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Pink Guy

R> VIP item healer

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Anyone can help me modify this script? I want it to work for normal players and people with VIP item. For example, if the player doesn't have the vip item, they can still get healed and get agi and blessing. But if they have the vip item, they get the full buffs.

Thank you to whoever can help!

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8 hours ago, Sergardo said:

hi how about rental item? not detecting  

prontera,100,200,3	script	VIPBuffer	78,{

	specialeffect2 EF_HEAL2; percentheal 100,100;
	specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,600000,10;
	specialeffect2 EF_BLESSING; sc_start SC_BLESSING,600000,10;
	
	if ( countitem(.VIP_item) || rentalcountitem(.VIP_item) ) {
		specialeffect2 EF_ANGELUS; sc_start SC_ANGELUS,600000,10;
		specialeffect2 EF_SUFFRAGIUM; sc_start SC_SUFFRAGIUM,600000,3;
		specialeffect2 EF_IMPOSITIO; sc_start SC_IMPOSITIO,600000,5;
		specialeffect2 EF_GLORIA; sc_start SC_GLORIA,600000,5;
		specialeffect2 EF_MAGNIFICAT; sc_start SC_MAGNIFICAT,600000,5;
		specialeffect2 EF_CHEMICALPROTECTIOn; sc_start SC_CP_WEAPON,600000,5;
		sc_start SC_CP_ARMOR,600000,5;
		sc_start SC_CP_SHIELD,600000,5;
		sc_start SC_CP_HELM,600000,5;
		specialeffect2 EF_ASSUMPTIO; sc_start SC_ASSUMPTIO,600000,5;
		sc_start SC_ADRENALINE2,600000,1;
		specialeffect2 EF_MAXPOWER; sc_start SC_MAXIMIZEPOWER,600000,5;
		specialeffect2 EF_PERFECTION; sc_start SC_WEAPONPERFECTION,600000,5;
		specialeffect2 EF_ENDURE; sc_start SC_ENDURE,600000,10;
		sc_start SC_KAUPE,600000,3;
		sc_start SC_KAITE,600000,7;
		sc_start SC_STRFOOD,600000,5;
		sc_start SC_AGIFOOD,600000,5;
		sc_start SC_VITFOOD,600000,5;
		sc_start SC_INTFOOD,600000,5;
		sc_start SC_DEXFOOD,600000,5;
		sc_start SC_LUKFOOD,600000,5;

		switch ( CLASS ) {
			case 18:
			case 4019:
			case 4071:
			case 4078:
				skilleffect "SL_ALCHEMIST",0;
				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
				break;
			case 15:
			case 4016:
			case 4070:
			case 4077:
				skilleffect "SL_MONK",0;
				sc_start4 SC_SPIRIT,9999999,5,447,0,0;
				break;
			case 4047:
				skilleffect "SL_STAR",0;
				sc_start4 SC_SPIRIT,9999999,5,448,0,0;
				break;
			case 16:
			case 4017:
			case 4067:
			case 4074:
				skilleffect "SL_SAGE",0;
				sc_start4 SC_SPIRIT,9999999,5,449,0,0;
				break;
			case 14:
			case 4015:
			case 4066:
			case 4073:
				skilleffect "SL_CRUSADER",0;
				sc_start4 SC_SPIRIT,9999999,5,450,0,0;
				break;
			case 23:
			case 4190:
				skilleffect "SL_SUPERNOVICE",0;
				sc_start4 SC_SPIRIT,9999999,5,451,0,0;
				break;
			case 7:
			case 4008:
			case 4054:
			case 4060:
				skilleffect "SL_KNIGHT",0;
				sc_start4 SC_SPIRIT,9999999,5,452,0,0; 
				break;
			case 9:
			case 4010:
			case 4055:
			case 4061:
				skilleffect "SL_WIZARD",0;
				sc_start4 SC_SPIRIT,9999999,5,453,0,0;
				break;
			case 8:
			case 4009:
			case 4057:
			case 4063:
				skilleffect "SL_PRIEST",0;
				sc_start4 SC_SPIRIT,9999999,5,454,0,0;
				break;
			case 19:
			case 20:
			case 4020:
			case 4021:
			case 4068:
			case 4069:
			case 4075:
			case 4076:
				skilleffect "SL_BARDDANCER",0;
				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
				break;
			case 17:
			case 4018:
			case 4072:
			case 4079:
				skilleffect "SL_ROGUE",0;
				sc_start4 SC_SPIRIT,9999999,5,456,0,0;
				break;
			case 12:
			case 4013:
			case 4059:
			case 4065:
				skilleffect "SL_ASSASIN",0;
				sc_start4 SC_SPIRIT,9999999,5,457,0,0;
				break;
			case 10:
			case 4011:
				skilleffect "SL_BLACKSMITH",0;
				sc_start4 SC_SPIRIT,9999999,5,458,0,0;
				break;
			case 11:
			case 4012:
			case 4056:
			case 4062:
				skilleffect "SL_HUNTER",0;
				sc_start4 SC_SPIRIT,9999999,5,460,0,0;
				break;
			case 4049:
				skilleffect "SL_SOULLINKER",0;
				sc_start4 SC_SPIRIT,9999999,5,461,0,0;
				break;
			default:
				break;
		}
	}
	end;
	
