Rizz

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About Rizz

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  1. Hello, I'd like to change several skill-based on kRO update, those skills are: -Bowling Bash: Will hit 4 times when mobs are more than 3. -Chain Combo: Having a 200% damage increase and 6 hits if players using knuckle. -BackStab: No longer need to be cast behind the target, will hit twice if using the dagger. -Crazy uppoar, Assumptio, Suffragium, Impositio manus, and song-based skills work to the user and nearby party members. (works like Gloria/Clementia etc) However, I am still confused about where should I edit in src. Any helps or directions given are appreciated.
  2. Thanks @Mabuhay , the configuration within 15x15 cell is worked.. and thank you @Diospectre for always helping me
  3. Thanks your script worked well when I tested it but one feature isn't worked properly. The other member still get the item even they are died or in different screen. I got this notification in the emulator: [Error]: buildin_getitem: Nonexistant item 25276 requested. [Debug]: Source (NPC): PartyLoot (invisible/not on a map)
  4. Ah my bad, this is the complete script - script PartyLoot -1,{ OnNPCKillEvent: if ( getmonsterinfo( killedrid, 1014 ) && rand(100) < 40 ) { if ( getcharid(1) ) { getpartymember getcharid(1), 1; getpartymember getcharid(1), 2; for ( [email protected] = 0; [email protected] < [email protected]; [email protected]++ ) { if ( isloggedin( [email protected][[email protected]], [email protected][[email protected]] ) ) { // what happens if someone in the party member is offline =/ [email protected][[email protected]] = [email protected][[email protected]]; [email protected]++; } } getitem 607, 3, [email protected][ rand( [email protected] ) ]; getitem 616, 3, [email protected][ rand( [email protected] ) ]; } else { getitem 607, 3; getitem 607, 3; } } end; } ill test the config you've provided.., I will tell you later if it works EDIT: It would not work for me man EDIT: I managed to make it work. But You may inspect it first, I am afraid if I made a mistake which can be exploited. EDIT: It seems the other party members still get the item even they are in different map. I killed the spore in pay fild08, other member in prontera also get the drop. Any suggestion for fixing this issue? - script PartyLoot -1,{ OnNPCKillEvent: if( killedrid == 1014 ){ if ( getcharid(1) ) { getpartymember getcharid(1), 1; getpartymember getcharid(1), 2; for ( [email protected] = 0; [email protected] < [email protected]; [email protected]++ ) { if ( isloggedin( [email protected][[email protected]], [email protected][.[email protected]] ) ) { // what happens if someone in the party member is offline =/ [email protected][[email protected]] = [email protected][[email protected]]; [email protected]++; } } if(rand(100)<10) getitem 607, 3, [email protected][ rand( [email protected] ) ]; //it gives pt member 3 Ygg berry and 3 OCA for 10% if(rand(100)<10) getitem 616, 3, [email protected][ rand( [email protected] ) ]; } else { if(rand(100)<10) getitem 607, 3; if(rand(100)<10) getitem 607, 3; } } end; }
  5. Where should I put this sir? Sry, what I meant is, I tried to make a party member got similar chance to get an item from a monster even though they dont kill it. Ex: DPS kill poring and has 10% to get a knife, the supports also have 10% chance as well (pure communism :D)
  6. Thanks, but is it random option enchantment or the regular one?
  7. Hello, it is me again.., I need a help to make Priest's MG can deal damage to every type and monster element. I tried to change the RC_DEMON to RC_ALL but it found it didnt change anything case UNT_MAGNUS: if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_ALL) break; skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0); break;
  8. Woa, thanks alot, I just need to modify it a little
  9. Thanks for the response, but it is possible if the party loot applies in regular monster which is spawned normally in field or dun?. I mean it is not only for an instance or the event one.
  10. Hello, is there any script or configuration making every the party member within the screen range has similar chance to get an item from a monster eventhough they arent the killer. I mean if poring has a chance to drop 10% knife, and being killed by the DPS, the Healer/Supports have 10% chance to get the same item..
  11. Hello, I found this script from one of our contributor. However, due to the lack of my ability, I could not reproduce the script like making the NPC asking for catalyst or fee/zeny before giving ramdom opt enchantment. So would you mind helping me making one? //===== rAthena Script ======================================= //= Vicious Mind Weapon Random Option Enchanter //===== By =================================================== //= llchrisll //===== Version ============================================== //= 1.0 - Initial Version //===== Tested With ========================================== //= rAthena 03/26/2018 Revision //= GIT Hash: 333f0dddc8353663eacba0423751988c9bc38e34 //===== Description ========================================== //= This script handles the random options for the Vicious Mind Weapons // until rAthena changes the way the Random Option Database is handled. //= Instead of defining every possible random option for each option slot // this enchanter will be used. //===== Comments ============================================= //===== Credits ============================================== //= NovaRo for their Information regarding the possible Options. //============================================================ prontera,158,179,4 script Disciple of Hades 101,{ mes .n$; mes "Hey.., "+strcharinfo(0)+"!"; mes "You look strong, I can make you stronger"; mes "I am the lost gods disciples, he taught me many things."; mes "Including art of enchanting."; if(select("- Enchant Ancient Weapons:- Nevermind") - 1) close; next; mes .n$; mes "To apply an random properity to an Ancient weapon, you need to have it equipped in your right hand."; mes "Also be warned, that what you get and with which value is completely random!"; next; mes .n$; mes "First, let's see what you have equipped...:"; next; set [email protected],EQI_HAND_R; // Save equip location mes .n$; if(!getequipid([email protected])) { mes "You don't have anything equipped!"; close; } switch(getequipid([email protected])) { case 1268: // Wild Beast Claw case 1236: // Sucsamad case 1363: // Bloody Axe case 1141: // Immaterial Sword case 1175: // Atlas Weapon case 1474: // Gae Bolg case 1559: // Legacy of Dragon case 1815: // Garm Claw set [email protected]$,"P"; break; case 2005: // Dea Staff case 1631: // Holy Stick case 1541: // Nemesis set [email protected]$,"M"; break; case 1223: // Fortune Sword case 1420: // Long Horn case 1722: // Ballista case 1919: // Bass Guitar case 13170: // Lever Action Rifle case 1970: // Queen's Whip set [email protected]$,"R"; break; default: mes "I don't recognize this weapon, please be sure to equip one and come back again."; close; } mes "Equipped Weapon: "+getitemname(getequipid([email protected])); set [email protected],getequiprandomoption([email protected],0,ROA_ID); set [email protected],getequiprandomoption([email protected],1,ROA_ID); set [email protected],getequiprandomoption([email protected],2,ROA_ID); if([email protected] || [email protected] || [email protected]) { mes " "; mes "I'm sorry, but this weapon already has bonus properities applied."; mes "Please choose a different one."; close; } next; // Randomize each Option Slot: // Random Option 1 set [email protected],rand(getarraysize(getd(".RandOpt1_"[email protected]$))); if(getd(".RandOpt1_"[email protected]$+"_MinV["[email protected]+"]") != getd(".RandOpt1_"[email protected]$+"_MaxV["[email protected]+"]")) set [email