

Bringer
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Everything posted by Bringer
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what about if VIp user i want add 50% Points on this script ?
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you can search them skill.c just replace what playtester said and alwys backup your skill.c
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Please Dont Forget me Skill recast After using the skill
Bringer replied to AinsLord's question in General Support
check this Link https://rathena.org/board/topic/57240-turn-preserve-offon/ -
hello @SkormSkorm can you add this suggestion im running my server official vip system if the player has vip status the hourly points give more 50% for normal players give 10,20,30,40 bla bla vip player 15,30, bla bla
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Q> about classes on GRF cos i cant understand it
Bringer replied to AinsLord's question in General Support
check this link https://github.com/rathena/rathena/wiki/Custom_weapons -
Ok Found it Thanks Anyway
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i already add but still no icon buffs there a way to add icon buffs like i did on Bard Song and Volcano/Deluge/Violent Gele
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well i'm trying to add buffs icon on Land Protector just like i do on Volcano,Deluge,Violent Gale
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Mechanics: Has GM controller (GM can trigger on/off debugging purposes) NPC Automated (can be changed) Announces that "PVP vs PVP will happen" NPC will announce that you have XXmins to register Click the NPC to register/leave (2 choices) After registering, players will warp to a certain map and will randomize them to join 50% chance on Team A(Can be changed; ex cloth color blue) & TeamB(cloth Color Red) Warps to the room, change cloth color of player when he's in Red Team or Blue Team Inside the Room area: Red Team Waiting ROOM prt_are01 251,149 Blue Team Waiting Room prt_are01 49,149 Players can't move until the event time starts. Two NPCs where Team A and Team B are separated. (own room for TEAM A and TEAM B ) NPCs has this option: Can quit and warp back to savepoint. NPCs can shower what's the current status of the game: Their Kills , Deaths , and scores of Red and Blue Team Event starts: NPC will chose a KING(Cloth Color can be changed) from both TEAMS [will be announced on the map] If the king is killed, killer will receive xx item (can be changed or points) [announce if killed and the killer] If the king is killed, NPC will choose a new King. [announce again the new king] King cannot use skill. unless he's killed. If the king will not die on the whole event, he will receive xxitem(can be changed or points) If they die, they will instantly back to their "own" room, where they were separated at first. Red Team Respawn Area prt_are01 76 223 Blue Team Respawn Area prt_are01 223 75 If players kill their own Team 5x(can change or decrease points every teamkill), they will instantly warped to savepoint. Event ends: All players inside the map will be warped on a certain location [prt_are01,149,249] with the NPC [prt_are01,149,253] to click and get them out of the room. Higher Team Score will be Winner Winning team gets (xxx item / points) and Losing team gets (xxx item / points.)
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Hello im request For Higher Points will be the winners of the event Sample 1.red_score,213 2. blue_score,200 All Players of Red Team will Get 100 Cash Points and the loser team will get 20 cash point All Players on prt_are01 will be warp prt_are01,149,246 and the reward npc will there and get there points
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nice i will test this later
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https://github.com/rathena/rathena/commit/ade1b171ebcb0e9b4e91f97b511fc4b8d0b99bee
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Using Extended_Cell_PvP_1.7 How to Remove on Map Cell Not Droping Skull /*========================================== * Invoked when a player has received damage *------------------------------------------*/ @@ -7334,7 +7394,7 @@ } if(battle_config.bone_drop==2 - || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp)) + || (battle_config.bone_drop==1 && map[sd->bl.m].flag.pvp || map_getcell( sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKPVP) && sd->state.pvp) ) // Addon Cell PVP [Napster] { struct item item_tmp; memset(&item_tmp,0,sizeof(item_tmp)); @@ -7404,6 +7464,13 @@ } }
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@Mihael do you mind to share your line row script?
