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MuffinEater

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Everything posted by MuffinEater

  1. Removing Enchant deadly Poison on skill_unconditional:
  2. i try this script /////////////////////////////////////////////////////////////////////////////////// // Custom script for Item drops on player's death // -------------------------------------------------------------------------------- // Created by Brian ([email protected]) // for original use on eAthena Stable 12623 /////////////////////////////////////////////////////////////////////////////////// - script DeathHandle -1,{ OnPCDieEvent: //Set this variable to pass on to the next script set $plrdead$, strcharinfo(0); //Get map info getmapxy(@mapname$,@mapx,@mapy,0); //Remove all cards and unequip everything //Ideally, we wouldn't do this, however there's no good way to drop //an item that has cards compounded onto it. A bit inconvienant, but //it works. for (set @i,0; @i < 10; set @i,@i+1) { successremovecards @i; } nude; //Figure out how many items to take getinventorylist; //Change "/3" to reflect the amount of items to drop //1 = 100%, 2 = 50%, 3 = 33%, 4= 25%, etc. set $@drops,(@inventorylist_count*(100/100)); //Let's not make it easy for players to dup. if(@inventorylist_count==0) goto ENDPOS; //This is the loop that goes through the inventory dropping items for(set $@iterations,0; $@iterations < $@drops; set $@iterations,$@iterations+1) { //Update inventory variables getinventorylist; //Randomly choose an item in the inventory array set $@randselect, rand(0,@inventorylist_count); //Drop the item, on the ground, at the location you died. makeitem @inventorylist_id[$@randselect],@inventorylist_amount[$@randselect],@mapname$,@mapx,@mapy; //Take the item out of your inventory. delitem @inventorylist_id[$@randselect],@inventorylist_amount[$@randselect]; } ENDPOS: end; } but if you got 30pcs of jellopy and 30pcs of red potion it drop all how i can change that into random amount?
  3. when Player ( A ) killed by Player ( B ) , Player (A) will drop item equipped and inventory, chance's are based on level if level 150 to 200 50% chance( Random 1 - 5pcs ) dropping of item 201 up will 100% chance ( Random 5 - 10pcs ) dropping of item 149 below wont be affected. Thanks in advance.
  4. when Player ( A ) killed by Player ( B ) , Player (A) will drop item equipped and inventory, chance's are based on level if level 150 to 200 50% chance( Random 1 - 5pcs ) dropping of item 201 up will 100% chance ( Random 5 - 10pcs ) dropping of item 149 below wont be affected. Thanks in advance.
  5. try this prontera,168,179,2 script Repair all 826, mes "[Repair All]"; getinventorylist; while( .@i < @inventorylist_count ){ if( @inventorylist_attribute[.@i] ) set .@broken,.@broken + 1; set .@i,.@i + 1; } mes "You have "+.@broken+" broken items."; mes "So you need to have "+.@broken+" "+getitemname( 999 )+" to repair all."; if( select( ( countitem( 999 ) < .@broken )?"":"Repair","Cancel" ) == 1 ){ repairall; next; mes "[Repair All]"; mes "Done repaired all items."; delitem 999,.@broken; } close; }
