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BreakDancer

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About BreakDancer

  • Birthday 11/22/1998

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    Saudi Arabia ⚓️
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    Football ( Al-Ahly ) / FC Bayern Munich
    Mia San Mia Guys ⚓️⚓️

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  1. Yes thanks it works , but can i prevent the use of battle manuals ?
  2. ty for replay , can u give me example ? now i test it with an item to equip : - Id: 2742 AegisName: Lucky_Clip Name: Lucky Clip Type: Armor Locations: Both_Accessory: true Trade: Override: 100 NoDrop: true NoTrade: true NoSell: true NoCart: true NoStorage: true NoGuildStorage: true NoMail: true NoAuction: true Script: | bonus2 bDropAddRace,RC_All,10000; but drop rate doesn't affect with this item.
  3. yes information shown if i use @item items already in my iteminfo and i can get it in game .. but still shown as unknown item with 0 price no it's on my iteminfo and i can get the item with @item
  4. Hello, I wanna edit my cash shop items so I go for import/item_cash_db.txt and edit it but in game some items doesn't show up it just appear an apple with name ( unknown item ) I'm sure all item id is on my item_db and I use @item to check all of them that's my item_cash_db.txt // Cash Shop Database // Contains the items sold in the ingame cash shop. // // Structure of Database: // Type,ItemID,Price // // Type: // 0: New // 1: Hot // 2: Limited // 3: Rental // 4: Gear // 5: Buff // 6: Heal // 7: Other // 8: Sale // // Price: // Item cost, in cash points (#CASHPOINTS). 0,12411,30 0,12411,30 0,12412,30 0,12412,30 0,16267,250 0,16267,250 0,16268,250 0,16268,250 0,12903,50 0,12903,50 0,12904,50 0,12900,50 0,12906,50 0,12907,50 0,12908,50 0,13989,5 0,14004,10 0,5370,350
  5. Hello all, i wanna make script that let players make rebirth again and gain additional drop rate , decrease exp rate can anyone help me about this ?
  6. download nemo-pre_3p0 then patch your client with : Enforce Official Login Background
  7. //===== rAthena Script ======================================= //= Hunting Missions //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.4 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= Random hunting missions. //= Rewards are based on quest difficulty. //= //= NOTE: Requires SQL mob database. //===== Additional Comments: ================================= //= 1.0 Initial script. //= 1.1 Small improvements and fixes. //= 1.2 Added party support and replaced blacklists with an //= SQL query, both thanks to AnnieRuru. //= 1.3 Re-added a blacklist adapted for the SQL query. //= 1.3a Added mission reset options. //= 1.3b Function updates. //= 1.4 Check for deleted characters, thanks to AnnieRuru. //= Syntax updates and style cleaning. //============================================================ prontera,155,184,4 script Hunting Missions 653,{ function Chk; mes "[Hunting Missions]"; mes "Hello, " + strcharinfo(0) + "!"; if (!