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Arcenciel

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Posts posted by Arcenciel

  1. You can assume how many want this by the popularity of this topic and the staff that are voting for it or discussing it. Also, Ind answer the 'time investment' part indirectly I believe:

    I don't think the number of replies in this topic has any correlation to how many actual server owners want/will use the feature.

    I'm not against the idea, just trying to be practical.

  2. I don't think it should be removed considering we have an equivalent command for normal mounts which is @mount.

    I suggest renaming it into something else as newmount can end up being outdated if newer mounts ever come out in the future.

    Which one would be a more compact/efficient solution? Combining functionality with @mount or just keeping it the way it is?

  3. You're making the script way harder than it needs to be. Read the documentation that came with it.

    The best way to give the player a reward is to create a custom treasure chest mob with the item you want the player to get upon finishing the instance.

  4. You can either edit the source or create a script that would change a player's group when they're a first job. The only difference in the group being one has @go the other doesn't.

    EDIT:

    Or use this

    *bindatcmd "command","<NPC object name>::<event label>"{,<atcommand level>,<charcommand level>};
    *bindatcmd("command","<NPC object name>::<event label>"{,<atcommand level>,<charcommand level>});
    
    This command will bind a NPC event label to an atcommand. Upon execution of
    the atcommand, the user will invoke the NPC event label.
    
    Example:
    When a user types the command "@test", an angel effect will be shown.
    
    -	script	atcmd_example	-1,{
    OnInit:
    bindatcmd("test","atcmd_example::OnAtcommand");
    end;
    OnAtcommand:
    specialeffect2 338;
    end;
    }

    EDIT 2:

    Noticed your post on the other topic and this topic. Split from the other topic and merged here.

  5. As far as I know close2 will create a close button and will proceed to the next code until it is stopped with an end. If he wants to update the variable using close then he should put it before close otherwise using close2 should do the trick.

    You are indeed right however if Beret edits it like this

    set #vipfree,1;
    close;

    instead of

    close2;
    set #vipfree,1;
    end;

    Beret would have one less line of script, which is the point Euphy is trying to make.

  6. Can I convert all npc's to speed2 ?

    thanks !!

    ..

    Yes, you can. But no one is gonna go through all the scripts and add sleep2 after every mes...

    But maybe it can be coded into the source to add sleep2 after every mes?

  7. Actually...

    hyrule,190,214,5 script Anne Curtis 465,{
    if( pudge ) {
    warp "dewata",232,53;
    announce " "+strcharinfo(0)+": has been warped to Pain's Six Paths Dungeon!!",bc_all;
    end;
    }
    if( countitem(6048) >= 20 && countitem(7078) >= 5 && countitem(6153) >= 1000) {
    delitem 6048,20;
    delitem 7078,5;
    delitem 6153,1000;
    set pudge, 1;
    warp "dewata",232,53;
    announce " "+strcharinfo(0)+": has been warped to !!",bc_all;
    } else {
    warp "dicastes01",210,168;
    dispbottom "ee";
    }
    end;
    
    
    OnInit:
    if (isnight()) { disablenpc "Anne Curtis";}
    end;
    }
    

    You need to add two OnClocks depending on when night and day begins. For the OnClock at night, disable the npc. For the OnClock at day, enable the npc.

  8. hyrule,190,214,5 script Anne Curtis 465,{
    if( pudge ) {
    warp "dewata",232,53;
    announce " "+strcharinfo(0)+": has been warped to Pain's Six Paths Dungeon!!",bc_all;
    end;
    }
    if( countitem(6048) >= 20 && countitem(7078) >= 5 && countitem(6153) >= 1000) {
    delitem 6048,20;
    delitem 7078,5;
    delitem 6153,1000;
    set pudge, 1;
    warp "dewata",232,53;
    announce " "+strcharinfo(0)+": has been warped to !!",bc_all;
    } else {
    warp "dicastes01",210,168;
    dispbottom "ee";
    }
    end;
    OnInit:
    disablenpc "Anne Curtis";
    end;
    OnClock0600:
    OnClock1800:
    enablenpc "Anne Curtis";
    end;
    }
    

    Did not test that at all corrected what I can tell was wrong without testing.

  9. - Implemented Wave Mode dungeon.

    • A mini-game mode in memorial dungeon. The game starts when the player enters the dungeon.
    • A monster wave is released once every 20 seconds and the monsters that appear differ for each wave.
    • A boss monster appears every 5th monster wave and the monsters from each waves will not attack even when they are attacked.
    • Once monsters reach the end of the map, they will die instantly.
    • Once 20 monsters die after reaching the end of the map, the mini-game will end.
    • Wave Mode dungeon lasts 1 hour.
    • Entrance NPC 'Mahieu' is located in the following areas.

    • Eden Group (moc_para01 37 19)
    • Prontera (prontera 146 66)
    • Payon (payon 192 112)
    • Morroc (morroc 171 107

    Would love to see new script commands for this new dungeon mode.

    • Upvote 1
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