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Eross

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Everything posted by Eross

  1. Hi ! Ive tested the fury chant for super novice but wont work if you are on max level .. How to make it working even you are level 99 ?? Thankyou
  2. H thankyou sensei ! Do you also have @whobuy ??? Thankyou
  3. Thanks sir .. I thought it isnt 'coz its "define post" thanks
  4. Hi ! Yes it checked .. The problem is theres no GD STORAGE skill on guild skill window
  5. Hi ! Ive decided lately to upgrade to latest https://github.com/rathena/rathena. But Guild Storage Skill is not showing after I add it on pre-re/guild-skill-tree.yml which is really weird coz its the same settings with my old one .. Please help ! I try @reloadskilldb and I also reboot my server but nothing happened. the skill still wont show.
  6. Hi ! can anyone help me to revise this to become latest RA compatible ? BUILDIN_FUNC(gethotkeys) { TBL_PC *sd; TBL_PC *tsd; int i; if( !script_rid2sd(sd) ) return SCRIPT_CMD_FAILURE; if (!script_charid2sd(2,tsd)) return SCRIPT_CMD_FAILURE; for(i=0;i<MAX_HOTKEYS;i++){ pc_setreg(sd,reference_uid(add_str("@hotkey_type"), i),tsd->status.hotkeys[i].type); pc_setreg(sd,reference_uid(add_str("@hotkey_id"), i),tsd->status.hotkeys[i].id); pc_setreg(sd,reference_uid(add_str("@hotkey_lv"), i),tsd->status.hotkeys[i].lv); pc_setreg(sd,reference_uid(add_str("@hotkey_pos"), i),i); } pc_setreg(sd,add_str("@hotkey_count"),i); return SCRIPT_CMD_SUCCESS; } BUILDIN_FUNC(updatehotkey) { TBL_PC *sd; int type,id,lv,pos,j, flag = 0; short i; struct script_data *data; if (!script_charid2sd(7,sd)) return SCRIPT_CMD_FAILURE; type = script_getnum(st,2); if(type < 0 || type > 1){ clif_displaymessage(sd->fd, "Update Hotkey failed. Invalid type."); return SCRIPT_CMD_FAILURE; } data = script_getdata(st, 3); get_val(st, data); // Convert into value in case of a variable id = ( data_isstring(data) ? skill_name2id(script_getstr(st,3)) : script_getnum(st,3) ); lv = script_getnum(st,4); pos = script_getnum(st,5); if(pos < 0 || pos >= MAX_HOTKEYS){ clif_displaymessage(sd->fd, "Update Hotkey failed. Invalid hotkey position."); return SCRIPT_CMD_FAILURE; } if( script_hasdata(st,6) ) flag = script_getnum(st,6); if(type == 0 && id > 0){ // item ARR_FIND(0, MAX_INVENTORY, i, sd->inventory.u.items_inventory[i].nameid == id); if(i<MAX_INVENTORY){ if(sd->inventory.u.items_inventory[i].amount != lv) lv = sd->inventory.u.items_inventory[i].amount; } else lv = 0; } else if(type == 1 && id > 0){ // skill j = pc_checkskill(sd,id); if(j < lv) lv = j; } if(flag == 1){ // Delete duplicate on same row i = 0; if(pos >= 0 && pos <= 8){ ARR_FIND(0, 9, i, sd->status.hotkeys[i].type == type && sd->status.hotkeys[i].id == id && sd->status.hotkeys[i].lv == lv); if(i < 9){ sd->status.hotkeys[i].type = 0; sd->status.hotkeys[i].id = 0; sd->status.hotkeys[i].lv = 0; } } else if(pos >= 9 && pos <= 17){ ARR_FIND(9, 18, i, sd->status.hotkeys[i].type == type && sd->status.hotkeys[i].id == id && sd->status.hotkeys[i].lv == lv); if(i < 18){ sd->status.hotkeys[i].type = 0; sd->status.hotkeys[i].id = 0; sd->status.hotkeys[i].lv = 0; } } else if(pos >= 18 && pos <= 26){ ARR_FIND(18, 27, i, sd->status.hotkeys[i].type == type && sd->status.hotkeys[i].id == id && sd->status.hotkeys[i].lv == lv); if(i < 27){ sd->status.hotkeys[i].type = 0; sd->status.hotkeys[i].id = 0; sd->status.hotkeys[i].lv = 0; } } #if PACKETVER >= 20090603 else if(pos >= 27 && pos <= 35){ ARR_FIND(27, 36, i, sd->status.hotkeys[i].type == type && sd->status.hotkeys[i].id == id && sd->status.hotkeys[i].lv == lv); if(i < 36){ sd->status.hotkeys[i].type = 0; sd->status.hotkeys[i].id = 0; sd->status.hotkeys[i].lv = 0; } } #endif #if PACKETVER >= 20090617 else if(pos >= 36 && pos < MAX_HOTKEYS){ ARR_FIND(36, MAX_HOTKEYS, i, sd->status.hotkeys[i].type == type && sd->status.hotkeys[i].id == id && sd->status.hotkeys[i].lv == lv); if(i < MAX_HOTKEYS){ sd->status.hotkeys[i].type = 0; sd->status.hotkeys[i].id = 