protected]_V,rand(getd(".RandOpt1_"[email protected]$+"_MinV["[email protected]+"]"),getd(".RandOpt1_"[email protected]$+"_MaxV["[email protected]+"]")); else set [email protected]_V,getd(".RandOpt1_"[email protected]$+"_MaxV["[email protected]+"]"); // Random Option 2 set [email protected],rand(getarraysize(getd(".RandOpt2_"[email protected]$))); if(getd(".RandOpt2_"[email protected]$+"_MinV["[email protected]+"]") != getd(".RandOpt2_"[email protected]$+"_MaxV["[email protected]+"]")) set [email protected]_V,rand(getd(".RandOpt2_"[email protected]$+"_MinV["[email protected]+"]"),getd(".RandOpt2_"[email protected]$+"_MaxV["[email protected]+"]")); else set [email protected]_V,getd(".RandOpt2_"[email protected]$+"_MaxV["[email protected]+"]"); // Random Option 3 set [email protected],rand(getarraysize(getd(".RandOpt3_"[email protected]$))); if(getd(".RandOpt3_"[email protected]$+"_MinV["[email protected]+"]") != getd(".RandOpt3_"[email protected]$+"_MaxV["[email protected]+"]")) set [email protected]_V,rand(getd(".RandOpt3_"[email protected]$+"_MinV["[email protected]+"]"),getd(".RandOpt3_"[email protected]$+"_MaxV["[email protected]+"]")); else set [email protected]_V,getd(".RandOpt3_"[email protected]$+"_MaxV["[email protected]+"]"); // Apply options to equipped weapon setrandomoption([email protected],0,getd(".RandOpt1_"[email protected]$+"["[email protected]+"]"),[email protected]_V,0); setrandomoption([email protected],1,getd(".RandOpt2_"[email protected]$+"["[email protected]+"]"),[email protected]_V,0); setrandomoption([email protected],2,getd(".RandOpt3_"[email protected]$+"["[email protected]+"]"),[email protected]_V,0); mes .n$; mes "Random bonus properities have been applied on your \""+getitemname(getequipid([email protected]))+"\" successfully."; end; OnInit: set .n$,"[Vicious Enchanter]"; // ========= Random Option Slot 1 ========= // - Physical setarray .RandOpt1_P[0],RDMOPT_HP_DRAIN, // HP Drain RDMOPT_SP_DRAIN, // SP Drain RDMOPT_VAR_HPACCELERATION, // HP Regen RDMOPT_VAR_SPACCELERATION, // SP Regen RDMOPT_VAR_PLUSAVOIDSUCCESSVALUE, // Perfect Dodge RDMOPT_VAR_AVOIDSUCCESSVALUE, // Dodge RDMOPT_DEC_SP_CONSUMPTION,// Delay SP Cons RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET, // Damage to Neutral Element RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET, // Damage to Earth Element RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET, // Damage to Fire Element RDMOPT_DAMAGE_PROPERTY_WATER_TARGET, // Damage to Water Element RDMOPT_DAMAGE_PROPERTY_WIND_TARGET, // Damage to Wind Element RDMOPT_DAMAGE_PROPERTY_POISON_TARGET, // Damage to Poison Element RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET, // Damage to Holy Element RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET, // Damage to Dark Element RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET, // Damage to Ghost Element RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET, // Damage to Undead Element RDMOPT_HEAL_MODIFY_PERCENT, // Heal Power % RDMOPT_WEAPON_INDESTRUCTIBLE, // Weapon Instructible RDMOPT_DAMAGE_SIZE_PERFECT; // Size will be ignored // ToDo: // Recover 1000 of Damage lost from size penalties // - Magical setarray .RandOpt1_M[0],RDMOPT_HP_DRAIN, // HP Drain RDMOPT_SP_DRAIN, // SP Drain RDMOPT_VAR_HPACCELERATION, // HP Regen RDMOPT_VAR_SPACCELERATION, // SP Regen RDMOPT_VAR_PLUSAVOIDSUCCESSVALUE, // Perfect Dodge RDMOPT_VAR_AVOIDSUCCESSVALUE, // Dodge RDMOPT_DEC_SP_CONSUMPTION,// Delay SP Cons RDMOPT_MDAMAGE_PROPERTY_NOTHING_TARGET, // Damage to Neutral Element RDMOPT_MDAMAGE_PROPERTY_GROUND_TARGET, // Damage to Earth Element RDMOPT_MDAMAGE_PROPERTY_FIRE_TARGET, // Damage to Fire Element RDMOPT_MDAMAGE_PROPERTY_WATER_TARGET, // Damage to Water Element RDMOPT_MDAMAGE_PROPERTY_WIND_TARGET, // Damage to Wind Element RDMOPT_MDAMAGE_PROPERTY_POISON_TARGET, // Damage to Poison Element RDMOPT_MDAMAGE_PROPERTY_SAINT_TARGET, // Damage to Holy Element RDMOPT_MDAMAGE_PROPERTY_DARKNESS_TARGET, // Damage to Dark Element RDMOPT_MDAMAGE_PROPERTY_TELEKINESIS_TARGET, // Damage to Ghost Element RDMOPT_MDAMAGE_PROPERTY_UNDEAD_TARGET, // Damage to Undead Element RDMOPT_HEAL_MODIFY_PERCENT, // Heal Power % RDMOPT_WEAPON_INDESTRUCTIBLE, // Weapon Instructible RDMOPT_DAMAGE_SIZE_PERFECT; // Size will be ignored // ToDo: // Recover 1000 of Damage lost from size penalties // - Ranged setarray .RandOpt1_R[0],RDMOPT_HP_DRAIN, // HP Drain RDMOPT_SP_DRAIN, // SP Drain RDMOPT_VAR_HPACCELERATION, // HP Regen RDMOPT_VAR_SPACCELERATION, // SP Regen RDMOPT_VAR_PLUSAVOIDSUCCESSVALUE, // Perfect Dodge RDMOPT_VAR_AVOIDSUCCESSVALUE, // Dodge RDMOPT_DEC_SP_CONSUMPTION,// Delay SP Cons RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET, // Damage to Neutral Element RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET, // Damage to Earth Element RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET, // Damage to Fire Element RDMOPT_DAMAGE_PROPERTY_WATER_TARGET, // Damage to Water Element RDMOPT_DAMAGE_PROPERTY_WIND_TARGET, // Damage to Wind Element RDMOPT_DAMAGE_PROPERTY_POISON_TARGET, // Damage to Poison Element RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET, // Damage to Holy Element RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET, // Damage to Dark Element RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET, // Damage to Ghost Element RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET, // Damage to Undead Element RDMOPT_HEAL_MODIFY_PERCENT, // Heal Power % RDMOPT_WEAPON_INDESTRUCTIBLE, // Weapon Instructible RDMOPT_DAMAGE_SIZE_PERFECT; // Size will be ignored // ToDo: // Recover 1000 of Damage lost from size penalties // - Values // Note: When MinV and MaxV are the same, rand() will not be used! setarray .RandOpt1_P_MinV[0],1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,20,0,0; setarray .RandOpt1_P_MaxV[0],3,3,20,20,5,5,20,20,20,20,20,20,20,20,20,20,20,20,0,0; setarray .RandOpt1_M_MinV[0],1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,20,0,0; setarray .RandOpt1_M_MaxV[0],3,3,20,20,5,5,20,20,20,20,20,20,20,20,20,20,20,20,0,0; setarray .RandOpt1_R_MinV[0],1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,20,0,0; setarray .RandOpt1_R_MaxV[0],3,3,20,20,5,5,20,20,20,20,20,20,20,20,20,20,20,20,0,0; // ========= Random Option Slot 2 ========= // - Physical setarray .RandOpt2_P[0],RDMOPT_RACE_DAMAGE_NOTHING, // Damage to Neutral Race RDMOPT_RACE_DAMAGE_UNDEAD, // Damage to Undead Race RDMOPT_RACE_DAMAGE_ANIMAL, // Damage to Animal Race RDMOPT_RACE_DAMAGE_PLANT, // Damage to Plant Race RDMOPT_RACE_DAMAGE_INSECT, // Damage to Insect Race RDMOPT_RACE_DAMAGE_FISHS, // Damage to Fish Race RDMOPT_RACE_DAMAGE_DEVIL, // Damage to Demon Race RDMOPT_RACE_DAMAGE_HUMAN, // Damage to Human Race RDMOPT_RACE_DAMAGE_ANGEL, // Damage to Angel Race RDMOPT_RACE_DAMAGE_DRAGON, // Damage to Dragon Race RDMOPT_RACE_IGNORE_DEF_PERCENT_NOTHING, // Bypass DEF of Neutral Race RDMOPT_RACE_IGNORE_DEF_PERCENT_UNDEAD, // Bypass DEF of Undead Race RDMOPT_RACE_IGNORE_DEF_PERCENT_ANIMAL, // Bypass DEF of Animal Race RDMOPT_RACE_IGNORE_DEF_PERCENT_PLANT, // Bypass DEF of Plant Race RDMOPT_RACE_IGNORE_DEF_PERCENT_INSECT, // Bypass DEF of Insect Race RDMOPT_RACE_IGNORE_DEF_PERCENT_FISHS, // Bypass DEF of Fish Race RDMOPT_RACE_IGNORE_DEF_PERCENT_DEVIL, // Bypass DEF of Demon Race RDMOPT_RACE_IGNORE_DEF_PERCENT_HUMAN, // Bypass DEF of Human Race RDMOPT_RACE_IGNORE_DEF_PERCENT_ANGEL, // Bypass DEF of Angel Race RDMOPT_RACE_IGNORE_DEF_PERCENT_DRAGON, // Bypass DEF of Dragon Race RDMOPT_CLASS_DAMAGE_NORMAL_TARGET, // Bypass DEF of Normal Class Enemies RDMOPT_CLASS_DAMAGE_BOSS_TARGET; // Damage to Boss monsters // - Magical setarray .RandOpt2_M[0],RDMOPT_RACE_MDAMAGE_NOTHING,// Damage to Neutral Race RDMOPT_RACE_MDAMAGE_UNDEAD, // Damage to Undead Race RDMOPT_RACE_MDAMAGE_ANIMAL, // Damage to Animal Race RDMOPT_RACE_MDAMAGE_PLANT, // Damage to