Jump to content

Bringer

Members
  • Posts

    745
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Bringer

  1. As far as I know, it is not possible to buy direct stat points. You could have an NPC that sells status points, but without a serious SRC mod, there is no way for an NPC to sell you a single STR/AGI/VIT/INT/DEX/LUK because the number of status points required changes. Regards, ~Azura Skyy i already found it yes using statusup2
  2. hello can i need stats seller something like this 1stats for 400k Menu is like this if input the # 20 like this
  3. Option Menu the npc will give 30pcs random REQ LIKE THIS but if you dont like the Requirements can you reset like this
  4. First Level (1/4) - 3 Acolytes Second Level (2/4) - 3 High Priests Third Level (3/4) - 3 Sniper Fourth Level (4/4) - 3 Lord Knights like this anyone can make this?
  5. yes the problem still same
  6. can anyone teach how to reduce storm gust and Stormy Knight Frost Status to 5-6sec? and can be reduce by 100 luk for - 1 sec?
  7. my apologies Sir.Luciar my other topic on Scripting Support is reward problem as you said sir The script you provided has two NPCs that do the same exact thing. If players are always being rewarded 3 Valor Badges then the following condition is returning false: if( $@FlaviusBG1_Victory == Bat_Team )Since you haven't provided the rest of the script there's no way of us knowing why the statement above is always false. Since you haven't provided the rest of the script there's no way of us knowing why the statement above is always false. my bad not checking my reply on my other topic im really sorry for that my answer is yes to your first question... on ur 2nd question.. i already have the script, but can u please healp me modify it... thanks in advance. here the script http://pastebin.com/tRhtUy0R can you modify the script the way i like it ? 1. gm can trigger the npc to open or cancel the event 2. once you click and join the event you will be warped on the ff random map bat_room 85 207 OR bat_room 85 223 players cant join if the event is not open can you remove the guardian and wall on the crystall once players die score will be update like this once they break the crystal the event is over reward system if the winner will get 20pcs Event Token : id #31455 Loser only get 10pcs Sir Luciar Im Really Really Sorry if get mad on me i hope you or anyone can help me thanks in advance
  8. this is working ? i try but type @reward 1 Player why not online ?
  9. http://rathena.org/board/files/file/3118-gm-reward-giver/ http://rathena.org/board/topic/92831-utility-reward-command/
  10. // ============================================================================== // BattleGround System - Flavius 1 // ============================================================================== // Registration NPC's // ********************************************************************* prontera,141,159,5 script Registration::Fl1R_Guillaume 418,{ end; OnInit: waitingroom "Battle Station 10 Players",11,"Flavius_BG1::OnGuillaumeJoin",1; end; OnEnterBG: set $@FlaviusBG1_id1, waitingroom2bg("bat_b01",390,10,0,"Flavius_BG1::OnGuillaumeQuit",""); end; } prontera,145,159,4 script Registration::Fl1R_Croix 414,{ end; OnInit: waitingroom "Battle Station 10 Players",11,"Flavius_BG1::OnCroixJoin",1; end; OnEnterBG: set $@FlaviusBG1_id2, waitingroom2bg("bat_b01",10,290,1,"Flavius_BG1::OnCroixQuit",""); end; } // Battleground Engine // ********************************************************************* - script Flavius_BG1 -1,{ end; OnInit: disablenpc "Guillaume Vintenar#fl1"; disablenpc "Croix Vintenar#fl1"; disablenpc "Therapist in battle#fl11"; disablenpc "Therapist in battle#fl12"; end; OnGuillaumeQuit: OnCroixQuit: set BG_Delay_Tick, gettimetick(2) + 1200; end; OnGuillaumeJoin: OnCroixJoin: if( $@FlaviusBG1 == 0 ) donpcevent "Flavius_BG1::OnReadyCheck"; end; OnReadyCheck: if( $@FlaviusBG1 ) end; set .@Guillaume, getwaitingroomstate(0,"Fl1R_Guillaume"); set .@Croix, getwaitingroomstate(0,"Fl1R_Croix"); if( .@Guillaume < 1 || .@Croix < 1 ) { mapannounce "prontera","Team Death Match B: " + .@Guillaume + "/5, R: " + .@Croix + "/5",1,0x006400; end; } // BG Variables set $@FlaviusBG1, 1; set $@FlaviusBG1_Victory, 0; set .Guillaume_Score, 0; set .Guillaume_Loss, 0; set .Croix_Score, 0; set .Croix_Loss, 0; set .Match, 0; // Prepare NPC donpcevent "#gfl1_respawn::OnBGStart"; donpcevent "#cfl1_respawn::OnBGStart"; enablenpc "Therapist in battle#fl11"; enablenpc "Therapist in battle#fl12"; disablenpc "Guillaume Vintenar#fl1"; disablenpc "Croix Vintenar#fl1"; // Build and Warp Teams donpcevent "Fl1R_Guillaume::OnEnterBG"; donpcevent "Fl1R_Croix::OnEnterBG"; announce "Team Death Match has started!",0,0x006400; initnpctimer; // Start Match!! OnRoundStart: sleep 2000; if( $@FlaviusBG1 != 1 ) end; areapercentheal "bat_b01",382,2,397,17,100,100; areapercentheal "bat_b01",2,282,17,297,100,100; bg_warp $@FlaviusBG1_id1,"bat_b01",311,224; bg_warp $@FlaviusBG1_id2,"bat_b01",87,75; sleep 2000; if( $@FlaviusBG1 != 1 ) end; set .Match, .Match + 1; // Crystal Spawn set .Guillaume_Crystal, bg_monster($@FlaviusBG1_id1,"bat_b01",328,150,"Crystal Guillaume",1914,"Flavius_BG1::OnGuillaumeBreak"); setwall "bat_b01",327,149,2,6,0,"gui_wall1-1"; setwall "bat_b01",329,149,2,0,0,"gui_wall1-2"; setwall "bat_b01",329,151,2,2,0,"gui_wall1-3"; setwall "bat_b01",327,151,2,4,0,"gui_wall1-4"; set .Croix_Crystal, bg_monster($@FlaviusBG1_id2,"bat_b01",62,150,"Crystal Croix",1915,"Flavius_BG1::OnCroixBreak"); setwall "bat_b01",61,149,2,6,0,"cro_wall1-1"; setwall "bat_b01",63,149,2,0,0,"cro_wall1-2"; setwall "bat_b01",63,151,2,2,0,"cro_wall1-3"; setwall "bat_b01",61,151,2,4,0,"cro_wall1-4"; // Guardian Spawns bg_monster $@FlaviusBG1_id1,"bat_b01",328,160,"Guillaume Guardian",1949,"Flavius_BG1::OnGuiGuardian"; bg_monster $@FlaviusBG1_id1,"bat_b01",328,140,"Guillaume Guardian",1950,"Flavius_BG1::OnGuiGuardian"; set .Guillaume_Guardian, 2; bg_monster $@FlaviusBG1_id2,"bat_b01",62,160,"Croix Guardian",1949,"Flavius_BG1::OnCroGuardian"; bg_monster $@FlaviusBG1_id2,"bat_b01",61,140,"Croix Guardian",1950,"Flavius_BG1::OnCroGuardian"; set .Croix_Guardian, 2; // Announces mapannounce "bat_b01","Team Death Match [ " + .Match + " ] Round has begun!!",1,0x006400; end; OnRoundStop: // Remove Monsters killmonster "bat_b01","Flavius_BG1::OnGuiGuardian"; killmonster "bat_b01","Flavius_BG1::OnCroGuardian"; delwall "gui_wall1-1"; delwall "gui_wall1-2"; delwall "gui_wall1-3"; delwall "gui_wall1-4"; killmonster "bat_b01","Flavius_BG1::OnGuillaumeBreak"; delwall "cro_wall1-1"; delwall "cro_wall1-2"; delwall "cro_wall1-3"; delwall "cro_wall1-4"; killmonster "bat_b01","Flavius_BG1::OnCroixBreak"; end; OnGuiGuardian: if( set(.Guillaume_Guardian, .Guillaume_Guardian - 