thunginamue Posted January 15, 2019 Group: Members Topic Count: 9 Topics Per Day: 0.00 Content Count: 28 Reputation: 3 Joined: 12/18/18 Last Seen: January 24 Share Posted January 15, 2019 HELP PLEASE Can i Request for a Script That Summons WORLD BOSS when 20k-100k monsters is killed then Announce its Arrival then Summons monsters in all maps like 10 to 20 of them? Quote Link to comment Share on other sites More sharing options...
0 AnnieRuru Posted January 15, 2019 Group: Members Topic Count: 18 Topics Per Day: 0.00 Content Count: 2044 Reputation: 682 Joined: 10/09/12 Last Seen: December 20, 2020 Share Posted January 15, 2019 - script kjshfksh FAKE_NPC,{ OnInit: .some_random_number = rand(20000,100000); // huh ? why you can't decide on an actual number ? nvm, let the script generate a random number for you setarray .map$, "alb_ship","alb2trea","alberta","alberta_in","alde_dun01","alde_dun02","alde_dun03","alde_dun04","aldeba_in","aldebaran","anthell01","anthell02","arena_room","c_tower1","c_tower2","c_tower3","c_tower4","force_1-1","force_1-2","force_1-3","force_2-1","force_2-2","force_2-3","force_3-1","force_3-2","force_3-3","gef_dun00","gef_dun01","gef_dun02","gef_dun03","gef_fild00","gef_fild01","gef_fild02","gef_fild03","gef_fild04","gef_fild05","gef_fild06","gef_fild07","gef_fild08","gef_fild09","gef_fild10","gef_fild11","gef_fild12","gef_fild13","gef_fild14","gef_tower","geffen","geffen_in","gl_cas01","gl_cas02","gl_church","gl_chyard","gl_dun01","gl_dun02","gl_in01","gl_knt01","gl_knt02","gl_prison","gl_prison1","gl_sew01","gl_sew02","gl_sew03","gl_sew04","gl_step","glast_01","hunter_1-1","hunter_2-1","hunter_3-1","in_hunter","in_moc_16","in_orcs01","in_sphinx1","in_sphinx2","in_sphinx3","in_sphinx4","in_sphinx5","iz_dun00","iz_dun01","iz_dun02","iz_dun03","iz_dun04","job_sword1","izlu2dun","izlude","izlude_in","job_thief1","knight_1-1","knight_2-1","knight_3-1","mjo_dun01","mjo_dun02","mjo_dun03","mjolnir_01","mjolnir_02","mjolnir_03","mjolnir_04","mjolnir_05","mjolnir_06","mjolnir_07","mjolnir_08","mjolnir_09","mjolnir_10","mjolnir_11","mjolnir_12","moc_castle","moc_fild01","moc_fild02","moc_fild03","moc_fild04","moc_fild05","moc_fild06","moc_fild07","moc_fild08","moc_fild09","moc_fild10","moc_fild11","moc_fild12","moc_fild13","moc_fild14","moc_fild15","moc_fild16","moc_fild17","moc_fild18","moc_fild19","moc_pryd01","moc_pryd02","moc_pryd03","moc_pryd04","moc_pryd05","moc_pryd06","moc_prydb1","moc_ruins","monk_in","morocc","morocc_in","new_1-1","new_1-2","new_1-3","new_1-4","new_2-1","new_2-2","new_2-3","new_2-4","new_3-1","new_3-2","new_3-3","new_3-4","new_4-1","new_4-2","new_4-3","new_4-4","new_5-1","new_5-2","new_5-3","new_5-4","orcsdun01","orcsdun02","ordeal_1-1","ordeal_1-2","ordeal_2-1","ordeal_2-2","ordeal_3-1","ordeal_3-2","pay_arche","pay_dun00","pay_dun01","pay_dun02","pay_dun03","pay_dun04","pay_fild01","pay_fild02","pay_fild03","pay_fild04","pay_fild05","pay_fild06","pay_fild07","pay_fild08","pay_fild09","pay_fild10","pay_fild11","payon","payon_in01","payon_in02","priest_1-1","priest_2-1","priest_3-1","prontera","prt_are_in","prt_are01","pvp_room","prt_castle","prt_church","prt_fild00","prt_fild01","prt_fild02","prt_fild03","prt_fild04","prt_fild05","prt_fild06","prt_fild07","prt_fild08","prt_fild09","prt_fild10","prt_fild11","prt_in","prt_maze01","prt_maze02","prt_maze03","