Plant Race RDMOPT_RACE_MDAMAGE_INSECT, // Damage to Insect Race RDMOPT_RACE_MDAMAGE_FISHS, // Damage to Fish Race RDMOPT_RACE_MDAMAGE_DEVIL, // Damage to Devil Race RDMOPT_RACE_MDAMAGE_HUMAN, // Damage to Human Race RDMOPT_RACE_MDAMAGE_ANGEL, // Damage to Angel Race RDMOPT_RACE_MDAMAGE_DRAGON, // Damage to Dragon Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_NOTHING, // Bypass MDEF of Neutral Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_UNDEAD, // Bypass MDEF of Undead Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_ANIMAL, // Bypass MDEF of Animal Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_PLANT, // Bypass MDEF of Plant Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_INSECT, // Bypass MDEF of Insect Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_FISHS, // Bypass MDEF of Fish Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_DEVIL, // Bypass MDEF of Demon Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_HUMAN, // Bypass MDEF of Human Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_ANGEL, // Bypass MDEF of Angel Race RDMOPT_RACE_IGNORE_MDEF_PERCENT_DRAGON, // Bypass MDEF of Dragon Race RDMOPT_CLASS_MDAMAGE_NORMAL, // Bypass MDEF of Normal Class Enemies RDMOPT_CLASS_MDAMAGE_BOSS; // Damage to Boss monsters // - Ranged setarray .RandOpt2_R[0],RDMOPT_RACE_DAMAGE_NOTHING, // Damage to Neutral Race RDMOPT_RACE_DAMAGE_UNDEAD, // Damage to Undead Race RDMOPT_RACE_DAMAGE_ANIMAL, // Damage to Animal Race RDMOPT_RACE_DAMAGE_PLANT, // Damage to Plant Race RDMOPT_RACE_DAMAGE_INSECT, // Damage to Insect Race RDMOPT_RACE_DAMAGE_FISHS, // Damage to Fish Race RDMOPT_RACE_DAMAGE_DEVIL, // Damage to Demon Race RDMOPT_RACE_DAMAGE_HUMAN, // Damage to Human Race RDMOPT_RACE_DAMAGE_ANGEL, // Damage to Angel Race RDMOPT_RACE_DAMAGE_DRAGON, // Damage to Dragon Race RDMOPT_RACE_IGNORE_DEF_PERCENT_NOTHING, // Bypass DEF of Neutral Race RDMOPT_RACE_IGNORE_DEF_PERCENT_UNDEAD, // Bypass DEF of Undead Race RDMOPT_RACE_IGNORE_DEF_PERCENT_ANIMAL, // Bypass DEF of Animal Race RDMOPT_RACE_IGNORE_DEF_PERCENT_PLANT, // Bypass DEF of Plant Race RDMOPT_RACE_IGNORE_DEF_PERCENT_INSECT, // Bypass DEF of Insect Race RDMOPT_RACE_IGNORE_DEF_PERCENT_FISHS, // Bypass DEF of Fish Race RDMOPT_RACE_IGNORE_DEF_PERCENT_DEVIL, // Bypass DEF of Demon Race RDMOPT_RACE_IGNORE_DEF_PERCENT_HUMAN, // Bypass DEF of Human Race RDMOPT_RACE_IGNORE_DEF_PERCENT_ANGEL, // Bypass DEF of Angel Race RDMOPT_RACE_IGNORE_DEF_PERCENT_DRAGON, // Bypass DEF of Dragon Race RDMOPT_CLASS_DAMAGE_NORMAL_TARGET, // Bypass DEF of Normal Class Enemies RDMOPT_CLASS_DAMAGE_BOSS_TARGET; // Damage to Boss monsters // - Values // Note: When MinV and MaxV are the same, rand() will not be used! setarray .RandOpt2_P_MinV[0],1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,16,20; setarray .RandOpt2_P_MaxV[0],20,20,20,20,20,20,20,20,20,20,30,30,30,30,30,30,30,30,30,30,25,20; setarray .RandOpt2_M_MinV[0],1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,16,20; setarray .RandOpt2_M_MaxV[0],20,20,20,20,20,20,20,20,20,20,30,30,30,30,30,30,30,30,30,30,25,20; setarray .RandOpt2_R_MinV[0],1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,16,20; setarray .RandOpt2_R_MaxV[0],20,20,20,20,20,20,20,20,20,20,30,30,30,30,30,30,30,30,30,30,25,20; // ========= Random Option Slot 3 ========= // - Physical setarray .RandOpt3_P[0],RDMOPT_VAR_STRAMOUNT, // STR RDMOPT_VAR_AGIAMOUNT, // AGI RDMOPT_VAR_VITAMOUNT, // VIT RDMOPT_VAR_INTAMOUNT, // INT RDMOPT_VAR_DEXAMOUNT, // DEX RDMOPT_VAR_LUKAMOUNT, // LUK RDMOPT_VAR_ATTPOWER, // ATK RDMOPT_VAR_CRITICALSUCCESSVALUE, // Crit Chance RDMOPT_DAMAGE_CRI_TARGET, // Crit Damage % RDMOPT_VAR_PLUSASPDPERCENT, // ASPD % RDMOPT_DEC_SPELL_CAST_TIME, // Variable Cast Time -% RDMOPT_DEC_SPELL_DELAY_TIME,// Cast Delay -% RDMOPT_DEC_SP_CONSUMPTION; // Skill SP Cost -% // - Magical setarray .RandOpt3_M[0],RDMOPT_VAR_STRAMOUNT, // STR RDMOPT_VAR_AGIAMOUNT, // AGI RDMOPT_VAR_VITAMOUNT, // VIT RDMOPT_VAR_INTAMOUNT, // INT RDMOPT_VAR_DEXAMOUNT, // DEX RDMOPT_VAR_LUKAMOUNT, // LUK RDMOPT_VAR_ATTMPOWER, // MATK RDMOPT_DEC_SPELL_CAST_TIME, // Variable Cast Time -% RDMOPT_DEC_SPELL_DELAY_TIME,// Cast Delay -% RDMOPT_DEC_SP_CONSUMPTION; // Skill SP Cost -% // - Ranged setarray .RandOpt3_R[0],RDMOPT_VAR_STRAMOUNT, // STR RDMOPT_VAR_AGIAMOUNT, // AGI RDMOPT_VAR_VITAMOUNT, // VIT RDMOPT_VAR_INTAMOUNT, // INT RDMOPT_VAR_DEXAMOUNT, // DEX RDMOPT_VAR_LUKAMOUNT, // LUK RDMOPT_VAR_ATTPOWER, // ATK RDMOPT_VAR_ATTMPOWER, // MATK RDMOPT_VAR_CRITICALSUCCESSVALUE, // Crit Chance RDMOPT_DAMAGE_CRI_TARGET, // Crit Damage % RDMOPT_VAR_PLUSASPDPERCENT, // ASPD % RDMOPT_DEC_SPELL_CAST_TIME, // Variable Cast Time -% RDMOPT_DEC_SPELL_DELAY_TIME,// Cast Delay -% RDMOPT_DEC_SP_CONSUMPTION, // Skill SP Cost -% RDMOPT_RANGE_ATTACK_DAMAGE_TARGET; // Ranged Damage +% // - Values // Note: When MinV and MaxV are the same, rand() will not be used! setarray .RandOpt3_P_MinV[0],1,1,1,1,1,1,4,10,1,1,1,1,1; setarray .RandOpt3_P_MaxV[0],10,10,10,10,10,10,25,19,20,5,5,5,5; setarray .RandOpt3_M_MinV[0],1,1,1,1,1,1,4,1,1,1; setarray .RandOpt3_M_MaxV[0],10,10,10,10,10,10,30,10,10,5; setarray .RandOpt3_R_MinV[0],1,1,1,1,1,1,4,4,10,1,1,1,5,5,1; setarray .RandOpt3_R_MaxV[0],10,10,10,10,10,10,25,20,19,20,5,20,20,5,8; end; }
  12. Hello, I need a help.. I'd like to make the Ghost Palace can be accessed by party member.., so maybe someone can tell how to configure the script to make it so? //===== rAthena Script ======================================= //= Ghost Palace //===== Description: ========================================= //= [Walkthrough Conversion] //= Ghost Palace Instance //===== Changelogs: ========================================== //= 1.0 First version. [Capuche] //============================================================ prontera,171,152,5 script Unpleasant Royal Guard# 4_M_SAKRAYROYAL,{ if (BaseLevel < 90) { mes "[Unpleasant Royal Guard]"; mes "Althought I need help with a task, you are not strong enough to assist me, noob~!"; next; mes "[Unpleasant Royal Guard]"; mes "Come back later when you have done some training and are at least level 90!"; close; } [email protected]_id = getcharid(1); if (getcharid(0) != getpartyleader([email protected]_id,2) || [email protected]_id < 1) { mes "[Unpleasant Royal Guard]"; mes "I can only open the secret passage for party leaders. Please have your party leader talk to me."; close; } switch( checkquest(1261,PLAYTIME) ) { case -1: break; case 0: case 1: mes "[Unpleasant Royal Guard]"; mes "Have you found the princess yet?! Is she safe?"; close; case 2: mes "[Unpleasant Royal Guard]"; mes "The monsters around the secret passage have disappeared. Now is our chance to save the princess!"; erasequest 1261;// Cursed Swordman close; } mes "[Unpleasant Royal Guard]"; mes "I need help, even from the likes of you."; next; mes "[Unpleasant Royal Guard]"; mes "In the middle of battle the princess disappeared while I was guarding the palace."; next; mes "[Unpleasant Royal Guard]"; mes "You run ahead and I will catch up. We must save her."; next; if (select( "I will help.", "This is not a good time." ) == 2) { mes "[Unpleasant Royal Guard]"; mes "Even now all the royal guards are fighting and dying from the monsters."; next; mes "[Unpleasant Royal Guard]"; mes "We must, no matter how much fear grips our hearts, save the princess!"; close; } instance_create("Ghost Palace"); mes "[Unpleasant Royal Guard]"; mes "Thank you.."; mes "I will open the secret passage to the ^0000ffGhost Palace^000000."; mes "Please be ready!"; close; } prontera,178,149,5 script Interdimensional Device#dk PORTAL,{ if (BaseLevel < 90) { mes "[Unpleasant Royal Guard]"; mes "Althought I need help with a task, you are not strong enough to assist me, noob~!"; next; mes "[Unpleasant Royal Guard]"; mes "Come back later when you have done some training and are at least level 90!"; close; } mes "[Unpleasant Royal Guard]"; mes "I can see the secret passage into the palace. Are you ready to save the princess?!"; next; if (select( "Enter", "Stop" ) == 2) { mes "[Unpleasant Royal Guard]"; mes "Even now all the royal guards are fighting and dying from the monsters."; next; mes "[Unpleasant Royal Guard]"; mes "We must, no matter how much fear grips our hearts, save the princess!"; close; } switch( checkquest(1261,PLAYTIME) ) { case -1: break; case 0: case 1: mes "[Unpleasant Royal Guard]"; mes "The monsters that attacked the palace are wandering around the secret entrance. It would be very bad if they spotted us... Please wait."; next; mes "When the time limit for the entrance is up"; mes "let's try to re-enter."; close; case 2: mes "^0000ffThe time limit for entering to the Curse of the Swordsman is finished. Please try to talk to the Unpleasent Royal Guard again..