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Everything posted by Winterfox
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- script hourly_point_main -1,{ OnInit: .npc_name$ = strnpcinfo(3); .reward_minutes = 1; bindatcmd("check", .npc_name$ + "::OnAtcommand"); end; OnAtcommand: dispbottom("Accumulated " + #daily_minute_count); end; OnPCLoginEvent: addtimer(.reward_minutes * 10000, .npc_name$ + "::OnUpdate"); end; OnUpdate: deltimer(.npc_name$ + "::OnUpdate"); addtimer(.reward_minutes * 10000, .npc_name$ + "::OnUpdate"); if (checkvending() & 2) { end; } #daily_minute_count += .reward_minutes; switch(#daily_minute_count) { case 60: // 60 minutes #CASHPOINT += 1; getitem 677,1; break; case 120: // 120 minutes #CASHPOINT += 1; getitem 677,1; break; case 180: // 180 minutes #CASHPOINT += 1; getitem 677,1; break; case 240: // 240 minutes #CASHPOINT += 1; getitem 677,1; break; case 300: // 300 minutes #CASHPOINT += 1; getitem 677,1; break; case 360: // 360 minutes #CASHPOINT += 1; getitem 677,1; break; case 420: // 420 minutes #CASHPOINT += 1; getitem 677,1; break; case 480: // 480 minutes #CASHPOINT += 1; getitem 677,1; #daily_minute_count = 0; // reset. break; default: break; } }
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*unitwalk <GID>,<x>,<y>{,"<event label>"}; Use the event label to issue the next unitwalk after the last has finished. OnDestinationReached: if(!unitexists(.gid)) end; if(.move_count == .curr_pointer) .curr_pointer = 0; else .curr_pointer += 2; unitwalk(.gid, .path[.curr_pointer], .path[.curr_pointer + 1], "MVP_EVENT::OnDestinationReached"); end;
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Hallo, ich bin auch ab und zu noch da. Hauptsächlich um zu sehen, ob es interessante Script-Anfragen oder Fragen nach Hilfe mit Scripting gibt.
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How do I add 20 seconds before I can send a message again in this code?
Winterfox replied to c4striker's question in Scripting Support
- script GLOBAL -1,{ OnWhisperglobal: if(getgroupid() < 5 || MESSAGE_COOLDOWN > gettimetick(2)) end; announce(strcharinfo(0) + ": " + @whispervar0$, bc_all); MESSAGE_COOLDOWN = gettimetick(2) + 20; } -
You missed the part with the pausing of the reminder. - script VIP_REMINDER -1,{ OnInit: .pause_days = 7; end; OnPCLoginEvent: if(vip_status(VIP_STATUS_ACTIVE) || #REMINDER_COOLDOWN > gettimetick(2)) end; mes "[Premium Reminder Service]"; mes "Your Premium Status is NOT ACTIVE"; mes "Please consider using our premium service to get more benefits."; mes "Do you want to pause this reminder for 7 days?"; next; if(select("Yes.:No." == 2) { mes "[Premium Reminder Service]"; mes "You will get a reminder on next login."; end; } #REMINDER_COOLDOWN = gettimetick(2) + 86400 * .pause_days; mes "[Premium Reminder Service]"; mes "The reminder has been paused until " + gettimestr("%Y-%m/%d %H:%M:%S", 21, #REMINDER_COOLDOWN); close; }
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/* setcell types */ export_constant(CELL_WALKABLE); export_constant(CELL_SHOOTABLE); export_constant(CELL_WATER); export_constant(CELL_NPC); export_constant(CELL_BASILICA); export_constant(CELL_LANDPROTECTOR); export_constant(CELL_NOVENDING); export_constant(CELL_NOCHAT); export_constant(CELL_MAELSTROM); export_constant(CELL_ICEWALL); export_constant(CELL_NOBUYINGSTORE);
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prontera,155,177,5 script Example 100,{ end; OnAgitStart: OnAgitStart2: OnAgitStart3: initnpctimer; end; OnAgitEnd: OnAgitEnd2: OnAgitEnd3: stopnpctimer; end; OnTimer1000: initnpctimer; OnInit: .@owning_guild_id = getcastledata("payg_cas04", CD_GUILD_ID); if(.@owning_guild_id == 0) { .@owner_name$ = "Unowned"; } else { .@owner_name$ = getguildname(.@owning_guild_id); } delwaitingroom(); waitingroom(.@owner_name$, 0); }
