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EveeX

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Posts posted by EveeX

  1. Mob Item Adder


    This mapflag sets more drops for monsters at the map that it's been attached.

    You can set up to ~50 more items for mobs.

    "drop_per" is the chance of drop, from 1 (0,01%) to 10000 (100%).

    There's an example at the screenshot, I setted a Yggdrasil Berry with 100% of chance for the Poring at prt_fild08 map.

    You can set a lot of mobs, but you have to set more mapflags for your maps.

    Original mod by @zephyr 

    Example:

    mapname<TAB>mapflag<TAB>mobitemadder<TAB>mob_id,item_id,drop_per{,item_id,drop_per(...)}

     

    • Upvote 1
  2. 	switch (skill_id) { // Rate
    	case RG_STRIPWEAPON:
    	case RG_STRIPARMOR:
    	case RG_STRIPSHIELD:
    	case RG_STRIPHELM:
    	case GC_WEAPONCRUSH:
    		if(tsc->data[SL_ROGUE])
    			rate = x; <--- Your operation
    		rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
    		mod = 1000;
    		break;
    	case ST_FULLSTRIP: {
    		int min_rate = 50 + 20 * skill_lv;

    Try this in skill_strip_equip in skill.cpp. I still don't try.

  3.  ACMD_FUNC(request)
    {
        if (!message || !*message) {
            clif_displaymessage(sd->fd,msg_txt(sd,277));    // Usage: @request <petition/message to online GMs>.
            return -1;
        }
       
       	if (DIFF_TICK(sd->refreshdelay_tick, gettick()) > 0)
    		return 0;
    	
    
        sprintf(atcmd_output, msg_txt(sd,278), message);    // (@request): %s
        intif_wis_message_to_gm(sd->status.name, PC_PERM_RECEIVE_REQUESTS, atcmd_output);
        clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], atcmd_output, false, SELF);
        clif_displaymessage(sd->fd,msg_txt(sd,279));    // @request sent.
       	sd->refreshdelay_tick= gettick() + n; // <-- n = time in miliseconds
        return 0;
    } 

    Try this ?

  4. if ( vclass == JOB_RUNE_KNIGHT &&  pc_readparam(sd,SP_CLASS) == JOB_KNIGHT && sd->sc.option & OPTION_RIDING )
    	sd->sc.option |= OPTION_DRAGON;

    This works correctly.

    But you need to choose a color OPTION_DRAGON1,OPTION_DRAGON2, ...

     * - 1 : Green Dragon
     * - 2 : Brown Dragon
     * - 3 : Gray Dragon
     * - 4 : Blue Dragon
     * - 5 : Red Dragon

     

     

  5. 1 hour ago, kronobr said:

    I need the item be deleted only If name exist.

    prontera,150,114,4	script	God Connection	811,{
    mes "You can bring to life a old friend if you have a God item gift.";
    next;
    if (countitem(6293) < 1) end;
    input .@input$;
    set @success, atcommand ("@unjail "+.@input$);
                            
    	if(!@success) // Name no exist
        {
        	mes "Something's wrong, maybe the player doesn't exist.";
    	} else{ // Name Exists and delete item 6293.
    		mes "Done!";
            delitem 6293,1;
    		close;
    	}                        
    }

    Try this.

  6. On 9/14/2020 at 6:10 PM, kronobr said:
    
    prontera,150,114,4	script	God Connection	811,{
    mes "You can bring to life a old friend if you have a God item gift.";
    next;
    if (countitem(6293) < 1) end;
    input .@input$;
    delitem 6293,1;
    set @success, atcommand ("@unjail "+.@input$);
    if(!@success) { mes "Something's wrong, maybe the player doesn't exist.";
    }
    mes "Done!";
    close;
    }

    Hi ,I need help to delete the item only if the player spells the other's name correctly for UNjail. Currently, if he misses the name, he loses the item anyway because the unjail fails.

    Thanks you all

    prontera,150,114,4	script	God Connection	811,{
    mes "You can bring to life a old friend if you have a God item gift.";
    next;
    if (countitem(6293) < 1) end;
    input .@input$;
    set @success, atcommand ("@unjail "+.@input$);
    if(!@success) { mes "Something's wrong, maybe the player doesn't exist.";
    } else{
    mes "Done!";
    delitem 6293,1;
    close;
    }
    }

    The items delete because you put delitem after the input, so is obviusly what the item delete if the name is fails or is correctly. Try this.

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