prt_monk","prt_sewb1","prt_sewb2","prt_sewb3","prt_sewb4","pvp_2vs2","pvp_c_room","pvp_n_1-1","pvp_n_1-2","pvp_n_1-3","pvp_n_1-4","pvp_n_1-5","pvp_n_2-1","pvp_n_2-2","pvp_n_2-3","pvp_n_2-4","pvp_n_2-5","pvp_n_3-1","pvp_n_3-2","pvp_n_3-3","pvp_n_3-4","pvp_n_3-5","pvp_n_4-1","pvp_n_4-2","pvp_n_4-3","pvp_n_4-4","pvp_n_4-5","pvp_n_5-1","pvp_n_5-2","pvp_n_5-3","pvp_n_5-4","pvp_n_5-5","pvp_n_6-1","pvp_n_6-2","pvp_n_6-3","pvp_n_6-4","pvp_n_6-5","pvp_n_7-1","pvp_n_7-2","pvp_n_7-3","pvp_n_7-4","pvp_n_7-5","pvp_n_8-1","pvp_n_8-2","pvp_n_8-3","pvp_n_8-4","pvp_n_8-5","pvp_n_room","pvp_y_1-1","pvp_y_1-2","pvp_y_1-3","pvp_y_1-4","pvp_y_1-5","pvp_y_2-1","pvp_y_2-2","pvp_y_2-3","pvp_y_2-4","pvp_y_2-5","pvp_y_3-1","pvp_y_3-2","pvp_y_3-3","pvp_y_3-4","pvp_y_3-5","pvp_y_4-1","pvp_y_4-2","pvp_y_4-3","pvp_y_4-4","pvp_y_4-5","pvp_y_5-1","pvp_y_5-2","pvp_y_5-3","pvp_y_5-4","pvp_y_5-5","pvp_y_6-1","pvp_y_6-2","pvp_y_6-3","pvp_y_6-4","pvp_y_6-5","pvp_y_7-1","pvp_y_7-2","pvp_y_7-3","pvp_y_7-4","pvp_y_7-5","pvp_y_8-1","pvp_y_8-2","pvp_y_8-3","pvp_y_8-4","pvp_y_8-5","pvp_y_room","sword_1-1","sword_2-1","sword_3-1","treasure01","treasure02","wizard_1-1","wizard_2-1","wizard_3-1","xmas","xmas_dun01","xmas_dun02","xmas_fild01","xmas_in","beach_dun","beach_dun2","beach_dun3","cmd_fild01","cmd_fild02","cmd_fild03","cmd_fild04","cmd_fild05","cmd_fild06","cmd_fild07","cmd_fild08","cmd_fild09","cmd_in01","cmd_in02","comodo","quiz_00","quiz_01","g_room1-1","g_room1-2","g_room1-3","g_room2","tur_dun01","tur_dun02","tur_dun03","tur_dun04","tur_dun05","tur_dun06","alde_gld","aldeg_cas01","aldeg_cas02","aldeg_cas03","aldeg_cas04","aldeg_cas05","gefg_cas01","gefg_cas02","gefg_cas03","gefg_cas04","gefg_cas05","gld_dun01","gld_dun02","gld_dun03","gld_dun04","guild_room","guild_vs1","guild_vs2","guild_vs3","guild_vs4","guild_vs5","guild_vs1-1","guild_vs1-2","guild_vs1-3","guild_vs1-4","guild_vs2-1","guild_vs2-2","job_hunte","job_knt","job_prist","job_wiz","pay_gld","payg_cas01","payg_cas02","payg_cas03","payg_cas04","payg_cas05","prt_gld","prtg_cas01","prtg_cas02","prtg_cas03","prtg_cas04","prtg_cas05","alde_alche","in_rogue","job_cru","job_duncer","job_monk","job_sage","mag_dun01","mag_dun02","monk_test","quiz_test","yuno","yuno_fild01","yuno_fild02","yuno_fild03","yuno_fild04","yuno_in01","yuno_in02","yuno_in03","yuno_in04","yuno_in05","ama_dun01","ama_dun02","ama_dun03","ama_fild01","ama_in01","ama_in02","ama_test","amatsu","gon_dun01","gon_dun02","gon_dun03","gon_fild01","go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// PS: I use Notepad++ Macro tools to generate this list from db/map_index.txt .map_size = getarraysize(.map$); end; OnNPCKillEvent: ++.total_monster_kills; if ( .total_monster_kills < .some_random_number ) end; announce "World boss PORING has arrived !! XD", bc_all; freeloop true; for ( .@i = 0; .@i < .map_size; ++.@i ) // summon in all maps, means loop every single map in the map_index.txt if ( getmapusers( .map$[.@i] ) != 1 ) monster .map$[.@i], 0,0, "WORLD BOSS", 1002, rand(10,20), ""; // the monster is name WORLD BOSS, and summon 10~20 of them // reset the counter, regenerate random number .some_random_number = rand(20000,100000); .total_monster_kills = 0; end; } yes this is a joke scriptthat's why you have to be more specific on your request Quote Link to comment Share on other sites More sharing options...