OnInit:
	.VIP_item = 3000; //itemId
	end;
}

 

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51 minutes ago, Pink Guy said:

Yep. Exactly what you said.

here the fixed one

prontera,100,200,3	script	VIPBuffer	78,{

	specialeffect2 EF_HEAL2; percentheal 100,100;
	specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,600000,10;
	specialeffect2 EF_BLESSING; sc_start SC_BLESSING,600000,10;
	
	if ( countitem ( .VIP_item ) ) {
		specialeffect2 EF_ANGELUS; sc_start SC_ANGELUS,600000,10;
		specialeffect2 EF_SUFFRAGIUM; sc_start SC_SUFFRAGIUM,600000,3;
		specialeffect2 EF_IMPOSITIO; sc_start SC_IMPOSITIO,600000,5;
		specialeffect2 EF_GLORIA; sc_start SC_GLORIA,600000,5;
		specialeffect2 EF_MAGNIFICAT; sc_start SC_MAGNIFICAT,600000,5;
		specialeffect2 EF_CHEMICALPROTECTIOn; sc_start SC_CP_WEAPON,600000,5;
		sc_start SC_CP_ARMOR,600000,5;
		sc_start SC_CP_SHIELD,600000,5;
		sc_start SC_CP_HELM,600000,5;
		specialeffect2 EF_ASSUMPTIO; sc_start SC_ASSUMPTIO,600000,5;
		sc_start SC_ADRENALINE2,600000,1;
		specialeffect2 EF_MAXPOWER; sc_start SC_MAXIMIZEPOWER,600000,5;
		specialeffect2 EF_PERFECTION; sc_start SC_WEAPONPERFECTION,600000,5;
		specialeffect2 EF_ENDURE; sc_start SC_ENDURE,600000,10;
		sc_start SC_KAUPE,600000,3;
		sc_start SC_KAITE,600000,7;
		sc_start SC_STRFOOD,600000,5;
		sc_start SC_AGIFOOD,600000,5;
		sc_start SC_VITFOOD,600000,5;
		sc_start SC_INTFOOD,600000,5;
		sc_start SC_DEXFOOD,600000,5;
		sc_start SC_LUKFOOD,600000,5;

		switch ( CLASS ) {
			case 18:
			case 4019:
			case 4071:
			case 4078:
				skilleffect "SL_ALCHEMIST",0;
				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
				break;
			case 15:
			case 4016:
			case 4070:
			case 4077:
				skilleffect "SL_MONK",0;
				sc_start4 SC_SPIRIT,9999999,5,447,0,0;
				break;
			case 4047:
				skilleffect "SL_STAR",0;
				sc_start4 SC_SPIRIT,9999999,5,448,0,0;
				break;
			case 16:
			case 4017:
			case 4067:
			case 4074:
				skilleffect "SL_SAGE",0;
				sc_start4 SC_SPIRIT,9999999,5,449,0,0;
				break;
			case 14:
			case 4015:
			case 4066:
			case 4073:
				skilleffect "SL_CRUSADER",0;
				sc_start4 SC_SPIRIT,9999999,5,450,0,0;
				break;
			case 23:
			case 4190:
				skilleffect "SL_SUPERNOVICE",0;
				sc_start4 SC_SPIRIT,9999999,5,451,0,0;
				break;
			case 7:
			case 4008:
			case 4054:
			case 4060:
				skilleffect "SL_KNIGHT",0;
				sc_start4 SC_SPIRIT,9999999,5,452,0,0; 
				break;
			case 9:
			case 4010:
			case 4055:
			case 4061:
				skilleffect "SL_WIZARD",0;
				sc_start4 SC_SPIRIT,9999999,5,453,0,0;
				break;
			case 8:
			case 4009:
			case 4057:
			case 4063:
				skilleffect "SL_PRIEST",0;
				sc_start4 SC_SPIRIT,9999999,5,454,0,0;
				break;
			case 19:
			case 20:
			case 4020:
			case 4021:
			case 4068:
			case 4069:
			case 4075:
			case 4076:
				skilleffect "SL_BARDDANCER",0;
				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
				break;
			case 17:
			case 4018:
			case 4072:
			case 4079:
				skilleffect "SL_ROGUE",0;
				sc_start4 SC_SPIRIT,9999999,5,456,0,0;
				break;
			case 12:
			case 4013:
			case 4059:
			case 4065:
				skilleffect "SL_ASSASIN",0;
				sc_start4 SC_SPIRIT,9999999,5,457,0,0;
				break;
			case 10:
			case 4011:
				skilleffect "SL_BLACKSMITH",0;
				sc_start4 SC_SPIRIT,9999999,5,458,0,0;
				break;
			case 11:
			case 4012:
			case 4056:
			case 4062:
				skilleffect "SL_HUNTER",0;
				sc_start4 SC_SPIRIT,9999999,5,460,0,0;
				break;
			case 4049:
				skilleffect "SL_SOULLINKER",0;
				sc_start4 SC_SPIRIT,9999999,5,461,0,0;
				break;
			default:
				break;
		}
	}
	end;
	