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on your import/item_db.txt line 1 post it
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for ( .@minute = 15; .@minute > 0; .@minute -= 5 ) { mapannounce .map$,"<Fabre Punch Event> Time Left "+.@minute+" Minute(s).",bc_all; if ( .@minute <= 5 ) { mapannounce .map$,"Fabre Punch -- TRIPLE POINTS SPREE! "+.@minute+" Minute(s) !",bc_all; .point_rate = 3; // 3x point } else if ( .@minute <= 10 ) { mapannounce .map$,"Fabre Punch -- DOUBLE POINTS SPREE! "+.@minute+" Minute(s) !",bc_all; .point_rate = 2; // 2x point } sleep ( 5 * 15000 ); The x2 x3 is Workin Fine But all monster has been killed is announce should be only Supre Fabre Right http://imgur.com/a/4XAKC i want the Event Warp Open until the Event is Done so Late Players can still can join the event
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how to remove NPC on new_1-3 imma use it as DB room
Bringer replied to AinsLord's question in General Support
npc\pre-re\jobs\novice\novice.txt and comment this line new_1-3 mapflag nobranch on mapflags -
the Author of that script is emistry and i think there is no problem tagging forum member and i check the rules of th is section im just suggesting fews add of that script he made it that's All Sir Thank you
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im sorry about that but emistry alwys said to me on facebook post on forum
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http://pastebin.com/VNavCfWt @Emistry can you add this suggestion? 1. SUGGESTION Super Fabre Points Every 1min 10monsters pvp_n_1-2,0,0,0,0 monster Super Fabre 1007,10,0,60000,"fabre_punch_main::OnKill_4" Points Random 1,100 and auto announce when players killed is this code correct? OnKill_4: announce "Super Fabre has been killed by [ " + strcharinfo(0) + " ] for " + .@value + " Point(s) !",bc_all; callsub( L_Point,1,100 ); // Super Fabre = 1,100 Point end; 2. SUGGESTIO When 10mins Left npc announce Fabre Punch -- DOUBLE POINTS SPREE 10 minutes Left ! All Gian Points will be x2 Sample 1 Point = 2 Points 10 Points = 20 Points -20 Points = -40 Points 3 SUGGESTION When 5mins Left npc announce Fabre Punch -- TRIPLE POINTS SPREE 5 minutes Left ! All Gian Points will be x3 Sample 1 Point = 3 Points 10 Points = 30 Points -20 Points = -60 Points
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the scirpt is work fine on me are you using rathena?
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//===== rAthena Script ======================================= //= Job Master //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.4 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= A fully functional job changer. //===== Additional Comments: ================================= //= 1.0 Initial script. //= 1.1 Fixed reset on Baby job change. //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. //= 1.3 Kagerou/Oboro added. //= 1.4 Rebellion added. //============================================================ prontera,153,193,6 script Job Changer 630,{ function Job_Menu; mes "[Job Master]"; if (Class > Job_Soul_Linker) { mes "No more jobs are available."; close; } if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your " + ((checkfalcon()) ? "falcon" : "") + ((checkcart()) ? "cart" : "") + ((checkriding()) ? "Peco" : "") + ((ismounting()) ? "mount" : "") + " before proceeding."; close; } if (.SkillPointCheck && SkillPoint) { mes "Please use all your skill points before proceeding."; close; } .@eac = eaclass(); .@i = ((.ThirdClass) ? roclass(.@eac&EAJ_UPPERMASK) : Class); if (.@i >= Job_Knight && .@i <= Job_Crusader2) { if (BaseLevel < .Rebirth[0] || JobLevel < .Rebirth[1]) { .@blvl = .Rebirth[0] - BaseLevel; .@jlvl = .Rebirth[1] - JobLevel; mes "You need " + ((.