^000000"; erasequest 1261;// Cursed Swordman close; } [email protected]_id = getcharid(1); if (getcharid(0) != getpartyleader([email protected]_id,2) || [email protected]_id < 1) { mes "[Unpleasant Royal Guard]"; mes "I can only open the secret passage for party leaders. Please have your party leader talk to me."; close; } [email protected]_name$ = "Ghost Palace"; switch( instance_enter([email protected]_name$) ) { case IE_OTHER: mes "An unknown error occurred."; close; case IE_NOINSTANCE: mes "^ff0000Inside the devices you see a dark hole. If you wish to enter you must to talk to the Unpleasent Royal Guard first.^000000"; close; case IE_NOMEMBER: mes "Only registered members can enter the " + [email protected]_name$ + " instance."; close; case IE_OK: mapannounce "prontera", "" + strcharinfo(0) + " of the party, " + getpartyname([email protected]_id) + ", is entering the Ghost Palace.", bc_map, 0x00ff99; // warp "[email protected]",42,196; setquest 1261;// Cursed Swordman end; } } // 1st floor [email protected],41,204,5 script King#dk 4_M_RUSKING,{ mes "[King]"; mes "You are hereby appointed as the personal guard to Princess Tiara. I trust your loyalty above all else."; npctalk "King: You are hereby appointed as the personal guard to Princess Tiara. I trust your loyalty above all else."; next; mes "[Lurid Royal Guard]"; mes "I will protect the princess with my life."; npctalk "Lurid Royal Guard: I will protect the princess with my life.", instance_npcname("Lurid Royal Guard#dk"); next; mes "[King]"; mes "The marriage arrangements are going as planned. The prince is here to meet with the princess."; npctalk "King: The marriage arrangements are going as planned. The prince is here to meet with the princess."; next; mes "[Lurid Royal Guard]"; mes "...Yes, your majesty."; npctalk "Lurid Royal Guard: ...Yes, your majesty.", instance_npcname("Lurid Royal Guard#dk"); next; mes "[King]"; mes "My gods, there are monsters in the castle! Get rid of them now!"; npctalk "King: My gods, there are monsters in the castle! Get rid of them now!"; close2; donpcevent instance_npcname("#gp_control_1") + "::OnStart"; end; OnInstanceInit: // 1: enabled potential double spawn (official), 0: disabled 'bool_double_spawn = 1; 'map_spa$ = instance_mapname("[email protected]"); // warps disablenpc instance_npcname("The second floor of Palace"); disablenpc instance_npcname("3rd floor in the palace"); disablenpc instance_npcname("4th floor in the palace"); disablenpc instance_npcname("5th floor of Palace"); disablenpc instance_npcname("Way out of Palace"); // first floor disablenpc instance_npcname("#gp_control_1"); // second floor disablenpc instance_npcname("Lurid Royal Guard#dk1"); disablenpc instance_npcname("Princess Tiara#dk"); disablenpc instance_npcname("#gp_control_2"); // 3rd floor disablenpc instance_npcname("King#dk1"); disablenpc instance_npcname("Lurid Royal Guard#dk2"); disablenpc instance_npcname("Captain of the Guard#dk"); disablenpc instance_npcname("Soldier#dk1"); disablenpc instance_npcname("Soldier#dk2"); disablenpc instance_npcname("Soldier#dk3"); disablenpc instance_npcname("Lurid Royal Guard#dk3"); disablenpc instance_npcname("Thanatos Magic Trace#dk1"); disablenpc instance_npcname("#gp_control_3"); // 4th floor disablenpc instance_npcname("#gp_control_4"); disablenpc instance_npcname("#gp_control_5"); disablenpc instance_npcname("Thanatos Magic Trace#dk2"); disablenpc instance_npcname("Visiting Prince#dk"); disablenpc instance_npcname("Lurid Royal Guard#dk4"); disablenpc instance_npcname("King's Corpse#dk"); disablenpc instance_npcname("Captain's Corpse#dk"); disablenpc instance_npcname("Soldier's Corpse#dk"); disablenpc instance_npcname("Soldier's Corpse#dk1"); disablenpc instance_npcname("Soldier's Corpse#dk2"); disablenpc instance_npcname("Soldier's Corpse#dk3"); disablenpc instance_npcname("Soldier's Corpse#dk4"); // 5th floor disablenpc instance_npcname("#gp_control_6"); disablenpc instance_npcname("Princess Tiara#dk1"); disablenpc instance_npcname("Lurid Royal Guard#dk5"); disablenpc instance_npcname("King#dk11"); disablenpc instance_npcname("Sakray#dk"); disablenpc instance_npcname("Thanatos Magic Trace#dk3"); disablenpc instance_npcname("#tb"); disablenpc instance_npcname("#sv"); disablenpc instance_npcname("#tv"); end; } [email protected],42,201,1 script Lurid Royal Guard#dk 4_M_SAKRAYROYAL,{ end; } [email protected],1,1,1 script #gp_control_1 HIDDEN_WARP_NPC,{ end; OnStart: enablenpc instance_npcname("#gp_control_1"); disablenpc instance_npcname("King#dk"); disablenpc instance_npcname("Lurid Royal Guard#dk"); initnpctimer; end; OnTimer2000: [email protected]$ = instance_npcname("#gp_control_1") + "::OnMyMobDead1"; monster 'map_spa$,50,194,"Cursed Soldier",2948,1, [email protected]$; // CURSED_SOLDIER monster 'map_spa$,34,208,"Cursed Soldier",2948,1, [email protected]$; // CURSED_SOLDIER monster 'map_spa$,32,194,"Cursed Gatekeeper",2949,1, [email protected]$; // CURSED_SENTINEL monster 'map_spa$,52,209,"Cursed Gatekeeper",2949,1, [email protected]$; // CURSED_SENTINEL stopnpctimer; end; OnMyMobDead1: if (mobcount('map_spa$, instance_npcname("#gp_control_1") + "::OnMyMobDead1") < (1 + 'bool_double_spawn)) { deltimer instance_npcname("#gp_control_1") + "::OnSpawn1"; // stop double spawn if timer is running addtimer 2000, instance_npcname("#gp_control_1") + "::OnSpawn1"; } end; OnSpawn1: [email protected]$ = instance_npcname("#gp_control_1") + "::OnMyMobDead2"; monster 'map_spa$,37,182,"Cursed Soldier",2948,1, [email protected]$; // CURSED_SOLDIER monster 'map_spa$,46,182,"Cursed Gatekeeper",2949,1, [email protected]$; // CURSED_SENTINEL end; OnMyMobDead2: if (mobcount('map_spa$, instance_npcname("#gp_control_1") + "::OnMyMobDead2") < 1) { deltimer instance_npcname("#gp_control_1") + "::OnSpawn1"; // stop double spawn if timer is running deltimer instance_npcname("#gp_control_1") + "::OnSpawn2"; addtimer 2000, instance_npcname("#gp_control_1") + "::OnSpawn2"; } end; OnSpawn2: [email protected]$ = instance_npcname("#gp_control_1") + "::OnMyMobDead3"; monster 'map_spa$,30,200,"Cursed Soldier",2948,1, [email protected]$; // CURSED_SOLDIER monster 'map_spa$,51,200,"Cursed Gatekeeper",2949,1, [email protected]$; // CURSED_SENTINEL monster 'map_spa$,53,199,"Cursed Gatekeeper",2949,1, [email protected]$; // CURSED_SENTINEL end; OnMyMobDead3: if (mobcount('map_spa$, instance_npcname("#gp_control_1") + "::OnMyMobDead3") < 1) { mapannounce 'map_spa$, "The passage on the 2nd floor in the palace of ghost is open .", bc_map,0xFFFF00; enablenpc instance_npcname("The second floor of Palace"); enablenpc instance_npcname("Lurid Royal Guard#dk1"); enablenpc instance_npcname("Princess Tiara#dk"); } end; } // 2nd floor [email protected],132,122,7 script Lurid Royal Guard#dk1 4_M_SAKRAYROYAL,{ [email protected]$ = instance_npcname("Princess Tiara#dk"); cutin "npc-tiara.bmp",3; mes "[Lurid Royal Guard]"; mes "Your highness, the King has invited a prince from a neighboring country to be your betrothed. Be