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Mr BrycE

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Everything posted by Mr BrycE

  1. Brice Raganrok is Hiring a Pro~ Developer ^^

  2. so its bonus3 bAddMonsterDropItem,12028,X,100; bonus3 bAddMonsterDropItem,12028,RC_Alien,100;??? LOL -.- i really dont know this xD
  3. hi my MVP Equip is : // The rate at which equipment is dropped. item_rate_equip: 1000000 item_rate_equip_boss: 100000 item_drop_equip_min: 1 item_drop_equip_max: 10000 and im wondering how to change the mob_db.txt in a specific monster drop rate? like , WOunded Morroc all of its drop when i use @mi will be 1%, because i tried changing it to and this is what i get 0.1 = 0.01% 0 = 0.1% 1 = 10.00% 1.00= 10.00% .001= 0.01% how to change it to 1% T_T
  4. how about making a custom race? is it easy to add it on src?
  5. Hi bonus3 bAddMonsterDropItem,12028,RC_Insect,100; << Its from Gargoyle card is there any possibility that the "RC_Insect" can be change into 1 specific monster? like putting the id number of that mob?
  6. if i disabled that all of the eske skill will be affected i only want one skill which is "Eske" how to do sir?
  7. Hi, can i add the skill "Eske" to skill_unit_db.txt? because i dont understand its format "// ID,unit ID,unit ID 2,layout,range,interval,target,flag" i stop here..i dont know whats unit ID, and Unit ID 2 >.< (ID of Eske)471, ....... change it to it cannot affect players "0x020(UF_NOPC) Spell cannot affect players." will someone tell me what's Unit ID and Unit ID 2
  8. ive experienced it from WinsCP too, when you open your WinsCP a Warning Box will come out mine are on "C:UsersReyAppDataLocalTempscp11135" (scp11135, i think its the file) i hope that you dont click the yes button when the warning pops out xD
  9. this is from the other thread i changed it to item but, will anyone change this like when upgrading items? dic_in01,373,283,5 script Armor Enchant 430,{ mes "Which Armor you want to Enchant?"; mes "Make sure there is no Card/Rune in it."; next; setarray .EquipID[0],2301,2302,2303,2304,2305,2306,2307,2308,2309,2310; for( set .@i,0; .@i < getarraysize( .EquipID ); set .@i,.@i + 1 ){ set .@EquipMenu$,.@EquipMenu$ + getitemname( .EquipID[.@i] )+( !getitemslots(.EquipID[.@i])?"":"["+getitemslots(.EquipID[.@i])+"]" )+":"; } set .@Equip,select( .@EquipMenu$ ) - 1; if( !countitem( .EquipID[.@Equip] ) || countitem( 671 ) < 5 ){ mes "You didnt have this Equipment with you or you didnt have enough of 5 "+getitemname( 671 ); close; } mes "Equipment : ^FF0000"+getitemname( .EquipID[.@Equip] )+"^000000"; switch( select( "Strength:Intelligent:Dexterity:Agility:Vitality:Luck" )){ Case 1: setarray .RuneID[0],4700,4701,4702,4703,4704,4705,4706,4707,4708,4709; break; Case 2: setarray .RuneID[0],4710,4711,4712,4713,4714,4715,4716,4717,4718,4719; break; Case 3: setarray .RuneID[0],4720,4721,4722,4723,4724,4725,4726,4727,4728,4729; break; Case 4: setarray .RuneID[0],4730,4731,4732,4733,4734,4735,4736,4737,4738,4739; break; Case 5: setarray .RuneID[0],4740,4741,4742,4743,4744,4745,4746,4747,4748,4749; break; Case 6: setarray .RuneID[0],4750,4751,4752,4753,4754,4755,4756,4757,4758,4759; break; } for( set .@i,0; .@i < getarraysize( .RuneID ); set .@i,.@i + 1 ){ set .@RuneMenu$,.@RuneMenu$ + getitemname( .RuneID[.@i] )+":"; } set .@Rune,select( .@RuneMenu$ ) - 1; mes "Rune : ^FF0000"+getitemname( .RuneID[.@Rune] )+"^000000"; mes "Cost : ^FF0000"+( 5 * ( .@Rune + 1 ) )+"^000000 Gold Coin"; next; if( select("Confirm:Cancel") == 1 ){ delitem .EquipID[.@Equip],1; delitem 671,5; if( rand(100) < 50 ){ mes "Sorry Enchant Process Failed. Both Equipment and Zeny lost."; }else{ getitem2 .EquipID[.@Equip],1,1,0,0,0,0,0,.RuneID[.@Rune]; mes "Done."; mes "^0000FF"+getitemname( .EquipID[.@Equip] )+"^000000"; mes "Enchanted with ^FF0000"+getitemname( .RuneID[.@Rune] )+"^000000"; } } close; } For Example lvl 1 = Str +1 lvl 2 = Str + 2 lvl 3 = Str + 3 then when lvl 4 it has the chance to fail(includes breaking the item) up to Str +10 bump.
