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Mihael

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Posts posted by Mihael

  1. I'm in need of an npc, he's very old from the eathena era.

    It would be a Job Change with automatic option, you selected what you wanted to be and would level up, then when you reached the level (set in the npc) you changed classes automatically.

    More details:
    Let's suppose that I want to level an Archmage, I would make the Novice character handsome, I would go to the npc, select the option of [Auto Class Change] and the npc would ask me the evolution sequence I would like, then I would choose "Mage > Wizzard > Reborn > Wizzard.T > Archmage" and would level up.

    - Reaching x base level and job level automatically changed the class to Mage.
    - Reaching x base level and job level changed the class automatically to Wizard.
    - Reaching 99 base level 70 job level will respawn automatically.
    - Reaching x base level and job level changed the class automatically to Wizard T.
    - Reaching x base level and job level automatically changed the class to Archmage.

    all automatically.

    If any kind-hearted soul can do it for me I would really appreciate it. 😍

    Sincerely Mihael.

  2. -	script	FloatingRates	-1,{
    OnInit:
    //add any other HOURS
    OnClock0100:
    OnClock1900:
    //-------------------
        atcommand "@reloadbattleconf";
        //Base exp
        setbattleflag("base_exp_rate",1200);
        //Job exp
        setbattleflag("job_exp_rate",1200);
        //Drops
        setbattleflag("item_rate_common",600);
        setbattleflag("item_rate_heal",600);
        setbattleflag("item_rate_use",600);
        setbattleflag("item_rate_equip",600);
        //setbattleflag("item_rate_card",400);
        //setbattleflag("item_rate_common_boss",1);
        //setbattleflag("item_rate_heal_boss",1);
        //setbattleflag("item_rate_use_boss",1);
        //setbattleflag("item_rate_equip_boss",1);
        //setbattleflag("item_rate_card_boss",1);
        //setbattleflag("item_rate_common_mvp",1);
        //setbattleflag("item_rate_heal_mvp",1);
        //setbattleflag("item_rate_use_mvp",1);
        //setbattleflag("item_rate_equip_mvp",1);
        //setbattleflag("item_rate_card_mvp",1);
        //setbattleflag("item_rate_mvp",1);
        //setbattleflag("item_rate_adddrop",1);
        //setbattleflag("item_rate_treasure",1);
        //setbattleflag("item_rate_equip",1); // Apply new rates to configs set above
        //we don't change card drops rate, because these values won't change them anyway
        
        announce "Floating Rates every Saturday & Sunday Enjoy!",bc_all,0xFFFF00;
        announce "Increased Base and Job EXP by 200%.",bc_all,0xFFFF00;
        announce "Increased Normal Drops by 100%.",bc_all,0xFFFF00;
        announce "Card rates are fixed in 0.04%.",bc_all,0xFFFF00;
        end;
    
    OnClock0200:
    OnClock2000:
        announce "Double Experience & Drop rates already finish!",bc_blue|bc_all;
        atcommand "@reloadbattleconf";
        end;
    }

     

    • Upvote 1
  3. On 6/30/2020 at 2:02 PM, NeoMind said:

    missme.gif.add71d72f90c833b2df97bcf2c788457.gif

    Probably not xD
    Anyways, I am working on development of a new patcher as a successor to the original aka NEMO. 

    Initially, I was planning to just release the source for NEMO but is quite outdated.
    So I decided to just start off fresh utilizing concepts from the original along with new ideas (Already have some implemented, which I will explain later)

    Also this time, I will be keeping it open source. I will publish to Github once there is a solid foundation.
     

    I am building it using the latest version of Qt (5.15) and utilizing QML for creating the GUI. I want to give it a more modern appearance, however, I am a "novice" on this front. So I am inviting suggestions for the UI from the talented individuals here.

    congratulations for the initiative!

    About the designer, you can search for FLAT GUIs, which are visually pleasing.

    "Simples" is in fashion.

    Some examples in the * spoiler *

    Typography.jpg

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