Jump to content

Gaspar145

Members
  • Posts

    8
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Gaspar145's Achievements

Drops

Drops (2/15)

  • Reacting Well
  • First Post
  • Conversation Starter
  • Dedicated
  • Week One Done

Recent Badges

0

Reputation

  1. the simple way is something like that if(vip_status(VIP_STATUS_ACTIVE) ){getitem 607,1;} or you can make a if on consumable itens in the source
  2. I need help with this script, please. It spawns the monster but doesn't respawn it. I'm not sure why. This is the only way it works; if I place "BossniaHP::OnMyMobDead" at the end of the line, the script doesn't work. The only problem is that it's not calling OnMyMobDead. function script BossniaHP { .@monsterID = getarg(0,0); .@monsterName$ = getarg(1,""); .@amount = getarg(2,0); .@map$ = getarg(3,""); .@hp = getarg(4,0); OnInit: $@Cheffenia_ID = bg_monster("BossniaHP::OnMyMobDead", .@map$, 192, 99, .@monsterName$, .@monsterID, .@amount); setunitdata $@Cheffenia_ID,UMOB_HP,10; // Make Crystal immune to damage until Guardians are defeated end; OnMyMobDead: initnpctimer; end; OnTimer500: stopnpctimer; donpcevent "BossniaHP::OnInit"; end; }
  3. However, I want to change the mob's HP only in one map. I know it can be done with setunitdata, but when I add more mobs, it stops working, like this, for example: but, like this doesn't working:
  4. Hello, I have this script, but I want to change the HP of the mobs. I tried to do this using setunitdata, but it didn't work. Does anyone have any advice or an example of how to change the HP of spawned mobs?
  5. Olá tenho esse script, porém quero alterar o hp dos mobs tentei fazer isso usando o setunitdata porém, ficou impossivel, alguém tem alguma luz, ou exemplo de como fazer para alterar o hp dos mobs spawnados ?
  6. I made the changes based on SC_EXPBOOST and it didn't work, it doesn't give any bonus. First Test: case SC_CLAN_EASY: tick = INFINITE_TICK; if (val1 < 0) val1 = 0; break; case SC_CLAN_NORMAL: tick = INFINITE_TICK; if (val1 < 0) val1 = 0; break; case SC_CLAN_GOD: tick = INFINITE_TICK; if (val1 < 0) val1 = 0; if (sd->status.base_level >= 260) { pc_bonus(sd, SP_ATK_RATE, 10); pc_bonus(sd, SP_MATK_RATE, 10); } break; Second test: case SC_CLAN_EASY: tick = INFINITE_TICK; val1 = 250; break; case SC_CLAN_NORMAL: tick = INFINITE_TICK; val1 = 50; break; case SC_CLAN_GOD: tick = INFINITE_TICK; val1 = 1; if (sd->status.base_level >= 260) { pc_bonus(sd, SP_ATK_RATE, 10); pc_bonus(sd, SP_MATK_RATE, 10); } break; it doesn't change the earned exp, in this case, it doesn't add the bonus, and also, it doesn't give the buff icon that I set to give in status.yml
  7. I'm working on a system to select the game mode, but I'm encountering some errors. The first one is that it's not working; I select the rate, and the script doesn't change the rate. However, I have no idea what I might have done wrong or forgotten. Can someone please help me? First, I made the NPC that gives the selection: - script RateSelect -1,{ OnSetRate: OnPCLoginEvent: switch(individual_rate) { case 1: .@clan_level = .low_rate_clan_level; .@exp_rate_bonus = .low_rate_exp_bonus; .@drop_rate_bonus = .low_rate_drop_bonus; break; case 2: .@clan_level = .mid_rate_clan_level; .