  10. ohhhhh!, naalala ko na, prang bukas nga photoshop ko nun! ahaha ang FAIL nun ha ! ahahhah...... Thanks ngek202, natatwa 2loy ako pag na aalala ko! :-)))
  11. im using eathena at 1st i copy it from an item(diadem crown) i think? then thats why i seek help here, then i look to ratemyserver for valkyrie manteau script then i found the no space, so i try it then worked. by the way what's the difference with no space to a spaced equals ?
  12. ok, ill try it. EDIT: Same, nothing happend, the dmage is not changing, i try changit it to 100 also, but still nothing Solved another EDIT : the equals must have no space xD if(BaseClass==Job_Thief)
  13. hi { bonus bDex,8; bonus bAgi,-3; bonus bStr,5; bonus bLuk,10; bonus bInt,8; bonus bLongAtkDef,20; bonus bHit,50; bonus3 bAddEff,Eff_Bleeding,100,ATF_SHORT; bonus3 bAutoSpell,"PR_LEXAETERNA",1,80; bonus bMaxHPrate,10; bonus bMaxSPrate,10; bonus2 bAddRace,RC_DemiHuman,3; bonus bAspdRate,100; bonus bDelayRate,-15; bonus bBaseAtk,10; if(BaseJob == Job_Thief) bonus2 bSubRace,RC_DemiHuman,-12; },{},{} Im having trouble with this script the bDex ang agi are working so that means the scripts after them must work right? but this " if(BaseJob == Job_Thief) bonus2 bSubRace,RC_DemiHuman,-12;" is something wrong with tha script? i think its not working because i try changing it to -100 and they sinx's must be dead with 1 asura right? but the damage is still the same with or w/o the equipment
  14. 2060
  15. ano pong meron sa photoshop?
  16. how do you fix it po sir? having the same problem po, im currently using eathena
  17. tulong naman po, hindi po kasi nagana esc ko in game bakit po kaya? pero alt esc nmn po nagana so ayos yung esc sa keyboard ko, ayaw kasi lumabas ng character select pag pipindot ako ng esc, ano po kaya problema...yung iba nmn pong shortcut key ayos nmn po sila solved na po, ngaun naaman ayaw mag save ng hotkeys, inalis ko nmn po yung mga dpat alisin na lua tlad nung option,userkey lua. solved, xD please close this thread po :-)
  18. the title says it all, is this because of incomplete lua? what lua did do i need? err, sorry for posting this, i just use another client with the right files xD
  19. yes, 9v9 then when both pubs have 3 people on it the BG starts and they will warp to bat_b02 this will go on until the BG has 9v9 inside it :-)) then the remaining players cant enter because bat_b02 has 9v9 already and ALSO i want this to add: but if someone logs off or disconnect the players (remaining/left behind) who are in the pub waiting to be will warp to bat_b02, it will always on until its 9v9 inside.