ready to meet him..."; npctalk "Lurid Royal Guard: Your highness, the King has invited a prince from a neighboring country to be your betrothed. Be ready to meet him..."; next; mes "[Princess Tiara]"; mes "If...If a marriage is arranged what should I do?"; npctalk "Princess Tiara: If...If a marriage is arranged what should I do?", [email protected]$; next; mes "[Lurid Royal Guard]"; mes "The only thing I can do is protect you from physical harm."; npctalk "Lurid Royal Guard: The only thing I can do is protect you from physical harm."; next; mes "[Princess Tiara]"; mes "Then, what can I do?"; npctalk "Princess Tiara: Then, what can I do?", [email protected]$; next; mes "[Lurid Royal Guard]"; mes "You must decide that for yourself your highness..."; npctalk "Lurid Royal Guard: You must decide that for yourself your highness..."; next; mes "[Princess Tiara]"; mes "Would it be easier for you if I were married and sent off to another country?"; npctalk "Princess Tiara: Would it be easier for you if I were married and sent off to another country?", [email protected]$; next; mes "[Lurid Royal Guard]"; mes "I will always stand by you and protect you forever."; npctalk "Lurid Royal Guard: I will always stand by you and protect you forever."; cutin "npc-tiara.bmp",255; next; mes "[Princess Tiara]"; mes "Monsters have gotten inside the castle? Please, protect me!"; npctalk "Princess Tiara: Monsters have gotten inside the castle? Please, protect me!", [email protected]$; next; mes "[Lurid Royal Guard]"; mes "Stay behind me. Let's go!"; npctalk "Lurid Royal Guard: Stay behind me. Let's go!"; close2; donpcevent instance_npcname("#gp_control_2") + "::OnStart"; end; } [email protected],135,125,3 duplicate(Lurid Royal Guard#dk) Princess Tiara#dk 4_F_MAYSEL [email protected],1,1,1 script #gp_control_2 HIDDEN_WARP_NPC,{ end; OnStart: enablenpc instance_npcname("#gp_control_2"); disablenpc instance_npcname("Lurid Royal Guard#dk1"); disablenpc instance_npcname("Princess Tiara#dk"); disablenpc instance_npcname("The second floor of Palace"); killmonster 'map_spa$, instance_npcname("#gp_control_1") + "::OnMyMobDead1"; killmonster 'map_spa$, instance_npcname("#gp_control_1") + "::OnMyMobDead2"; killmonster 'map_spa$, instance_npcname("#gp_control_1") + "::OnMyMobDead3"; disablenpc instance_npcname("#gp_control_1"); initnpctimer; end; OnTimer2000: [email protected]$ = instance_npcname("#gp_control_2") + "::OnMyMobDead1"; monster 'map_spa$,135,116,"Broken Promise",2950,1, [email protected]$; // BROKEN_MIND monster 'map_spa$,110,120,"Broken Promise",2950,1, [email protected]$; // BROKEN_MIND monster 'map_spa$,122,112,"Floating Sorrow",2951,1, [email protected]$; // FLOATING_WORD monster 'map_spa$,121,129,"Unfulfilled Love",2952,1, [email protected]$; // LIKE_LOVE stopnpctimer; end; OnMyMobDead1: if (mobcount('map_spa$, instance_npcname("#gp_control_2") + "::OnMyMobDead1") < 1) { sleep 2000; [email protected]$ = instance_npcname("#gp_control_2") + "::OnMyMobDead2"; monster 'map_spa$,120,103,"Broken Promise",2950,1, [email protected]$; // BROKEN_MIND monster 'map_spa$,115,137,"Floating Sorrow",2951,1, [email protected]$; // FLOATING_WORD monster 'map_spa$,103,130,"Unfulfilled Love",2952,1, [email protected]$; // LIKE_LOVE } end; OnMyMobDead2: if (mobcount('map_spa$, instance_npcname("#gp_control_2") + "::OnMyMobDead2") < 1) { sleep 2000; [email protected]$ = instance_npcname("#gp_control_2") + "::OnMyMobDead3"; monster 'map_spa$,98,119,"Floating Sorrow",2951,1, [email protected]$; // FLOATING_WORD monster 'map_spa$,98,120,"Floating Sorrow",2951,1, [email protected]$; // FLOATING_WORD monster 'map_spa$,103,109,"Unfulfilled Love",2952,1, [email protected]$; // LIKE_LOVE } end; OnMyMobDead3: if (mobcount('map_spa$, instance_npcname("#gp_control_2") + "::OnMyMobDead3") < 1) { mapannounce 'map_spa$, "The passage on the 3rd floor of the palace is open.", bc_map,0xFFFF00; enablenpc instance_npcname("3rd floor in the palace"); enablenpc instance_npcname("King#dk1"); enablenpc instance_npcname("Lurid Royal Guard#dk2"); enablenpc instance_npcname("Captain of the Guard#dk"); enablenpc instance_npcname("Soldier#dk1"); enablenpc instance_npcname("Soldier#dk2"); enablenpc instance_npcname("Soldier#dk3"); disablenpc instance_npcname("#gp_control_2"); } end; } // 3rd floor [email protected],32,54,1 script King#dk1 4_M_RUSKING,{ mes "[King]"; mes "It was you who brought the monsters here! You want to get rid of me and have the princess for yourself?"; npctalk "King: It was you who brought the monsters here! You want to get rid of me and have the princess for yourself?"; next; mes "[Lurid Royal Guard]"; mes "It is a trap your majesty! You must trust me!"; npctalk "Lurid Royal Guard: It is a trap your majesty! You must trust me!", instance_npcname("Lurid Royal Guard#dk2"); next; mes "[King]"; mes "Shut up! You've betrayed me! I trusted you... you must pay for your disgrace."; npctalk "King: Shut up! You've betrayed me! I trusted you... you must pay for your disgrace."; next; mes "[King]"; mes "You will suffer for the rest of your life."; npctalk "King: You will suffer for the rest of your life."; close2; disablenpc instance_npcname("3rd floor in the palace"); disablenpc instance_npcname("King#dk1"); disablenpc instance_npcname("Captain of the Guard#dk"); disablenpc instance_npcname("Soldier#dk1"); disablenpc instance_npcname("Soldier#dk2"); disablenpc instance_npcname("Soldier#dk3"); disablenpc instance_npcname("Lurid Royal Guard#dk2"); donpcevent instance_npcname("Thanatos Magic Trace#dk1") + "::OnStart"; end; } [email protected],35,56,5 script Thanatos Magic Trace#dk1 4_TRACE,{ end; OnStart: enablenpc instance_npcname("Thanatos Magic Trace#dk1"); enablenpc instance_npcname("Lurid Royal Guard#dk3"); initnpctimer; end; OnTimer5000: npctalk "Ominous Voice: Oh, faithful royal guard, you are trapped."; end; OnTimer8000: npctalk "Ominous Voice: The conspiracy in the palace has your princess in grave danger..."; end; OnTimer12000: npctalk "Lurid Royal Guard: Who are you? Show yourself!", instance_npcname("Lurid Royal Guard#dk3"); end; OnTimer15000: npctalk "Ominous Voice: Ah... so you do you hear me?"; end; OnTimer20000: npctalk "Lurid Royal Guard: ...?", instance_npcname("Lurid Royal Guard#dk3"); end; OnTimer23000: npctalk "Ominous Voice: I can give you unlimited power. If you make a pact with me."; end; OnTimer28000: npctalk "Lurid Royal Guard: I..I...", instance_npcname("Lurid Royal Guard#dk3"); end; OnTimer33000: npctalk "Thanatos Magic Trace: Kukuku... What do you want boy?"; end; OnTimer34000: stopnpctimer; disablenpc instance_npcname("Thanatos Magic Trace#dk1"); disablenpc instance_npcname("Lurid Royal Guard#dk3"); donpcevent instance_npcname("#gp_control_3") + "::OnStart"; end; } [email protected],28,52,7 duplicate(Lurid Royal Guard#dk) Captain of the Guard#dk 4_M_KY_KNT [email protected],25,53,7 duplicate(Lurid Royal Guard#dk) Soldier#dk1 4_M_CRU_SOLD [email protected],34,53,1 duplicate(Lurid Royal Guard#dk) Soldier#dk2 4_M_CRU_SOLD [email protected],30,52,7 duplicate(Lurid Royal Guard#dk) Soldier#dk3 4_M_KY_SOLD [email protected],30,58,5 duplicate(Lurid Royal Guard#dk) Lurid Royal Guard#dk2 4_M_SAKRAY_TIED [email protected],31,57,5 duplicate(Lurid Royal Guard#dk) Lurid Royal Guard#dk3 4_M_SAKRAY_TIED [email protected],1,1,1 script #gp_control_3 HIDDEN_WARP_NPC,{ end; OnStart: enablenpc instance_npcname("#gp_control_3"); initnpctimer; end; OnTimer2000: [email protected]$ = instance_npcname("#gp_control_3") + "::OnMyMobDead1"; monster 'map_spa$,31,57, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY monster 'map_spa$,59,24, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY monster 'map_spa$,23,40, "Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP monster 'map_spa$,54,45, "Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW monster 