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Everything posted by Moooooon-Aisha
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I would like to change the job class names to different ones, how is it possible? I can not find it in msgstring.txt it seems.
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I don't know if it'll help but that's what I usually use when ripping out map files and their associated files.
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soundeffect "welcome.wav", 0; ---- sleep2 500 ---- mes("Welcome to the Kafra Corporation. Kafra's Employees are always ready to serve you. How can I help you today?"); next(); switch(select("Storage:Bye")) { case 1: mes("Blablabla?"); next; break; case 2: mes("See you later."); break; } soundeffect "bye.wav", 0; close(); } sleep2 after welcome wav should give you more than sufficient time
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Instance help - instance not found?
Moooooon-Aisha replied to Moooooon-Aisha's question in Scripting Support
Yes. *instance_announce <instance id>,"<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}}; Broadcasts a message to all players in the <instance id> currently residing on an instance map. If 0 is specified for <instance id>, the instance the script is attached to is used. Everything usually defaults to the instance the script is attached. -
Instance help - instance not found?
Moooooon-Aisha replied to Moooooon-Aisha's question in Scripting Support
[email protected],155,51,5 script Captain#prelud 10180,6,6,{ end; OnTouch: 'player = getcharid(3); message strcharinfo(0),"You will now be watching the battle between Adventurers and Baphomet!"; sleep2 500; showscript "Troops! Let's head out!",getnpcid(0); sleep2 3000; warp instance_mapname("[email protected]"),155,185; sleep2 1000; end; pre_instance = 1; donpcevent "PreInstance#ctl::OnControl"; end; } [email protected],152,49,5 script Guard#prelu1 417,{ end; } [email protected],152,47,5 duplicate(Guard#prelu1) Guard#prelu5 417 [email protected],152,45,5 duplicate(Guard#prelu1) Guard#prelu6 417 [email protected],158,49,5 duplicate(Guard#prelu1) Guard#prelu2 417 [email protected],158,47,5 duplicate(Guard#prelu1) Guard#prelu3 417 [email protected],158,45,5 duplicate(Guard#prelu1) Guard#prelu4 417 [email protected],1,1,0 script PreInstance#ctl 123,{ end; OnControl: sleep 1000; donpcevent "Prontera Knight#dum1::OnTalk"; instance_announce 0,"1",1; sleep 600; donpcevent "Prontera Knight#dum2::OnTalk"; instance_announce 0,"2",1; sleep 600; donpcevent "Prontera Knight#dum3::OnTalk"; instance_announce 0,"3",1; sleep 600; donpcevent "Baphomet#dum4::OnTalk"; instance_announce 0,"4",1; sleep 600; goto OnMonsterSpawn; end; OnMonsterSpawn: hideonnpc "Prontera Knight#dum1"; hideonnpc "Prontera Knight#dum2"; hideonnpc "Prontera Knight#dum3"; hideonnpc "Baphomet#dum4"; end; sleep 150; monster instance_mapname("[email protected]"),151,188,"Prontera Knight",1002,strnpcinfo(0)+"::OnGuardDeath"; 'pk_1 = [email protected][1]; monster instance_mapname("[email protected]"),155,188,"Prontera Knight",1002,strnpcinfo(0)+"::OnGuardDeath"; 'pk_2 = [email protected][1]; monster instance_mapname("[email protected]"),159,188,"Prontera Knight",1002,strnpcinfo(0)+"::OnGuardDeath"; 'pk_3 = [email protected][1]; monster instance_mapname("[email protected]"),156,192,"Baphomet",1003,strnpcinfo(0)+"::OnBaphoDeath"; 'bp_1 = [email protected][1]; sleep 50; unitattack 'pk_1,'bp_1; unitattack 'pk_2,'bp_1; unitattack 'pk_3,'bp_1; sleep 3000; unitattack 'bp_1,'pk_2; sleep 300; unitattack 'bp_1,'pk_3; sleep 300; unitattack 'bp_1,'pk_1; end; OnGuardDeath: 'death++; if('death == 3){ attachrid('player); warp "agogo",0,0; party_destroy(getcharid(1)); instance_destroy; } end; OnBaphoDeath: end; } /* dummies */ [email protected],151,188,5 script Prontera Knight#dum1 123,{ end; OnTalk: npctalk "This is it, we're the only remaining force..."; end; OnAction: end; } [email protected],155,188,5 script Prontera Knight#dum2 123,{ end; OnTalk: npctalk "At arms! We die today, so others can flee this terror!"; end; OnAction: end; } [email protected],159,188,5 script Prontera Knight#dum3 123,{ end; OnTalk: npctalk "Is the evacuation even finished? We must hold this demon back!"; end; OnAction: end; } [email protected],155,192,5 script Baphomet#dum4 124,{ end; OnTalk: npctalk "Insignificant fools! Do you really think you can stop me?!"; end; OnAction: end; } -
Instance help - instance not found?