  20. Hi, this is my BG flavius //===== eAthena Script ======================================= // BattleGround System - Flavius Second //===== By: ================================================== //= L0ne_W0lf //===== Current Version: ===================================== //= 1.3 //===== Compatible With: ===================================== //= eAthena 1.0 //===== Description: ========================================= //= [AEGIS Conversion] //= Flavius Battleground. //= - Winning Team: 9 badges //= - Losing Team: 3 badge //===== Additional Comments: ================================= //= 1.0 First Version. //= 1.1 Fixed NPCs being called for waiting rooms. (bugreport:4395) //= 1.2 Fixed pink crystal spawning as blue. [L0ne_W0lf] //= 1.3 Updated 'waitingroom' to support required zeny/lvl. [Kisuka] //============================================================ // Waiting Room NPCs //============================================================ bat_room,142,227,4 script Lieutenant Huvas 418,{ end; OnInit: waitingroom "Battle Station",7,"start#bat_b02::OnReadyCheck",1,0,80,255; end; OnEnterBG: set $@FlaviusBG2_id1, waitingroom2bg("bat_b02",10,290,"start#bat_b02::OnGuillaumeQuit",""); end; } bat_room,142,204,0 script Lieutenant Yukon 414,{ end; OnInit: waitingroom "Battle Station",7,"start#bat_b02::OnReadyCheck",1,0,80,255; end; OnEnterBG: set $@FlaviusBG2_id2, waitingroom2bg("bat_b02",390,10,"start#bat_b02::OnCroixQuit",""); end; } bat_room,141,220,0 warp back_bgroomb02a 1,1,bat_room,154,150 bat_room,141,211,0 warp back_bgroomb02b 1,1,bat_room,154,150 bat_room,2,151,3 script #bat_b02_timer 844,{ end; OnInit: OnEnable: initnpctimer; end; OnStop: stopnpctimer; end; OnTimer1000: stopnpctimer; initnpctimer; set .@chk_bat_a01,getmapusers("bat_b02"); if (.@chk_bat_a01 < 1) { set $@FlaviusBG2, 0; if( $@FlaviusBG2_id1 ) { bg_destroy $@FlaviusBG2_id1; set $@FlaviusBG2_id1, 0; } if( $@FlaviusBG2_id2 ) { bg_destroy $@FlaviusBG2_id2; set $@FlaviusBG2_id2, 0; } donpcevent "start#bat_b02::OnReadyCheck"; } end; } // Flavius Battleground Engine //============================================================ bat_b02,15,15,3 script start#bat_b02 844,{ OnInit: mapwarp "bat_b02","bat_room",154,150; end; OnReadyCheck: if( $@FlaviusBG2 ) end; set .@Guillaume, getwaitingroomstate(0,"Lieutenant Huvas"); set .@Croix, getwaitingroomstate(0,"Lieutenant Yukon"); if( !.@Guillaume && !.@Croix ) { donpcevent "#bat_b02_timer::OnStop"; end; } if( .@Guillaume < 7 || .@Croix < 7 ) end; set $@FlaviusBG2, 1; set $@FlaviusBG2_Victory, 0; set $@Croix_ScoreBG2, 0; set $@Guill_ScoreBG2, 0; bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2; donpcevent "Lieutenant Huvas::OnEnterBG"; donpcevent "Lieutenant Yukon::OnEnterBG"; donpcevent "OBJ#bat_b02_a::Onkill"; donpcevent "OBJ#bat_b02_a::OnEnable"; donpcevent "OBJ#bat_b02_b::Onkill"; donpcevent "OBJ#bat_b02_b::OnEnable"; donpcevent "guardian#bat_b02_a::Onkill"; donpcevent "guardian#bat_b02_b::Onkill"; donpcevent "guardian#bat_b02_a::OnEnable"; donpcevent "guardian#bat_b02_b::OnEnable"; donpcevent "cell#bat_b02_a::Onred"; donpcevent "cell#bat_b02_b::Onred"; donpcevent "time#bat_b02::OnEnable"; disablenpc "Guillaume