1. set 0 if you want to deactivate and 1 if you want to activate it.
2. don't touch this. default is 1 not 3. I implemented this to prevent out of index after putting in some duplicates.
3. first item id then item amount of it, if you want more items just add them to the end with the same syntax, first item id then item amount of it
Guardian Hunter (warning: bad english)
This is a small minigame I made where you can play forever until you die or relog.
SQL TOP 10 List included. The goal is to stay alive as long as you can. Every round
one guardian more will be spawned where it gets harder and harder. For each kill
you get a amount of zeny. You can set the maps, monster ids and the amount of zeny.
The script is dynamic + spawns the monster ids randomly but with the correct amount for each round.
Have Fun with it
Files
guardian_hunter_1.0.0.txt
guardian_hunter_1.0.1.txt
guardian_hunter_1.1.1.txt
guardian_hunter_1.1.2.txt
Changelogs
1.0.0 Release
1.0.1 Fixed first monster spawn
1.1.1 Added '@currentroom$' into monsterspawn to prevent spawning mobs outside guardian rooms after fast relog
1.1.1 Added 'x Guardians left' notification after every kill
1.1.1 Changed '(0/1)' & '(1/1)' into '(Free)' & '(Full)'
1.1.2 Added autowarp after death
Features
Configurable maps, monster ids, zeny reward
Everything is dynamic
SQL TOP 10 List
How can you help me ?
Give me feedback
Report bugs
Tell me if you like it
tr0n
just use:
que_moon mapflag nosave
Without the SavePoint thingy.
Wiki:
nosave mapflag will prevent auto-saving in the map.
If the character logs off in a map set with this mapflag,
he/she will return to the map or point specified in the last field.
SavePoint returns the character to their last Kafra or @save savepoint.
Example for SavePoint:
warp "SavePoint",0,0;
you can call the function by just using the functionname in script.
Read my snippet. ^
- script sample -1,{
function func_sample;
func_sample(param1,param2,...);
function func_sample {
blablabla getarg(0) blabla getarg(1)...
}
}