1) <= 0 ) { delwall "gui_wall1-1"; delwall "gui_wall1-2"; delwall "gui_wall1-3"; delwall "gui_wall1-4"; mapannounce "bat_b01","The Guillaume Crystal is vulnerable to attack!",1,0x0000FF; } end; OnCroGuardian: if( set(.Croix_Guardian, .Croix_Guardian - 1) <= 0 ) { delwall "cro_wall1-1"; delwall "cro_wall1-2"; delwall "cro_wall1-3"; delwall "cro_wall1-4"; mapannounce "bat_b01","The Croix Crystal is vulnerable to attack!",1,0xFF0000; } end; OnGuillaumeBreak: donpcevent "Flavius_BG1::OnRoundStop"; set .Guillaume_Loss, .Guillaume_Loss + 1; if( set(.Croix_Score, .Croix_Score + 1) < 2 ) { bg_updatescore "bat_b01",.Guillaume_Score,.Croix_Score; mapannounce "bat_b01","The Guillaume Crystal has been destroyed!",1,0x0000FF; donpcevent "Flavius_BG1::OnRoundStart"; } else { bg_updatescore "bat_b01",.Guillaume_Score,.Croix_Score; mapannounce "bat_b01","The Croix army has won the Team Death Match!",1,0xFF0000; set $@FlaviusBG1_Victory, 2; donpcevent "Flavius_BG1::OnMatchEnd"; } end; OnCroixBreak: donpcevent "Flavius_BG1::OnRoundStop"; set .Croix_Loss, .Croix_Loss + 1; if( set(.Guillaume_Score, .Guillaume_Score + 1) < 2 ) { bg_updatescore "bat_b01",.Guillaume_Score,.Croix_Score; mapannounce "bat_b01","The Croix Crystal has been destroyed!",1,0xFF0000; donpcevent "Flavius_BG1::OnRoundStart"; } else { bg_updatescore "bat_b01",.Guillaume_Score,.Croix_Score; mapannounce "bat_b01","The Guillaume army has won the Team Death Match!",1,0x0000FF; set $@FlaviusBG1_Victory, 1; donpcevent "Flavius_BG1::OnMatchEnd"; } end; OnTimer2400000: mapannounce "bat_b01","Battle of Flavius will ends in 5 minutes",1,0x006400; end; OnTimer2640000: mapannounce "bat_b01","Battle of Flavius will ends in 1 minute",1,0x006400; end; OnTimer2700000: if( .Croix_Score > .Guillaume_Score ) { mapannounce "bat_b01","The Croix army has won the Team Death Match!",1,0xFF0000; set $@FlaviusBG1_Victory, 2; } else if( .Croix_Score < .Guillaume_Score ) { mapannounce "bat_b01","The Guillaume army has won the Team Death Match!",1,0x0000FF; set $@FlaviusBG1_Victory, 1; } else { mapannounce "bat_b01","The Team Death Match is over. The time is out, this is a Tie",1,0x006400; set $@FlaviusBG1_Victory, 3; } OnMatchEnd: set $@FlaviusBG1, 2; stopnpctimer; donpcevent "#gfl1_respawn::OnBGStop"; donpcevent "#cfl1_respawn::OnBGStop"; disablenpc "Therapist in battle#fl11"; disablenpc "Therapist in battle#fl12"; enablenpc "Guillaume Vintenar#fl1"; enablenpc "Croix Vintenar#fl1"; sleep 2000; bg_warp $@FlaviusBG1_id1,"bat_b01",390,10; bg_warp $@FlaviusBG1_id2,"bat_b01",10,290; sleep 3000; mapannounce "bat_b01","Team Death Match will close in 1 minute!",1,0x006400; initnpctimer; end; OnTimer30000: if( $@FlaviusBG1 == 2 ) mapannounce "bat_b01","Team Death Match will close in 30 seconds!",1,0x006400; end; OnTimer50000: if( $@FlaviusBG1 == 2 ) mapannounce "bat_b01","Team Death Match will close in 10 seconds!",1,0x006400; end; OnTimer60000: if( $@FlaviusBG1 != 2 ) end; OnReset: stopnpctimer; donpcevent "Flavius_BG1::OnRoundStop"; set .Guillaume_Score, 0; set .Guillaume_Crystal, 0; set .Guillaume_Loss, 0; set .Croix_Score, 0; set .Croix_Crystal, 0; set .Croix_Loss, 0; set .Match, 0; set $@FlaviusBG1_Victory, 0; // NPC's disablenpc "Guillaume Vintenar#fl1"; disablenpc "Croix Vintenar#fl1"; disablenpc "Therapist in battle#fl11"; disablenpc "Therapist in battle#fl12"; if( $@FlaviusBG1_id1 ) { bg_destroy $@FlaviusBG1_id1; set $@FlaviusBG1_id1, 0; } if( $@FlaviusBG1_id2 ) { bg_destroy $@FlaviusBG1_id2; set $@FlaviusBG1_id2, 0; } sleep 1000; mapwarp "bat_b01","prontera",150,150; sleep 2000; maprespawnguildid "bat_b01",0,3; // Just in case someone else sleep 2000; bg_updatescore "bat_b01",0,0; set $@FlaviusBG1, 0; donpcevent "Flavius_BG1::OnReadyCheck"; end; } // Battleground rewards // ********************************************************************* bat_b01,390,13,5 script Guillaume Vintenar#fl1 419,{ if( $@FlaviusBG1_Victory ) { if( $@FlaviusBG1_Victory == Bat_Team ) { // Victory mes "[Swandery]"; mes "Blessed Guillaume!!"; mes "Let's enjoy our glorious victory!"; mes "" + strcharinfo(0) + ", its a sign reflecting victory"; close2; set .@Reward, 9; } else { // mes "[Swandery]"; mes "You lost, but you're dedicated to this battle."; mes "This is a reward for your great dedication by Guillaume Marollo!"; mes "Just take this defeat a lesson, and later you would definitely learn."; close2; set .@Reward, 3; } setquest 2070; getitem 31455, .@Reward; bg_leave; warp "prontera",150,150; end; } end; } bat_b01,10,293,5 script Croix Vintenar#fl1 415,{ if( $@FlaviusBG1_Victory ) { if( $@FlaviusBG1_Victory == Bat_Team ) { // Victory mes "[Swandery]"; mes "Blessed Croax!!"; mes "Let's enjoy our glorious victory!"; mes "" + strcharinfo(0) + ", its a sign reflecting victory"; close2; set .@Reward, 9; } else { // mes "[Swandery]"; mes "Oh, " + strcharinfo(0) + ". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We can win the next."; close2; set .@Reward, 3; } setquest 2070; getitem 31455, .@Reward; bg_leave; warp "prontera",150,150; end; } end; } // Battleground Therapist // ********************************************************************* bat_b01,390,13,5 script Therapist in battle#fl12 95,{ mes "[Therapist in battle]"; mes "Just close your eyes, and take a deep breathe."; mes "You can be free from pain."; specialeffect2 312; close; } bat_b01,10,293,5 script Therapist in battle#fl11 95,{ mes "[Therapist in battle]"; mes "Just close your eyes, and take a deep breathe."; mes "You can be free from pain."; specialeffect2 312; close; } // Battleground Respawn // ********************************************************************* bat_b01,390,10,0 script #gfl1_respawn 139,{ end; OnBGStart: initnpctimer; end; OnBGStop: stopnpctimer; end; OnTimer24000: misceffect 83; end; OnTimer25000: areapercentheal "bat_b01",382,2,397,17,100,100; areawarp "bat_b01",382,2,397,17,"bat_b01",311,224; initnpctimer; end; } bat_b01,10,290,0 script #cfl1_respawn 139,{ end; OnBGStart: initnpctimer; end; OnBGStop: stopnpctimer; end; OnTimer24000: misceffect 83; end; OnTimer25000: areapercentheal "bat_b01",2,282,17,297,100,100; areawarp "bat_b01",2,282,17,297,"bat_b01",87,75; initnpctimer; end; } // MapFlags // ********************************************************************* bat_b01 mapflag battleground 2 bat_b01 mapflag nomemo bat_b01 mapflag nosave SavePoint bat_b01 mapflag noteleport bat_b01 mapflag nowarp bat_b01 mapflag nowarpto bat_b01 mapflag noreturn bat_b01 mapflag nobranch bat_b01 mapflag nopenalty here the script can you modify the script the way i like it ? 1. gm can trigger the npc to open or cancel the event 2. once you click and join the event you will be warped on the ff random map bat_room 85 207 OR bat_room 85 223 players cant join if the event is not open can you remove the guardian and wall on the crystall once players die score will be update like this once they break the crystal the event is over about the reward 20pcs for the winner 10 the loser