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You could simplify your script by creating a crafting subroutine that takes your crafting product and requirements instead of having the same logic repeated for every item. - script Work Table FAKE_NPC,{ // i leave out the most stuff of your npc for the clarity of this example. soundeffect "menu.wav",0; mes "=============================="; mes "^ff0000 Any item created unattended by using the Work Table can be stolen by other players !! "; mes "=============================="; mes "Private Work Table are shared with those who have acsess only !!^000000"; mes "=============================="; next; soundeffect "menu.wav",0; mes "Select"; switch(prompt("- Heat Resistant Barrel:- Whatever:- Cancel")) { case 1: // Product ID, Product Amount, Requirement ID, Requirement Type (Normal / Rental), Requirement Amount, ... callsub(S_Crafting_Init, 40189, 1, 40191, 0, 1, 40084, 0, 1, 40085, 0, 1); case 2: callsub(S_Crafting_Init, 40190, 1, 40192, 0, 1, 40085, 0, 1, 40086, 0, 1); case 255: goto OnCancel; } S_Crafting_Init: .@product_id = getarg(0); .@product_amount = getarg(1); for(.@i = 2; .@i < getargcount(); .@i += 3) { .@next_start_index = getarraysize(.@product_requirements); .@product_requirements[.@next_start_index] = getarg(.@i); // ID .@product_requirements[.@next_start_index + 1] = getarg(.@i + 1); // Type .@product_requirements[.@next_start_index + 2] = getarg(.@i + 2); // Amount } next; soundeffect "menu.wav",0; mes "^ff0000 Require"; for(.@i = 0; .@i < getarraysize(.@product_requirements); .@i += 3) { mes "- " + .@product_requirements[.@i + 2] + " " + getitemname(.@product_requirements[.@i]); if(.@product_requirements[.@i + 1] == 1) { .@item_amount = rentalcountitem(.@product_requirements[.@i]); } else { .@item_amount = countitem(.@product_requirements[.@i]); } if(.@item_amount < .@product_requirements[.@i + 2]) { .@not_enough_items = 1; } } if(.@not_enough_items == 1){ close; } soundeffect "menu.wav",0; if(select("- Start:- Cancel") == 2) { goto OnCancel; } if(countitem(40007) == 1){ process_points += 1; dispbottom("Gained +1 Processing Points"); } for(.@i = 0; .@i < getarraysize(.@product_requirements); .@i += 3) { if(.@product_requirements[.@i + 1] == 0) { delitem(.@product_requirements[.@i], .@product_requirements[.@i + 2]); } } setarray(getd("$wrkb_" + .@wrkb_id + "_products"), .@product_id, .@product_amount); goto OnCraftingStart; OnCancel: next; soundeffect "menu.wav",0; mes "Process Cancel"; close; }
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Can anyone help me lucky npc error
Winterfox replied to gustabrayan225's question in Scripting Support
You forgot the brackets of the GetArraySize call on line 16. for(set @i,0; @i<=GetArraySize($DropsSorte)-1; set @i,@i+2) mes @i/2+": "+$DropsSorte[@i+1]+" "+GetItemName($DropsSorte[@i]); -
how to create NPC that has menu that only show your equipment in inventory
Winterfox replied to Pyumel's question in Script Requests
You can use getinventorylist and filter all items that aren't equipment or currently equipped equipment. prontera,150,150,6 script Demo 85,{ disable_items; getinventorylist; for(.@i = 0; .@i < @inventorylist_count; .@i++) { .@item_type = getiteminfo(@inventorylist_id[.@i], ITEMINFO_TYPE); if ((.@item_type == IT_ARMOR || .@item_type == IT_WEAPON || .@item_type == IT_SHADOWGEAR) && !@inventorylist_equip[.@i]) { .@item_ref = getarraysize(.@equipment_id_list); .@equipment_id_list[.@item_ref] = @inventorylist_id[.@i]; .@menu_labels$[.@item_ref] = getitemname(@inventorylist_id[.@i]); } } .@selected_item_ref = select(implode(.@menu_labels$, ":") - 1; next; mes "You selected: " + getitemname(.@equipment_id_list[.@selected_item_ref]) + "."; close; } -