  6. pano po ayusin to at gawing 1 - 100 random single stats 0- 200 allstats (low chance ) Tia prontera,150,160,5 script Randomizer 84,{ mes "[Randomizer]"; mes "Hey I can give you a random stat bonus if you want, for only:"; mes "1x Red Potion"; mes "1,000 Zeny"; next; menu "Yes",-,"No",L_no; next; mes "[Randomizer]"; if(countitem(501) && Zeny >= 1000) { set bonus_stat, rand(1,16); if(rand(100) <= 5) { set bonus_param,rand(450,700); } if(rand(100) <= 10) { set bonus_param,rand(300,450); } if(rand(100) <= 20) { set bonus_param,rand(100,300); } if(rand(100) <= 40) { set bonus_param,rand(40,100); } else { set bonus_param,rand(5,40); } delitem 7029,1; set Zeny, Zeny-1000; mes "Wait for a moment..."; next; mes "[Randomizer]"; mes "Ok done.. Please reequip your items ^_^"; query_sql "INSERT INTO randomize_log VALUES('"+getcharid(0)+"', NOW(), '"+bonus_param+"', '"+bonus_stat+"' ) ON DUPLICATE KEY UPDATE logdate=NOW(), bonus_param='"+bonus_param+"', bonus_stat='"+bonus_stat+"'"; switch(bonus_stat) { case 1: set .@bonustr$, "All Stats + "+bonus_param; break; case 2: set .@bonustr$, "Str + "+bonus_param; break; case 3: set .@bonustr$, "Agi + "+bonus_param; break; case 4: set .@bonustr$, "Int + "+bonus_param; break; case 5: set .@bonustr$, "Dex + "+bonus_param; break; case 6: set .@bonustr$, "Luk + "+bonus_param; break; case 7: set .@bonustr$, "Str + "+bonus_param+" Agi + "+bonus_param; break; case 8: set .@bonustr$, "Str + "+bonus_param+" Int + "+bonus_param; break; case 9: set .@bonustr$, "Vit + "+bonus_param+" Int + "+bonus_param; break; case 10: set .@bonustr$, "Str + "+bonus_param+" Dex + "+bonus_param; break; case 11: set .@bonustr$, "Int + "+bonus_param+" Vit + "+bonus_param; break; case 12: set .@bonustr$, "Agi + "+bonus_param+" Luk + "+bonus_param; break; case 13: set .@bonustr$, "Str + "+bonus_param+" Agi + "+bonus_param+" Int + "+bonus_param; break; case 14: set .@bonustr$, "Int + "+bonus_param+" Vit + "+bonus_param+" Dex + "+bonus_param; break; case 15: set .@bonustr$, "Str + "+bonus_param+" Agi + "+bonus_param+" Dex + "+bonus_param; break; case 16: set .@bonustr$, "Str + "+bonus_param+" Agi + "+bonus_param+" Luk + "+bonus_param; break; } mes .@bonustr$; } else { mes "Hey! Are you insulting me??!"; } close; L_no: next; mes "[Randomizer]"; mes "Ok fine."; close; OnPCStatCalcEvent: switch(bonus_stat) { case 1: bonus bAllStats, bonus_param; break; case 2: bonus bStr, bonus_param; break; case 3: bonus bAgi, bonus_param; break; case 4: bonus bInt, bonus_param; break; case 5: bonus bDex, bonus_param; break; case 6: bonus bLuk, bonus_param; break; case 7: bonus bStr, bonus_param; bonus bAgi,bonus_param; break; case 8: bonus bStr, bonus_param; bonus bInt,bonus_param; break; case 9: bonus bVit, bonus_param; bonus bAgi,bonus_param; break; case 10: bonus bStr, bonus_param; bonus bDex,bonus_param; break; case 11: bonus bInt, bonus_param; bonus bVit,bonus_param; break; case 12: bonus bAgi, bonus_param; bonus bLuk,bonus_param; break; case 13: bonus bStr, bonus_param; bonus bAgi,bonus_param; bonus bInt,bonus_param; break; case 14: bonus bInt, bonus_param; bonus bVit,bonus_param; bonus bDex,bonus_param; break; case 15: bonus bStr, bonus_param; bonus bAgi,bonus_param; bonus bDex,bonus_param; break; case 16: bonus bStr, bonus_param; bonus bAgi,bonus_param; bonus bLuk,bonus_param; break; } sleep2 250; end; }