  11. what i mean is winner should be getting 9 but what they're getting is only 3
  12. my answer is yes to your first question... on ur 2nd question.. i already have the script, but can u please healp me modify it... thanks in advance.
  13. bat_b01,390,13,5 script Guillaume Vintenar#fl1 419,{ if( $@FlaviusBG1_Victory ) { if( $@FlaviusBG1_Victory == Bat_Team ) { // Victory mes "[Swandery]"; mes "Blessed Guillaume!!"; mes "Let's enjoy our glorious victory!"; mes "" + strcharinfo(0) + ", its a sign reflecting victory"; close2; set .@Reward, 9; } else { // mes "[Swandery]"; mes "You lost, but you're dedicated to this battle."; mes "This is a reward for your great dedication by Guillaume Marollo!"; mes "Just take this defeat a lesson, and later you would definitely learn."; close2; set .@Reward, 3; } setquest 2070; getitem 7829, .@Reward; bg_leave; warp "bat_room",155,150; end; } end; } bat_b01,10,293,5 script Croix Vintenar#fl1 415,{ if( $@FlaviusBG1_Victory ) { if( $@FlaviusBG1_Victory == Bat_Team ) { // Victory mes "[Swandery]"; mes "Blessed Croax!!"; mes "Let's enjoy our glorious victory!"; mes "" + strcharinfo(0) + ", its a sign reflecting victory"; close2; set .@Reward, 9; } else { // mes "[Swandery]"; mes "Oh, " + strcharinfo(0) + ". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We can win the next."; close2; set .@Reward, 3; } setquest 2070; getitem 7829, .@Reward; bg_leave; warp "bat_room",155,150; end; } end; } winner should be getting 9 but what they're getting is only 3
  14. 1. gm can trigger the npc to open or cancel the event 2. once you click and join the event you will be warped on the ff random map bat_room 85 207 OR bat_room 85 223 players cant join if the event is not open
  15. here's an example how to duplicate. look for this // Shop NPCs -- supplying no argument displays entire menu. // callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}}; //============================================================ prontera,164,203,6 script Quest Shop#1 998,{ callfunc "qshop"; } for example the shop ID is 3 all you need to do is make a new line and do this prontera,150,150,6 script Quest Shop 2#2 998,{ callfunc "qshop",3; } this means that you are calling the function of Shop #3 which only those items you set on #3 will be shown on prontera 150 150 coordinates and it was named as Quest Shop 2. Add(3,503,1,0,0,4108,150,1041,1500); so it will look like this // Shop NPCs -- supplying no argument displays entire menu. // callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}}; //============================================================ prontera,164,203,6 script Quest Shop#1 998,{ callfunc "qshop"; prontera,150,150,6 script Quest Shop 2#2 998,{ callfunc "qshop",3; } like this ?http://pastebin.com/HA9yax8t On this part don't change this one setarray .Shops$[1],"Upper"; setarray .Shops$[2],"Middle"; setarray .Shops$[3],"Lower"; setarray .Shops$[4],"Accessorry"; setarray .Shops$[5],"Costume Headgears"; It should be like this setarray .Shops$[1],"Headgears","Weapons","Other"; still not working
  16. Download Latest data folder maybe you can see it there. Or download latest Kro. its default in it. not english can give a link of latest data folder?