0; sd->status.hotkeys[i].lv = 0; } } #endif } else if(flag == 2){ // Delete duplicate on all rows for(i = 0; i < MAX_HOTKEYS; i++){ if(sd->status.hotkeys[i].type == type && sd->status.hotkeys[i].id == id && sd->status.hotkeys[i].lv == lv){ sd->status.hotkeys[i].type = 0; sd->status.hotkeys[i].id = 0; sd->status.hotkeys[i].lv = 0; } } } sd->status.hotkeys[pos].type = type; sd->status.hotkeys[pos].id = id; sd->status.hotkeys[pos].lv = lv; clif_hotkeys_send(sd); return SCRIPT_CMD_SUCCESS; } BUILDIN_FUNC(clearhotkeys) { TBL_PC *sd; int i; if (!script_charid2sd(2,sd)) return SCRIPT_CMD_FAILURE; for(i=0;i<MAX_HOTKEYS;i++){ sd->status.hotkeys[i].type = 0; sd->status.hotkeys[i].id = 0; sd->status.hotkeys[i].lv = 0; } clif_hotkeys_send(sd); return SCRIPT_CMD_SUCCESS; } Im getting this error
  7. thats bad I dont have crit flag on my db yet ... hays I think I should upgrade
  8. Hi ! Is there a guide how to enable critical on DA ? or any other passive skills ? Im using a NON-YML rathena .. Ive seen a new Git pull but its on YML format .. Thankyou I hope someone can help me out ..tHanks
  9. Hi! Is it normal to eddga to go IDLE if it has been attacked by two players ??? It stops attacking and just smoking on his pipe ROFL
  10. Hi ! I think I have same issue with this post ... https://herc.ws/board/topic/11456-mvp-rude-attack-modified/ I'm testing it on Eddga using grimtooth but its not teleporting ... How to fix this ??? thanks Im using this settings // Defines various mob AI related settings. (Note 3) // 0x001: When enabled mobs will update their target cell every few iterations // (normally they never update their target cell until they reach it while // chasing) // 0x002: Makes mob use their "rude attack" skill (usually warping away) if they // are attacked and they can't attack back regardless of how they were // attacked (eg: GrimTooth), otherwise, their rude attack" is only activated // if they can't melee reach the target (eg: sniping) // 0x004: If not set, mobs that can change target only do so when attacked within a // distance of [attack range+1], otherwise mobs may change target and chase // ranged attackers. This flag also overrides the 'provoke' target. // 0x008: When set, mobs scatter as soon as they lose their target. Use this mode // to make it much harder to mob-train by hiding and collecting them on a // single spot (ie: GrimTooth training) // 0x010: If set, mob skills defined for friends will also trigger on themselves. // 0x020: When set, the monster ai is executed for all monsters in maps that // have players on them, instead of only for mobs who are in the vicinity // of players. // 0x040: When set, when the mob's target changes map, the mob will walk towards // any npc-warps in it's sight of view (use with mob_warp below) // 0x080: If not set, mobs on attack state will only change targets when attacked // by normal attacks. Set this if you want mobs to also switch targets when // hit by skills. // 0x100: When set, a mob will pick a random skill from it's list and start from // that instead of checking skills in orders (when unset, if a mob has too // many skills, the ones near the end will rarely get selected) // 0x200: When set, a mob's skill re-use delay will not be applied to all entries of // the same skill, instead, only to that particular entry (eg: Mob has heal // on six lines in the mob_skill_db, only the entry that is actually used // will receive the delay). This will make monsters harder, especially MvPs. // 0x400: Set this to make mobs have a range of 9 for all skills. Otherwise, they // will obey the normal skill range rules. // 0x800: When set, monsters that are provoked will always change target to the // provoking person, even if they would usually not change target on attack. // Example: 0x140 -> Chase players through warps + use skills in random order. monster_ai: 0x1002