@blvl > 0) ? .@blvl + " more base levels " + ((.@jlvl > 0) ? "/ " : "") : "") + ((.@jlvl > 0) ? .@jlvl + " more job levels " : "") + "to continue."; close; } if (Class > Job_Crusader2) { mes "Switch to third class?"; next; Job_Menu(roclass(.@eac|EAJL_THIRD)); close; } while(1) { mes "Select an option."; next; .@i = select(" ~ ^0055FFRebirth^000000:" + ((.ThirdClass) ? " ~ ^FF0000Third Class^000000" : "") + ": ~ ^777777Cancel^000000"); if (.@i == 3) close; mes "[Job Master]"; mes "Are you sure?"; next; Job_Menu(((.@i == 1) ? Job_Novice_High : roclass(.@eac|EAJL_THIRD))); mes "[Job Master]"; } } .@j1 = roclass(.@eac|EAJL_2_1); .@j2 = roclass(.@eac|EAJL_2_2); if ((.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE) setarray .@exp[0], roclass(.@eac|EAJL_THIRD), 99; if (Class == Job_Ninja || Class == Job_Gunslinger) setarray .@exp[0], .@j1, 70; if (.@exp[0] && .SecondExpanded) { if (BaseLevel < .Rebirth[0] || JobLevel < .@exp[1]) { .@blvl = .Rebirth[0] - BaseLevel; .@jlvl = .@exp[1] - JobLevel; mes "You need " + ((.@blvl > 0) ? .@blvl + " more base levels " + ((.@jlvl > 0) ? "/ " : "") : "") + ((.@jlvl > 0) ? .@jlvl + " more job levels " : "") + "to continue."; close; } mes "Switch to " + jobname(.@exp[0]) + "?"; next; Job_Menu(.@exp[0]); close; } if (.@eac&EAJL_2) if (.@eac&(EAJL_UPPER|EAJL_BABY) || roclass(.@eac|EAJL_UPPER) == -1) { mes "No more jobs are available."; close; } if ((.@eac&EAJ_BASEMASK) == EAJ_NOVICE) { if (JobLevel < .JobReq[0]) mes "A job level of " + .JobReq[0] + " is required to change into the 1st Class."; else if (Class == Job_Novice_High && .LastJob && lastJob) { mes "Switch classes now?"; next; Job_Menu(roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); } else { switch(Class) { case Job_Novice: Job_Menu( Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief, Job_SuperNovice, Job_Taekwon, Job_Gunslinger, Job_Ninja, Job_Baby ); break; case Job_Novice_High: Job_Menu( Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High ); break; case Job_Baby: Job_Menu( Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer, Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief, Job_Super_Baby ); break; default: mes "An error has occurred."; break; } } close; } if (roclass(.@eac|EAJL_2_1) == -1 || roclass(.@eac|EAJL_2_2) == -1) mes "No more jobs are available."; else if (!(.@eac&EAJL_2) && JobLevel < .JobReq[1]) mes "A job level of " + .JobReq[1] + " is required to change into the 2nd Class."; else if (.LastJob && lastJob && (.@eac&EAJL_UPPER)) { mes "Switch classes now?"; next; Job_Menu(lastJob + Job_Novice_High); } else Job_Menu(.@j1, .@j2); close; function Job_Menu { while(1) { if (getargcount() > 1) { mes "Select a job."; .@menu$ = ""; for (.@i = 0; .@i < getargcount(); .@i++) .@menu$ = .@menu$ + " ~ " + jobname(getarg(.@i)) + ":"; .@menu$ = .@menu$+" ~ ^777777Cancel^000000"; next; .@i = getarg(select(.@menu$) - 1, 0); if (!.@i) close; if ((.@i == Job_SuperNovice || .@i == Job_Super_Baby) && BaseLevel < .SNovice) { mes "[Job Master]"; mes "A base level of " + .SNovice + " is required to turn into a " + jobname(.@i) + "."; close; } mes "[Job Master]"; mes "Are you sure?"; next; } else .@i = getarg(0); if (select(" ~ Change into ^0055FF" + jobname(.@i) + "^000000 class: ~ ^777777" + ((getargcount() > 1) ? "Go back" : "Cancel") + "^000000") == 1) { mes "[Job Master]"; mes "You are now " + callfunc("F_InsertArticle", jobname(.@i)) + "!"; if (.@i == Job_Novice_High && .LastJob) lastJob = Class; jobchange .@i; if (.@i == Job_Novice_High) resetlvl(1); else if (.