#Mission_Delay) { next; mes "[Hunting Missions]"; mes "I can't find any records..."; mes "You must be new here!"; emotion ET_HUK; next; callsub Mission_Info; emotion ET_GO; #Mission_Delay = 1; close; } mes rand(2) ? "Working hard, as always..." : "Not slacking, I hope..."; mes "Is there anything I can help"; mes "you with?"; mes " "; mes "^777777~ You've completed " + callfunc("F_InsertPlural",Mission_Total,"mission",0,"^0055FF%d^777777 %s") + ". ~^000000"; next; switch(select( ((!Mission0) ? " ~ New Mission::" : ": ~ Mission Status: ~ Abandon Mission") + ": ~ Information: ~ Mission Shop: ~ View Top Hunters: ~ ^777777Cancel^000000" )) { case 1: mes "[Hunting Missions]"; if (#Mission_Count) { mes "You've started a mission"; mes "on another character."; if (!@hm_char_del_check) { // check for deleted character query_sql("SELECT 1 FROM `char_reg_num` WHERE `key` = 'Mission0' AND `char_id` IN(SELECT `char_id` FROM `char` WHERE `account_id` = " + getcharid(3) + ")", .@i); if (!.@i) { next; mes "[Hunting Missions]"; mes "I can't seem to find any records"; mes "for that character, though..."; mes "One moment, please."; emotion ET_SCRATCH; #Mission_Count = 0; } @hm_char_del_check = 1; } close; } if (#Mission_Delay > gettimetick(2) && .Delay) { mes "I'm afraid you'll have to wait " + callfunc("Time2Str",#Mission_Delay) + " before taking another mission."; close; } mes "You must hunt:"; query_sql("SELECT ID FROM `" + .mob_db$ + "` WHERE left(Sprite, 4) != 'meta' AND left(Sprite, 2) != 'E_' AND ~Mode & 32 AND EXP > 0 AND MVP1id = 0 AND DropCardid > 4000 AND DropCardid < 5000 AND ID < 2000 AND instr('"+.Blacklist$+"',ID) = 0 ORDER BY rand() LIMIT " + .Quests, .@mob); for (.@i = 0; .@i < .Quests; .@i++) { setd "Mission" + .@i, .@mob[.@i]; setd "Mission" + .@i +"_", 0; } #Mission_Count = rand(.Count[0], .Count[1]); callsub Mission_Status; next; mes "[Hunting Missions]"; mes "Report back when"; mes "you've finished."; mes "Good luck!"; close; case 2: mes "[Hunting Missions]"; mes "Mission status:"; callsub Mission_Status; close; case 3: mes "[Hunting Missions]"; mes "Do you really want to"; mes "abandon your mission?"; if (.Reset < 0 && .Delay) mes "Your delay time will not be reset."; else if (.Reset > 0) mes "It will cost " + callfunc("F_InsertComma",.Reset) + " Zeny."; next; switch(select(" ~ Abandon...: ~ ^777777Cancel^000000")) { case 1: if (.Reset > 0) { if (Zeny < .Reset) { mes "[Hunting Missions]"; mes "You don't have enough"; mes "Zeny to drop this mission."; emotion ET_SORRY; close; } Zeny -= .Reset; emotion ET_MONEY; } mes "[Hunting Missions]"; mes "Alright, I've dropped"; mes "your current mission."; specialeffect2 EF_STORMKICK4; for (.@i = 0; .@i < .Quests; .@i++) { setd "Mission"+.@i, 0; setd "Mission"+.@i+"_", 0; } #Mission_Count = 0; if (.Reset < 0 && .Delay) #Mission_Delay = gettimetick(2) + (.Delay * 3600); close; case 2: mes "[Hunting Missions]"; mes "I knew you were kidding!"; mes "Keep up the good work."; emotion ET_SMILE; close; } case 4: callsub Mission_Info; close; case 5: mes "[Hunting Missions]"; mes "You have ^0055FF" + #Mission_Points + "^000000 Mission Points."; mes "Use them well!"; callshop "mission_shop",1; npcshopattach "mission_shop"; end; case 6: mes "[Hunting Missions]"; mes "The top hunters are:"; query_sql("SELECT char_id AS id, (SELECT `name` FROM `char` WHERE char_id = id),`value` FROM `char_reg_num` WHERE `key` = 'Mission_Total' ORDER BY CAST(`value` AS SIGNED) DESC LIMIT 5", .