  11. Hi ! Is it posible to make an MVP teleport when a player hits it and change map using portal ?? this is to prevent Acid demo hit and leave tactics ... thanks PS. I also notice that 0x002 is not working I guess .. enlighten me how to use it // Defines various mob AI related settings. (Note 3) // 0x001: When enabled mobs will update their target cell every few iterations // (normally they never update their target cell until they reach it while // chasing) // 0x002: Makes mob use their "rude attack" skill (usually warping away) if they // are attacked and they can't attack back regardless of how they were // attacked (eg: GrimTooth), otherwise, their rude attack" is only activated // if they can't melee reach the target (eg: sniping) // 0x004: If not set, mobs that can change target only do so when attacked within a // distance of [attack range+1], otherwise mobs may change target and chase // ranged attackers. This flag also overrides the 'provoke' target. // 0x008: When set, mobs scatter as soon as they lose their target. Use this mode // to make it much harder to mob-train by hiding and collecting them on a // single spot (ie: GrimTooth training) // 0x010: If set, mob skills defined for friends will also trigger on themselves. // 0x020: When set, the monster ai is executed for all monsters in maps that // have players on them, instead of only for mobs who are in the vicinity // of players. // 0x040: When set, when the mob's target changes map, the mob will walk towards // any npc-warps in it's sight of view (use with mob_warp below) // 0x080: If not set, mobs on attack state will only change targets when attacked // by normal attacks. Set this if you want mobs to also switch targets when // hit by skills. // 0x100: When set, a mob will pick a random skill from it's list and start from // that instead of checking skills in orders (when unset, if a mob has too // many skills, the ones near the end will rarely get selected) // 0x200: When set, a mob's skill re-use delay will not be applied to all entries of // the same skill, instead, only to that particular entry (eg: Mob has heal // on six lines in the mob_skill_db, only the entry that is actually used // will receive the delay). This will make monsters harder, especially MvPs. // 0x400: Set this to make mobs have a range of 9 for all skills. Otherwise, they // will obey the normal skill range rules. // 0x800: When set, monsters that are provoked will always change target to the // provoking person, even if they would usually not change target on attack. // Example: 0x140 -> Chase players through warps + use skills in random order. monster_ai: 0x802
  12. I'm considering the possibility that innocent farmer will get involve. I would like to make it just between MVPers that are competing to kill the mvp monster only
  13. Hi ! Is it possible to make the map area pvp mode ?? Like for example Im in sight range of Eddga with other players, everyone can kill each other except those players who are far away .. Thanks
  14. Hi ! Is it possible to modify the Warp Portal skill of acolyte to allow only party members to enter??? If yes, How ???Thanks
  15. Thanks sir . But the [email protected] is the checker if the party is on Even Share mode .. hmm
  16. hmm I need to get the location of the party member who killed the monster.. Or maybe location of party leader will do since this feature is made for leeching players only ... ^_^
  17. Hi ! can anyone edit my this script .. I made a share exp for event MOTD . but I need to check if the member is on the same map with the mob killer because every time I kill a monster an exp applies on members wherever they are. Thanks a lot guys OnNPCKillEvent: query_sql ("SELECT `exp` FROM `party` WHERE `party_id` = "+ getcharid(1), [email protected]); if(killedrid!=$MobTypeLow && killedrid!=$MobTypeMid && killedrid!=$MobTypeHard ) { end; } [email protected]$ = strcharinfo(3); .mobid = killedrid; if ([email protected]) {addrid(2,0,getcharid(1));} dispbottom "[Monster of the Day]: Experience Gained Base:"+strmobinfo(6,.mobid)+" Job:"+strmobinfo(7,.mobid)+""; set BaseExp,(BaseExp+strmobinfo(6,.mobid)); set JobExp,(JobExp+strmobinfo(7,.mobid)); end;