'map_spa$,26,20, "Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW stopnpctimer; end; OnMyMobDead1: if (mobcount('map_spa$, instance_npcname("#gp_control_3") + "::OnMyMobDead1") < 1) addtimer 2000, instance_npcname("#gp_control_3") + "::OnSpawn1"; end; OnSpawn1: [email protected]$ = instance_npcname("#gp_control_3") + "::OnMyMobDead2"; monster 'map_spa$,30,52, "Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW monster 'map_spa$,58,58, "Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP monster 'map_spa$,54,24, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY end; OnMyMobDead2: if (mobcount('map_spa$, instance_npcname("#gp_control_3") + "::OnMyMobDead2") < (1 + 'bool_double_spawn)) { deltimer instance_npcname("#gp_control_3") + "::OnAnnounce"; addtimer 500, instance_npcname("#gp_control_3") + "::OnAnnounce"; } end; OnAnnounce: mapannounce 'map_spa$, "The passage on the 4th floor of the palace is open.", bc_map,0xFFFF00; enablenpc instance_npcname("4th floor in the palace"); deltimer instance_npcname("#gp_control_3") + "::OnSpawn2"; // stop double spawn if timer is running addtimer 2000, instance_npcname("#gp_control_3") + "::OnSpawn2"; end; OnSpawn2: donpcevent instance_npcname("#gp_control_4") + "::OnStart"; // 35 mobs [email protected]$ = instance_npcname("#gp_control_3") + "::OnMyMobDead3"; monster 'map_spa$,67,46, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "You are trapped..."; monster 'map_spa$,62,48, "Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Run away!"; monster 'map_spa$,57,46, "Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP unittalk [email protected][0], "Run away quickly!"; monster 'map_spa$,51,48, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "Faithful royal guard..."; monster 'map_spa$,56,55, "Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Run away!"; monster 'map_spa$,62,56, "Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP unittalk [email protected][0], "You are trapped..."; monster 'map_spa$,66,58, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "You put your princess in grave danger..."; monster 'map_spa$,66,64, "Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Faithful royal guard..."; monster 'map_spa$,62,65, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "Run away quickly!"; monster 'map_spa$,57,67, "Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "You are trapped..."; monster 'map_spa$,49,66, "Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP unittalk [email protected][0], "Run away!"; monster 'map_spa$,44,66, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "Run away quickly!"; monster 'map_spa$,45,20, "Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Run away!"; monster 'map_spa$,38,20, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "You are trapped..."; monster 'map_spa$,32,20, "Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP unittalk [email protected][0], "Run away quickly!"; monster 'map_spa$,51,22, "Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP unittalk [email protected][0], "Run away quickly!"; monster 'map_spa$,26,34,"Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP unittalk [email protected][0], "Run away!"; monster 'map_spa$,21,37,"Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Faithful royal guard..."; monster 'map_spa$,18,39,"Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "Run away quickly!"; monster 'map_spa$,21,45,"Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Run away!"; monster 'map_spa$,23,49,"Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "You are trapped..."; monster 'map_spa$,25,54,"Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP unittalk [email protected][0], "Run away quickly!"; monster 'map_spa$,29,54,"Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "You put your princess in grave danger..."; monster 'map_spa$,56,39,"Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "Run away!"; monster 'map_spa$,61,36,"Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Faithful royal guard..."; monster 'map_spa$,66,38,"Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP unittalk [email protected][0], "Run away quickly!"; monster 'map_spa$,42,54,"Wasted Friendship",2955,1, [email protected]$; // OLD_FRIENDSHIP unittalk [email protected][0], "Run away!"; monster 'map_spa$,35,54,"Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "You are trapped..."; monster 'map_spa$,43,60,"Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Faithful royal guard..."; monster 'map_spa$,30,25,"Tarnished Oath",2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "You put your princess in grave danger..."; monster 'map_spa$,30,31,"Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY unittalk [email protected][0], "You are trapped..."; monster 'map_spa$,65,64, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY monster 'map_spa$,65,67, "Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY monster 'map_spa$,18,43,"Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY monster 'map_spa$,21,43,"Regretful Memory",2953,1, [email protected]$; // CURSED_MEMORY end; OnMyMobDead3: end; } // 4th floor [email protected],1,1,1 script #gp_control_4 HIDDEN_WARP_NPC,{ end; OnStart: enablenpc instance_npcname("#gp_control_4"); [email protected]$ = instance_npcname("#gp_control_4") + "::OnMyMobDead1"; monster 'map_spa$,215,194, "Sweet Slaughter",2956,1, [email protected]$; // SWEET_SLAUGHTER monster 'map_spa$,194,178, "Sweet Slaughter",2956,1, [email protected]$; // SWEET_SLAUGHTER monster 'map_spa$,191,211, "Sweet Slaughter",2956,1, [email protected]$; // SWEET_SLAUGHTER monster 'map_spa$,185,203, "Cursed Gatekeeper",2949,1, [email protected]$; // CURSED_SENTINEL monster 'map_spa$,209,218, "Cursed Gatekeeper",2949,1, [email protected]$; // CURSED_SENTINEL end; OnMyMobDead1: if (mobcount('map_spa$, instance_npcname("#gp_control_4") + "::OnMyMobDead1") < (1 + 'bool_double_spawn)) { deltimer instance_npcname("#gp_control_4") + "::OnSpawn1"; addtimer 2000, instance_npcname("#gp_control_4") + "::OnSpawn1"; } end; OnSpawn1: [email protected]$ = instance_npcname("#gp_control_4") + "::OnMyMobDead2"; monster 'map_spa$,189,192, "Cursed Gatekeeper",2949,1, [email protected]$; // CURSED_SENTINEL monster 'map_spa$,211,209, "Sweet Slaughter",2956,1, [email protected]$; // SWEET_SLAUGHTER end; OnMyMobDead2: if (mobcount('map_spa$, instance_npcname("#gp_control_4") + "::OnMyMobDead2") < 1) { enablenpc instance_npcname("Thanatos Magic Trace#dk2"); enablenpc instance_npcname("Visiting Prince#dk"); enablenpc instance_npcname("Lurid Royal Guard#dk4"); enablenpc instance_npcname("King's Corpse#dk"); enablenpc instance_npcname("Captain's Corpse#dk"); enablenpc instance_npcname("Soldier's Corpse#dk"); enablenpc instance_npcname("Soldier's Corpse#dk1"); enablenpc instance_npcname("Soldier's Corpse#dk2"); enablenpc instance_npcname("Soldier's Corpse#dk3"); enablenpc instance_npcname("Soldier's Corpse#dk4"); } end; } [email protected],199,214,1 script Lurid Royal Guard#dk4 4_M_SAKRAYROYAL,{ [email protected]$ = instance_npcname("Visiting Prince#dk"); mes "[Lurid Royal Guard]"; mes "Where is Princess Tiara?"; npctalk "Lurid Royal Guard: Where is Princess Tiara?"; next; mes "[Visiting Prince]"; mes "You are too late... but you brought what I was looking for. Thanks for your help."; npctalk "Visiting Prince: You are too late... but you brought what I was looking for. Thanks for your help.", [email protected]$; next; mes "[Visiting Prince]"; mes "Cursed Thanatos Magic Trace! Are you ready to have a new master?"; npctalk "Visiting Prince: Cursed Thanatos Magic Trace! Are you ready to have a new master?", [email protected]$; next; cutin "tartanos.bmp",3; mes "[Thanatos Magic Trace]"; mes "How dare you!"; npctalk "Thanatos Magic Trace: How dare you!", instance_npcname("Thanatos Magic Trace#dk2"); next; mes "[Visiting Prince]"; mes "aah, aah !!!"; npctalk "Visiting Prince: Aah, aah!!!", [email protected]$; donpcevent instance_npcname("#gp_control_5") + "::OnStart"; close2; cutin "",255; end; } [email protected],201,214,1 duplicate(Lurid Royal Guard#dk) Thanatos Magic Trace#dk2 CLEAR_NPC [email protected],197,218,5 duplicate(Lurid Royal Guard#dk) Visiting Prince#dk 4_M_KNIGHT_SILVER [email protected],194,214,5 duplicate(Lurid Royal Guard#dk) King's Corpse#dk 4_M_TRISTAN [email protected],211,194,3 duplicate(Lurid Royal Guard#dk) Captain's Corpse#dk 4_M_LIEMAN [email protected],201,198,1 duplicate(Lurid Royal Guard#dk) Soldier's Corpse#dk 4_M_DIEMAN [email protected],197,190,1 duplicate(Lurid Royal Guard#dk) Soldier's Corpse#dk1 4_M_DIEMAN [email protected],191,207,7 duplicate(Lurid Royal Guard#dk) Soldier's Corpse#dk2 4_M_DIEMAN [email protected],206,209,7 duplicate(Lurid Royal Guard#dk) Soldier's Corpse#dk3 4_M_DIEMAN [email protected],189,195,1 duplicate(Lurid Royal Guard#dk) Soldier's Corpse#dk4 4_M_DIEMAN [email protected],1,1,1 script #gp_control_5 HIDDEN_WARP_NPC,{ end; OnStart: enablenpc instance_npcname("#gp_control_5"); disablenpc instance_npcname("Thanatos Magic Trace#dk2"); disablenpc instance_npcname("Visiting Prince#dk"); disablenpc instance_npcname("Lurid Royal Guard#dk4"); disablenpc instance_npcname("King's Corpse#dk"); disablenpc instance_npcname("Captain's Corpse#dk"); disablenpc instance_npcname("Soldier's Corpse#dk"); disablenpc instance_npcname("Soldier's Corpse#dk1"); disablenpc instance_npcname("Soldier's Corpse#dk2"); disablenpc instance_npcname("Soldier's Corpse#dk3"); disablenpc instance_npcname("Soldier's Corpse#dk4"); sleep 1000; [email protected]$ = instance_npcname("#gp_control_5") + "::OnMyMobDead"; monster 'map_spa$,198,218, "Torturous Redeemer",2959,1, [email protected]$; // TORTUROUS_REDEEMER monster 'map_spa$,198,182, "Sweet Slaughter",2956,1, [email protected]$; // SWEET_SLAUGHTER end; OnMyMobDead: if (mobcount('map_spa$, instance_npcname("#gp_control_5") + "::OnMyMobDead") < 1) { deltimer instance_npcname("#gp_control_4") + "::OnSpawn1"; // stop double spawn if timer is running mapannounce 'map_spa$, "The passage on the 5th floor of the palace is open.", bc_map,0xFFFF00; disablenpc instance_npcname("4th floor in the palace"); enablenpc instance_npcname("5th floor of Palace"); enablenpc instance_npcname("Princess Tiara#dk1"); enablenpc instance_npcname("Lurid Royal Guard#dk5"); killmonster 'map_spa$, instance_npcname("#gp_control_3") + "::OnMyMobDead2"; killmonster 'map_spa$, instance_npcname("#gp_control_3") + "::OnMyMobDead3"; disablenpc instance_npcname("#gp_control_3"); } end; } // 5th floor [email protected],216,43,3 script Princess Tiara#dk1 4_F_MAYSEL,{ [email protected]$ = instance_npcname("Lurid Royal Guard#dk5"); mes "[Princess Tiara]"; mes "You kept your promise."; npctalk "Princess Tiara: You kept your promise."; next; mes "[Lurid Royal Guard]"; mes "princess!"; npctalk "Lurid Royal Guard: Princess!", [email protected]$; next; cutin "npc-tiara.bmp",3; mes "[Princess Tiara]"; mes "Thank you... now I can rest beside you..."; npctalk "Princess Tiara: Thank you... now I can rest beside you..."; next; mes "[Lurid Royal Guard]"; mes "No..No!!!!!"; npctalk "Lurid Royal Guard: No..No!!!!!", [email protected]$; next; mes "[The voice of Princess Tiara]"; mes "I want to be with you forever in peace...forever..."; npctalk "Princess Tiara: I want to be with you forever in peace...forever..."; next; cutin "b-tiara.BMP",3; mes "[Lurid Royal Guard]"; mes "no.....Ahh ahh ahh!!!!~!"; npctalk "Lurid Royal Guard: no.....Ahh ahh ahh!!!!~!", [email protected]$; next; mes "[The voice of Princess Tiara]"; mes "I love you..."; npctalk "Princess Tiara: I love you..."; cutin "",255; close2; donpcevent instance_npcname("#gp_control_6") + "::OnStart"; end; } [email protected],213,42,7 duplicate(Lurid Royal Guard#dk) Lurid Royal Guard#dk5 4_M_SAKRAYROYAL [email protected],1,1,1 script #gp_control_6 HIDDEN_WARP_NPC,{ end; OnStart: enablenpc instance_npcname("#gp_control_6"); disablenpc instance_npcname("Princess Tiara#dk1"); disablenpc instance_npcname("Lurid Royal Guard#dk5"); killmonster 'map_spa$, instance_npcname("#gp_control_4") + "::OnMyMobDead1"; killmonster 'map_spa$, instance_npcname("#gp_control_4") + "::OnMyMobDead2"; killmonster 'map_spa$, instance_npcname("#gp_control_5") + "::OnMyMobDead"; disablenpc instance_npcname("#gp_control_4"); disablenpc instance_npcname("#gp_control_5"); disablenpc instance_npcname("5th floor of Palace"); sleep 2000; [email protected]$ = instance_npcname("#gp_control_6") + "::OnMyMobDead1"; monster 'map_spa$,217,52, "Forgotten Name" ,2957,1, [email protected]$; // FORGOTTEN_NAME unittalk [email protected][0], "Wake up! look at us... We are monsters?"; monster 'map_spa$,190,21, "Tarnished Oath" ,2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Sakray killed the King and tried to kill us!"; monster 'map_spa$,198,49, "Tarnished Oath" ,2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "What is this..??"; monster 'map_spa$,212,28, "Fatal Days" ,2958,1, [email protected]$; // FATAL_DAYS unittalk [email protected][0], "Sakray killed a princess!"; end; OnMyMobDead1: if (mobcount('map_spa$, instance_npcname("#gp_control_6") + "::OnMyMobDead1") < 1) { sleep 2000; [email protected]$ = instance_npcname("#gp_control_6") + "::OnMyMobDead2"; monster 'map_spa$,217,43, "Forgotten Name" ,2957,1, [email protected]$; // FORGOTTEN_NAME unittalk [email protected][0], "Wake up! look at us... We are monsters?"; monster 'map_spa$,193,24, "Forgotten Name" ,2957,1, [email protected]$; // FORGOTTEN_NAME unittalk [email protected][0], "Sakray..?? why.....Sakray!"; monster 'map_spa$,216,59, "Tarnished Oath" ,2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Sakray killed the King and tried to kill us!"; monster 'map_spa$,197,57, "Fatal Days" ,2958,1, [email protected]$; // FATAL_DAYS unittalk [email protected][0], "Sakray killed a princess!"; } end; OnMyMobDead2: if (mobcount('map_spa$, instance_npcname("#gp_control_6") + "::OnMyMobDead2") < 1) { sleep 2000; [email protected]$ = instance_npcname("#gp_control_6") + "::OnMyMobDead3"; monster 'map_spa$,193,39, "Forgotten Name" ,2957,1, [email protected]$; // FORGOTTEN_NAME unittalk [email protected][0], "Wake up! look at us... We are monsters?"; monster 'map_spa$,212,34, "Forgotten Name" ,2957,1, [email protected]$; // FORGOTTEN_NAME unittalk [email protected][0], "Sakray..?? why.....Sakray!"; monster 'map_spa$,201,64, "Tarnished Oath" ,2954,1, [email protected]$; // COLORLESS_VOW unittalk [email protected][0], "Sakray killed the King and tried to kill us!"; monster 'map_spa$,175,44, "Fatal Days" ,2958,1, [email protected]$; // FATAL_DAYS unittalk [email protected][0], "Sakray killed a princess!"; } end; OnMyMobDead3: if (mobcount('map_spa$, instance_npcname("#gp_control_6") + "::OnMyMobDead3") < 1) { sleep 2000; monster 'map_spa$,200,45, "Torturous Redeemer" ,2961,1, instance_npcname("#gp_control_6") + "::OnMyMobDead4"; // E_TORTUROUS_REDEEMER unittalk [email protected][0], "Thanatos Magic Trace! I will destroy you if I can't have you... Oh no! How could this be?"; sleep 5000; killmonster 'map_spa$, instance_npcname("#gp_control_6") + "::OnMyMobDead4"; enablenpc instance_npcname("Sakray#dk"); enablenpc instance_npcname("Thanatos Magic Trace#dk3"); disablenpc instance_npcname("#gp_control_6"); } end; OnMyMobDead4: end; } [email protected],196,44,5 script Sakray#dk 4_M_SAKRAY,{ mes "[Lurid Royal Guard]"; mes "Are you satisfied..? Thanatos Magic Trace?"; npctalk "Lurid Royal Guard: Are you satisfied..? Thanatos Magic Trace?"; next; mes "[Thanatos Magic Trace]"; mes "I need more blood..Sakray, offer me his blood."; npctalk "Thanatos Magic Trace: I need more blood..Sakray, offer me his blood.", instance_npcname("Thanatos Magic Trace#dk3"); next; mes "[Sakray]"; mes "Okay, that is good. A traveller. Did