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Bringer

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Everything posted by Bringer

  1. If your are the server owner why not? Just @reloaditemdb and then it will be shown.. i already try that but the item not showing
  2. it you with restriction, I created other to char in the same account, I was to catch another classroom not of using npc. As I take off, I tried I did not obtain. i cant understand what your saying much better screen shot your problem
  3. //************************************************************* // Job Changer poring_w02,76,78,5 script Instant Job Changer 544,{ // -- Configuration Option set .npcname$,"[ ^0000FF Class Helper ^000000 ]"; set .InfoMenu,0; // Classes Informations Option [ 0 - Disable / 1 - Enable ] set .1stClassMenu,0; // First Job Class Option [ 0 - Disable / 1 - Enable ] set .2ndClassMenu,0; // Second Job Class Option [ 0 - Disable / 1 - Enable ] set .High1stClassMenu,0; // High 1st Class Option [ 0 - Disable / 1 - Enable ] set .Trans2ndClassMenu,1; // Transcendent Class Option [ 0 - Disable / 1 - Enable ] set .Trans3rdClassMenu,0; // Third Job Class Option [ 0 - Disable / 1 - Enable ] set .ExpandedClassMenu,1; // Expanded Class Option [ 0 - Disable / 1 - Enable ] set .BabyClassMenu,1; // Baby Job Class Option [ 0 - Disable / 1 - Enable ] set .Baby3rdClassMenu,0; // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ] set .Allskills,0; // Complete Skills Option [ 0 - Disable / 1 - Enable ] // -- Usable for Only 1 Time set .Based,1; // [ 0 - Account Based / 1 - Character Based ] if( ClassHelper == 1 || #ClassHelper == 1 ) end; Main_Menu: mes .npcname$; mes "I am the Job Class Helper..."; mes "I am here to help you."; mes " ^FF0000________________________________^000000"; mes "Do you wish to become Stronger ?"; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "Do you admire those who have a great power ? Do you wish to become a part of them ? If yes , then which classes that you admire the most ?"; next; switch(select(( .InfoMenu == 0 )?"":"^4EEE94Classes Information^000000", ( .1stClassMenu == 0 )?"":"^0000FFFirst Job Classes^000000", ( .2ndClassMenu == 0 )?"":"^0000FFSecond Job Classes^000000", ( .High1stClassMenu == 0 )?"":"^0000FFHigh First Job Classes^000000", ( .Trans2ndClassMenu == 0 )?"":"^0000FFTranscendent Job Classes^000000", ( .Trans3rdClassMenu == 0 )?"":"^0000FFThird Job Classes^000000", ( .ExpandedClassMenu == 0 )?"":"^0000FFExpanded Job Classes^000000", ( .BabyClassMenu == 0 )?"":"^0000FFBaby Normal Job Classes^000000", ( .Baby3rdClassMenu == 0 )?"":"^0000FFBaby Third Job Classes^000000", "^FF0000Sorry, i admire nobody....^000000")) { case 1: goto Classes_info; case 2: goto FirstJob_Classes; case 3: goto SecondJob_Classes; case 4: goto HighFirstJob_Classes; case 5: goto TransSecondJob_Classes; case 6: goto TransThirdJob_Classes; case 7: goto ExpandedJob_Classes; case 8: goto BabyJob_Classes; case 9: goto BabyThirdJob_Classes; case 10: if ( .Based == 0 ){ set #ClassHelper,1; } if ( .Based == 1 ){ set ClassHelper,1; } close; } FirstJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Swordman^000000", "^76EE00Magician^000000", "^76EE00Archer^000000", "^76EE00Acolyte^000000", "^76EE00Merchant^000000", "^76EE00Thief^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,1,99,50,60,"All"; case 2: callsub Job_Changing,2,99,50,60,"All"; case 3: callsub Job_Changing,3,99,50,60,"All"; case 4: callsub Job_Changing,4,99,50,60,"All"; case 5: callsub Job_Changing,5,99,50,60,"All"; case 6: callsub Job_Changing,6,99,50,60,"All"; case 7: goto Main_Menu; } HighFirstJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00High Swordman^000000", "^76EE00High Magician^000000", "^76EE00High Archer^000000", "^76EE00High Acolyte^000000", "^76EE00High Merchant^000000", "^76EE00High Thief^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4002,99,50,60,"All"; case 2: callsub Job_Changing,4003,99,50,60,"All"; case 3: callsub Job_Changing,4004,99,50,60,"All"; case 4: callsub Job_Changing,4005,99,50,60,"All"; case 5: callsub Job_Changing,4006,99,50,60,"All"; case 6: callsub Job_Changing,4007,99,50,60,"All"; case 7: goto Main_Menu; } SecondJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Knight^000000", "^76EE00Priest^000000", "^76EE00Wizard^000000", "^76EE00Blacksmith^000000", "^76EE00Hunter^000000", "^76EE00Assassin^000000", "^76EE00Crusader^000000", "^76EE00Monk^000000", "^76EE00Sage^000000", "^76EE00Rogue^000000", "^76EE00Alchemist^000000", ( Sex == 0 )?"":"^76EE00Dancer^000000", ( Sex == 1 )?"":"^76EE00Bard^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,7,99,50,110,"All"; case 2: callsub Job_Changing,8,99,50,110,"All"; case 3: callsub Job_Changing,9,99,50,110,"All"; case 4: callsub Job_Changing,10,99,50,110,"All"; case 5: callsub Job_Changing,11,99,50,110,"All"; case 6: callsub Job_Changing,12,99,50,110,"All"; case 7: callsub Job_Changing,14,99,50,110,"All"; case 8: callsub Job_Changing,15,99,50,110,"All"; case 9: callsub Job_Changing,16,99,50,110,"All"; case 10: callsub Job_Changing,17,99,50,110,"All"; case 11: callsub Job_Changing,18,99,50,110,"All"; case 12: callsub Job_Changing,20,99,50,110,"All"; case 13: callsub Job_Changing,19,99,50,110,"All"; case 14: goto Main_Menu; } TransSecondJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Lord Knight^000000", "^76EE00High Priest^000000", "^76EE00High Wizard^000000", "^76EE00Whitesmith^000000", "^76EE00Sniper^000000", "^76EE00Assassin Cross^000000", "^76EE00Paladin^000000", "^76EE00Champion^000000", "^76EE00Professor^000000", "^76EE00Stalker^000000", "^76EE00Creator^000000", ( Sex == 0 )?"":"^76EE00Gypsy^000000", ( Sex == 1 )?"":"^76EE00Clowm^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4008,999,80,130,"All"; case 2: callsub Job_Changing,4009,999,80,130,"All"; case 3: callsub Job_Changing,4010,999,80,130,"All"; case 4: callsub Job_Changing,4011,999,80,130,"All"; case 5: callsub Job_Changing,4012,999,80,130,"All"; case 6: callsub Job_Changing,4013,999,80,130,"All"; case 7: callsub Job_Changing,4015,999,80,130,"All"; case 8: callsub Job_Changing,4016,999,80,130,"All"; case 9: callsub Job_Changing,4017,999,80,130,"All"; case 10: callsub Job_Changing,4018,999,80,130,"All"; case 11: callsub Job_Changing,4019,999,80,130,"All"; case 12: callsub Job_Changing,4021,999,80,130,"All"; case 13: callsub Job_Changing,4020,999,80,130,"All"; case 14: goto Main_Menu; } TransThirdJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Rune Knight^000000", "^76EE00Warlock^000000", "^76EE00Ranger^000000", "^76EE00Arch Bishop^000000", "^76EE00Mechanic^000000", "^76EE00Guillotine Cross^000000", "^76EE00Royal Guard^000000", "^76EE00Sorcerer^000000", ( Sex == 0 )?"":"^76EE00Wanderer^000000", ( Sex == 1 )?"":"^76EE00Minstrel^000000", "^76EE00Shura^000000", "^76EE00Genetic^000000", "^76EE00Shadow Chaser^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4060,99,70,200,"All"; case 2: callsub Job_Changing,4061,99,70,200,"All"; case 3: callsub Job_Changing,4062,99,70,200,"All"; case 4: callsub Job_Changing,4063,99,70,200,"All"; case 5: callsub Job_Changing,4064,99,70,200,"All"; case 6: callsub Job_Changing,4065,99,70,200,"All"; case 7: callsub Job_Changing,4073,99,70,200,"All"; case 8: callsub Job_Changing,4074,99,70,200,"All"; case 9: callsub Job_Changing,4076,99,70,200,"All"; case 10: callsub Job_Changing,4075,70,70,200,"All"; case 11: callsub Job_Changing,4077,70,70,200,"All"; case 12: callsub Job_Changing,4078,70,70,200,"All"; case 13: callsub Job_Changing,4079,70,70,200,"All"; case 14: goto Main_Menu; } ExpandedJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Super Novice^000000", "^76EE00Gunslinger^000000", "^76EE00Ninja^000000", "^76EE00Takewon^000000", "^76EE00Star Gladiator^000000", "^76EE00Soul Linker^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,23,999,80,130,"All"; case 2: callsub Job_Changing,24,999,80,130,"All"; case 3: callsub Job_Changing,25,999,80,130,"All"; case 4: callsub Job_Changing,4046,999,80,130,"All"; case 5: callsub Job_Changing,4047,999,80,130,"All"; case 6: callsub Job_Changing,4049,999,80,130,"All"; case 7: goto Main_Menu; } BabyJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Baby Swordman^000000", "^76EE00Baby Magician^000000", "^76EE00Baby Archer^000000", "^76EE00Baby Acolyte^000000", "^76EE00Baby Merchant^000000", "^76EE00Baby Thief^000000", "^76EE00Baby Knight^000000", "^76EE00Baby Priest^000000", "^76EE00Baby Wizard^000000", "^76EE00Baby Blacksmith^000000", "^76EE00Baby Hunter^000000", "^76EE00Baby Assassin^000000", "^76EE00Baby Crusader^000000", "^76EE00Baby Monk^000000", "^76EE00Baby Sage^000000", "^76EE00Baby Rogue^000000", "^76EE00Baby Alchemist^000000", ( Sex == 0 )?"":"^76EE00Baby Dancer^000000", ( Sex == 1 )?"":"^76EE00Baby Bard^000000", "^76EE00Super Baby^000000", "^76EE00Baby Novice^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4024,999,80,60,"All"; case 2: callsub Job_Changing,4025,999,80,60,"All"; case 