  17. bump why even i got 90mdef still got frost then 10sec to break the frost status any one?
  18. i can have a resname and descname table please i need resname and descname table for this head gears can you guys share it?
  19. can anyone share your resname and descname table for this head gears http://rathena.org/board/topic/72988-dl-headgear-all-official-ro-update-march-2014/
  20. 255 luk = 100% immunity? case SC_FREEZE: sc_def = status->mdef*100 + status->luk*10000/255; tick_def = status->mdef*100 + status->luk*2; sc_def2 = status_get_lv(bl)*10 - status_get_lv(src)*10; tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with luk break; The above code should now make each point in Equip MDef reduce frozen status duration by 1% and each luk by 0.2% . 255 luk should also give 100% immunity (disregarding the source/enemy's parameters), as well does 100 Equip Mdef. Additionally, each 100 point in luk should reduce the duration at a fixed 1 sec. Btw, what skills are you using to test the frozen duration? Skills inflict frozen status at varying durations, so you have to change the value of each skill if you want to define an absolute duration of frozen status. Storm Gust, for example, can freeze an enemy for up to 12 seconds, while a level 5 Jack Frost can freeze enemies up to 30 seconds. (This is for renewal) Edit: If you want to edit the frozen status duration of each skill, check skill.c and look for: sc_start(src,bl,SC_FREEZE,etc.... In the same line of code, you will notice something like this: skill_get_time2(skill_id,skill_lv) If it's skill_get_time2, then edit the Duration2 of the skill in skill_cast_db.txt. If it says skill_get_time only, then edit the Duration1. I'm not 100% sure about this, but it's worth a try. As for frozen status caused by cards/items, I don't know lol. Try searching script.c. how about if a player reached 90mdef... if a player mdef chances of being frost will be very low ... and if by chance 90 mdef and they got frost... frost status will last for only 1 sec.... maybe u can change frozen timer status in where i can edit that sir? db/.../skill_cast_db.txt sir how about this,,, players with high mdef will have lower time frozen status
  21. 255 luk = 100% immunity? case SC_FREEZE: sc_def = status->mdef*100 + status->luk*10000/255; tick_def = status->mdef*100 + status->luk*2; sc_def2 = status_get_lv(bl)*10 - status_get_lv(src)*10; tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with luk break; The above code should now make each point in Equip MDef reduce frozen status duration by 1% and each luk by 0.2% . 255 luk should also give 100% immunity (disregarding the source/enemy's parameters), as well does 100 Equip Mdef. Additionally, each 100 point in luk should reduce the duration at a fixed 1 sec. Btw, what skills are you using to test the frozen duration? Skills inflict frozen status at varying durations, so you have to change the value of each skill if you want to define an absolute duration of frozen status. Storm Gust, for example, can freeze an enemy for up to 12 seconds, while a level 5 Jack Frost can freeze enemies up to 30 seconds. (This is for renewal) Edit: If you want to edit the frozen status duration of each skill, check skill.c and look for: sc_start(src,bl,SC_FREEZE,etc.... In the same line of code, you will notice something like this: skill_get_time2(skill_id,skill_lv) If it's skill_get_time2, then edit the Duration2 of the skill in skill_cast_db.txt. If it says skill_get_time only, then edit the Duration1. I'm not 100% sure about this, but it's worth a try. As for frozen status caused by cards/items, I don't know lol. Try searching script.c. how about if a player reached 90mdef... if a player mdef chances of being frost will be very low ... and if by chance 90 mdef and they got frost... frost status will last for only 1 sec.... maybe u can change frozen timer status in db where i can edit that sir?
×
×
  • Create New...