OnInit:
	.VIP_item = 3000; //itemId
	end;
}

 

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here you go

 

prontera,100,200,3	script	VIPBuffer	78,{

	specialeffect2 EF_HEAL2; percentheal 100,100;
	specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,600000,10;
	specialeffect2 EF_BLESSING; sc_start SC_BLESSING,600000,10;
	
	if ( vip_status ( VIP_STATUS_ACTIVE ) ) {
		if ( countitem ( .VIP_item ) ) {
			specialeffect2 EF_ANGELUS; sc_start SC_ANGELUS,600000,10;
			specialeffect2 EF_SUFFRAGIUM; sc_start SC_SUFFRAGIUM,600000,3;
			specialeffect2 EF_IMPOSITIO; sc_start SC_IMPOSITIO,600000,5;
			specialeffect2 EF_GLORIA; sc_start SC_GLORIA,600000,5;
			specialeffect2 EF_MAGNIFICAT; sc_start SC_MAGNIFICAT,600000,5;
			specialeffect2 EF_CHEMICALPROTECTIOn; sc_start SC_CP_WEAPON,600000,5;
				sc_start SC_CP_ARMOR,600000,5;
				sc_start SC_CP_SHIELD,600000,5;
				sc_start SC_CP_HELM,600000,5;
			specialeffect2 EF_ASSUMPTIO; sc_start SC_ASSUMPTIO,600000,5;
				sc_start SC_ADRENALINE2,600000,1;
			specialeffect2 EF_MAXPOWER; sc_start SC_MAXIMIZEPOWER,600000,5;
			specialeffect2 EF_PERFECTION; sc_start SC_WEAPONPERFECTION,600000,5;
			specialeffect2 EF_ENDURE; sc_start SC_ENDURE,600000,10;
				sc_start SC_KAUPE,600000,3;
				sc_start SC_KAITE,600000,7;
				sc_start SC_STRFOOD,600000,5;
				sc_start SC_AGIFOOD,600000,5;
				sc_start SC_VITFOOD,600000,5;
				sc_start SC_INTFOOD,600000,5;
				sc_start SC_DEXFOOD,600000,5;
				sc_start SC_LUKFOOD,600000,5;