  18. Yes but how to make it affect bonus by not just killing the mob ...
  19. Hi ! Is there way to change the script for EXP rings ??? The original script is adding EXP to the monster killer ..How about for leeching characters , While wearing this also adds exp while being leeched by other player.. Can you help me guys .. Thanks a lot
  20. Hi ! Is it possible to rename homunculus like @petrename command ??? /*========================================== * *------------------------------------------*/ ACMD_FUNC(petrename) { struct pet_data *pd; nullpo_retr(-1, sd); if (!sd->status.pet_id || !sd->pd) { clif_displaymessage(fd, msg_txt(sd,184)); // Sorry, but you have no pet. return -1; } pd = sd->pd; if (!pd->pet.rename_flag) { clif_displaymessage(fd, msg_txt(sd,188)); // You can already rename your pet. return -1; } pd->pet.rename_flag = 0; intif_save_petdata(sd->status.account_id, &pd->pet); clif_send_petstatus(sd); clif_displaymessage(fd, msg_txt(sd,187)); // You can now rename your pet. return 0; }
  21. Hi ! Im using Monster of the Day script .. I just want to ask how to attach a certain party member on OnNPCKillEvent script ?? I made it work but the problem is I have a party level gap of 15 .. I want to disable this to a certain member if he/she is below or above the said level gap ... //********************************************************************************** // ____ _ _ _ ____ //| _ \ ___ ___ ____ | | ___ ____ ___ ___ __ ___ _ _ | |_| |/ __ | //| |__// _ \ / _ \ | _ \| | / _ \ | _ \ / _ \ / _| / _)/ _ \ | \| ||___ |\__ | //| | | __/ ||_|| | |__/| || __/ | |__/| __/ | | _\ \ ||_|| | \\ | | | | | //|_|___\___|_\___/_| |___|_|_\___|_| |____\___|_|_|_(___/ \___/_|_|\_|____|_|___|_| //------------------|_|-------------|_|--------------------------------------------- //********************************************************************************** //===== rAthena Script ============================================================= //= Monster Of The Day //===== By: ======================================================================== //= Peopleperson49 (Eddie) - [email protected] //===== Start Date: ================================================================ //= 20NOV2011 //===== Current Version: =========================================================== //= 1.4 //===== Compatible With: =========================================================== //= rAthena SVN //===== Description: =============================================================== //= Another Monster Of The Day script. I made this one from scratch to be very //= simple and work automatically. Uses almost the full list of monsters from //= the mob_branch. I included the dispbottom here when players login, but I //= actually perfer to use a login script with this in it. //===== Version Control: =========================================================== //= 1.0 First Version. //= 1.1 Broke .MobTypeArray[0] into ten seperate arrays to allow full list of mobs //= to be used without overflowing the array. Before I had to limit the number //= of mobs in an array to around 100 or I would randomly get an error from it. //= 1.2 Modified script to not change mobs if scripts are reloaded. Will set mob if //= not already set on OnInit. //= 1.3 Changed getexp to BaseExp. //= 1.4 Added bindatcmd to allow GM to repick the