3: callsub Job_Changing,4026,999,80,60,"All"; case 4: callsub Job_Changing,4027,999,80,60,"All"; case 5: callsub Job_Changing,4028,999,80,60,"All"; case 6: callsub Job_Changing,4029,999,80,60,"All"; case 7: callsub Job_Changing,4030,999,80,110,"All"; case 8: callsub Job_Changing,4031,999,80,110,"All"; case 9: callsub Job_Changing,4032,999,80,110,"All"; case 10: callsub Job_Changing,4033,999,80,110,"All"; case 11: callsub Job_Changing,4034,999,80,110,"All"; case 12: callsub Job_Changing,4035,999,80,110,"All"; case 13: callsub Job_Changing,4037,999,80,110,"All"; case 14: callsub Job_Changing,4038,999,80,110,"All"; case 15: callsub Job_Changing,4039,999,80,110,"All"; case 16: callsub Job_Changing,4040,999,80,110,"All"; case 17: callsub Job_Changing,4041,999,80,110,"All"; case 18: callsub Job_Changing,4043,999,80,110,"All"; case 19: callsub Job_Changing,4042,999,80,110,"All"; case 20: callsub Job_Changing,4045,999,80,110,"All"; case 21: callsub Job_Changing,4023,999,80,110,"All"; case 22: goto Main_Menu; } BabyThirdJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Baby Rune Knight^000000", "^76EE00Baby Warlock^000000", "^76EE00Baby Ranger^000000", "^76EE00Baby Arch Bishop^000000", "^76EE00Baby Mechanic^000000", "^76EE00Baby Guillotine Cross^000000", "^76EE00Baby Royal Guard^000000", "^76EE00Baby Sorcerer^000000", ( Sex == 0 )?"":"^76EE00Baby Wanderer^000000", ( Sex == 1 )?"":"^76EE00Baby Minstrel^000000", "^76EE00Baby Shura^000000", "^76EE00Baby Genetic^000000", "^76EE00Baby Shadow Chaser^000000", "^FF0000Back^000000")) { // --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4096,99,70,200,"All"; case 2: callsub Job_Changing,4097,99,70,200,"All"; case 3: callsub Job_Changing,4098,99,70,200,"All"; case 4: callsub Job_Changing,4099,99,70,200,"All"; case 5: callsub Job_Changing,4100,99,70,200,"All"; case 6: callsub Job_Changing,4101,99,70,200,"All"; case 7: callsub Job_Changing,4102,99,70,200,"All"; case 8: callsub Job_Changing,4103,99,70,200,"All"; case 9: callsub Job_Changing,4105,99,70,200,"All"; case 10: callsub Job_Changing,4104,99,70,200,"All"; case 11: callsub Job_Changing,4106,99,70,200,"All"; case 12: callsub Job_Changing,4107,99,70,200,"All"; case 13: callsub Job_Changing,4108,99,70,200,"All"; case 14: goto Main_Menu; } Job_Changing: mes .npcname$; mes "You are now a part of ^FF0000"+jobname(getarg(0))+"^000000."; if (compare(getarg(4),"All")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_all,0x76EE00; } if (compare(getarg(4),"Map")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_map,0x76EE00; } if (compare(getarg(4),"Area")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_area,0x76EE00; } if (compare(getarg(4),"Self")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_self,0x76EE00; } jobchange getarg(0); set BaseLevel,getarg(1); set JobLevel,getarg(2); resetskill; resetstatus; set SkillPoint,getarg(3); if ( .Allskills == 1 ){ atcommand "@allskills"; set SkillPoint,0; } percentheal 100,100; if ( .Based == 0 ){ set #ClassHelper,1; } if ( .Based == 1 ){ set ClassHelper,1; } close; Classes_info: mes .npcname$; mes "=====[^76EE00 Swordman Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Archer Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Mage Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Thief Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Acolyte Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Merchant Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Super Novice ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Gunslinger ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "The only Job class in RO who are using Gun as weapon. If are you a Gun Lover , there is no doubt you will choose this Job."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Ninja ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Taekwon ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. "; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Star Gladiator ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Soul Linker ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability."; mes " ^FF0000________________________________^000000"; next; goto Main_Menu; OnInit: waitingroom " Job Changer",0; end; }
  4. hello can i request for this script npc warper any gm team can trigger the npc and can cancel the event Menu will be 7 vs 7 up to 12 vs 12 players cant talk the npc if the event is not running they will be warped at this room BUT RANDOM WARP OR AUTO BALANCE WARP "bat_room",85,223; "bat_room",85,207;