0 pajodex Posted January 15, 2019 Group: Members Topic Count: 79 Topics Per Day: 0.03 Content Count: 439 Reputation: 173 Joined: 12/12/17 Last Seen: Yesterday at 05:33 PM Share Posted January 15, 2019 47 minutes ago, thunginamue said: HELP PLEASE Can i Request for a Script That Summons WORLD BOSS when 20k-100k monsters is killed then Announce its Arrival then Summons monsters in all maps like 10 to 20 of them? - script asdasdasd -1,{ OnNPCKillEvent: ++$mobkillcount; // mob kill counter if ( $mobkillcount > 20000 ) { // triggers when mob counter reaches 20k $mobkillcount = 0; // reset the counter to 0 .@mobid = 1001; // MOB ID of the monster setarray .@map$, // list the maps you wish to spawn the mobs "prontera", "prt_fild01", "prt_fild02"; // summons mob id to the maps listed for ( .@i = 0; .@i < getarraysize(.@map$); ++.@i) { monster .@map$[.@i], 0, 0, "--ja--", .@mobid, rand(10,20); // random of 10 - 20 mobs spawns } announce "World Bosses has invaded the server!", bc_all; // announce } end; } not tested but you should get the idea 1 Quote Link to comment Share on other sites More sharing options...
0 Slyx Posted January 16, 2019 Group: Members Topic Count: 19 Topics Per Day: 0.01 Content Count: 57 Reputation: 9 Joined: 03/05/18 Last Seen: January 29, 2019 Share Posted January 16, 2019 (edited) How do I trigger a boss spawn based on specific monster ID and number of kill. For instance: Kill monster (ID = 3759) 10 times to spawn boss (ID = 3758) Edit:OK found it pay_d03_i,0,0,0 script Trigger -1,{ end; OnMobDead: $MobDead++; if ($MobDead == 5) { $MobDead = 0; mapannounce "pay_d03_i", "Angry Moonlight Flower: Here I am!!.", bc_map; monster "pay_d03_i",0,0,"--en--",3758,1; } end; } But I am still looking to delay the mvp spawn for 2 hours even the mobcount is greater than 5. Edited January 16, 2019 by Slyx Quote Link to comment Share on other sites More sharing options...