MOTD. //===== Additional Comments:======================================================== //= //================================================================================== //- script MOTD#RoUG -1,{ //end; prontera,151,191,4 script Monster of the Day 802 ,{ mes "[Monster Of The Day]"; mes "You will earn twice the EXP from killing the following monsters today!:"; mes "[^FF0000Low Difficulty^000000] "+getmonsterinfo($MobTypeLow,0)+"s [^0000ff"+$MobTypeLow+"^000000] "; mes "[^FF0000Mid Difficulty^000000] "+getmonsterinfo($MobTypeMid,0)+"s [^0000ff"+$MobTypeMid+"^000000] "; mes "[^FF0000Hard Difficulty^000000] "+getmonsterinfo($MobTypeHard,0)+"s [^0000ff"+$MobTypeHard+"^000000] "; end; OnInit: bindatcmd "motd",strnpcinfo(0)+"::OnCheck"; bindatcmd("repickmotd",strnpcinfo(3)+"::OnAtcommand"); if($MobType!=0) { end; } OnClock0000: setarray .MobTypeArrayLow[0],1033, //Elder Willow 1060, //Bigfoot 1294, //Mantis 1013, //Wolves 1054, //Male Theif bug 1018, //Creamy 1111, //Drainliar 1015, //Zombie 1068, //Hydra 1057, //Yoyo 1019, //Pecopeco 1170, //Sohee 1007, //Fabre 1113, //Drops 1055, //Muka 1026, //Munak 1128; //Horn setarray .MobTypeArrayMid[0],1035, //Hunter Fly 1278, //Stalactic Golem 1061, //Nightmare 1001, //Scorpion 1243, //Sasquatch 1099, //Argiope 1158, //Phen 1032, //Verit 1029, //Isis 1069, //Swordfish 1149, //Minorous 1178, //Zerom 1044, //Obeanue 1034, //Thara Frog 1045, //Marc 1152, //Skeletal Orc 1213; //High Orc setarray .MobTypeArrayHard[0],1098, //Anubis 1379, //Nightmare Terror 1777, //Ice Golem 1163, //Raydric 1783, //Galion 1365, //Apocalypse 1206, //Anolian 1310, //Majorurous 1320, //Owl Duke 1682, //Remover 1762, //Frus 1752, //Skogul 1714, //Ferus 1713, //Acidus 1315, //Assaulter 1319, //Freezer 1148, //Medusa 1676, //Venatu 1677, //Venatu 1678, //Venatu 1679; //Venatu set $MobTypeLow,.MobTypeArrayLow[rand(0,16)]; set $MobTypeMid,.MobTypeArrayMid[rand(0,16)]; set $MobTypeHard,.MobTypeArrayHard[rand(0,20)]; announce "[Monster of the Day]: Players will earn twice the EXP from hunting "+getmonsterinfo($MobTypeLow,0)+"s ["+$MobTypeLow+"], "+getmonsterinfo($MobTypeMid,0)+"s ["+$MobTypeMid+"] and "+getmonsterinfo($MobTypeHard,0)+"s ["+$MobTypeHard+"] today!",0; end; OnNPCKillEvent: if(killedrid!=$MobTypeLow && killedrid!=$MobTypeMid && killedrid!=$MobTypeHard ) { end; } .mobid = killedrid; addrid(2,0,getcharid(1)); dispbottom "[Monster of the Day]: Experience Gained Base:"+strmobinfo(6,.mobid)+" Job:"+strmobinfo(7,.mobid)+""; set BaseExp,(BaseExp+strmobinfo(6,.mobid)); set JobExp,(JobExp+strmobinfo(7,.mobid)); end; OnAtcommand: setarray .MobTypeArrayLow[0],1033, //Elder Willow 1060, //Bigfoot 1294, //Mantis 1013, //Wolves 1054, //Male Theif bug 1018, //Creamy 1111, //Drainliar 1015, //Zombie 1068, //Hydra 1057, //Yoyo 1019, //Pecopeco 1170, //Sohee 1007, //Fabre 1113, //Drops 1055, //Muka 1026, //Munak 1128; //Horn setarray .MobTypeArrayMid[0],1035, //Hunter Fly 1278, //Stalactic Golem 1061, //Nightmare 1001, //Scorpion 1243, //Sasquatch 1099, //Argiope 1158, //Phen 1032, //Verit 1029, //Isis 1069, //Swordfish 1149, //Minorous 1178, //Zerom 1044, //Obeanue 1034, //Thara Frog 1045, //Marc 1152, //Skeletal Orc 1213; //High Orc setarray .MobTypeArrayHard[0],1098, //Anubis 1379, //Nightmare Terror 1777, //Ice Golem 1163, //Raydric 1783, //Galion 1365, //Apocalypse 1206, //Anolian 1310, //Majorurous 