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Yonko

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Posts posted by Yonko

  1. 1 hour ago, Kudo said:

    pwede bang sa chance % ng items ay mag kaparehas for example eto po  

    setarray .@P1[0],1,512,1; //Gallon Hat of Flame << same 1 %

    setarray .@P2[0],1,512,1; //Crow_Tengu_Mask  << same 1 %

    pag parehas ba 1% mag kakaron ba ng conflict?? or ok lang na may kaparehas ng chances


    Sample Script.. 
    set .@Total,9;
        //<%>,<ItemID>,<Amount>
        setarray .@P1[0],1,512,1; //Gallon Hat of Flame
        setarray .@P2[0],2,512,1; //Crow_Tengu_Mask
        setarray .@P3[0],3,512,1; //Canopy 
        setarray .@P4[0],5,7179,10; //PODS
        setarray .@P5[0],30,969,150; //(Gold) 
        setarray .@P6[0],80,12016,10; //Speed_Up_Potion
        setarray .@P7[0],90,12214,5; //12214
        setarray .@P8[0],95,12412,5; //HE_Bubble_Gum
        setarray .@P9[0],70,12103,5; //Bubble Gum
        setarray .@Default[0],rand(13517,12534,12103,6767,3100,7227,7608,6420,981,983),rand(1,20);
        set .@i, rand(1,.@Total);
        if (rand(1,100) > getd(".@P"+.@i+"[0]"))

    pwede at di yan conflict.

    • Upvote 1
  2. 6 hours ago, buraquera said:


     

    
    -	script	RandomItem	-1,{
    function CheckConditions;
    OnNPCKillEvent:
    	if (!CheckConditions(strcharinfo(0))) end; 
    
    	.setarray .@Items,4005,2236;  		// Item array
    	set .@rand,rand(1,getarraysize(.@items);
    	getitem .@Items[.@rand],1; 
    	end;
    
    	function	CheckConditions	{
    		set .@chance,10;													// Chance in percentage
    		setarray .@maps$,"prt_fild01","gef_fild02","moc_fild10";			// Maps
    		for (.@i = 0;.@i < getarraysize(.@maps$); .@i++){					
    			if (getarg(0) == .@maps$[.@i]){					
    				if (rand(99) < .@chance)
    					return 1;
    				else
    					return 0;
    			}
    		}	
    		return 0;
    	}
    }

     

    thank you so much. Last modification is it possible for 0.01~0.99% chances instead of 1%~100% chances?

  3. 11 hours ago, buraquera said:

    maybe something like :
    (I have not tested)

    
    -	script	RandomItem	-1,{
    OnNPCKillEvent:
    	if (rand(99) > 9) end; // 10% chance of success
    	set .@map$,strcharinfo(3);
    	switch(killedrid){
    		case 1002:     // IF PORING
    				if (.@map$ == "prt_fild01") 
    					getitem 4005,1; // Santa poring card
    				else if (.@map$ == "prt_fild02") 
    					getitem 2236,1; // Santa poring hat
    				break; 
    	}
    	end;
    }

    or alternatively

    
    -	script	RandomItem	-1,{
    OnNPCKillEvent:
    	if (rand(99) > 9 || strnpcinfo(3) != "prt_fild01") end; // 10% chance of success, only works on prt_fild01
    
    	.setarray .@Items,4005,2236;  		// Item array
    	set .@rand,rand(1,getarraysize(.@items);
    	getitem .@Items[.@rand],1; 
    	end;
    }



    Note: This will add a item drop but not bypass any drops. Eg. if you add poring card on the custom list, you may drop 2 poring card at the sam time.

    For bypass itemdrop you may have to use *addmonsterdrop but this has no conditional. It means the any monster will drop that item, doesnt matter map or anything...

    thanks for the alternatively one how will i add another maps incase I want is multiple maps?

  4. Hi,

    I would like to request a simple script like this. When monster is killed there's a percentage to
     drop 1 random item on list(custom list) which bypass their natural drop items see the scenario below(percentage of drop can be configured from 0.01%~1%)  on a specific map.

    Poring in prt_fild01 drops 1 item on the list together of the its natural item drop(jellopy,  empty bottle, unripe apple. sticky mucus, knife[3], apple & poring card) when killed.

    Thanks

  5. does equipment switch with same item ID does not work on the same slot anymore on battlemode now? I'm using 2014-10-22 and I even try the default 2015-11-04 client

    How to revert on this kind of battlemode

    2013 Clients below this how it works:
    Player has 2 weapons let say 2 katanas with different cards compounded
    I set the Katana#1 on /bm on hotkey Q when I wear Katana#1 and change to Katana#2 the Katana#1 should be place on Q

    on 2014+ Clients
    I'm wearing Katana#1 and place Katana#2 on hotkey Q of /bm when I switch on Katana#2 the Katana#1 didn't appear on Hotkey Q but you need to put it on other slots of /bm

    Sorry for bad english xD

  6. On 3/27/2018 at 12:05 AM, IvanD said:

    It didn’t work.... what I noticed it has a folder with act and spr on it for each classes instead of only one act and spr..

    yes that's it. Garment Wing have each folder per class that's how it works

  7. 1 minute ago, bisquerastudios said:

    Yes boss @YonkoI edited the .act file of the sprite I wanted to edit. After doing so as seen above, I saved it as .act file. I currently have gryff_s, grf editor, grftool softwares installed. Currently opened GRF Editor and i want to replace the file so i can save it and compile but I dont think its that easy to do it. 

     

    How do I import a file on GRF Editor tool? So i can replace the old .act with the new one.

     

    Thanks in Advance. More Power!

    you should save on your custom grf which i think your data.ini reads first it so the default sprite on data/rdata/sdata.grf will not be affected

    • Upvote 1
  8. Well open the act file in aCTOR or aCTOR2 then go to script then EDIT then load the magnifier.lua(already given on the package when you download aCTOR on RMS once you load it you can see a script code of it then look for this mag = 3.0 change the value of it according to the size you want then run if it fits according to you then save. aU35eUA.png

    • Upvote 1
  9. 5 minutes ago, whodhell said:

    alam ko pre-re ung server

    well yea sabi nila no bots daw pero let see in a long run hahah

    ung mga loaders eh mga essentials lng nmn ata pwd makuha like battle manuals elite potion box etc wla nmn atang gears (FOR NOW)

    cnabe mo pa sa private nga lang eh pag mei donator galit na eh hahaha

    Renewal bro right click mo yung cotton shirt mo 10 defense lol hahah means naka renewal sila

  10. 10 hours ago, Infinite ART said:

    Okay, I added the item successfully. But what about the slash effect? Does it have to be in a separate spr and act file? And how do I add it?

     

    Cuz when i use the weapon there is no slash effect.

    just put °Ë± at the end of it for example

    ±â»ç_³²_13453_°Ë± = my custom weapon is 13453 adding °Ë± will be the slash effect of it and ofcourse you need to do a separate sprite for the slash

    • Upvote 2
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