@i == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.Platinum) callsub Get_Platinum; close; } if (getargcount() == 1) return; mes "[Job Master]"; } end; } Get_Platinum: skill "NV_FIRSTAID",1,SKILL_PERM; switch (BaseClass) { case Job_Novice: if (Class != Job_SuperNovice) skill "NV_TRICKDEAD",1,SKILL_PERM; break; case Job_Swordman: skill "SM_MOVINGRECOVERY",1,SKILL_PERM; skill "SM_FATALBLOW",1,SKILL_PERM; skill "SM_AUTOBERSERK",1,SKILL_PERM; break; case Job_Mage: skill "MG_ENERGYCOAT",1,SKILL_PERM; break; case Job_Archer: skill "AC_MAKINGARROW",1,SKILL_PERM; skill "AC_CHARGEARROW",1,SKILL_PERM; break; case Job_Acolyte: skill "AL_HOLYLIGHT",1,SKILL_PERM; break; case Job_Merchant: skill "MC_CARTREVOLUTION",1,SKILL_PERM; skill "MC_CHANGECART",1,SKILL_PERM; skill "MC_LOUD",1,SKILL_PERM; break; case Job_Thief: skill "TF_SPRINKLESAND",1,SKILL_PERM; skill "TF_BACKSLIDING",1,SKILL_PERM; skill "TF_PICKSTONE",1,SKILL_PERM; skill "TF_THROWSTONE",1,SKILL_PERM; break; default: break; } switch (BaseJob) { case Job_Knight: skill "KN_CHARGEATK",1,SKILL_PERM; break; case Job_Priest: skill "PR_REDEMPTIO",1,SKILL_PERM; break; case Job_Wizard: skill "WZ_SIGHTBLASTER",1,SKILL_PERM; break; case Job_Blacksmith: skill "BS_UNFAIRLYTRICK",1,SKILL_PERM; skill "BS_GREED",1,SKILL_PERM; break; case Job_Hunter: skill "HT_PHANTASMIC",1,SKILL_PERM; break; case Job_Assassin: skill "AS_SONICACCEL",1,SKILL_PERM; skill "AS_VENOMKNIFE",1,SKILL_PERM; break; case Job_Crusader: skill "CR_SHRINK",1,SKILL_PERM; break; case Job_Monk: skill "MO_KITRANSLATION",1,SKILL_PERM; skill "MO_BALKYOUNG",1,SKILL_PERM; break; case Job_Sage: skill "SA_CREATECON",1,SKILL_PERM; skill "SA_ELEMENTWATER",1,SKILL_PERM; skill "SA_ELEMENTGROUND",1,SKILL_PERM; skill "SA_ELEMENTFIRE",1,SKILL_PERM; skill "SA_ELEMENTWIND",1,SKILL_PERM; break; case Job_Rogue: skill "RG_CLOSECONFINE",1,SKILL_PERM; break; case Job_Alchemist: skill "AM_BIOETHICS",1,SKILL_PERM; break; case Job_Bard: skill "BA_PANGVOICE",1,SKILL_PERM; break; case Job_Dancer: skill "DC_WINKCHARM",1,SKILL_PERM; break; default: break; } return; OnInit: setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third class setarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd class .ThirdClass = 0; // Enable third classes? (1: yes / 0: no) .SecondExpanded = 1; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no) .SNovice = 45; // Minimum base level to turn into Super Novice .LastJob = 1; // Enforce linear class changes? (1: yes / 0: no) .SkillPointCheck = 1; // Force player to use up all skill points? (1: yes / 0: no) .Platinum = 1; // Get platinum skills automatically? (1: yes / 0: no) end; }
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lua files\skillinfoz skilldescript.lub skilltreeview.lub db\pre-re\skill_tree.txt
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warpparty "pvp_n_1-3", 100, 109,getcharid(1); is OK but when the monster killed the party not warping outside the map warpparty "pvp_n_1-3",99,60,getcharid(1); monster "this", -1,-1, "--ja--", 1002, 1, strnpcinfo(3)+"::Onmobdead"; announce strcharinfo(1) +" Has Started Monster Hunting Event", 0; .start = 2; .partyid = getcharid(1); close; Onmobdead: announce strcharinfo(1) +" Has Completed Monster Hunting", 0; getpartymember getcharid(1), 2; for ( .@i = 0; .@i < $@partymembercount; .@i++ ) getitem 501, 1, $@partymemberaid[.@i]; warpparty "prontera,156,191,.partyid; .start = 0; .partyid = 0; end; OnWhisperGlobal: OnMinute00: if ( .start == 2 ) warpparty "prontera,156,191,.partyid; announce "Monster Hunting Event is Now Open",0; .start = 1; end; OnPCDieEvent: OnPCLogoutEvent: if ( strcharinfo(3) != "pvp_n_1-3" ) end; announce strcharinfo(1) +" Has Failed The Monster Hunting Event.", 0; warpparty "prontera,156,191,.partyid; .start = 1; .partyid = 0; end; OnInit: .deny = 0; // 300 seconds to deny players going in again .partysize = 1; // 10 player members needed to start .baselevel = 99; .joblevel = 70; // level requirement end; }