It is possible, but you have to write the respawn logic yourself. Here is an untested example: - script DYNAMIC_MOB_SPAWN -1,{ OnInit: .mob_id = 1002; .mob_amount = 10; .mob_map$ = "prontera"; .mob_start_coords_x = 150; .mob_start_coords_y = 150; .mob_end_coords_x = 160; .mob_end_coords_y = 160; .no_spawn_start_hour = 16; .no_spawn_end_hour = 18; if(callsub("S_No_Respawn_Hour")) { .@curr_mob_amount = .mob_amount - $dead_mobs_amount; if(.@curr_mob_amount) { callsub("S_Spawn_Mobs", .@curr_mob_amount); } .no_respawn = 1; end; } $dead_mobs_amount = 0; callsub("S_Spawn_Mobs", .mob_amount); end; OnMobDead: if(.no_respawn) { $dead_mobs_amount++; end; } callsub("S_Spawn_Mobs", 1); end; OnHour00: OnHour01: OnHour02: OnHour03: OnHour04: OnHour05: OnHour06: OnHour07: OnHour08: OnHour09: OnHour10: OnHour11: OnHour12: OnHour13: OnHour14: OnHour15: OnHour16: OnHour17: OnHour18: OnHour19: OnHour20: OnHour21: OnHour22: OnHour23: if(callsub("S_No_Respawn_Hour")) { .no_respawn = 1; end; } .no_respawn = 0; if(!$dead_mobs_amount) end; callsub("S_Spawn_Mobs", $dead_mobs_amount); $dead_mobs_amount = 0; end; S_Spawn_Mobs: areamonster(.mob_map$, .mob_start_coords_x, .mob_start_coords_y, , .mob_end_coords_x, .mob_end_coords_y, "--ja--", .mob_id, getarg(0), "DYNAMIC_MOB_SPAWN::OnMobDead"); return; S_No_Respawn_Hour: .@curr_hour = gettime(DT_HOUR); if(.@curr_hour >= .no_spawn_start_hour && .@curr_hour < .no_spawn_end_hour) { return 1; } return 0; }
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I didn't test it, but this should give you an idea how to achieve what you want: askald,104,205,5 script PvP Gold Room 4_F_KAFRA1,{ doevent "gold_room_main::OnTalk"; } // warp portal back prontera ordeal_3-2,123,123,0 warp gold_room_back_prt 1,1,prontera,155,181 // peco peco summon ordeal_3-2,0,0,0,0 monster Gold 1954,100,60000,0,"gold_room_main::OnKill" - script gold_room_main -1,{ OnInit: // gold room map .map$ = "ordeal_3-2"; // entrance fee .zeny_cost = 500000; // rate to get gold .rate = 100; // points per kill .points_per_kill = 2; // gold random amount setarray(.gold_amount, 1, 5); setmapflag .map$,mf_noteleport; setmapflag .map$,mf_nobranch; setmapflag .map$,mf_nosave; setmapflag .map$,mf_nomemo; setmapflag .map$,mf_noreturn; setmapflag .map$,mf_nowarp; setmapflag .map$,mf_nowarpto; setmapflag .map$,mf_pvp; end; OnTalk: mes "Enter Gold Room?"; next; if(.zeny_cost) { mes F_InsertComma(.zeny_cost) + " Zeny"; close; } switch(select("Enter Gold Room","Exchange Gold Point","Information")) { case 1: if (Zeny < .zeny_cost) { mes "Not enough Zeny."; break; } Zeny -= .zeny_cost; warp .map$,0,0; end; case 2: mes "You got " + F_InsertComma(#GOLDPOINTS) + " Points"; input .@value,0,#GOLDPOINTS; if (.@value == 0) { mes "Exchange canceled."; break; } if(checkweight(969, .@value)) { #GOLDPOINTS -= .@value; getitem(969, .@value); mes "Gained " + .@value + " Gold."; break; } break; case 3: mes "In this room you will have the chance to get " + .points_per_kill + " points for each monster killed, but if another player kills you you lose all your points! 1 point gets you 1 gold"; break; } close; OnKill: if(rand(100) < .rand) { #GOLDPOINTS += .points_per_kill; dispbottom "You gained " + .points_per_kill + " Points. You do have " + F_InsertComma(#GOLDPOINTS) + " Points now."; } end; OnPCKillEvent: if (strcharinfo(3) != .map$) end; .@killer_name$ = strcharinfo(0); .@killed_name$ = rid2name(killedrid); .@killed_char_id = getcharid(0, .@killed_name$); .@killed_gold_points = getvar("#GOLDPOINTS", .@killed_char_id); #GOLDPOINTS += .@killed_gold_points; dispbottom("You killed " + .@killed_name$ + " and got all his points. You do have " + F_InsertComma(#GOLDPOINTS) + " Points now."; attachrid(killedrid); #GOLDPOINTS = 0; dispbottom("You died and lost all your points to " + .@killer_name$ + "."); }
