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Riotblade

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Posts posted by Riotblade

  1. On 8/25/2021 at 11:44 PM, Emistry said:

    change

    	if(Hunter) {
    		mes "You have killed ^880000"+HuntCount+"^000000/^0000FF"+Amt+"^000000 "+getmonsterinfo(Hunt,0)+"s, keep it up!";
    		close;
    	}

    into

    	if(Hunter && gettimetick(2) < HuntDelay) {
    		mes "You have killed ^880000"+HuntCount+"^000000/^0000FF"+Amt+"^000000 "+getmonsterinfo(Hunt,0)+"s, keep it up!";
    		close;
    	}

    Another question  but would it be better to use the quest db for timers or is it ok with just this one?

  2. Can someone help me get a script that allows me to raise an instance difficulty. At the current state renewal is in most instances can just be stomped if geared enough solo. I want to bring back the challenge for players where they can go solo or with a party to complete that specific instance that would reward them with better rewards depending on the difficulty level.

    So I would like to request something that has these:

    • Able to add any instance
    • Be able to Adjust Instance Mob HP/damage/and damage reduction based on difficulty
    • Be able to pick difficulty from Normal,Hard,Extreme,Deadly.
    • Option to reward items or points based difficulty.
  3. refine_db.txt the values are already there just compute it.

     

    // Refine Database [Pre-Renewal]
    //
    // Structure of Database:
    // Type,Stats per level,Random bonus start level,Random bonus value,Chance+1:Bonus+1,Chance+2:Bonus+2,Chance+3:Bonus+3,...
    //
    // For armors, values of 100 add 1 armor defense.
    // For weapons, values of 100 add 1 ATK.
    //
    // Type:
    //	0 - Armors
    //	1 - Level 1 weapons
    //	2 - Level 2 weapons
    //	3 - Level 3 weapons
    //	4 - Level 4 weapons
    //
    // Stats per level:
    // This value is applied for every upgrade level.
    //
    // Random bonus start level:
    // This value specifies the start point for those levels that give a random bonus value.
    //
    // Random bonus value:
    // A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past
    // Random bonus start level (usually the first unsafe upgrade). This is only applied for weapons, and not displayed client-side.
    //
    // Chance:
    // 100 = 100%
    //
    // Notes:
    // Changing the number of upgrade levels requires modifying MAX_REFINE in src/map/status.h.
    
    // Armors
    0,70,0,0,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0
    // Level 1 weapons
    1,200,8,300,100:0,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0
    // Level 2 weapons
    2,300,7,500,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,20:0
    // Level 3 weapons
    3,500,6,800,100:0,100:0,100:0,100:0,100:0,60:0,50:0,20:0,20:0,20:0
    // Level 4 weapons
    4,700,5,1300,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0

     

  4. Keeps displaying empty slots while also adding another item options on the list to refine what to change?

     

    setarray .@position$[1],"Head","Body","Left Hand","Right Hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
    	set .@menu$,"";
    	for(set .@i,1; .@i<=10; set .@i,.@i+1)
    		set .@menu$, .@menu$+((getequipisequiped(.@i))?getequipname(.@i):.@position$[.@i]+"-[Unequipped]")+":";
    	set .@part, select(.@menu$);
    	if (!getequipisequiped(.@part)) {
    		mes "[Basta]";
    		switch(.@part) {
    		case 1:
    			mes "Is your head an equipment?";
    			break;
    		case 2:
    			mes "What do you want me to do?";
    			break;
    		case 3:
    		case 4:
    			mes "Making artificial hands is not my specialty.";
    			break;
    		case 5:
    			mes "Do you even know what a robe is?";
    			break;
    		case 6:
    			mes "If you want to refine your feet, don't come to me, try running a marathon.";
    			break;
    		case 7:
    		case 8:
    			mes "Where is the accessory?";
    			break;
    		case 9:
    			mes "Well... I don't see any equipment worth refining.";
    			break;
    		case 10:
    			mes "I can't make you smart. Go see a school teacher for that.";
    			break;
    		}
    		close;
    	}
    	if (!getequipisenableref(.@part)) {
    		mes "[Basta]";
    		mes "Even I cannot refine this item. There's no way.";
    		close;
    	}
      set .@equipRefLevel,getequiprefinerycnt(.@part);
    	if (getequiprefinerycnt(.@part) < 10) {
    		mes "[Basta]";
    		mes "Haven't I told you? I only refine equipments that are +10 and above.";
    		close;
    	}
    	if (getequiprefinerycnt(.@part) == 20) {
    		mes "[Basta]";
    		mes "This weapon is perfect, no need to refine it anymore~";
    		close;
    	}
    	switch(getequipweaponlv(.@part)) {
    	default:
    	case 0:
    		set .@price,100000;
    		set .@material,6225; //HD_Carnium
    		set .@type$,"armor";
    		break;
    	case 1:
    	case 2:
    	case 3:
    	case 4:
    		set .@price,100000;
    		set .@material,6226; //HD_Bradium
    		set .@type$,"weapon";
    		break;
    	}

     

  5. } else { dispbottom "Failed"; 
    specialeffect2 X; //change x to the effect number you want I don't know the effect number for the exploding thing your asking
    atcommand "@nuke " + strcharinfo(0);
    }

    Try this replace that line below see if it works.

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