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Gaspar145

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Everything posted by Gaspar145

  1. 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
  2. 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.
  3. 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....
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