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lms event


darking123

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i need your help

i want that when a player had been buffed by soulinker and the buff owns the soul linker the effect will be dispelled before the lms will start..

also i want that when a players had been assump skill it will also be debuffed before lms starts


prontera,156,175,3 script LMS Manager 106,{

mes "[LMS Manager]";
mes "Hello What can I do for you?";
next;
menu "Register",-,"What is LMS?",what,"Leave",leave;
next;
mes "[LMS Manager]";
mes "Thank you for registering Mr. " + strcharinfo(0) + ", Have fun!";
close2;
npctalk ""+strcharinfo(0)+" has registered for the Last Man Standing.";
warp "poring_c01",103,99;
end;
what:
mes "[LMS Manager]";
mes "LMS is also known as Last Man Standing Event";
next;
mes "[LMS Manager]";
mes "LMS is also like a PvP.";
mes "The only difference is at LMS you will get 10 TCG if you are the Last Man Standing at the arena.";
next;
mes "[LMS Manager]";
mes "That's all";
close;
leave:
mes "[LMS Manager]";
mes "I hope you will register next time";
close;


OnClock0200:
OnClock0600:
OnClock1000:
OnClock1400:
OnClock1800:
OnClock2400:
enablenpc "LMS Manager";
delwaitingroom;
waitingroom "L.M.S. Registration",0;
pvpoff "poring_c01";
announce "LMS Manager: The Last Man Standing event will be starting shortly.",0;
sleep2 1000;
announce "LMS Manager: Those who want to play, please proceed to Prontera and Register.",0;
sleep2 1000;
announce "LMS Manager: After 1 Minute the Registration will close.",0;
sleep2 60000;
announce "LMS Manager: Please go to prontera and Register now if you want to join.",0;
disablenpc "Mr. Banker";
sleep2 1500;
announce "LMS Manager: Last 30 seconds.",0;
sleep2 30000;
announce "LMS Manager: If you want to join please Register in Prontera.",0;
sleep2 5000;
for( set .@s,10; .@s > 0 ; set .@s,.@s - 1 ){
announce "LMS Manager: "+.@s+" Seconds to go ~ Hurry Up !!",0;
sleep2 1000;
}
announce "LMS Manager: Time's up.",0;
delwaitingroom;
disablenpc "LMS Manager";
stopnpctimer;
pvpoff "poring_c01";
mapannounce "poring_c01","LMS Manager: The Last Man Standing Event will start shortly",0;
sleep2 1000;
if(getmapusers("poring_c01") == 1){
mapannounce "poring_c01","LMS Manager: Event Ended 1 Participant Only..",0;
pvpoff "poring_c01";
mapwarp "poring_c01","prontera",156,191;
stopnpctimer;
}
mapannounce "poring_c01","LMS Manager:But before we start this is just a few reminders..",0;
sleep2 1000;
mapannounce "poring_c01","LMS Manager:Using Cloaking , Hiding is strictly not allowed..",0;
sleep2 1000;
mapannounce "poring_c01","LMS Manager: Only the Last Man Standing will win this event!!",0;
sleep2 1000;
mapannounce "poring_c01","LMS Manager: What are we waiting for?..Let's Get Ready to Rumble!!...",0;
sleep2 1000;
mapannounce "poring_c01","LMS Manager: Get ready at the count of 5 we will start!....",0;
sleep2 1000;
for( set .@s,5; .@s > 0; set .@s,.@s - 1 ){
mapannounce "poring_c01","LMS Manager: "+.@s+" Seconds to go ~ !!",0;
sleep2 1000;
}
pvpon "poring_c01";
enablenpc "Mr. Banker";
initnpctimer;
end;

OnTimer5000:
if(getmapusers("poring_c01") == 0){
Announce "Event Cancelled due to lack of participants.",0;
stopnpctimer;
}else if(getmapusers("poring_c01") == 1){
mapannounce "poring_c01","Mr. Banker: Please talk to me to get your prize..",0;
pvpoff "poring_c01";
stopnpctimer;
}else if(getmapusers("poring_c01") == 2){
mapannounce "poring_c01","Mr. Banker: Last 2 Brave warriors are still alive!",0;
initnpctimer;
}else if(getmapusers("poring_c01") > 2){ 
initnpctimer;
}
end;

