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Ruhn

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  1. anthell02,1,1,0 script AntHellInvasion -1,{ OnInit: while(1) { initnpctimer; end; OnTimer10800000: stopnpctimer; announce "I am Gluttony, a hunger that knows no end. I descend to your realm, not as a beast of fangs and claws, but as a subtle whisper in your ear.", bc_all; monster "anthell02",0,0,"Sin of Gluttony",20581,1,"AntHellInvasion::OnAntHellDead"; monster "anthell02",0,0,"Gluttonous Valkyrie",1765,50,"AntHellInvasion::OnInvasionAntHell"; monster "prontera",98,186,"Gluttonous Plant",1750,1,"AntHellInvasion::OnInvasionAntHellPlant"; end; OnInvasionAntHell: end; OnAntHellDead: killmonster "anthell02","AntHellInvasion::OnInvasionAntHell"; killmonster "prontera","AntHellInvasion::OnInvasionAntHell"; announce "["+ strcharinfo(0) +"] has slain "+ getmonsterinfo( killedrid, MOB_NAME ), bc_all; MVPKills = MVPKills+2; dispbottom "---------------------------------------------------"; dispbottom "You killed a total of "+MVPKills+" MVP"+((MVPKills == 1)?"":"s")+"."; #mvp_points += 2; dispbottom "You've gained two points! Your total is ["+#mvp_points+"] MvP point(s)."; dispbottom "---------------------------------------------------"; } } Im having a hard time getting this script to have a selection of its spawn time. Right now, it always spawn 3hours after server start and after kill. I want it to spawn randomly between 2.5 hours to 3hours. Tried adding switch(rand(2)){ and put 2 cases but the script only summons the boss on the lowest OnTimer. Also, if it is possible, make the Plant not killable during the event was on. This plant serves as indicator that the mvp had been summoned. Some times players logged in after the announcement of the mvps arrival
  2. Anyone knew what are the names of the fourth job palettes? Fourth job costume sprites are always black. It does not follow the palette names of third classes.
  3. I need help finding the correct palette for knight's 4th job. The palette on the non riding sprite works fine but when i mount, the dragon and the body of 4th job knight is black. I made 4th job as costumes. The Male Knight Riding is being read as ·ÎµåÆäÄÚ_³²_2, then i added the palette named ·ÎµåÆäÄÚ_³²_1_2.pal. This works on the normal 4th Job sprite.
  4. anyone has a corrected dragon knight with mount? it seems that the mounted knight sprite is only black.
  5. Sorry for bumping the thread, can someone give me corrected sprite for Rebellion (Male and Female) and the Union Sprite for Star Gladiator (Male and Female)
  6. Ruhn

    Refine Bonus

    0,1,{ bonus bMaxHPrate,1; bonus bDef,1; bonus bMdef,1; } 0,2,{ bonus bMaxHPrate,2; bonus bDef,2; bonus bMdef,2; } 0,3,{ bonus bMaxHPrate,3; bonus bDef,3; bonus bMdef,3; } 0,4,{ bonus bMaxHPrate,4; bonus bDef,4; bonus bMdef,4; } 0,5,{ bonus bMaxHPrate,5; bonus bDef,5; bonus bMdef,5; } 0,6,{ bonus bMaxHPrate,6; bonus bDef,6; bonus bMdef,6; } 0,7,{ bonus bMaxHPrate,7; bonus bDef,7; bonus bMdef,7; } 0,8,{ bonus bMaxHPrate,8; bonus bDef,8; bonus bMdef,8; } 0,9,{ bonus bMaxHPrate,9; bonus bDef,9; bonus bMdef,9; } 0,10,{ bonus bMaxHPrate,10; bonus bDef,10; bonus bMdef,10; } 0,11,{ bonus bMaxHPrate,11; bonus bDef,11; bonus bMdef,11; } 0,12,{ bonus bMaxHPrate,12; bonus bDef,12; bonus bMdef,12; } 0,13,{ bonus bMaxHPrate,13; bonus bDef,13; bonus bMdef,13; } 0,14,{ bonus bMaxHPrate,14; bonus bDef,14; bonus bMdef,14; } 0,15,{ bonus bMaxHPrate,15; bonus bDef,15; bonus bMdef,15; } Added this entry to refine_bonus.txt but when I wore +15 garment, it wont give the refine bonus stats. Is there any switch or should I do something first?
  7. Why is the counter on negative and would not revert back to 0?
  8. nvm, found it at atcommand.hpp, need to add the strings and increase array count
  9. I created new monster def element called Prismatic It works, attr_fix works fine but when I do the @mi command it wont show elements like the screenshot below
  10. ?@Tokei, on this part in which the boss got killed, how can i make this reward every party member in the instance?, also for example the summoned boss is "poring 1" it should only give "poring 1 loot" then for "poring 2" it should only give "poring loot 2" ? // spawn mobs setarray .@mobIds, 20570, 20571, 20572, 20573, 20574; .@mobId = .@mobIds[rand(getarraysize(.@mobIds))]; .@map$ = instance_mapname("demon_lair"); .@label_boss$ = instance_npcname(strnpcinfo(0))+"::OnMyBossDead"; monster .@map$,99,107,'mobNames$[.@mobId],.@mobId,1,.@label_boss$,2; unittalk $@mobid[0],"Die ! You insolent fool!!"; end; OnMyBossDead: // specialeffect2 EF_MVP; getitem 41000,50; // // trigger other events .@map$ = instance_mapname("demon_lair"); mapannounce .@map$,"He will resurrect, soon!",bc_map; donpcevent instance_npcname("Reinfred#fin")+"::OnEnable"; end; }
  11. thanks @Tokei , the second one works fine. the first one does not give names.
  12. How can i make the npc summon a random mob id for example this list of mob ids mobid 1, mobid 2, mobid 3, mobid 4, mobid 5 name 1, name 2, name 3, name 4, name 5 then if the system pick mobid 3 the name should be name 3 monster .@map$,99,107,"--en--",.@MobID,1,.@label_boss$,2;
  13. Thanks for the input, managed to figure it out mate. I'm doing now is how to make it summon a random boss, like i have 5 bosses in array. xD
  14. New problem arises, when i have the instance created, the monster is not showing up xD
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