  5. problem is Player 1 using GTB Card Player 2 using Maya Card When the player 1 use magic attack on player 2 using Maya Card Magic attack dmg around 200k each but when magic attack return on Player 1 Using GTB Card the magic Damage will reduce not fully reflect damage on player 1? should me same damage on Player 2 Right? Devotion Skill Magic Attack still By Pass Even player on Devotion Status For Example Paladin Devo on Ninja When the ninja Use Final Strike his HP goes down at 1HP and other Paladin Use Pressure on Ninja With Devo that ninja will die... but since he is on devotion status ninja down to 1hp should still be alive even if other players will attack him, as long as ninja's devo status is active and pally is alive
  6. im looking for a script that will automatic warp back to their save point if a player hasnt completed quest map ------ meaning player is not auhorized to be on that map Note: authorized players are those who have completed the map quest- they are the only ones who can land on that map
  7. StrifeROlook on your guild.conf change yes to no // Activate guild skills delay by relog? (Note 1) // Official setting is "yes", otherwise allow guild leaders to relog to cancel the 5 minute delay. guild_skill_relog_delay: yes
  8. removed the final NPC ( The one who needs a guitar ) because I'm too lazy to code it. can anyone have that script code ? http://www.eathena.ws/board/index.php?act=attach&type=post&id=10217
  9. i have custom monster but the problem monster attack speed too slow and i want the monster spam skill per 1 sec anyone help about this?
  10. // The rate of time it takes to cast a spell (Note 2, 0 = No casting time) casting_rate: 100 // Delay time after casting (Note 2) delay_rate: 0 // Does the delay time depend on the caster's DEX and/or AGI? (Note 1) // Note: On Official servers, neither Dex nor Agi affect delay time delay_dependon_dex: no delay_dependon_agi: no // Minimum allowed delay for ANY skills after casting (in miliseconds) (Note 1) // Note: Setting this to anything above 0 can stop speedhacks. min_skill_delay_limit: 10 // This delay is the min 'can't walk delay' of all skills. // NOTE: Do not set this too low, if a character starts moving too soon after // doing a skill, the client will not update this, and the player/mob will // appear to "teleport" afterwards. default_walk_delay: 300 //Completely disable skill delay of the following types (Note 3) //NOTE: By default mobs don't have the skill delay as specified in the skill // database, but follow their own 'reuse' skill delay which is specified on // the mob skill db. When set, the delay for all skills become // min_skill_delay_limit. no_skill_delay: 1 //-- MO_EXTREMITYFIST 271,4000:3500:3000:2500:2000,0:0:0:0:0,0,0,300000 i cant spam it i need double click before asura strike? anyone can help me
  11. WOR - War over Rune 1. The NPC will broadcast " War Of Rune Registration will start at 5 minutes " 2. After 5 minutes, the NPC will broadcast again " War Of Rune registration has been started you may now register! in 5 minutes" 3. Player can start registering, after clicking the NPC "War of rune" it have 2 choices "Join or Leave" 4. If they choose join they will randomize join 50% to Blue and 50% to Red Team ex. You will be in Blue Team! *(change the cloth color to green - To show he is in Blue team. else You will be in Red Team! *(Change the cloth color to red - To show he is in Red Team. 5. After 5 minutes, The npc will broadcast "War of Rune Registration has been ended" at the same time all Blue Team the 2 teams will have their own room then there will be an npc they can talk to to enter the arena if they die they goe back to their respective rooms exiting WoR was allowed but not allowed to rejoin the npc inside the respective team's rooms will have an option to show the current scores of the teams their total kills and deaths at the end each members from the winning team will receive 50 bonus kill points all the players who joined will be warped to a non-pk area the npc for exit will be there and gives them 20 Cash Points warped to protnera players from the same team can attack each other so they need to make parties there is always 1 player who is colored brown from the 2 teams the king when he is killed he gives more points than normal players when a brown player dies he will be replaced by a teammate as soon as the teammate enters the arena. Thank you in advance!