@id, .@name$, .@val); for (.@i = 0; .@i < 5; .@i++) mes " [Rank " + (.@i+1) + "] " + ((.@name$[.@i] == "") ? "^777777none" : "^0055FF" + .@name$[.@i]+"^000000 : ^FF0000" + .@val[.@i] + " pt.") + "^000000"; close; case 7: mes "[Hunting Missions]"; mes "Nothing? Okay..."; emotion ET_SCRATCH; close; } end; Mission_Status: @f = 0; deletearray .@j[0], getarraysize(.@j); for (.@i = 0; .@i < .Quests; .@i++) { .@j[.@i] = getd("Mission" + .@i); .@j[.Quests] = .@j[.Quests] + strmobinfo(3,.@j[.@i]); .@j[.Quests+1] = .@j[.Quests+1] + (strmobinfo(6,.@j[.@i]) / (getbattleflag("base_exp_rate") / 100) * .Modifier[0]); .@j[.Quests+2] = .@j[.Quests+2] + (strmobinfo(7,.@j[.@i]) / (getbattleflag("job_exp_rate") / 100) * .Modifier[1]); mes " > "+Chk(getd("Mission"+.@i+"_"),#Mission_Count) + strmobinfo(1,.@j[.@i]) + " (" + getd("Mission"+.@i+"_") + "/" + #Mission_Count + ")^000000"; } // Reward formulas: .@Mission_Points = 3 + (.@j[.Quests] / .Quests / 6); .@Base_Exp = #Mission_Count * .@j[.Quests+1] / 5; .@Job_Exp = #Mission_Count * .@j[.Quests+2] / 5; .@Zeny = #Mission_Count * .Quests * .@j[.@i] * .Modifier[2]; next; mes "[Hunting Missions]"; mes "Mission rewards:"; mes " > Mission Points: ^0055FF" + .@Mission_Points + "^000000"; mes " > Base Experience: ^0055FF" + callfunc("F_InsertComma",.@Base_Exp) + "^000000"; mes " > Job Experience: ^0055FF" + callfunc("F_InsertComma",.@Job_Exp) + "^000000"; mes " > Zeny: ^0055FF" + callfunc("F_InsertComma",.@Zeny) + "^000000"; if (@f) { @f = 0; return; } next; mes "[Hunting Missions]"; mes "Oh, you're done!"; mes "Good work."; mes "Here's your reward."; emotion ET_BEST; specialeffect2 EF_ANGEL; specialeffect2 EF_TRUESIGHT; #Mission_Points += .@Mission_Points; BaseExp += .@Base_Exp; JobExp += .@Job_Exp; Zeny += .@Zeny; for (.@i = 0; .@i < .Quests; .@i++) { setd "Mission" + .@i, 0; setd "Mission" + .@i+"_", 0; } #Mission_Count = 0; if (.Delay) #Mission_Delay = gettimetick(2) + (.Delay * 3600); Mission_Total++; if (Mission_Total == 1) query_sql("INSERT INTO `char_reg_num` (`char_id`,`key`,`index`,`value`) VALUES (" + getcharid(0) + ",'Mission_Total','0',1)"); else query_sql("UPDATE `char_reg_num` SET `value` = " + Mission_Total + " WHERE `char_id` = " + getcharid(0) + " AND `key` = 'Mission_Total'"); close; Mission_Info: mes "[Hunting Missions]"; mes "If you so choose, I can assign"; mes "you a random hunting quest."; mes "Some are easier than others, but"; mes "the rewards increase with difficulty."; next; mes "[Hunting Missions]"; mes "Missions points are shared"; mes "amongst all your characters."; if (.Delay) mes "Delay time is, too."; mes "You can't take missions on"; mes "multiple characters at once."; next; mes "[Hunting Missions]"; mes "You can start a quest"; mes (.Delay ? "every " + ((.Delay == 1) ? "hour." : .Delay + " hours.") : "whenever you want."); mes "That's everything~"; return; function Chk { if (getarg(0) < getarg(1)) { @f = 1; return "^FF0000"; } else return "^00FF00"; } OnBuyItem: @cost = 0; for (.@i = 0; .@i < getarraysize(@bought_nameid); .@i++) for (.@j = 0; .@j < getarraysize(.Shop); .@j += 2) if (@bought_nameid[.@i] == .Shop[.@j]) { set @cost, @cost + (.Shop[.@j+1] * @bought_quantity[.