  7. Help how change this into a random single stats 1 - 100 random Allstats from 50,100,150 ( on timer mode ) with sc_foodstats buff ) prontera,150,160,5 script Randomizer 84,{ mes "[Randomizer]"; mes "Hey I can give you a random stat bonus if you want, for only:"; mes "1x Red Potion"; mes "1,000 Zeny"; next; menu "Yes",-,"No",L_no; next; mes "[Randomizer]"; if(countitem(501) && Zeny >= 1000) { set bonus_stat, rand(1,16); if(rand(100) <= 5) { set bonus_param,rand(450,700); } if(rand(100) <= 10) { set bonus_param,rand(300,450); } if(rand(100) <= 20) { set bonus_param,rand(100,300); } if(rand(100) <= 40) { set bonus_param,rand(40,100); } else { set bonus_param,rand(5,40); } delitem 7029,1; set Zeny, Zeny-1000; mes "Wait for a moment..."; next; mes "[Randomizer]"; mes "Ok done.. Please reequip your items ^_^"; query_sql "INSERT INTO randomize_log VALUES('"+getcharid(0)+"', NOW(), '"+bonus_param+"', '"+bonus_stat+"' ) ON DUPLICATE KEY UPDATE logdate=NOW(), bonus_param='"+bonus_param+"', bonus_stat='"+bonus_stat+"'"; switch(bonus_stat) { case 1: set .@bonustr$, "All Stats + "+bonus_param; break; case 2: set .@bonustr$, "Str + "+bonus_param; break; case 3: set .@bonustr$, "Agi + "+bonus_param; break; case 4: set .@bonustr$, "Int + "+bonus_param; break; case 5: set .@bonustr$, "Dex + "+bonus_param; break; case 6: set .@bonustr$, "Luk + "+bonus_param; break; case 7: set .@bonustr$, "Str + "+bonus_param+" Agi + "+bonus_param; break; case 8: set .@bonustr$, "Str + "+bonus_param+" Int + "+bonus_param; break; case 9: set .@bonustr$, "Vit + "+bonus_param+" Int + "+bonus_param; break; case 10: set .@bonustr$, "Str + "+bonus_param+" Dex + "+bonus_param; break; case 11: set .@bonustr$, "Int + "+bonus_param+" Vit + "+bonus_param; break; case 12: set .@bonustr$, "Agi + "+bonus_param+" Luk + "+bonus_param; break; case 13: set .@bonustr$, "Str + "+bonus_param+" Agi + "+bonus_param+" Int + "+bonus_param; break; case 14: set .@bonustr$, "Int + "+bonus_param+" Vit + "+bonus_param+" Dex + "+bonus_param; break; case 15: set .@bonustr$, "Str + "+bonus_param+" Agi + "+bonus_param+" Dex + "+bonus_param; break; case 16: set .@bonustr$, "Str + "+bonus_param+" Agi + "+bonus_param+" Luk + "+bonus_param; break; } mes .@bonustr$; } else { mes "Hey! Are you insulting me??!"; } close; L_no: next; mes "[Randomizer]"; mes "Ok fine."; close; OnPCStatCalcEvent: switch(bonus_stat) { case 1: bonus bAllStats, bonus_param; break; case 2: bonus bStr, bonus_param; break; case 3: bonus bAgi, bonus_param; break; case 4: bonus bInt, bonus_param; break; case 5: bonus bDex, bonus_param; break; case 6: bonus bLuk, bonus_param; break; case 7: bonus bStr, bonus_param; bonus bAgi,bonus_param; break; case 8: bonus bStr, bonus_param; bonus bInt,bonus_param; break; case 9: bonus bVit, bonus_param; bonus bAgi,bonus_param; break; case 10: bonus bStr, bonus_param; bonus bDex,bonus_param; break; case 11: bonus bInt, bonus_param; bonus bVit,bonus_param; break; case 12: bonus bAgi, bonus_param; bonus bLuk,bonus_param; break; case 13: bonus bStr, bonus_param; bonus bAgi,bonus_param; bonus bInt,bonus_param; break; case 14: bonus bInt, bonus_param; bonus bVit,bonus_param; bonus bDex,bonus_param; break; case 15: bonus bStr, bonus_param; bonus bAgi,bonus_param; bonus bDex,bonus_param; break; case 16: bonus bStr, bonus_param; bonus bAgi,bonus_param; bonus bLuk,bonus_param; break; } sleep2 250; end; }
  8. how to add command that can show player base level , job level , class and hp
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