  12. SG doesn't stack that is why the other SG will not work unless the first SG is done. i mean even first Storm Gust never hit monster or player Did u check the Element or Property of the monster before using SG on it? maybe that monster is a water property. i see storm gust @ Alarm Monster even on players
  13. poring_w02,93,102,4 script Castle Rewards 871,{ if ( agitcheck() ) { mes "[WoE Reward]"; mes "A war is currently in progress"; close; } set .@menu, select(.menu$) -1; if ( getcastledata( .castlemap$[.@menu], 1) == getcharid(2) ) { if ( $castle_claimed & pow(2, .@menu) ) { mes "[WoE Reward]"; mes "Your guild already received the reward for "+ .castlename$[.@menu]; close; } else if ( getguildmasterid( getcharid(2) ) == getcharid(0) ) { mes "[WoE Reward]"; mes "Receiving the reward for "+ .castlename$[.@menu]; getitem 677, 300; set $castle_claimed, $castle_claimed | pow(2, .@menu); close; } else { mes "[WoE Reward]"; mes "Ask your guild master to see me"; close; } } mes "[WoE Reward]"; mes "Your guild failed to take "+ .castlename$[.@menu]; mes "if your guild owned a castle ask your guild master to claim reward from me"; close; OnInit: setarray .castlemap$, "prtg_cas01","prtg_cas02","prtg_cas03"; for ( set .@i, 0; .@i < 3; set .@i, .@i +1 ) { set .castlename$[.@i], getcastlename(.castlemap$[.@i]); set .menu$, .menu$ + .castlename$[.@i] +":"; } OnClock1200: set $castle_claimed, 0; // everytime woe ends the variable resets end; } Every time the server restarts and/or we reload scripts all guildmasters are still receiving castle rewards even if it was already claimed by them, therefore getting double rewards whenever we reload scripts or restart the server
  14. SG doesn't stack that is why the other SG will not work unless the first SG is done. i mean even first Storm Gust never hit monster or player
  15. can anyone help me about storm gust not hitting monster or players? i need use 12x Storm Gust before the skill hit the monster anyone? Cart Termination Reflect ? how to remove it
  16. vlad paki check kung tama Cat o 9 { bonus2 bMagicAddSize,1,50; if( isequipped( 4365,4441 ) ) bonus2 bMagicAddSize,1,-20; while( isequipped( 4365,4441 ) ){ sc_end SC_DOUBLECAST; sleep2 1000; }; },{},{}
  17. Cat09Tails Hat 50% more magic dmg on medium monsters [+High Wizard + Hibram] only 20% more magic dmg Removes Double Casting (prof) Valkyrie Helm All stats +2, Mdef +5 [swordman, Merchant, Thief] Str +1, Agi +1, Vit +1, Int -1, Dex -1, Luk -1 [Mage, Archer, Acolyte] Str -1, Agi -1, Vit -1, Int +1, Dex +1, Luk +1 [+valk set] all stats +2 Chopper's Hat Gives Level 10 Potion Pitcher [Creator Class] Slim Potion Pitcher Effect +15% Maya Helm all stats -1 HP + 20% - Vit/4 % SP + 20% - Int/4% [+ Maya Card] 10% less damage from magic attacks [+ Maya Purple Card] Lvl 1 Ruwach [+ Both] casting time -10%, 5% chance to cast Strip Shield when attacking Skeggiold Cap +5% resistance against DemiHuman 20% chance to drain enemy's sp by 10% when attacking
  18. i want to remove the slide effect, its works but the champion and Ninja are not moving even 1 cell when spamming asura/final Strike here is the video that i what to happen https://www.youtube.com/watch?v=T_u71NxpXyo
  19. can anyone guide me if i got 300 luk immune to frost like stormy knight card frost driver storm gust any skill
  20. can you add this msg please thanks You've already reach the Maxinmum STR or Vit like that
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