@i]); break; } mes "[Hunting Missions]"; if (@cost > #Mission_Points) mes "You don't have enough Mission Points."; else { for (.@i = 0; .@i < getarraysize(@bought_nameid); .@i++) { getitem @bought_nameid[.@i], @bought_quantity[.@i]; dispbottom "Purchased " + @bought_quantity[.@i] + "x " + getitemname(@bought_nameid[.@i]) + "."; } #Mission_Points -= @cost; mes "Deal completed."; emotion ET_MONEY; } @cost = 0; deletearray @bought_nameid[0], getarraysize(@bought_nameid); deletearray @bought_quantity[0], getarraysize(@bought_quantity); close; OnNPCKillEvent: if (!getcharid(1) || !.Party) { if (!#Mission_Count || !Mission0) end; for (.@i = 0; .@i < .Quests; .@i++) { if (strmobinfo(1,killedrid) == strmobinfo(1,getd("Mission" + .@i))) { if (getd("Mission" + .@i + "_") < #Mission_Count) { dispbottom "[Hunting Mission] Killed " + (set(getd("Mission" + .@i + "_"),getd("Mission" + .@i + "_") + 1)) + " of " + #Mission_Count + " " + strmobinfo(1,killedrid) + "."; end; } } } } else if (.Party) { .@mob = killedrid; getmapxy(.@map1$,.@x1,.@y1,UNITTYPE_PC); getpartymember getcharid(1),1; getpartymember getcharid(1),2; for (.@i = 0; .@i < $@partymembercount; .@i++) { if (isloggedin($@partymemberaid[.@i], $@partymembercid[.@i])) { set .@Mission_Count, getvar(#Mission_Count, $@partymembercid[.@i]); set .@Mission0, getvar(Mission0, $@partymembercid[.@i]); set .@HP, readparam(HP, $@partymembercid[.@i]); if (.@Mission_Count && .@Mission0 && .@HP > 0) { getmapxy(.@map2$,.@x2,.@y2,UNITTYPE_PC); if ((.@map1$ == .@map2$ || .Party == 1) && (distance(.@x1,.@y1,.@x2,.@y2) <= 30 || .Party < 3)) { for (.@j = 0; .@j < .Quests; .@j++) { .@my_mob_id = getvar( getd("Mission"+.@j),$@partymembercid[.@i] ); .@my_count = getvar( getd("Mission"+.@j+"_"), $@partymembercid[.@i] ); if (strmobinfo(1,.@mob) == strmobinfo(1,.@my_mob_id)) { if (.@my_count < .@Mission_Count) { setd "Mission"+.@j+"_", (.@my_count+1), $@partymembercid[.@i]; dispbottom "[Hunting Mission] Killed " + (.@my_count+1) + " of " + .@Mission_Count + " " + strmobinfo(1,.@mob) + ".", 0x777777, $@partymembercid[.@i]; break; } } } } } } } } end; OnInit: .Delay = 3; // Quest delay, in hours (0 to disable). .Quests = 4; // Number of subquests per mission (increases rewards). .Party = 3; // Party options: 0 (exclude party kills), 1 (include party kills), 2 (same map only), 3 (screen area only) .Reset = -1; // Reset options: -1 (abandoning mission sets delay time), 0 (no delay time), [Zeny] (cost to abandon mission, no delay time) setarray .Count[0], // Min and max monsters per subquest (increases rewards). 40,70; setarray .Modifier[0], // Multipliers for Base Exp, Job Exp, and Zeny rewards. getbattleflag("base_exp_rate")/100,getbattleflag("job_exp_rate")/100,60; .mob_db$ = // Table name of SQL mob database (checkre(0))?"mob_db_re":"mob_db"; setarray .Shop[0], // Reward items: <ID>,<point cost> (about 10~20 points per hunt). 