Jump to content

Moooooon-Aisha

Members
  • Posts

    116
  • Joined

  • Last visited

Posts posted by Moooooon-Aisha

  1. 3 hours ago, maken06 said:

    Thank you @Bringer for recommending them, but I have already tried them both and they are not what I am looking for...

    Why not just use Euphy quest shop npc? It's practically what you want. Just add in the checkweight and progressbar yourself.

  2. 			announce "MVP ("+ getmonsterinfo(killedrid,MOB_NAME)+") killed by '"+ strcharinfo(0) +"' from party '"+ strcharinfo(1) +"' in '"+strcharinfo(3)+"'.",bc_yellow|bc_all;
    
    			announce "MVP ("+ getmonsterinfo(killedrid,MOB_NAME)+") killed by '"+ strcharinfo(0) +"' in '"+strcharinfo(3)+"'.",bc_yellow|bc_all;

     

  3. 9 hours ago, Naruto said:

    not too easily, gonnahave to figure out which client sections are responsible for the visual portion of the job name... even then there may be issue (never just did the name)

     

    my client is somewhat english you can use it to compare

     

    just look at Monk, theres a few lonely monk... look up the original encoded or whatever name... the scrambled version and just change it.. the double section monk/monk is for filing in grf... my client might help you see

    ropocalypse main.exe 11.05 MB · 0 downloads

    So the only way is client hexing?

  4. 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

  5. 2 hours ago, Disabled LOOLP said:

    instance defined in db/re/instance ?

    Yes.

     

    1 hour ago, Mabuhay said:

    I believe you missed putting the instance id? I dunno if putting 0 would work but if your instance id is not 0, i will really throw an error. The instance id created in the mapserver shown is 1..so... That may be the cause. 

    *instance_announce <instance id>,"<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}

     

     

    Personally i use mapannounce instead. It is easier and less confusing to use. Just call the instance map name and proper instance id. 

    *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.

  6. 1@prt,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("1@prt"),155,185;
    	sleep2 1000;
    	end;
    	pre_instance = 1;
    	donpcevent "PreInstance#ctl::OnControl";
    end;
    }
    
    1@prt,152,49,5	script	Guard#prelu1	417,{
    end;
    }
    1@prt,152,47,5	duplicate(Guard#prelu1)	Guard#prelu5	417
    1@prt,152,45,5	duplicate(Guard#prelu1)	Guard#prelu6	417
    
    1@prt,158,49,5	duplicate(Guard#prelu1)	Guard#prelu2	417
    1@prt,158,47,5	duplicate(Guard#prelu1)	Guard#prelu3	417
    1@prt,158,45,5	duplicate(Guard#prelu1)	Guard#prelu4	417
    
    1@prt,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("1@prt"),151,188,"Prontera Knight",1002,strnpcinfo(0)+"::OnGuardDeath";
    	'pk_1 = $@mobid[1];
    	monster instance_mapname("1@prt"),155,188,"Prontera Knight",1002,strnpcinfo(0)+"::OnGuardDeath";
    	'pk_2 = $@mobid[1];
    	monster instance_mapname("1@prt"),159,188,"Prontera Knight",1002,strnpcinfo(0)+"::OnGuardDeath";
    	'pk_3 = $@mobid[1];
    	monster	instance_mapname("1@prt"),156,192,"Baphomet",1003,strnpcinfo(0)+"::OnBaphoDeath";
    	'bp_1 = $@mobid[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 */
    1@prt,151,188,5	script	Prontera Knight#dum1	123,{ 
    end;
    OnTalk:
    	npctalk "This is it, we're the only remaining force...";
    end;
    OnAction:
    	
    end;
    }
    1@prt,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;
    }
    1@prt,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;
    }
    1@prt,155,192,5	script	Baphomet#dum4	124,{ 
    end;
    OnTalk:
    	npctalk "Insignificant fools! Do you really think you can stop me?!";
    end;
    OnAction:
    end;
    }

     

  7. 42 minutes ago, Peopleperson49 said:

    Let me try to add them here again. I can still download them just fine from the first post. It shows they have already been downloaded 5 or 6 times so it is working for some people. Please let me know if these still don't work.

    Peopleperson49

    IndBonusPack1.patchUnavailable

    IndBonusPack2.patchUnavailable

    IndOnAtkCast.patchUnavailable

    Heya, it still shows as "Unavailable"

    As shown below:

    H3zc2lo.png

    0c9PzbY.png

  8. 6 hours ago, Bringer said:

    can anyone help to change this script to Max Stats NOT By Level

    Request to Mod this script

    • Max All Stats 300
    • get_unique_id
    • Char Base Rewards
    • 3 Winners For Each Jobs
    •  
      Hide contents
    
    
    ///////////////////////////////////////////////////////
    //  ___________               _____.__                
    //  \__    ___/__.__.________/ ____\__| ____    ____  
    //    |    | <   |  |\_  __ \   __\|  |/    \  / ___\ 
    //    |    |  \___  | |  | \/|  |  |  |   |  \/ /_/  >
    //    |____|  / ____| |__|   |__|  |__|___|  /\___  / 
    //            \/       Scripts             \//_____/  
    //
    //=====================================================
    // Name: Race to Max Level
    //
    // Description:
    // This NPC allows for Game Masters to set a reward to
    // be given to the first player of each 2nd class that
    // reaches maximum level (base and class).
    //=====================================================
    ///////////////////////////////////////////////////////
    morocc,159,91,5	script	Race to Max Level	58,{
    	set .@gm_level, 99; // GM level required to set the reward
    	set .@maxbase, 99;
    	set .@maxjob, 50;
    	set .@defaultreward, 510;
    	setarray .@rewardablejobs[0], Job_Lord_Knight, Job_High_Priest, Job_High_Wizard, Job_Whitesmith, Job_Sniper, Job_Assassin_Cross, Job_Paladin, Job_Champion, Job_Professor, Job_Stalker, Job_Creator, Job_Clown, Job_Gypsy;
    	
