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Gidz Cross

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Posts posted by Gidz Cross

  1. 16 hours ago, K i n G said:

    Looking for MVP Script.

    If the MVP is alive PVP is on.
    If the MVP is die it will announce the killer of the Boss. Plus PVP is disabled.
    Also, may I request an MVP Board?

    Thanks a lot!

    I use this mod when mvp is alive 

     

  2. On 8/22/2023 at 5:19 PM, Harvin said:

    that was my account but I can no longer access it because some complication.

    you can try check if the *.@mob_id[N]* is exist to debug it why it doesn't work. or change code on part.

    or change the src code mod into

    src\custom\script.inc

    BUILDIN_FUNC(specialeffect3)
    {
    	int id = script_getnum(st, 2);
    	int type = script_getnum(st, 3);
    	enum send_target target = script_hasdata(st, 4) ? (send_target)script_getnum(st, 4) : AREA;
    
    	struct block_list *bl = map_id2bl(id);
    	if (bl == nullptr)
    	{
    		ShowError("buildin_specialeffect: unknown game object with id %d.\n", type);
    		return SCRIPT_CMD_FAILURE;
    	}
    
    	if (type <= EF_NONE || type >= EF_MAX)
    	{
    		ShowError("buildin_specialeffect: unsupported effect id %d.\n", type);
    		return SCRIPT_CMD_FAILURE;
    	}
    
    	if (target == SELF)
    	{
    		map_session_data* sd;
    		if (!script_rid2sd(sd))
    			return SCRIPT_CMD_FAILURE;
    		clif_specialeffect_single(bl, type, sd->fd);
    		
    	} else
    		clif_specialeffect(bl, type, target);
    
    	return SCRIPT_CMD_SUCCESS;
    }

    src\custom\script_def.inc

    	BUILDIN_DEF(specialeffect3,"ii?"),

    and in your script

    OnKill1: specialeffect3 .@mob_id[1], 68, AREA; callsub OnSetWinner, .mob_id_2, "WALA";
    OnKill2: specialeffect3 .@mob_id[1], 68, AREA; callsub OnSetWinner, .mob_id_1, "MERON";

     

    Thank you so much for replying. When made changes based on this patch i finally have map error.

    image.png.f87e806912cd98c1732dc486060e54b3.png

    *EDIT
    When i rediff the initial patch. It somehow works! So Its working now! Thanks!

  3. On 1/27/2020 at 2:41 PM, Litro Endemic said:

    you can try this...

    src\custom\script.inc

    BUILDIN_FUNC(specialeffect3)
    {
    	struct block_list *bl = NULL;
    	int id = 0;
    	int type = script_getnum(st,2);
    	enum send_target target = script_hasdata(st,3) ? (send_target)script_getnum(st,3) : AREA;
    
    	if (script_hasdata(st,4)) {
    		id = script_getnum(st,4);
    		bl = map_id2bl(id);
    	}
    	else {
    		bl = st->rid ? map_id2bl(st->rid) : map_id2bl(st->oid);
    	}
    
    	if(bl == NULL)
    		return SCRIPT_CMD_SUCCESS;
    
    	if( type <= EF_NONE || type >= EF_MAX ){
    		ShowError( "buildin_specialeffect: unsupported effect id %d\n", type );
    		return SCRIPT_CMD_FAILURE;
    	}
    
    	if (target == SELF) {
    		TBL_PC *sd;
    		if (script_rid2sd(sd))
    			clif_specialeffect_single(bl,type,sd->fd);
    	} else {
    		clif_specialeffect(bl, type, target);
    	}
    	return SCRIPT_CMD_SUCCESS;
    }

    src\custom\script_def.inc

    BUILDIN_DEF(specialeffect3,"i??"),

    usage example

    // GID examples...
    .@gid = getcharid(3);
    //.@gid = $@mobid[0];
    //.@gid = killerrid;
    //.@gid = killergid;
    
    specialeffect3 EF_HIT1,AREA,.@gid;

     

    Can you help me? It doesn't work to the script I am using. What seems to be missing here.

     

    OnKill1: specialeffect3 68, AREA, .@mob_id[1]; callsub OnSetWinner, .mob_id_2, "WALA";
    OnKill2: specialeffect3 68, AREA, .@mob_id[0]; callsub OnSetWinner, .mob_id_1, "MERON";

    I am using bg_monster

    	.@mob_id[0] = bg_monster(1, .map$, .meron_x, .meron_y, "MERON", .mob_id_1, strnpcinfo(0)+"::OnKill1");
    	.@mob_id[1] = bg_monster(2, .map$, .wala_x, .wala_y, "WALA", .mob_id_2, strnpcinfo(0)+"::OnKill2");



     

  4. vlc_ZoQkrl2MJY.gif

    Heya. How do I make the winner get specialeffect 48 when it goes into OnKill1 or OnKill2? My scrip is like this

    OnKill1: callsub OnSetWinner, .mob_id_2, "MOB1";
    OnKill2: callsub OnSetWinner, .mob_id_1, "MOB2";

    I tried to do specialeffect 64; and

    OnKill1: specialeffect2 64; callsub OnSetWinner, .mob_id_2, "MOB1";

    it didn't work and it throws me player not attached error.

    image.png

  5. It depends. First of. How many int your bragi requires for it to use its full potential? To save time and replies. Here's what i did on my Poem of Bragi.

     

    	case BA_POEMBRAGI:
    		val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
    		//For some reason at level 10 the base delay reduction is 50%.
    		val2 = (skill_lv < 10 ? 3 * skill_lv : 100) + status->int_; // After-cast delay reduction need 100 INT [Gidz]

    I made it like that so my Bard/Clown only needs to put 100 int to use POB's full potential.

    • Like 1
  6. 53 minutes ago, YHWH said:

     

    which one?


    Your kafra cutin (and all other kafra you got there).

    image.png.0382d52d3c204526732c02f79a14d327.png

    *Edit

    NVM. I have found it. Anyway please revert back any changes you made for kafra.
    functions_kafras.txt -- This is the default kafra function

     If you are in payon you should see Prontera, Alberta and Morocc

    	} else if (.@map$ == "payon") {
    		setarray @wrpD$[0], "Prontera", "Alberta", "Morocc";
    		setarray @wrpP[0], 1200, 1200, 1200;

     

    • Love 1
  7. On 5/31/2023 at 10:22 PM, BabaVoss said:

    Hello good day, can i ask for help.
    can you pls add town mapflag to this script pls thaank you
     

    if (sd->sc.option & (OPTION_HIDE | OPTION_CLOAK | OPTION_CHASEWALK) || sd->special_state.perfect_hiding || map_flag_gvg(sd->bl.m)) {

     

    if (sd->sc.option & (OPTION_HIDE | OPTION_CLOAK | OPTION_CHASEWALK) || sd->special_state.perfect_hiding || map_flag_gvg(sd->bl.m) || !map_getmapflag(sd->bl.m, MF_TOWN) {

    • Love 1
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