@exp_rate_bonus = .mid_rate_exp_bonus; .@drop_rate_bonus = .mid_rate_drop_bonus; break; case 3: .@clan_level = .high_rate_clan_level; .@exp_rate_bonus = .high_rate_exp_bonus; .@drop_rate_bonus = .high_rate_drop_bonus; break; default: mes "Select your game mode, for more information about bonuses, visit our discord:"; mes "BE CAREFUL: YOU CANNOT CHANGE LATER!"; mes "[Rates EXP/Drop %]"; mes "- Low Rates:" + .low_rate_exp_bonus + ", " + .low_rate_drop_bonus + "."; mes "- Mid Rates:" + .mid_rate_exp_bonus + ", " + .mid_rate_drop_bonus + "."; mes "- High Rates:" + .high_rate_exp_bonus + ", " + .high_rate_drop_bonus + "."; individual_rate = select("- Low Rate:- Mid Rate:- High Rate"); close2; goto OnSetRate; } sc_start .@clan_level, INFINITE_TICK, .@exp_rate_bonus ; end; OnInit: .low_rate_exp_bonus = 250; .mid_rate_exp_bonus = 50; .high_rate_exp_bonus = 1; // EXP 1x in God mode .low_rate_drop_bonus = 250; .mid_rate_drop_bonus = 50; .high_rate_drop_bonus = 1; // Drop Rate 1x in God mode .low_rate_clan_level = SC_CLAN_EASY; .mid_rate_clan_level = SC_CLAN_NORMAL; .high_rate_clan_level = SC_CLAN_GOD; } Then I added the SC_ in status.cpp following the expboost: case SC_CLAN_EASY: tick = INFINITE_TICK; val1 = 0; // EXP and Drop Rate 250x break; case SC_CLAN_NORMAL: tick = INFINITE_TICK; val1 = 0; // EXP and Drop Rate 50x break; case SC_CLAN_GOD: tick = INFINITE_TICK; val1 = 0; // EXP and Drop Rate 1x if (sd->status.base_level >= 260) { pc_bonus(sd, SP_ATK_RATE, 10); pc_bonus(sd, SP_MATK_RATE, 10); } break; Next, I added them to script_constants: cpp Copy code Then I added them to status.hpp as expboost: Then I added them, I believe, so that when using an expboost, the effect is cumulative, that is, it does not interfere with them: Then I added them to status.yml: - Status: claneasy Icon: EFST_GOLDENMACECLAN Flags: NoRemoveOnDead: true NoClearbuff: true NoDispell: true NoBanishingBuster: true NoClearance: true EndOnEnd: Clan_Info: true - Status: clannormal Icon: EFST_CROSSBOWCLAN Flags: NoRemoveOnDead: true NoClearbuff: true NoDispell: true NoBanishingBuster: true NoClearance: true EndOnEnd: Clan_Info: true - Status: clangod Icon: EFST_ARCWANDCLAN Flags: NoRemoveOnDead: true NoClearbuff: true NoDispell: true NoBanishingBuster: true NoClearance: true EndOnEnd: Clan_Info: true However, when selecting the rates, it does not set the rates, it simply does not work, I believe I did something wrong.
  8. queria saber se é possivel fazer com que esse item: - Id: 311450 AegisName: Physical_Grade_2 Name: Glacier Flower Spell (Physical Grade) 2Lv Type: Card SubType: Enchant Script: | .@g = getenchantgrade(); .@r = getrefine(); bonus bLongAtkRate,6; bonus bShortAtkRate,6; bonus bBaseAtk,30; if (.@r>=7) { bonus bAspdRate,6; if (.@r>=9) { bonus bVariableCastrate,-6; bonus bDelayrate,-6; } } if (.@g>=ENCHANTGRADE_D) { bonus bAtkRate,2; bonus bBaseAtk,30; if (.@g>=ENCHANTGRADE_C) { if (.@r>=7) { bonus bPAtk,3; } } if (.@g>=ENCHANTGRADE_B) { if (.@r>=9) { bonus bPow,1; bonus bCon,1; } if (.@g>=ENCHANTGRADE_A) { bonus2 bAddEle,Ele_All,12; if (.@r>=11) { bonus2 bAddSize,Size_All,12; } } } } se torne um consumivel, ao toda vez que eu clicar nele, ele encante o meu equip....
×
×
  • Create New...