1320, //Owl Duke 1682, //Remover 1762, //Frus 1752, //Skogul 1714, //Ferus 1713, //Acidus 1315, //Assaulter 1319, //Freezer 1148, //Medusa 1676, //Venatu 1677, //Venatu 1678, //Venatu 1679; //Venatu set $MobTypeLow,.MobTypeArrayLow[rand(0,16)]; set $MobTypeMid,.MobTypeArrayMid[rand(0,16)]; set $MobTypeHard,.MobTypeArrayHard[rand(0,20)]; announce "[Monster of the Day]: Players will earn twice the EXP from hunting "+getmonsterinfo($MobTypeLow,0)+"s ["+$MobTypeLow+"], "+getmonsterinfo($MobTypeMid,0)+"s ["+$MobTypeMid+"] and "+getmonsterinfo($MobTypeHard,0)+"s ["+$MobTypeHard+"] today!",0; end; OnCheck: dispbottom "[Monster of the Day]: Players will earn twice the EXP from hunting "+getmonsterinfo($MobTypeLow,0)+"s ["+$MobTypeLow+"], "+getmonsterinfo($MobTypeMid,0)+"s ["+$MobTypeMid+"] and "+getmonsterinfo($MobTypeHard,0)+"s ["+$MobTypeHard+"] today!",0xFFFF00; end; OnPCLoginEvent: if (#pcloginflag&128) end; dispbottom "[Monster of the Day]: Players will earn twice the EXP from hunting "+getmonsterinfo($MobTypeLow,0)+"s ["+$MobTypeLow+"], "+getmonsterinfo($MobTypeMid,0)+"s ["+$MobTypeMid+"] and "+getmonsterinfo($MobTypeHard,0)+"s ["+$MobTypeHard+"] today!",0xFFFF00; end; } }
  22. Hi ! Im using this MOTD script .. I just wanna ask how to also give atleast a portion of exp to party members when a player kills a monster ? Coz this script only give bonus exp to the mob killer. OnNPCKillEvent: if(killedrid!=$MobTypeLow && killedrid!=$MobTypeMid && killedrid!=$MobTypeHard ) { end; } dispbottom "[Monster of the Day]: Experience Gained Base:"+strmobinfo(6,killedrid)+" Job:"+strmobinfo(7,killedrid)+""; set BaseExp,(BaseExp+strmobinfo(6,killedrid)); set JobExp,(JobExp+strmobinfo(7,killedrid)); end;
  23. Like on my title guys .. can you help me allow Cloaking on assassin while SC_HIDING is enabled ?? thankyou
  24. Hi ! Im using hourly point system from rathena .. I just want to add a feature that check if there are other logged in players with same Gepard ID. regardless the map or area ... For example I logged in my first account , The hourly system will start the countdown for rewards, But if I login my 2nd account there will be a message that "We have detected same Gepard ID logged in in game. We will hault your hourly points system." Heres the script .. I hope someone can help me - script hourlypoints FAKE_NPC,{ OnInit: //announce "[30 Minutes Points System]: The system have been reloaded, please relog again to get more points.", bc_all; announce "[Hourly Reward System]: Hourly system has been reloaded, please relog again to get more points.", bc_all; .point_name$ = "Hourly Points"; .point_amt = 5; // Normal points gained. .dlimit = 900; // Stop points if afk greater then in seconds. 600s = 10 minutes //43200 .enable = 1; .level = 0; .online_time = 3600; // One hour = 3600 seconds bindatcmd "hourlyinfo", "hourlypoints::OnAtcommand", 0, 100; //bindatcmd "hourlypoints", "hourlypoints::OnCheckPoints", 0, 100; end; OnPCLoginEvent: if (BaseLevel >= .level) { #idle = 0; @backup_time = 0; if (!