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Well, what I posted was an example for you to modify yourself to fit your needs. If you want to be able to only mark one specific mob on a map by mob id you can do it like this: - script MOB_MARKER -1,{ OnInit: bindatcmd("markmobs", strnpcinfo(3) + "::OnMarkMobs"); bindatcmd("unmarkmobs", strnpcinfo(3) + "::OnUnmarkMobs"); end; function delete_viewpoints { freeloop(1); for(.@i = 0; .@i < getarraysize(@viewpoints_x); .@i++) { viewpoint(2, @viewpoints_x[.@i], @viewpoints_y[.@i], (.@i + 1), 0xFF0000); } freeloop(0); deletearray(@viewpoints_x, getarraysize(@viewpoints_x)); deletearray(@viewpoints_y, getarraysize(@viewpoints_y)); } OnMarkMobs: if(.@atcmd_numparameters != 1) { dispbottom("Usage: @markmobs MobID"); end; } .@mob_id = atoi(.@atcmd_parameters$[0]); if((.@mob_name$ = strmobinfo(1, .@mob_id)) == "") { dispbottom("A mob with the Mob ID " + .@mob_id + " does not exist."); end; } getmapxy(.@map$, .@x, .@y); getmapunits(BL_MOB, .@map$, .@mobs); if(getarraysize(.@mobs) == 0) { dispbottom("There are no mobs on this map."); end; } if(getarraysize(@viewpoints_x) > 0) { delete_viewpoints(); } freeloop(1); for(.@i = 0; .@i < getarraysize(.@mobs); .@i++) { if(getunitname(.@mobs[.@i]) != .@mob_name$) { continue; } getunitdata(.@mobs[.@i], .@unit_data); .@viewpoint_index = getarraysize(@viewpoints_x); viewpoint(1, .@unit_data[UMOB_X], .@unit_data[UMOB_Y], (.@viewpoint_index + 1), 0xFF0000); @viewpoints_x[.@viewpoint_index] = .@unit_data[UMOB_X]; @viewpoints_y[.@viewpoint_index] = .@unit_data[UMOB_Y]; } freeloop(0); if(getarraysize(@viewpoints_x) == 0) { dispbottom("Mob ID " + .@mob_id + " was not found on the map."); end; } end; OnUnmarkMobs: if(getarraysize(@viewpoints_x) == 0) end; delete_viewpoints(); }
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I didn't test it so there might be slight typos or small bugs, but basically you can do it like this: - script MOB_MARKER -1,{ OnInit: .map$ = "yourmap"; bindatcmd("markmobs", strnpcinfo(3) + "::OnMarkMobs"); bindatcmd("unmarkmobs", strnpcinfo(3) + "::OnUnmarkMobs"); end; function unmark_mobs { freeloop(1); for(.@i = 0; .@i < getarraysize(.@viewpoints_x); .@i++) { viewpoint(2, @viewpoints_x[.@i], @viewpoints_y[.@i], (.@i + 1), 0xFF0000); } freeloop(0); deletearray(@viewpoints_x, getarraysize(@viewpoints_x)); deletearray(@viewpoints_y, getarraysize(@viewpoints_y)); return; } OnMarkMobs: if(getarraysize(@viewpoints_x) > 0) { unmark_mobs(); } getmapunits(BL_MOB, .map$, .@mobs); freeloop(1); for(.@i=0; .@i < getarraysize(.@mobs); .@i++) { getunitdata(.@mobs[.@i], .@unit_data); viewpoint(1, .@unit_data[UMOB_X], .@unit_data[UMOB_Y], (.@i + 1), 0xFF0000); @viewpoints_x[.@i] = .@unit_data[UMOB_X]; @viewpoints_y[.@i] = .@unit_data[UMOB_Y]; } freeloop(0); end; OnUnmarkMobs: if(getarraysize(@viewpoints_x) > 0) { unmark_mobs(); } }