Moooooon-Aisha replied to Moooooon-Aisha's question in Scripting Support
[email protected],1,1,0 script PreInstance#ctl 123,{ end; OnControl: sleep 1000; donpcevent instance_npcname("Prontera Knight#dum1::OnTalk"); instance_announce 0,"1",1; No typo on my end. -
Instance help - instance not found?
Moooooon-Aisha replied to Moooooon-Aisha's question in Scripting Support
Pretty sure that one is generated via source error reporting so it must be a typo on their end. -
So I'm trying to make a few instances. First one I made, runs without any problems whatsoever. Second one has a really annoying bug that I can't seem to fix. Any ideas? It says that the instance is created. But it's not recognizing the instance the announce is being called?
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sleep2 1000; delays the sound by 1 second
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Can we not add Indys hard work forever?
Moooooon-Aisha replied to Peopleperson49's topic in Source Discussion
Heya, it still shows as "Unavailable" As shown below: -
So basically you want what stat to get max?
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Is there any way to apply the Homunculus auto-loot mechanic to pets? I know pets can also loot however, they do it in an awkward way that they store the item in themselves rather than directly giving it to the owner. Is there any possibility to make it so that whenever the pet loots, the owner gets the item instantly? How it works right now is that the pet stores it in itself and waits for a performance to drop all the looted items.
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Can we not add Indys hard work forever?
Moooooon-Aisha replied to Peopleperson49's topic in Source Discussion
Yes, it says it's unavailable for me. All 3 of them, saying that they are either unavailable or that I have no permission to view them. Also I agree that these should be added in since they really don't disturb the overall function of the emulator. Yes they're custom, but there also custom scripts implemented in the emulator so I don't really see any reason why it shouldn't be included. Hopefully they'll consider. -
Just add it on your own, just copy-paste the header of your original NPC on it.
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Only way I could think of is making a custom SC_ and apply it using that. And no, I haven't tried making custom statuses yet.
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- script Basic Weapons -1,{ mes "[ Basic Weapons ]"; mes "What item do you wish to purchase?"; next; [email protected] = select(.menu$) - 1; if(Zeny < .zeny[[email protected]]){ mes "[ Basic Weapons ]"; mes "You don't have enough zeny."; close; } Zeny -= .zeny[[email protected]]; getitem2 .sellitem[[email protected]],1,1,10,0,0,0,0,0; close; OnInit: setarray .sellitem, 28113,1201,1301; setarray .zeny, 1,2,3; for([email protected] = 0; [email protected] < getarraysize(.sellitem); [email protected]++) .menu$ = .menu$ + getitemname(.sellitem[[email protected]])+" +10 [Cost -> "+.zeny[[email protected]]+"]:"; end; } Untested.
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[Showcase] OppaiDragon's Fun Collections
Moooooon-Aisha replied to Moooooon-Aisha's topic in Script Showcase
Update: Added Disassembler NPC Note: This does not include any of the changes I am doing on refining itself, this NPC is just enabling you to dismantle any equipment (unless blacklisted) and turn them into other stuff. EDIT: Bug has been found. Will update later with a fix. EDIT 2: Bug has been fixed. Fixed version is now available. -
How to Dispell Bragi's Poem / Clown/Dancer Buffs
Moooooon-Aisha replied to Emonizer08's question in Source Support
It only works if they are outside the area. If they are in it, it won't remove the buff. -
Not sure since every source edit is different on how people do it. Just play around with the numbers there.
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It should be on the source edit then, values will reflect there.
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You want knights to have 90% delay instead of 100% correct? 4403,Kiel_Card,Kiel-D-01 Card,6,20,,10,,,,,,,,769,,,,,{ bonus bDelayRate,-30; },{},{} change -30 to 10
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Base it from what I did with the shield boomerang. Parrying is impossible without source edit. All skill delay, base it from Kiel, but instead of putting a negative value, put in a positive one.
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Any errors?
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If you're using secret's mod, then it should work as intended. Not sure how this can be translated to item bonuses, possibly bonus2 bSkillAtk,skill id here,getskilllv(skill id here) * 200; bonus2 bSkillAtk,skill id here,getskilllv(skill id here) * 60; bonus bMaxHP, readparam(Baselevel) * 100; bonus bVit,readparam(bInt)/5;
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Source modification only. Can't be applied with just item bonus script. Might be able to replicate using item bonus script, but it's not as accurate as a source mod.