Vintenar#b02_a"; disablenpc "Croix Vintenar#b02_b"; disablenpc "Vintenar#bat_b02_aover"; disablenpc "Vintenar#bat_b02_bover"; bg_warp $@FlaviusBG2_id1,"bat_b02",87,75; bg_warp $@FlaviusBG2_id2,"bat_b02",311,224; donpcevent "countdown#bat_b02::OnEnable"; initnpctimer; end; OnReset: donpcevent "OBJ#bat_b02_a::Onkill"; donpcevent "OBJ#bat_b02_a::OnEnable"; donpcevent "OBJ#bat_b02_b::Onkill"; donpcevent "OBJ#bat_b02_b::OnEnable"; donpcevent "guardian#bat_b02_a::Onkill"; donpcevent "guardian#bat_b02_b::Onkill"; donpcevent "guardian#bat_b02_a::OnEnable"; donpcevent "guardian#bat_b02_b::OnEnable"; donpcevent "cell#bat_b02_a::Onred"; donpcevent "cell#bat_b02_b::Onred"; donpcevent "time#bat_b02::OnEnable"; disablenpc "Guillaume Vintenar#b02_a"; disablenpc "Croix Vintenar#b02_b"; disablenpc "Vintenar#bat_b02_aover"; disablenpc "Vintenar#bat_b02_bover"; bg_warp $@FlaviusBG2_id1,"bat_b02",87,75; bg_warp $@FlaviusBG2_id2,"bat_b02",311,224; end; OnGuillaumeQuit: OnCroixQuit: bg_leave; end; OnTimer10000: stopnpctimer; donpcevent "#bat_b02_timer::OnEnable"; end; } bat_b02,1,1,3 script OBJ#bat_b02_a 844,{ OnEnable: bg_monster $@FlaviusBG2_id1,"bat_b02",61,150,"Pink Crystal",1915,"OBJ#bat_b02_a::OnMyMobDead"; end; Onkill: killmonster "bat_b02","OBJ#bat_b02_a::OnMyMobDead"; end; OnMyMobDead: if (mobcount("bat_b02","OBJ#bat_b02_a::OnMyMobDead") < 1) { mapannounce "bat_b02", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00"; if ($@Croix_ScoreBG2 > 0) { set $@FlaviusBG2_Victory,2; set $@Croix_ScoreBG2,$@Croix_ScoreBG2+1; enablenpc "Guillaume Vintenar#b02_a"; enablenpc "Croix Vintenar#b02_b"; donpcevent "time#bat_b02::Onstop"; } else { set $@Croix_ScoreBG2,1; donpcevent "time#bat_b02::OnEnable"; donpcevent "start#bat_b02::onReset"; } donpcevent "#bat_b02_timer::OnStop"; bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2; bg_warp $@FlaviusBG2_id1,"bat_b02",10,290; bg_warp $@FlaviusBG2_id2,"bat_b02",390,10; donpcevent "#bat_b02_timer::OnEnable"; } end; } bat_b02,1,2,3 script OBJ#bat_b02_b 844,{ OnEnable: bg_monster $@FlaviusBG2_id2,"bat_b02",328,150,"Blue Crystal",1914,"OBJ#bat_b02_b::OnMyMobDead"; end; Onkill: killmonster "bat_b02","OBJ#bat_b02_b::OnMyMobDead"; end; OnMyMobDead: if (mobcount("bat_b02","OBJ#bat_b02_b::OnMyMobDead") < 1) { mapannounce "bat_b02", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00"; if ($@Guill_ScoreBG2 > 0) { set $@FlaviusBG2_Victory,1; set $@Guill_ScoreBG2,$@Guill_ScoreBG2+1; enablenpc "Guillaume Vintenar#b02_a"; enablenpc "Croix Vintenar#b02_b"; donpcevent "time#bat_b02::Onstop"; } else { set $@Guill_ScoreBG2,1; donpcevent "time#bat_b02::OnEnable"; donpcevent "start#bat_b02::onReset"; } donpcevent "#bat_b02_timer::OnStop"; bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2; bg_warp $@FlaviusBG2_id1,"bat_b02",10,290; bg_warp $@FlaviusBG2_id2,"bat_b02",390,10; donpcevent "#bat_b02_timer::OnEnable"; } end; } bat_b02,1,3,3 script guardian#bat_b02_a 844,{ OnEnable: bg_monster $@FlaviusBG2_id1,"bat_b02",108,159,"Guillaume Camp Guardian",1949,"guardian#bat_b02_a::OnMyMobDead"; bg_monster $@FlaviusBG2_id1,"bat_b02",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b02_a::OnMyMobDead"; end; Onkill: killmonster "bat_b02","guardian#bat_b02_a::OnMyMobDead"; end; OnMyMobDead: if (mobcount("bat_b02","guardian#bat_b02_a::OnMyMobDead") < 1) { donpcevent "cell#bat_b02_a::Ongreen"; mapannounce "bat_b02", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00"; } end; } bat_b02,1,3,3 script guardian#bat_b02_b 844,{ OnEnable: bg_monster $@FlaviusBG2_id2,"bat_b02",307,160,"Croix Camp Guardian",1949,"guardian#bat_b02_b::OnMyMobDead"; bg_monster $@FlaviusBG2_id2,"bat_b02",307,138,"Croix Camp Guardian",1949,"guardian#bat_b02_b::OnMyMobDead"; end; Onkill: killmonster "bat_b02","guardian#bat_b02_b::OnMyMobDead"; end; OnMyMobDead: if (mobcount("bat_b02","guardian#bat_b02_b::OnMyMobDead") < 1) { donpcevent "cell#bat_b02_b::Ongreen"; mapannounce "bat_b02", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00"; } end; } bat_b02,1,4,3 script cell#bat_b02_a 844,{ Onred: setwall "bat_b02",60,149,2,6,0,"Guillaume_wall1-1"; setwall "bat_b02",62,149,2,0,0,"Guillaume_wall1-2"; setwall "bat_b02",62,151,2,2,0,"Guillaume_wall1-3"; setwall "bat_b02",60,151,2,4,0,"Guillaume_wall1-4"; end; Ongreen: delwall "Guillaume_wall1-1"; delwall "Guillaume_wall1-2"; delwall "Guillaume_wall1-3"; delwall "Guillaume_wall1-4"; end; } bat_b02,1,5,3 script cell#bat_b02_b 844,{ Onred: setwall "bat_b02",327,149,2,6,0,"Croix_wall1-1"; setwall "bat_b02",329,149,2,0,0,"Croix_wall1-2"; setwall "bat_b02",329,151,2,2,0,"Croix_wall1-3"; setwall "bat_b02",327,151,2,4,0,"Croix_wall1-4"; end; Ongreen: delwall "Croix_wall1-1"; delwall "Croix_wall1-2"; delwall "Croix_wall1-3"; delwall "Croix_wall1-4"; end; } bat_b02,1,6,1 script time#bat_b02 844,{ OnEnable: donpcevent "Battle Therapist#b02_a::OnEnable"; donpcevent "Battle Therapist#b02_b::OnEnable"; end; Onstop: donpcevent "Battle Therapist#b02_a::OnStop"; donpcevent "Battle Therapist#b02_b::OnStop"; end; } bat_b02,10,294,3 script Battle Therapist#b02_a 95,{ skilleffect 28,32000; percentheal 100,100; atcommand "@repairall"; close; OnTimer25000: specialeffect EF_SANCTUARY; enablenpc "bat_b02_rp1_a_warp"; end; OnTimer26000: disablenpc "bat_b02_rp1_a_warp"; end; OnTimer26500: stopnpctimer; donpcevent "Battle Therapist#b02_a::onEnable"; end; OnEnable: initnpctimer; enablenpc "Battle Therapist#b02_a"; end; Onstop: disablenpc "bat_b02_rp1_a_warp"; disablenpc "Battle Therapist#b02_a"; stopnpctimer; end; } bat_b02,10,290,0 script bat_b02_rp1_a_warp 45,10,10,{ OnInit: disablenpc "bat_b02_rp1_a_warp"; end; OnTouch: percentheal 100,100; atcommand "@repairall"; warp "bat_b02",87,73; end; } bat_b02,389,14,3 script Battle Therapist#b02_b 95,{ skilleffect 28,32000; percentheal 100,100; atcommand "@repairall"; close; OnTimer25000: specialeffect EF_SANCTUARY; enablenpc "bat_b02_rp1_b_warp"; end; OnTimer26000: disablenpc "bat_b02_rp1_b_warp"; end; OnTimer26500: stopnpctimer; donpcevent "Battle Therapist#b02_b::OnEnable"; end; OnEnable: initnpctimer; enablenpc "Battle Therapist#b02_b"; end; Onstop: disablenpc "bat_b02_rp1_b_warp"; disablenpc "Battle Therapist#b02_b"; stopnpctimer; end; } bat_b02,389,10,0 script bat_b02_rp1_b_warp 45,9,9,{ OnInit: disablenpc "bat_b02_rp1_a_warp"; end; OnTouch: percentheal 100,100; atcommand "@repairall"; warp "bat_b02",312,225; end; } bat_b02,87,76,0 script A_CODE#bat_b02 -1,5,5,{ OnTouch: if (checkquest(2070) < 0) //setquest 2070; end; } bat_b02,312,224,0 script B_CODE#bat_b02 -1,5,5,{ OnTouch: if (checkquest(2070) < 0) //setquest 2070; end; } bat_b02,10,294,3 script Guillaume Vintenar#b02_a 934,{ if ($@FlaviusBG2_id1 == getcharid(4)) { if ($@FlaviusBG2_Victory == 1) { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 8) { mes "[Axl Rose]"; mes "Blessed Guillaume!