    	Begin:
    	clear;
    	mes "[ ^0099ccRace to Max Level^000000 ]";
    	mes "Hello, " + ((getgmlevel() >= .@gm_level) ? "master! What do you want to do today?" : "are you here for your reward?");
    	switch(select(((getgmlevel() >= .@gm_level) ? "Set Reward:Restart Race" : ":") + ":YES!:...Reward?:Who was rewarded?:Cancel")) {
    		case 1:
    			goto SetReward;
    		case 2:
    			goto RestartRace;
    		case 3:
    			goto GetReward;
    		case 4:
    			goto ExplainRace;
    		case 5:
    			goto ShowRewarded;
    		default:
    			end;
    	}
    	
    	SetReward:
    		clear;
    		mes "[ ^0099ccRace to Max Level^000000 ]";
    		if ($reward == 0)
    			set $reward, .@defaultreward;
    		mes "The reward is " + getitemname($reward) + " (ID: " + $reward + ").";
    		mes "Do you want to change it?";
    		if (select("Yes:No") == 1) {
    			clear;
    			mes "[ ^0099ccRace to Max Level^000000 ]";
    			mes "Please enter the new reward item ID.";
    			input .@rewardid;			
    			clear;
    			mes "[ ^0099ccRace to Max Level^000000 ]";
    			mes "Set " + getitemname(.@rewardid) + " as the reward?";
    			if(select("Yes:No") == 1) {
    				set $reward, .@rewardid;
    			}
    		}
    		goto Begin;
    	
    	RestartRace:
    		clear;
    		mes "[ ^0099ccRace to Max Level^000000 ]";
    		mes "Are you sure you want to restart the race?";
    		if (select("Yes:No") == 1) {
    			for (.@i = 0; .@i < getarraysize(.@rewardablejobs); .@i++) {
    				set $rewarded$[.@rewardablejobs[.@i]], "";
    			}
    			announce "The Race to Max Level has begun! Claim a reward once you reach " + .@maxbase + " base and " + .@maxjob + " class!", bc_all;
    		}
    		goto Begin;
    	
    	GetReward:
    		next;
    		mes "[ ^0099ccRace to Max Level^000000 ]";
    		mes "Let's see... " + strcharinfo(0) + ", huh?";
    		
    		set .@competitioner, 0;
    		for (.@i = 0; .@i < getarraysize(.@rewardablejobs); .@i++) {
    			if (Class == .@rewardablejobs[.@i]) {
    				set .@competitioner, 1;
    				if (BaseLevel < .@maxbase || JobLevel < .@maxjob) {
    					mes "I'm sorry, but you still need to level a bit more.";
    				} else if ($rewarded$[Class] == strcharinfo(0)) {
    					mes "You have already claimed your reward.";
    				} else if ($rewarded$[Class] != "") {
    					mes "Too late!";
    					mes "The reward for " + jobname(Class) + " was already claimed by " + $rewarded$[Class] + ".";
    				} else goto GiveReward;
    			}
    		}
    		if (.@competitioner == 0)
    			mes "[ ^0099ccRace to Max Level^000000 ]";
    			mes "You need to change your job.";
    		close;
    	
    	GiveReward:
    		set $rewarded$[Class], strcharinfo(0);
    		clear;
    		mes "[ ^0099ccRace to Max Level^000000 ]";
    		mes "Congratulations! You were the first " + jobname(Class) + " to reach " + .@maxbase + " base and " + .@maxjob + " class!";
    		getitem $reward, 1;
    		announce strcharinfo(0) + " (" + jobname(Class) + ") reached Max. Level and received " + getitemname($reward) + "!", bc_all;
    		close;
    	
    	ExplainRace:
    		clear;
    		mes "[ ^0099ccRace to Max Level^000000 ]";
    		mes "Yes! When you reach the maximum level for your class, talk to me and you'll be rewarded with a special item.";
    		next;
    		goto Begin;
    		
    	ShowRewarded:
    		clear;
    		mes "[ ^0099ccRace to Max Level^000000 ]";
    		for (.@i = 0; .@i < getarraysize(.@rewardablejobs); .@i++) {
    			mes jobname(.@rewardablejobs[.@i]) + ": " + (($rewarded$[.@rewardablejobs[.@i]] != "") ? $rewarded$[.@rewardablejobs[.@i]] : "^ff0000Nobody^000000");
    		}
    		next;
    		goto Begin;
    }

     

     

    So basically you want what stat to get max?

  9. 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.

  10. On 11/14/2019 at 10:52 AM, Peopleperson49 said:

    All 3 are downloading for me in the first post of the topic that I started. You really should read from the beginning, lol. Have a nice day.

    Peopleperson49

     

    I would like to point out that if you look at the script and item type commands doc, most stuff there never came from the official servers. Someone along the way said that would be something useful and they added it. This isn't anything different. Their is no negatives to adding them in anyway except the few minutes time of already overworked DEVs... They are quite powerful commands that have a lot of versatility. Once added they would only make rA stronger overall. Since they are simple items type commands their isn't much difficulty adding them to the git. As I said before it just takes a few minutes for someone with DEV access to add them. Once added they are there forever.

    Peopleperson49

    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.

×
×
  • Create New...