisher's_Muffler set .@fcast,.@fcast - 3; } if (isequipped(2443)) { //Fish_Shoes set .@fcast,.@fcast - 2; } progressbar "ffffff",.@fcast; if (rand(1,20) == 2) { getitem 6096,1; //Big Fish specialeffect EF_BUBBLE; mapannounce "brasilis","" + strcharinfo(0) + " has caught a Blue Fish!!!",bc_map,"0xff77ff"; end; } set .@rhea_ran,rand(1,70); if (.@rhea_ran < 20) { getitem 579,1; //Fresh Fish } else if (.@rhea_ran == 20) { getitem 908,1; //Spawn } else if (.@rhea_ran == 21) { getitem 909,1; //Jellopy } else if (.@rhea_ran == 22) { getitem 963,1; //Sharp_Scale } else if (.@rhea_ran == 23) { getitem 956,1; //Gill } else if (.@rhea_ran == 24) { getitem 6049,1; //Marlin } else if (.@rhea_ran == 25) { getitem 918,1; //Sticky_Webfoot } else if (.@rhea_ran == 26) { getitem 960,1; //Nipper } else if (.@rhea_ran == 27) { getitem 910,1; //Garlet } else if (.@rhea_ran == 28) { getitem 938,1; //Sticky_Mucus } else if ((.@rhea_ran > 28) && (.@rhea_ran < 40)) { getitem 624,1; //Rotten Fish } else { mes "Nothing was caught."; close; } if (rand(1,200) == 3) { getitem 644,1; //Gift_Box mapannounce "brasilis","" + strcharinfo(0) + " has caught a Gift Box!!",bc_map,"0x00ffff"; } if (rand(1,500) == 3) { getitem 603,1; //Old_Blue_Box mapannounce "brasilis","" + strcharinfo(0) + " has caught an Old Blue Box!!",bc_map,"0x00ffff"; } if (rand(1,3000) == 3) { getitem 617,1; //Old_Violet_Box mapannounce "brasilis","" + strcharinfo(0) + " has caught an Old Purple Box!!",bc_map,"0x44ff44"; } end; } else { mes "Fish are swimming in the water."; close; } } brasilis,255,60,0 duplicate(School of Fish) School of Fish#1 723 brasilis,252,60,0 duplicate(School of Fish) School of Fish#2 723 brasilis,249,60,0 duplicate(School of Fish) School of Fish#3 723 brasilis,246,60,0 duplicate(School of Fish) School of Fish#4 723 this is another script i have modified for you....tested and working... it will show you this in row....
  8. Your Spacing didnt replaced by TAB ..... guild_vs2 mapflag loadevent Format of using Mapflag : Mapname <TAB> Mapflag <TAB> Flag the rest...i think it is not from this script.......... and next time please post the Screenshot here as well...so that no need to search through other topic to looking for it... ^^
  9. Emistry

    This or That?

    PC Desktop or Laptop ?
  10. In order to make use of above Command....you must have provide a Players ID to be attached...or the Player it self must "CLICK" on this NPC.. you cant use any getcharid without a players is attachable..... even though you try to make use of attachrid...but your getcharid is unable to attach a players to get the info of getcharid(3)
  11. Emistry

    This or That?

    Google Chrome Deer or Reindeer ?
×
×
  • Create New...