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 7829,9; getitem 6153,250; getitem 675,2; } else { mes "[Axl Rose]"; mes "Blessed Guillaume!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } else { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 2) { mes "[Axl Rose]"; mes "You lost, but you're dedicated to this battle."; mes "This is a reward for your great dedication by Guillaume Marollo!"; mes "Just take this defeat as a lesson, next time you will definitely win."; close2; getitem 7829,3; getitem 6153,50; getitem 673,5; } else { mes "[Axl Rose]"; mes "You lost, but you're dedicated to this battle."; mes "This is a reward for your great dedication by Guillaume Marollo!"; mes "Just take this defeat as a lesson, next time you will definitely win."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } } bg_leave; warp "bat_room",154,150; end; OnInit: disablenpc "Guillaume Vintenar#b02_a"; end; } bat_b02,389,14,3 script Croix Vintenar#b02_b 934,{ if ($@FlaviusBG2_id2 == getcharid(4)) { if ($@FlaviusBG2_Victory == 2) { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 8) { mes "[swandery]"; mes "Blessed Croix!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 7829,9; getitem 6153,250; getitem 675,2; } else { mes "[swandery]"; mes "Blessed Croix!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } else { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 2) { 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 will win the next one."; close2; getitem 7829,3; getitem 6153,50; getitem 673,5; } 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 will win the next one."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } } bg_leave; warp "bat_room",154,150; end; OnInit: disablenpc "Croix Vintenar#b02_b"; end; } bat_b02,1,5,3 script countdown#bat_b02 844,{ OnInit: stopnpctimer; end; OnEnable: stopnpctimer; initnpctimer; end; Onstop: stopnpctimer; end; OnTimer7000: mapannounce "bat_b02", "Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!",bc_map,"0xFF9900"; end; OnTimer8000: mapannounce "bat_b02", "Croix Vintenar Swandery : Even though Guillaume is struggling to win against us, the victory is ours. Let's show them our power.",bc_map,"0xFF99CC"; end; OnTimer1800000: mapannounce "bat_b02", "Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!",bc_map,"0x99CC00"; end; OnTimer1803000: mapannounce "bat_b02", "Marollo VII : Both camps are competitive, so it's hard to judge which team is superior.",bc_map,"0x99CC00"; end; OnTimer1808000: mapannounce "bat_b02", "Marollo VII : This battle of Flavian is such a waste of time. I will decide victory and defeat by your progress.",bc_map,"0x99CC00"; end; OnTimer1822000: mapannounce "bat_b02", "Marollo VII : If you can't accept the results, try again in