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I see. I went with the first solution I came up with from the top of my head. But it isn't that hard to do it the way you are showing either. You simply can use an invisible npc with an OnTouchNPC label that teleports the mob back into the desired area. - script EXAMPLE_SPAWN -1,{ OnInit: areamonster("prontera", 151, 149, 155, 143, "", "poring", 2); } - script MOB_BOUNDARY_CELL -1,{ OnTouchNPC: unitwarp(getattachedrid(), "this", 153, 147); } prontera,150,150,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#01 -1,0,0 prontera,151,150,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#02 -1,0,0 prontera,152,150,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#03 -1,0,0 prontera,153,150,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#04 -1,0,0 prontera,154,150,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#05 -1,0,0 prontera,155,150,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#06 -1,0,0 prontera,156,150,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#07 -1,0,0 prontera,150,149,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#08 -1,0,0 prontera,150,148,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#09 -1,0,0 prontera,150,147,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#10 -1,0,0 prontera,150,146,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#11 -1,0,0 prontera,150,145,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#12 -1,0,0 prontera,150,144,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#13 -1,0,0 prontera,150,144,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#14 -1,0,0 prontera,151,144,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#15 -1,0,0 prontera,152,144,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#16 -1,0,0 prontera,153,144,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#17 -1,0,0 prontera,154,144,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#18 -1,0,0 prontera,155,144,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#19 -1,0,0 prontera,156,144,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#20 -1,0,0 prontera,156,149,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#21 -1,0,0 prontera,156,148,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#22 -1,0,0 prontera,156,147,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#23 -1,0,0 prontera,156,146,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#24 -1,0,0 prontera,156,145,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#25 -1,0,0 prontera,156,144,0 duplicate(MOB_BOUNDARY_CELL) MOB_BOUNDARY_CELL#26 -1,0,0
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This is not a topic for the scripting section.
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Try this: - script MOB_BOUNDARY -1,{ OnInit: // CONFIG .map$ = "prontera"; .check_interval = 1000; .center_x = 150; .center_y = 150; .range_x = 5; .range_y = 5; // CONFIG END .start_x = .center_x - .range_x; .start_y = .center_y - .range_y; .end_x = .center_x + .range_x; .end_y = .center_y + .range_y; areamonster(.map$, .start_x, .start_y, .end_x, .end_y, "", "poring", 1); freeloop(1); while(true) { deletearray(.@mobs, getarraysize(.@mobs)); getmapunits(BL_MOB, .map$, .@mobs); for(.@i = 0; .@i < getarraysize(.@mobs); .@i++) { getunitdata(.@mobs[.@i], .@mob_data); if( (.@mob_data[UMOB_X] < .start_x || .@mob_data[UMOB_X] > .end_x) || (.@mob_data[UMOB_Y] < .start_y || .@mob_data[UMOB_Y] > .end_y) ) { unitstopwalk(.@mobs[.@i], USW_FORCE_STOP); getfreecell(.map$, .@x, .@y, .center_x, .center_y, .range_x, .range_y); unitwalk(.@mobs[.@i], .@x, .@y); } } sleep(.check_interval); } freeloop(0); } Simply set the map, center coordinates and range for the area you want the mobs to be able to move in. Once they step outside the area, they will stop and walk back into it.
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Those stats aren't enchantments, those are random options. Those are groups of bonuses of which a specified amount gets picked randomly and added to an item on drop. For further explanation you can check item_randomopt_db.yml, item_randomopt_group.yml and mob_db.yml in the last you should check the RandomOptionGroup setting.