0 n0tttt Posted January 16, 2019 Group: Members Topic Count: 4 Topics Per Day: 0.00 Content Count: 303 Reputation: 118 Joined: 12/10/16 Last Seen: April 5 Share Posted January 16, 2019 (edited) 3 hours ago, Slyx said: How do I trigger a boss spawn based on specific monster ID and number of kill. For instance: Kill monster (ID = 3759) 10 times to spawn boss (ID = 3758) Edit:OK found it pay_d03_i,0,0,0 script Trigger -1,{ end; OnMobDead: $MobDead++; if ($MobDead == 5) { $MobDead = 0; mapannounce "pay_d03_i", "Angry Moonlight Flower: Here I am!!.", bc_map; monster "pay_d03_i",0,0,"--en--",3758,1; } end; } But I am still looking to delay the mvp spawn for 2 hours even the mobcount is greater than 5. I didn't understand very well. Could you try with one of these commands? Like sleep 2 * 60 * 60 * 1000; *sleep {<milliseconds>}; *sleep2 {<milliseconds>}; *awake "<NPC name>"; These commands are used to control the pause of a NPC. sleep and sleep2 will pause the script for the given amount of milliseconds. Awake is used to cancel a sleep. When awake is called on a NPC it will run as if the sleep timer ran out, and thus making the script continue. Sleep and sleep2 basically do the same, but the main difference is that sleep will not keep the rid, while sleep2 does. Also sleep2 will stop the script if there is no unit attached. Examples: sleep 10000; //pause the script for 10 seconds and ditch the RID (so no player is attached anymore) sleep2 5000; //pause the script for 5 seconds, and continue with the RID attached. awake "NPC"; //Cancels any running sleep timers on the NPC 'NPC'. *initnpctimer{ "<NPC name>" {, <Attach Flag>} } | { "<NPC name>" | <Attach Flag> }; *stopnpctimer{ "<NPC name>" {, <Detach Flag>} } | { "<NPC name>" | <Detach Flag> }; *startnpctimer{ "<NPC name>" {, <Attach Flag>} } | { "<NPC name>" | <Attach Flag> }; *setnpctimer <tick>{,"<NPC name>"}; *getnpctimer(<type of information>{,"<NPC name>"}) *attachnpctimer {"<character name>"}; *detachnpctimer {"<NPC name>"}; This set of commands and functions will create and manage an NPC-based timer. The NPC name may be omitted, in which case the calling NPC is used as target. Contrary to addtimer/deltimer commands which let you have many different timers referencing different labels in the same NPC, each with their own countdown, 'initnpctimer' can only have one per NPC object. But it can trigger many labels and let you know how many were triggered already and how many still remain. This timer is counting up from 0 in ticks of 1/1000ths of a second each. Upon creating this timer, the execution will not stop, but will happily continue onward. The timer will then invoke new execution threads at labels "OnTimer<time>:" in the NPC object it is attached to. To create the timer, use the 'initnpctimer', which will start it running. 'stopnpctimer' will pause the timer, without clearing the current tick, while 'startnpctimer' will let the paused timer continue. By default timers do not have a RID attached, which lets them continue even if the player that started them logs off. To attach a RID to a timer, you can either use the optional "attach flag" when using 'initnpctimer/startnpctimer', or do it manually by using 'attachnpctimer'. Likewise, the optional flag of stopnpctimer lets you detach any RID after stopping the timer, and by using 'detachnpctimer' you can detach a RID at any time. Normally there is only a single timer per NPC, but as an exception, as long as you attach a player to the timer, you can have multiple timers running at once, because these will get stored on the players instead of the NPC. NOTE: You need to attach the RID before the timer _before_ you start it to get a player-attached timer. Otherwise it'll stay a NPC timer (no effect). If the player that is attached to the npctimer logs out, the "OnTimerQuit:" event label of that NPC will be triggered, so you can do the appropriate cleanup (the player is still attached when this event is triggered). The 'setnpctimer' command will explicitly set the timer to a given tick. 'getnpctimer' provides timer information. Its parameter defines what type: 0 - Will return the current tick count of the timer. 1 - Will return 1 if there are remaining "OnTimer<ticks>:" labels in the specified NPC waiting for execution. 2 - Will return the number of times the timer has triggered and will trigger an "OnTimer<tick>:" label in the specified NPC. Example 1: <NPC Header> { // We need to use attachnpctimer because the mes command below needs RID attach attachnpctimer; initnpctimer; npctalk "I cant talk right now, give me 10 seconds"; end; OnTimer5000: npctalk "Ok 5 seconds more"; end; OnTimer6000: npctalk "4"; end; OnTimer7000: npctalk "3"; end; OnTimer8000: npctalk "2"; end; OnTimer9000: npctalk "1"; end; OnTimer10000: stopnpctimer; mes "[Man]"; mes "Ok we can talk now"; detachnpctimer; // and remember attachnpctimer and detachnpctimer can only use while the NPC timer is not running ! } Example 2: OnTimer15000: npctalk "Another 15 seconds have passed."; // You have to use 'initnpctimer' instead of 'setnpctimer 0'. // This is equal to 'setnpctimer 0' + 'startnpctimer'. // Alternatively, you can also insert another 'OnTimer15001' label so that the timer won't stop. */ initnpctimer; end; // This OnInit label will run when the script is loaded, so that the timer // is initialized immediately as the server starts. It is dropped back to 0 // every time the NPC says something, so it will cycle continuously. OnInit: initnpctimer; end; Example 3: mes "[Man]"; mes "I have been waiting " + (getnpctimer(0)/1000) + " seconds for you."; // We divide the timer returned by 1000 to convert milliseconds to seconds. close; Example 4: mes "[Man]"; mes "Ok, I will let you have 30 more seconds..."; close2; setnpctimer (getnpctimer(0)-30000); // Notice the 'close2'. If there were a 'next' there the timer would be // changed only after the player pressed the 'next' button. end; EDIT: And to the topic creator: Do you mean World Boss by Sehrentos spawned when that happens? And which monsters? Just random ones? You need to specify a little more. Edited January 16, 2019 by n0tttt Quote Link to comment Share on other sites More sharing options...
