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Felgrande

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Posts posted by Felgrande

  1. Dear letstry,

    Let's try not to be lazy. :(

    All of these can be found around the server files, that's why they were put there.

    You also have a ton of references on RMS alone.

    Nevertheless:

    Star Gladiator Spirit:

    skill 356,10; skill 85,10; bonus2 bAddRace2,10,100; bonus bFlee2,10;

    Sage Spirit:

    if(BaseJob==Job_Sage) bonus bMaxHP,(BaseLevel*200); if(BaseJob==Job_Sage) bonus bVit,readparam(bInt)/5;

    Hunter Spirit:

    bonus3 bAutoSpell,"SN_FALCONASSAULT",5,150;

    Sage Spirit:

    if(BaseJob==Job_Wizard) bonus bMaxHP,(BaseLevel*200); if(BaseJob==Job_Wizard) bonus bVit,readparam(bInt)/5;

    Priest Spirit:

    bonus bShortWeaponDamageReturn,30;

  2. Hi nyoonyoto,

    I believe this is an answer to your question? If there is a better answer anyone please post.

    Quoting from script_commands.txt

    *setcell "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>;

    Each map cell has several 'flags' that specify the properties of that cell.

    These include terrain properties (walkability, shootability, presence of water),

    skills (basilica, land protector, ...) and other (NPC nearby, no vending, ...).

    Each of these can be 'on' or 'off'. Together they define a cell's behavior.

    This command lets you alter these flags for all map cells in the specified

    (x1,y1)-(x2,y2) rectangle. The 'flag' can be 0 or 1 (0:clear flag, 1:set flag).

    The 'type' defines which flag to modify. Possible options include cell_walkable,

    cell_shootable, cell_basilica. For a full list, see const.txt.

    Basically set the map to have the novending mapflag and then have an npc "set cells" on which cells you can vend on using the x1-x2, y1-y2.

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