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Select rate at first login in new character
Winterfox replied to emundus's question in Script Requests
Looks correct. -
Select rate at first login in new character
Winterfox replied to emundus's question in Script Requests
1. I don't know how the status changes accumulate if you stack them. But I think it isn't hard for you to test that, simply choose a rate and use an item like bubble gum and check how it influences your rate. 2. If your server is configured to have the default rates, those would be 1x, when a player chooses low it would add a bonus of 100% so 2x, on mid 19900% or 20x etc. It is good that you asked, since I realized I made a mistake in the script above and could correct it. -
I didn't test it, but changing the overweight check macros in pc.hpp from: #define pc_is50overweight(sd) ( (sd)->weight * 100 >= (sd)->max_weight * battle_config.natural_heal_weight_rate ) #define pc_is70overweight(sd) ( (sd)->weight * 100 >= (sd)->max_weight * battle_config.natural_heal_weight_rate_renewal ) #define pc_is90overweight(sd) ( (sd)->weight * 10 >= (sd)->max_weight * 9 ) to: #define pc_is50overweight(sd) ( false ) #define pc_is70overweight(sd) ( false ) #define pc_is90overweight(sd) ( false ) should do what you want.
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Select rate at first login in new character
Winterfox replied to emundus's question in Script Requests
It won't influence the individual rates. What he provides is more or less just a poll. I think there is no direct way to overwrite rates directly for an individual player. But what you could do is set the rates of your server to default and use status changes to give each player an exp and drop bonus according to his choice to basically get the effect of different rates. - script RateSelect -1,{ OnSetRate: OnPCLoginEvent: switch(individual_rate) { case 1: .@exp_rate_bonus = .low_rate_exp_bonus; .@drop_rate_bonus = .low_rate_drop_bonus; break; case 2: .@exp_rate_bonus = .mid_rate_exp_bonus; .@drop_rate_bonus = .mid_rate_drop_bonus; break; case 3: .@exp_rate_bonus = .high_rate_exp_bonus; .@drop_rate_bonus = .high_rate_drop_bonus; break; default: mes "Select your preferred server rate for this character."; mes "BE CAREFUL: YOU CAN'T CHANGE IT AFTERWARD!" individual_rate = select("Low Rate:Mid Rate:High Rate"); close2; goto OnSetRate; } sc_start SC_EXPBOOST, INFINITE_TICK, .@exp_rate_bonus, 10000, SCSTART_NOICON; sc_start SC_ITEMBOOST, INFINITE_TICK, .@drop_rate_bonus, 10000, SCSTART_NOICON; end; OnInit: .low_rate_exp_bonus = 100; .mid_rate_exp_bonus = 19900; .high_rate_exp_bonus = 199900; .low_rate_drop_bonus = 100; .mid_rate_drop_bonus = 19900; .high_rate_drop_bonus = 199900; } -
prontera,147,174,6 script Buff 750,{ if(countitem(.price_id) < .price) { mes "[ Buff ]"; mes "You don't have enough price items."; close; } delitem(.price_id, .price); .@bufflvl = rand(1, 10); switch(rand(3)) { case 1: percentheal(100,100); break; case 2: sc_start(.foodbuff$[rand(getarraysize(.foodbuff$))], 360000, .@bufflvl); break; case 3: .@buffref = rand(getarraysize(.skillbuff$)); skilleffect(.skilleffect[.skilleffect], 0); sc_start(.skillbuff$[.@buffref], 360000, .@bufflvl); break; } end; OnInit: .price_id = 501; .price = 1; setarray(.skilleffect, 384, 383, 378, 465, 464); setarray(.skillbuff, SC_MELTDOWN, SC_WINDWALK, SC_EDP, SC_KAITE, SC_KAUPE); setarray(.foodbuff, SC_ASPDPOTION2, SC_STRFood, SC_AGIFood, SC_VITFood, SC_INTFood); } Here is an example how you could do it. i didn't test it, but it should give you a general idea, how to achieve what you want.
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The command looks correct. Can you provide the rest of the script to have the full context?