0 Slyx Posted January 16, 2019 Group: Members Topic Count: 19 Topics Per Day: 0.01 Content Count: 57 Reputation: 9 Joined: 03/05/18 Last Seen: January 29, 2019 Share Posted January 16, 2019 (edited) 22 minutes ago, n0tttt said: I didn't understand very well. Could you try with one of these commands? Like sleep 2 * 60 * 60 * 1000; Sorry..Im trying to find a way to delay the script after mvp is dead (OnMobDead) for 2 hours. During these 2 hours, even the countkill has reached, the mvp will not spawn. I managed to script it but have not tried it yet. The sleep command seems suitable for my case. here is the script I made: pay_d03_i,0,0,0 script Trigger -1,{ end; OnMobDead: $MobDead++; if ($MobDead == 5 && .mvp_monster == 0) { $MobDead = 0; mapannounce "pay_d03_i", "Angry Moonlight Flower: Here I am!!.", bc_map; monster "pay_d03_i",155,134,"--en--",3760,1,"Trigger::OnMvpDead"; .mvp_monster = 1; } end; OnMvpDead: initnpctimer; .delay = 0; killmonster "pay_d03_i", "Trigger::OnMvpDead"; mapannounce "pay_d03_i", "Angry Moonlight Flower: OH NO!!.", bc_map; end; OnTimer60000: .delay++; if (.delay < 100) initnpctimer; else { stopnpctimer; .delay = 0; .mvp_monster = 0; } end; } Edited January 16, 2019 by Slyx Quote Link to comment Share on other sites More sharing options...
0 AnnieRuru Posted January 16, 2019 Group: Members Topic Count: 18 Topics Per Day: 0.00 Content Count: 2044 Reputation: 682 Joined: 10/09/12 Last Seen: December 20, 2020 Share Posted January 16, 2019 7 hours ago, Slyx said: Im trying to find a way to delay the script after mvp is dead (OnMobDead) for 2 hours. During these 2 hours, even the countkill has reached, the mvp will not spawn. use static timer - script fssaadasd FAKE_NPC,{ OnInit: .delay_spawn = 60; // 60 seconds .need_to_kill = 10; announce ( $last_moonlight_flower + .delay_spawn ) +" "+ gettimetick(2), 0; if ( $last_moonlight_flower + .delay_spawn > gettimetick(2) ) end; monster "guild_vs2", 0,0, "--ja--", 1814, .need_to_kill, strnpcinfo(0)+"::OnDead"; end; OnDead: ++.killed; if ( .killed < .need_to_kill ) end; .killed = 0; if ( $last_moonlight_flower + .delay_spawn > gettimetick(2) ) sleep ( $last_moonlight_flower + .delay_spawn - gettimetick(2) ) * 1000; $last_moonlight_flower = gettimetick(2); monster "guild_vs2", 0,0, "--ja--", 1814, .need_to_kill, strnpcinfo(0)+"::OnDead"; end; } Quote Link to comment Share on other sites More sharing options...
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thunginamue
HELP PLEASE Can i Request for a Script That Summons WORLD BOSS when 20k-100k monsters is killed then Announce its Arrival then Summons monsters in all maps like 10 to 20 of them?
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