another valley battle!",bc_map,"0x99CC00"; end; OnTimer1825000: mapannounce "bat_b02", "Axl Rose, Swandery : Yes, sir.",bc_map,"0x99CC00"; end; OnTimer1830000: donpcevent "time#bat_b02::Onstop"; bg_warp $@FlaviusBG2_id1,"bat_b02",10,290; bg_warp $@FlaviusBG2_id2,"bat_b02",390,10; enablenpc "Vintenar#bat_b02_aover"; enablenpc "Vintenar#bat_b02_bover"; end; OnTimer1900000: mapwarp "bat_b02","bat_room",154,150; donpcevent "countdown#bat_b02::Onstop"; end; } bat_b02,81,83,3 script Guillaume Camp#flag32 973,{ end; } bat_b02,94,83,3 script Guillaume Camp#flag33 973,{ end; } bat_b02,81,66,3 script Guillaume Camp#flag34 973,{ end; } bat_b02,94,66,3 script Guillaume Camp#flag35 973,{ end; } bat_b02,139,142,3 script Guillaume Camp#flag36 973,{ end; } bat_b02,139,158,3 script Guillaume Camp#flag37 973,{ end; } bat_b02,110,161,3 script Guillaume Camp#flag38 973,{ end; } bat_b02,110,137,3 script Guillaume Camp#flag39 973,{ end; } bat_b02,63,135,3 script Guillaume Camp#flag40 973,{ end; } bat_b02,63,165,3 script Guillaume Camp#flag41 973,{ end; } bat_b02,10,296,3 script Guillaume Camp#flag42 973,{ end; } bat_b02,306,233,3 script Croix Camp#flag32 974,{ end; } bat_b02,317,233,3 script Croix Camp#flag33 974,{ end; } bat_b02,306,216,3 script Croix Camp#flag34 974,{ end; } bat_b02,317,216,3 script Croix Camp#flag35 974,{ end; } bat_b02,257,158,3 script Croix Camp#flag36 974,{ end; } bat_b02,257,141,3 script Croix Camp#flag37 974,{ end; } bat_b02,297,164,3 script Croix Camp#flag38 974,{ end; } bat_b02,297,136,3 script Croix Camp#flag39 974,{ end; } bat_b02,336,161,3 script Croix Camp#flag40 974,{ end; } bat_b02,336,139,3 script Croix Camp#flag41 974,{ end; } bat_b02,389,16,3 script Croix Camp#flag42 974,{ end; } bat_b02,10,294,3 script Vintenar#bat_b02_aover 419,{ set .@A_B_gap,$@Guill_ScoreBG2 - $@Croix_ScoreBG2; if ($@FlaviusBG2_id1 == getcharid(4)) { if (.@A_B_gap > 0) { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 8) { mes "[Axl Rose]"; mes "Blessed Guillaume!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 7829,9; getitem 6153,250; getitem 675,2; } else { mes "[Axl Rose]"; mes "Blessed Guillaume!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } else if (.@A_B_gap == 0) { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 2) { mes "[Axl Rose]"; 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 as a lesson, next time you will definitely win."; close2; getitem 7829,3; getitem 6153,50; getitem 673,5; } else { mes "[Axl Rose]"; 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 as a lesson, next time you will definitely win."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } else { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 2) { mes "[Axl Rose]"; 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 as a lesson, next time you will definitely win."; close2; getitem 7829,3; getitem 6153,50; getitem 673,5; } else { mes "[Axl Rose]"; 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 as a lesson, next time you will definitely win."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } } else { mes "[Axl Rose]"; mes "Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!"; close; } bg_leave; warp "bat_room",154,150; end; OnInit: disablenpc "Vintenar#bat_b02_aover"; end; } bat_b02,389,14,3 script Vintenar#bat_b02_bover 415,{ set .