			switch (Class) {

			case 18:
			case 4019:
			case 4071:
			case 4078:
				skilleffect "SL_ALCHEMIST",0;
				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
				break;
			case 15:
			case 4016:
			case 4070:
			case 4077:
				skilleffect "SL_MONK",0;
				sc_start4 SC_SPIRIT,9999999,5,447,0,0;
				break;
			case 4047:
				skilleffect "SL_STAR",0;
				sc_start4 SC_SPIRIT,9999999,5,448,0,0;
				break;
			case 16:
			case 4017:
			case 4067:
			case 4074:
				skilleffect "SL_SAGE",0;
				sc_start4 SC_SPIRIT,9999999,5,449,0,0;
				break;
			case 14:
			case 4015:
			case 4066:
			case 4073:
				skilleffect "SL_CRUSADER",0;
				sc_start4 SC_SPIRIT,9999999,5,450,0,0;
				break;
			case 23:
			case 4190:
				skilleffect "SL_SUPERNOVICE",0;
				sc_start4 SC_SPIRIT,9999999,5,451,0,0;
				break;
			case 7:
			case 4008:
			case 4054:
			case 4060:
				skilleffect "SL_KNIGHT",0;
				sc_start4 SC_SPIRIT,9999999,5,452,0,0; 
				break;
			case 9:
			case 4010:
			case 4055:
			case 4061:
				skilleffect "SL_WIZARD",0;
				sc_start4 SC_SPIRIT,9999999,5,453,0,0;
				break;
			case 8:
			case 4009:
			case 4057:
			case 4063:
				skilleffect "SL_PRIEST",0;
				sc_start4 SC_SPIRIT,9999999,5,454,0,0;
				break;
			case 19:
			case 20:
			case 4020:
			case 4021:
			case 4068:
			case 4069:
			case 4075:
			case 4076:
				skilleffect "SL_BARDDANCER",0;
				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
				break;
			case 17:
			case 4018:
			case 4072:
			case 4079:
				skilleffect "SL_ROGUE",0;
				sc_start4 SC_SPIRIT,9999999,5,456,0,0;
				break;
			case 12:
			case 4013:
			case 4059:
			case 4065:
				skilleffect "SL_ASSASIN",0;
				sc_start4 SC_SPIRIT,9999999,5,457,0,0;
				break;
			case 10:
			case 4011:
				skilleffect "SL_BLACKSMITH",0;
				sc_start4 SC_SPIRIT,9999999,5,458,0,0;
				break;
			case 11:
			case 4012:
			case 4056:
			case 4062:
				skilleffect "SL_HUNTER",0;
				sc_start4 SC_SPIRIT,9999999,5,460,0,0;
				break;
			case 4049:
				skilleffect "SL_SOULLINKER",0;
				sc_start4 SC_SPIRIT,9999999,5,461,0,0;
				break;
			default:
				break;
			}
		}
	}
	end;
	
OnInit:
	.VIP_item = 3000; //itemId
	end;
}

 

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23 hours ago, Hurtsky said:

okay, if it working as your want. just tick it as answer and upvote post:)

Yo man, I tried it and changed the vip item to TCG. The normal healer functionality works but the VIP heal doesn't. Can you please help me?

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23 minutes ago, Pink Guy said:

Yo man, I tried it and changed the vip item to TCG. The normal healer functionality works but the VIP heal doesn't. Can you please help me?

did you enable VIP in your emulator?

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Just now, Hurtsky said:

did you enable VIP in your emulator?

Oh, how do I do it? Sorry didn't know I had to do it.

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On 1/29/2018 at 7:46 PM, Hurtsky said:

here the fixed one

prontera,100,200,3	script	VIPBuffer	78,{

	specialeffect2 EF_HEAL2; percentheal 100,100;
	specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,600000,10;
	specialeffect2 EF_BLESSING; sc_start SC_BLESSING,600000,10;
	
	if ( countitem ( .VIP_item ) ) {
		specialeffect2 EF_ANGELUS; sc_start SC_ANGELUS,600000,10;
		specialeffect2 EF_SUFFRAGIUM; sc_start SC_SUFFRAGIUM,600000,3;
		specialeffect2 EF_IMPOSITIO; sc_start SC_IMPOSITIO,600000,5;
		specialeffect2 EF_GLORIA; sc_start SC_GLORIA,600000,5;
		specialeffect2 EF_MAGNIFICAT; sc_start SC_MAGNIFICAT,600000,5;
		specialeffect2 EF_CHEMICALPROTECTIOn; sc_start SC_CP_WEAPON,600000,5;
		sc_start SC_CP_ARMOR,600000,5;
		sc_start SC_CP_SHIELD,600000,5;
		sc_start SC_CP_HELM,600000,5;
		specialeffect2 EF_ASSUMPTIO; sc_start SC_ASSUMPTIO,600000,5;
		sc_start SC_ADRENALINE2,600000,1;
		specialeffect2 EF_MAXPOWER; sc_start SC_MAXIMIZEPOWER,600000,5;
		specialeffect2 EF_PERFECTION; sc_start SC_WEAPONPERFECTION,600000,5;
		specialeffect2 EF_ENDURE; sc_start SC_ENDURE,600000,10;
		sc_start SC_KAUPE,600000,3;
		sc_start SC_KAITE,600000,7;
		sc_start SC_STRFOOD,600000,5;
		sc_start SC_AGIFOOD,600000,5;
		sc_start SC_VITFOOD,600000,5;
		sc_start SC_INTFOOD,600000,5;
		sc_start SC_DEXFOOD,600000,5;
		sc_start SC_LUKFOOD,600000,5;