OnInit:
disablenpc "Mr. Banker";
disablenpc "LMS Manager";
end;
}
//------------------------

poring_c01,101,108,3 script Checker 780,{

mes "[Checker]";
mes "Hi " + strcharinfo(0) + ", Want to check how many are you here?";
next;
mes "There are currently ["+getmapusers("poring_c01")+"]players on map";
close;

OnInit:
waitingroom "Map Checker",0;
end;
}

//--------------------------

//--------------------------
poring_c01,106,108,3 script Mr. Banker 56,{
if(getmapusers("poring_c01") > 1){
npctalk "Only the last Survivor can talk with me.";
end;
}
mes "[banker]";
mes "Congrats. You've won.";
next;
announce "Mr. Banker: We have a winner! well done "+strcharinfo(0)+".",0;
getitem 7227, 10;
mes "You will return now";
close2;
warp "prontera",156,191;
disablenpc "Mr. Banker";
end;

OnInit:
while(1){
delwaitingroom;
waitingroom "["+getmapusers("poring_c01")+"] Participants ",0;
sleep 1000;
}
end;


OnPCDieEvent:
if( strcharinfo(3) != "poring_c01")end;
announce ""+strcharinfo(0)+" died, and out of the game!.",bc_all;
sleep2 100;
warp "prontera",156,191;
end;

}


// == Mapflags
poring_c01 mapflag pvp
poring_c01 mapflag nowarp
poring_c01 mapflag nowarpto
poring_c01 mapflag noteleport
poring_c01 mapflag nosave
poring_c01 mapflag nomemo
poring_c01 mapflag nobranch
poring_c01 mapflag pvp_noparty

or if it is little bit hard...

there will be a @doommap before the lms start and @raiseall...

but make sure that when that 2 commands is triggered the getmapusers wont be triggered yet

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3 answers to this question

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For removal of Buffs, use sc_end.

---------------------------------------

*sc_start <effect type>,<ticks>,<extra argument>{,<GID>};

*sc_start2 <effect type>,<ticks>,<extra argument>,<percent chance>{,<GID>};

*sc_start4 <effect type>,<ticks>,<value 1>,<value 2>,<value 3>,<value 4>{,<GID>};

*sc_end <effect type>{,<GID>};

These command bestow a status effect on the invoking character. This command is

used a lot in the item scripts.

// This would poison them for 10 min

sc_start SC_Poison,600000,0;

Effect type is a number of effect, 'db/const.txt' lists the common (mostly

negative) status effect types as constants, starting with 'SC_'. You can also

use this to give someone an effect of a player-cast spell:

// This will bless someone as if with Bless 10:

sc_start 10,240000,10;

Extra argument's meaning differs depending on the effect type, for most effects

caused by a player skill the extra argument means the level of the skill that

would have been used to create that effect, for others it might have no meaning

whatsoever. You can actually bless someone with a 0 bless spell level this way,

which is fun, but weird.

The GID, if given, will cause the status effect to appear on a

specified character, instead of the one attached to the running script. This has

not been properly tested.

'sc_start2' is perfectly equivalent, but unlike 'sc_start', a status change

effect will only occur with a specified percentage chance. 10000 given as the

chance is equivalent to a 100% chance, 0 is a zero.

'sc_start4' is just like sc_start, however it takes four parameters for the

status change instead of one. What these values are depends on the status

change in question. For example, elemental armor defense takes the following

four values:

- val1 is the first element, val2 is the resistance to the element val1.

- val3 is the second element, val4 is the resistance to said element.

eg: sc_start4 SC_DefEle,60000,Ele_Fire,20,Ele_Water,-15;

'sc_end' will remove a specified status effect. If SC_All is used (-1), it will

do a complete removal of all statuses (although permanent ones will re-apply).

You can see the full list of status effects caused by skills in

'src/map/status.h' - they are currently not fully documented, but most of that

should be rather obvious.

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i am using eathena svn..does your reply will work?

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i am using eathena svn..does your reply will work?

eAthena has the same command found in their documentation.

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