#acctick || #acctick > .online_time) #acctick = gettimetick(2) + .online_time; else #acctick += gettimetick(2); while(.enable) { @idle_time = checkidle(); if (checkvending() >= 1 || checkchatting() == 1 || @idle_time >= .dlimit) // { #acctick += @idle_time; // Add idle time #idle = 1; dispbottom "The hourly points event haulted because you were vending, chatting, or idle."; } else { sleep2 1000; @backup_time = [email protected]_left = #acctick - gettimetick(2); if ([email protected]_left <= 0) { if (vip_status(1)) { #HOURLYPOINTS += .point_amt + 1; #acctick = gettimetick(2) + .online_time; dispbottom "[Hourly Reward System]: Gained " + .point_amt + " " + .point_name$ + " +1 " + .point_name$ + " [Vip Bonus]. Stay online and gain more points."; } else { #HOURLYPOINTS += .point_amt; #acctick = gettimetick(2) + .online_time; dispbottom "[Hourly Reward System]: Gained " + .point_amt + " " + .point_name$ + ". Total " + #HOURLYPOINTS + " Hourly Points. Stay online to gain more points."; } } else { [email protected]_left = .online_time - [email protected]_left; [email protected]$ = ""; [email protected] = [email protected]_left / 60; [email protected]_left -= ([email protected] * 60); if ([email protected] > 1) [email protected]$ += [email protected] + " minutes, "; else if ([email protected] > 0) [email protected]$ += [email protected] + " minute, "; if ([email protected]_left > 1 || [email protected]_left == 0) [email protected]$ += [email protected]_left + " seconds"; else if ([email protected]_left == 1) [email protected]$ += [email protected]_left + " second"; if ([email protected] == 15 && [email protected]_left == 0 || [email protected] == 30 && [email protected]_left == 0 || [email protected] == 45 && [email protected]_left == 0) dispbottom "[Hourly Reward System]: You spend a total of [" + [email protected]$ + "] playing."; } } if (#idle) break; } } end; OnPCLogoutEvent: // BackUP online time if (BaseLevel >= .level) { if (@backup_time) #acctick = @backup_time; } end; OnCheckPoints: dispbottom "[Hourly Reward System]: You have a total of ["+ #HOURLYPOINTS +"] Hourly Points.",0xRRGGBB; end; OnAtcommand: if (BaseLevel >= .level) { if (#idle) { [email protected]$ = ""; [email protected] = @idle_time / 60; [email protected]_left = @idle_time - ([email protected] * 60); if ([email protected] > 1) [email protected]$ += [email protected] + " minutes, "; else if ([email protected] > 0) [email protected]$ += [email protected] + " minute, "; if ([email protected]_left > 1 || [email protected]_left == 0) [email protected]$ += [email protected]_left + " seconds"; else if ([email protected]_left == 1) [email protected]$ += [email protected]_left + " second"; dispbottom "[Hourly Reward System]: You been idle for " + [email protected]$ + ". Please relog again.",0xRRGGBB; } else { [email protected]_left = @backup_time; [email protected]$ = ""; [email protected] = [email protected]_left / 60; [email protected]_left -= ([email protected] * 60); if ([email protected] > 1) [email protected]$ += [email protected] + " minutes, "; else if ([email protected] > 0) [email protected]$ += [email protected] + " minute, "; if ([email protected]_left > 1 || [email protected]_left == 0) [email protected]$ += [email protected]_left + " seconds"; else if ([email protected]_left == 1) [email protected]$ += [email protected]_left + " second"; dispbottom "[Hourly Reward System]: You have [" + [email protected]$ + "] left in able to gain a hourly points.",0xRRGGBB; } } end; }
  25. Yes I tried sir .. But every time I use fly wing in prontera the dispel still triggers .. It should be on warp only not on teleport
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