@A_B_gap,$@Guill_ScoreBG2 - $@Croix_ScoreBG2; if ($@FlaviusBG2_id2 == getcharid(4)) { if (.@A_B_gap > 0) { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 2) { 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 will win the next one."; close2; getitem 7829,3; getitem 6153,50; getitem 673,5; } 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 will win the next one."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } else if (.@A_B_gap == 0) { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 2) { 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 will win the next one."; close2; getitem 7829,3; getitem 6153,50; getitem 673,5; } 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 will win the next one."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } else { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 8) { mes "[swandery]"; mes "Blessed Croix!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 7829,9; getitem 6153,250; getitem 675,2; } else { mes "[swandery]"; mes "Blessed Croix!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } } else { mes "[swandery]"; mes "Why do you come here as a Guillaume? You will be sent to where you should be!"; close; } bg_leave; warp "bat_room",154,150; end; OnInit: disablenpc "Vintenar#bat_b02_bover"; end; } /* bat_b02,1,10,3 script Release all#b02 81,{ input .@input,0,2000; if (.@input == 0) { mes "Cancelled."; close; } else if (.@input == 1854) { mes "May I help you?"; next; switch(select("Release all.:Cancel.")) { case 1: mes "Bye."; close2; mapwarp "bat_b02","bat_room",154,150; end; case 2: mes "Cancelled."; close; } } } */ Will some one add an announcement when they enter the pub? Then an announcement when they are warped to bat_b02? and some players are quitting(impatient) because its not starting, will any one modify the script. For example Per BG Battle Team has 9v9 then when 3 players enters the 9v9 pub (both team) they will warped to bat_b02 then when another 3 has joined it will warp them to bat_b02(both team again) this will continue as long as it its not over 9v9 inside the bat_b02 im hoping... ) thanks
  21. hmmm, unload the npc and reload it and i try to kill a muishroom still not warping..hmmm whats the problem
  22. thank you for your help
  23. ohh i see, ill try what you said. and, how about getting more items? OnMobKilled: set .Spawn,.Spawn - 1; getitem 7711,1; getitem idnumber,amount; like that? if( .Spawn ) announce "[ "+strcharinfo(0)+" ] has killed 1 Mushroom. There are now "+.Spawn+" Mushroom(s) left.",bc_map; else {
  24. this is great one thank you Mysterious. and how to add warp after kill? is it like this? OnMobKilled: set .Spawn,.Spawn - 1; getitem 7711,1; warp "dicastes01",193,175; // <<< am i correct or wrong input/place if( .Spawn ) announce "[ "+strcharinfo(0)+" ] has killed 1 Mushroom. There are now "+.Spawn+" Mushroom(s) left.",bc_map; else { announce "Find the Mushroom Event has ended. All the Mushrooms have been Killed.",0; set .Status,0; } end; }
  25. 2023
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