		switch ( CLASS ) {
			case 18:
			case 4019:
			case 4071:
			case 4078:
				skilleffect "SL_ALCHEMIST",0;
				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
				break;
			case 15:
			case 4016:
			case 4070:
			case 4077:
				skilleffect "SL_MONK",0;
				sc_start4 SC_SPIRIT,9999999,5,447,0,0;
				break;
			case 4047:
				skilleffect "SL_STAR",0;
				sc_start4 SC_SPIRIT,9999999,5,448,0,0;
				break;
			case 16:
			case 4017:
			case 4067:
			case 4074:
				skilleffect "SL_SAGE",0;
				sc_start4 SC_SPIRIT,9999999,5,449,0,0;
				break;
			case 14:
			case 4015:
			case 4066:
			case 4073:
				skilleffect "SL_CRUSADER",0;
				sc_start4 SC_SPIRIT,9999999,5,450,0,0;
				break;
			case 23:
			case 4190:
				skilleffect "SL_SUPERNOVICE",0;
				sc_start4 SC_SPIRIT,9999999,5,451,0,0;
				break;
			case 7:
			case 4008:
			case 4054:
			case 4060:
				skilleffect "SL_KNIGHT",0;
				sc_start4 SC_SPIRIT,9999999,5,452,0,0; 
				break;
			case 9:
			case 4010:
			case 4055:
			case 4061:
				skilleffect "SL_WIZARD",0;
				sc_start4 SC_SPIRIT,9999999,5,453,0,0;
				break;
			case 8:
			case 4009:
			case 4057:
			case 4063:
				skilleffect "SL_PRIEST",0;
				sc_start4 SC_SPIRIT,9999999,5,454,0,0;
				break;
			case 19:
			case 20:
			case 4020:
			case 4021:
			case 4068:
			case 4069:
			case 4075:
			case 4076:
				skilleffect "SL_BARDDANCER",0;
				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
				break;
			case 17:
			case 4018:
			case 4072:
			case 4079:
				skilleffect "SL_ROGUE",0;
				sc_start4 SC_SPIRIT,9999999,5,456,0,0;
				break;
			case 12:
			case 4013:
			case 4059:
			case 4065:
				skilleffect "SL_ASSASIN",0;
				sc_start4 SC_SPIRIT,9999999,5,457,0,0;
				break;
			case 10:
			case 4011:
				skilleffect "SL_BLACKSMITH",0;
				sc_start4 SC_SPIRIT,9999999,5,458,0,0;
				break;
			case 11:
			case 4012:
			case 4056:
			case 4062:
				skilleffect "SL_HUNTER",0;
				sc_start4 SC_SPIRIT,9999999,5,460,0,0;
				break;
			case 4049:
				skilleffect "SL_SOULLINKER",0;
				sc_start4 SC_SPIRIT,9999999,5,461,0,0;
				break;
			default:
				break;
		}
	}
	end;
	
OnInit:
	.VIP_item = 3000; //itemId
	end;
}

 

hi how about rental item? not detecting  

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On 1/28/2018 at 6:01 PM, Hurtsky said:

here you go

 

prontera,100,200,3	script	VIPBuffer	78,{

	specialeffect2 EF_HEAL2; percentheal 100,100;
	specialeffect2 EF_INCAGILITY; sc_start SC_INCREASEAGI,600000,10;
	specialeffect2 EF_BLESSING; sc_start SC_BLESSING,600000,10;
	