you see?"; npctalk "Sakray: Okay, that is good. A traveller. Did you see?"; next; mes "[" + strcharinfo(0) + "]"; mes "Sakray, what do you want? Sympathy? Or is it a trap?"; unittalk getcharid(3), "" + strcharinfo(0) + " : Sakray, what do you want? Sympathy? Or is it a trap?"; next; mes "[Sakray]"; mes "No... I do not need to make any effort to catch a novice."; npctalk "Sakray: No... I do not need to make any effort to catch a novice."; next; mes "[" + strcharinfo(0) + "]"; mes "If so... then why...?"; unittalk getcharid(3), "" + strcharinfo(0) + " : If so... then why...?"; next; cutin "cry-b.bmp",2; mes "[Sakray]"; mes "I wanted to get rid of a piece of humanity inside of me through you."; npctalk "Sakray: I wanted to get rid of a piece of humanity inside of me through you."; next; mes "[Sakray]"; mes "I am quite satisfied with the result."; npctalk "Sakray: I am quite satisfied with the result."; next; mes "[Thanatos Magic Trace]"; mes "Sakray, offer the blood to me now!"; npctalk "Thanatos Magic Trace: Sakray, offer the blood to me now!", instance_npcname("Thanatos Magic Trace#dk3"); next; mes "[Sakray]"; mes "If you were me, what would you do?"; npctalk "Sakray: If you were me, what would you do?"; next; mes "[Sakray]"; mes "Can you set yourself free from this curse?"; npctalk "Sakray: Can you set yourself free from this curse?"; next; mes "[" + strcharinfo(0) + "]"; mes "..."; unittalk getcharid(3), "" + strcharinfo(0) + " : ..."; next; mes "[Sakray]"; mes "Heh heh... I will keep watching you until the day comes when you are old enough."; npctalk "Sakray: Heh heh... I will keep watching you until the day comes when you are old enough."; next; mes "[Sakray]"; mes "I am willing to hunt you later for Thanatos."; npctalk "Sakray: I am willing to hunt you later for Thanatos."; cutin "",255; next; mes "[Sakray]"; mes "Farewell then."; npctalk "Sakray: Farewell then."; close2; donpcevent instance_npcname("#tb") + "::OnStart"; end; } [email protected],196,46,1 script #tb CLEAR_NPC,{ end; OnStart: disablenpc instance_npcname("Sakray#dk"); disablenpc instance_npcname("Thanatos Magic Trace#dk3"); enablenpc instance_npcname("#tb"); enablenpc instance_npcname("#sv"); enablenpc instance_npcname("#tv"); initnpctimer; end; OnTimer3000: npctalk "Voice of Princess Tiara : What can I do for you?"; end; OnTimer8000: npctalk "Voice of Sakray : I will always stand by you. Please rest beside me.", instance_npcname("#sv"); end; OnTimer13000: npctalk "Thanatos Magic Trace: Sakray, do not forget the covenant of blood between us.", instance_npcname("#tv"); end; OnTimer17000: npctalk "Thanatos Magic Trace: Your soul is mine until you find the blood that satisfies me...", instance_npcname("#tv"); end; OnTimer22000: npctalk "Voice of Sakray : Rest in the shadow with me.", instance_npcname("#sv"); end; OnTimer25000: npctalk "Voice of Sakray : In the dark forever...", instance_npcname("#sv"); end; OnTimer28500: disablenpc instance_npcname("#tb"); disablenpc instance_npcname("#sv"); disablenpc instance_npcname("#tv"); mapannounce 'map_spa$, "It is time to leave the Ghost Palace.", bc_map,0xFFFF00; enablenpc instance_npcname("Way out of Palace"); enablenpc instance_npcname("King#dk11"); end; } [email protected],195,41,1 duplicate(Lurid Royal Guard#dk) Thanatos Magic Trace#dk3 CLEAR_NPC [email protected],198,43,1 duplicate(Lurid Royal Guard#dk) #sv CLEAR_NPC [email protected],196,41,1 duplicate(Lurid Royal Guard#dk) #tv CLEAR_NPC [email protected],204,29,1 script King#dk11 4_M_RUSKING,{ disable_items; mes "[King]"; mes "Hey there, are you alive?"; mes "I did not expect to meet someone who is still alive."; next; mes "[King]"; mes "Do you possibly have the ^006400Gray Shard^000000?"; mes "Can you give it to me?"; mes "The memories of the faithful royal guard"; mes "and the memories of everyone he loved"; mes "are contained inside of these shards."; next; mes "[King]"; mes "Will you give the ^006400Gray Shard^000000 to me?"; mes "The guilt is eating my soul."; mes "My soul is stuck within the Ghost Palace."; next; mes "[King]"; mes "I am collecting Sakray's abandoned memories from these shards."; next; mes "[King]"; mes "If you give any ^006400Gray Shard^000000s to me, I can make equipment for you."; next; mes "[King]"; mes "The cursed knight..."; mes "Please help me save the soul of Sakray."; next; setarray [email protected]_name$[0], "Thanatos Sword", "Thanatos Great Sword", "Thanatos Spear", "Thanatos Long Spear", "Thanatos Staff", "Thanatos Two-handed Staff", "Thanatos Bow", "Thanatos Dagger", "Thanatos Katar", "Thanatos Knuckle", "Thanatos Hammer", "Thanatos Axe", "Thanatos Violin", "Thanatos Whip", "Gray Shield", "Gray Armor", "Gray Robe", "Gray Cloak", "Gray Shoes", "Gray Helmet"; setarray [email protected]_list[0],13441,21009,1438,1496,1669,2023,18119,13093,28000,1836,16028,28100,1933,1988,2187,15090,15091,20721,22033,18820; for ( [email protected] = 0; [email protected] < 20; [email protected]++ ) [email protected]$ += [email protected]_name$[[email protected]] + ":"; [email protected]$ += "Cancel"; while(true) { [email protected] = select([email protected]$) - 1; if ([email protected] == 20) { mes "[King]"; mes "Someday, Sakray will"; mes "get out of this curse for sure."; mes "I believe"; mes "^006400Gray Shard^000000s are the only method"; mes "to save him...."; close; } [email protected] = ( [email protected] > 13 ? 200 : 200 ); mes "[King]"; mes "To make a ^FF0000" + [email protected]_name$[[email protected]] + "^000000"; mes "I need " + [email protected] + " ^006400Gray Shard^000000."; next; if (select( "Cancel", "Hand over " + [email protected] + " Gray Shard." ) == 1) { mes "[King]"; mes "Someday, Sakray will"; mes "get out of this curse for sure."; next; continue; } if (countitem(6672) < [email protected]) { mes "[King]"; mes "You do not have enough ^006400Gray Shard^000000"; mes "to make a ^FF0000" + [email protected]_name$[[email protected]] + "^000000."; mes "I need " + [email protected] + " ^006400Gray Shard^000000."; next; continue; } mes "[King]"; mes "I will make a ^FF0000" + [email protected]_name$[[email protected]] + "^000000"; mes "with " + [email protected] + " ^006400Gray Shard^000000."; next; mes "You see a light through the folded hands of the king and it gradually takes on a shape."; next; mes "[King]"; mes "All right, it is done."; mes "Take this ^FF0000" + [email protected]_name$[[email protected]] + "^000000"; mes "to confront Sakray and Thanatos."; next; mes "[King]"; mes "The power requires a sacrifice."; mes "Please be careful..."; delitem 6672,[email protected];// Gray Shard getitem [email protected]_list[[email protected]],1; close; } } [email protected],210,28,0 script Way out of Palace WARPNPC,2,2,{ end; OnTouch_: mes "It is time to leave the Ghost Palace."; mes "Everything is now complete"; mes "and will vanish.."; close2; if (isbegin_quest(1263) == 2) getitem 6672,1;// Gray Shard else { setquest 1263;// Cursed Swordman completequest 1263; getexp 900000,500000; getitem 6672,2;// Gray Shard } warp "prontera",178,149; end; } [email protected],41,217,0 warp The second floor of Palace 2,2,[email protected],114,120 [email protected],117,137,0 warp 3rd floor in the palace 2,2,[email protected],60,43 [email protected],54,28,0 warp 4th floor in the palace 2,2,[email protected],218,186 [email protected],178,186,0 warp 5th floor of Palace 2,2,[email protected],186,57
  13. Hello, I have a problem in making doram race character. I configured my server having a Doram in Pre-renewal server. However, when trying to create a new character it said that the character creation is denied. So how to make Doram can be made in character creation? Thanks in advance.
  14. Thanks it works like a magic.. can I ask one more favor? How to make player could inflict a certain negative status when using the skill? ex: Rogue use backstab may inflict stun.