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Bringer

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Posts posted by Bringer

  1.  

    hello can i need stats seller something like this

     

    1stats for 400k

     

    Menu is like this

     

    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. Well you've succeeded in annoying me immensely. As stated in your identically vague other thread in script support. Don't waste the community's time by posting the same issue twice once here in requests and once in script support pretending like they are different requests by initially failing to provide complete details.

    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

     

     

     

     

    Are you only asking for a NPC that can be opened/closed by a GM and that will warp players who choose to enroll in the event? Or are you requesting the entire Battlefield event NPC be reproduced?

    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.

     

     

     

     

    Well... you'd need to provide the script you want modified to begin with.

     

    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

    10173783_1406809542923848_73674106710149

     

    2.10171200_1406809536257182_67669208326013

    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

    1451599_1406809529590516_130115407341044

     

    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

  3. 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.

     

    // ==============================================================================
    // 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

    10173783_1406809542923848_73674106710149

     

    2.10171200_1406809536257182_67669208326013

    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

    1451599_1406809529590516_130115407341044

     

    once they break the crystal the event is over

     

     

    about the reward 20pcs for the winner 10 the loser

  4. Are you only asking for a NPC that can be opened/closed by a GM and that will warp players who choose to enroll in the event? Or are you requesting the entire Battlefield event NPC be reproduced?

    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.
  5. 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

  6. Can anyone help how to make dummy shop on Quest shop script

     

    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 #which only those items you set on #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
  7.  

     

     

     

    I have actually misunderstood/misread the code/explanation in the source code. Shame, shame... So sc/tick_def is %-based, while sc/tick_def2 is fixed.

     

     

        /// Resistance rate: 10000 = 100%

        /// Example:    50% (5000) -> sc_def = 5000 -> 25%;

        ///                5000ms -> tick_def = 5000 -> 2500ms

        int sc_def = 0, tick_def = -1; // -1 = use sc_def

        /// Fixed resistance value (after rate calculation)

        /// Example:    25% (2500) -> sc_def2 = 2000 -> 5%;

        ///                2500ms -> tick_def2=2000 -> 500ms

        int sc_def2 = 0, tick_def2 = 0;

     

     

     

    yes i did the problem even i got 90 mdef frost status last 10 sec i think

    can you change to 255 luk only?

     

    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

  8.  

     

    I have actually misunderstood/misread the code/explanation in the source code. Shame, shame... So sc/tick_def is %-based, while sc/tick_def2 is fixed.

     

     

        /// Resistance rate: 10000 = 100%

        /// Example:    50% (5000) -> sc_def = 5000 -> 25%;

        ///                5000ms -> tick_def = 5000 -> 2500ms

        int sc_def = 0, tick_def = -1; // -1 = use sc_def

        /// Fixed resistance value (after rate calculation)

        /// Example:    25% (2500) -> sc_def2 = 2000 -> 5%;

        ///                2500ms -> tick_def2=2000 -> 500ms

        int sc_def2 = 0, tick_def2 = 0;

     

     

     

    yes i did the problem even i got 90 mdef frost status last 10 sec i think

    can you change to 255 luk only?

     

    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?

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