	if ( vip_status ( VIP_STATUS_ACTIVE ) ) {
		if ( countitem ( .VIP_item ) ) {
			specialeffect2 EF_ANGELUS; sc_start SC_ANGELUS,600000,10;
			specialeffect2 EF_SUFFRAGIUM; sc_start SC_SUFFRAGIUM,600000,3;
			specialeffect2 EF_IMPOSITIO; sc_start SC_IMPOSITIO,600000,5;
			specialeffect2 EF_GLORIA; sc_start SC_GLORIA,600000,5;
			specialeffect2 EF_MAGNIFICAT; sc_start SC_MAGNIFICAT,600000,5;
			specialeffect2 EF_CHEMICALPROTECTIOn; sc_start SC_CP_WEAPON,600000,5;
				sc_start SC_CP_ARMOR,600000,5;
				sc_start SC_CP_SHIELD,600000,5;
				sc_start SC_CP_HELM,600000,5;
			specialeffect2 EF_ASSUMPTIO; sc_start SC_ASSUMPTIO,600000,5;
				sc_start SC_ADRENALINE2,600000,1;
			specialeffect2 EF_MAXPOWER; sc_start SC_MAXIMIZEPOWER,600000,5;
			specialeffect2 EF_PERFECTION; sc_start SC_WEAPONPERFECTION,600000,5;
			specialeffect2 EF_ENDURE; sc_start SC_ENDURE,600000,10;
				sc_start SC_KAUPE,600000,3;
				sc_start SC_KAITE,600000,7;
				sc_start SC_STRFOOD,600000,5;
				sc_start SC_AGIFOOD,600000,5;
				sc_start SC_VITFOOD,600000,5;
				sc_start SC_INTFOOD,600000,5;
				sc_start SC_DEXFOOD,600000,5;
				sc_start SC_LUKFOOD,600000,5;

			switch (Class) {

			case 18:
			case 4019:
			case 4071:
			case 4078:
				skilleffect "SL_ALCHEMIST",0;
				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
				break;
			case 15:
			case 4016:
			case 4070:
			case 4077:
				skilleffect "SL_MONK",0;
				sc_start4 SC_SPIRIT,9999999,5,447,0,0;
				break;
			case 4047:
				skilleffect "SL_STAR",0;
				sc_start4 SC_SPIRIT,9999999,5,448,0,0;
				break;
			case 16:
			case 4017:
			case 4067:
			case 4074:
				skilleffect "SL_SAGE",0;
				sc_start4 SC_SPIRIT,9999999,5,449,0,0;
				break;
			case 14:
			case 4015:
			case 4066:
			case 4073:
				skilleffect "SL_CRUSADER",0;
				sc_start4 SC_SPIRIT,9999999,5,450,0,0;
				break;
			case 23:
			case 4190:
				skilleffect "SL_SUPERNOVICE",0;
				sc_start4 SC_SPIRIT,9999999,5,451,0,0;
				break;
			case 7:
			case 4008:
			case 4054:
			case 4060:
				skilleffect "SL_KNIGHT",0;
				sc_start4 SC_SPIRIT,9999999,5,452,0,0; 
				break;
			case 9:
			case 4010:
			case 4055:
			case 4061:
				skilleffect "SL_WIZARD",0;
				sc_start4 SC_SPIRIT,9999999,5,453,0,0;
				break;
			case 8:
			case 4009:
			case 4057:
			case 4063:
				skilleffect "SL_PRIEST",0;
				sc_start4 SC_SPIRIT,9999999,5,454,0,0;
				break;
			case 19:
			case 20:
			case 4020:
			case 4021:
			case 4068:
			case 4069:
			case 4075:
			case 4076:
				skilleffect "SL_BARDDANCER",0;
				sc_start4 SC_SPIRIT,9999999,5,455,0,0;
				break;
			case 17:
			case 4018:
			case 4072:
			case 4079:
				skilleffect "SL_ROGUE",0;
				sc_start4 SC_SPIRIT,9999999,5,456,0,0;
				break;
			case 12:
			case 4013:
			case 4059:
			case 4065:
				skilleffect "SL_ASSASIN",0;
				sc_start4 SC_SPIRIT,9999999,5,457,0,0;
				break;
			case 10:
			case 4011:
				skilleffect "SL_BLACKSMITH",0;
				sc_start4 SC_SPIRIT,9999999,5,458,0,0;
				break;
			case 11:
			case 4012:
			case 4056:
			case 4062:
				skilleffect "SL_HUNTER",0;
				sc_start4 SC_SPIRIT,9999999,5,460,0,0;
				break;
			case 4049:
				skilleffect "SL_SOULLINKER",0;
				sc_start4 SC_SPIRIT,9999999,5,461,0,0;
				break;
			default:
				break;
			}
		}
	}
	end;
	
OnInit:
	.VIP_item = 3000; //itemId
	end;
}

 

why rental items are not detected? i made a token 1 rental 1 permanent seems only read the permanent not the items with the duration how to solve this?

 

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On 11/17/2022 at 4:44 PM, abdol said:

why rental items are not detected?

*rentalcountitem(<item id>{,<accountID>})
*rentalcountitem("<item name>"{,<accountID>})

This function will return the number of rental items for the specified item ID that the
invoking character has in the inventory.

 

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