2899,500,18830,1000,18780,3000,20762,2500,19095,500,5376,350,7619,100,7620,100,6438,350,6439,350,12908,50,12903,50,12904,50,12905,50,12906,50,12907,50,7776,100,12412,50,14297,100; .Blacklist$ = // Blacklisted mob IDs. "1038,1039,1046,1059,1062,1078,1079,1080,1081,1082,"+ "1083,1088,1085,1086,1087,1089,1090,1091,1092,1093,"+ "1096,1108,1112,1115,1120,1142,1147,1150,1157,1159,1182,"+ "1183,1185,1186,1190,1200,1203,1204,1205,1212,1220,"+ "1221,1230,1232,1234,1235,1245,1244,1250,1251,1252,"+ "1259,1262,1268,1270,1272,1283,1288,1289,1290,1293,1294,"+ "1295,1296,1298,1299,1300,1301,1302,1303,1304,1305,"+ "1306,1307,1308,1309,1311,1312,1313,1320,1324,1325,"+ "1326,1327,1328,1329,1330,1331,1332,1333,1334,1335,"+ "1336,1337,1338,1339,1340,1341,1342,1343,1344,1345,"+ "1346,1347,1348,1349,1350,1351,1352,1353,1354,1355,"+ "1356,1357,1358,1359,1360,1361,1362,1363,1373,1388,"+ "1395,1396,1397,1398,1399,1418,1492,1497,1502,1511,1515,"+ "1582,1583,1588,1618,1623,1626,1630,1634,1635,1636,"+ "1637,1638,1639,1640,1641,1642,1643,1644,1645,1646,1648,"+ "1649,1650,1651,1647,1658,1676,1677,1678,1679,1681,"+ "1685,1686,1688,1704,1705,1706,1707,1708,1709,1710,"+ "1711,1712,1719,1720,1721,1732,1734,1750,1751,1754,"+ "1755,1765,1768,1779,1783,1785,1792,1796,1797,1802,"+ "1812,1815,1816,1829,1830,1831,1832,1839,1845,1846,"+ "1870,1871,1873,1874,1876,1877,1878,1885,1894,1905,"+ "1906,1908,1909,1910,1911,1913,1914,1917,1918,1919,"+ "1920,1921,1929,1934,1941,1946,1951,1953,1954,1956,1957,"+ "1958,1959,1960,1961,1966,1974,1980,1990,1991,1992,"; npcshopdelitem "mission_shop",512; for (.@i = 0; .@i < getarraysize(.Shop); .@i += 2) npcshopadditem "mission_shop", .Shop[.@i], .Shop[.@i+1]; end; } - shop mission_shop -1,512:-1 try this :
  8. Just Edit .Delay = 12; 12 mean 2 per day 8 mean 3 per day 6 mean 4 per day ....
  9. hello ,,,,,, can anyone help me please ? i get error from this window please help me i need grf files for this ,,,, thanks for all
  10. hi all ,,, i need rewards script give prizes for all online players and give only 1 time for the same ip "if can " and i talk to npc "with my gm " to give prize and i put id,amount any one can give me this script ? and thanks
  11. hi all i need to turn this script to auto event can any one help me ? here : /*====================================================================================*/ /*==============================Monster Invasion Event================================*/ /*====================================================================================*/ /*==============================By:Night Terror=======================================*/ /*====================================================================================*/ /*===Inspired by: Automated MVP Event by xMachina / Acetito and Emistry===============*/ /*====================================================================================*/ /*=== v0.9 ================================================English Version============*/ function script F_IsMapValid { //Check if Map is set if(getarg(0)!="") return "["+getarg(0)+"]"; else return ""; } function script F_IsItemValid { //Check if Item is set if(getarg(0)!=0) return "["+getitemname(getarg(0))+" x "+$@Amount+"]"; else return ""; } function script F_IsMobValid { //Check if Monster is set if(getarg(0)!=0) return "["+getmonsterinfo(getarg(0),0) + " x " +getarg(1)+"]"; else return ""; } function script F_ChooseMob { //Monster & Monster amount list switch(select("Weaker Monsters:Stronger Monsters")){ Case 1: set @Monsters[getarg(0)],$@Monsteridstrong[select("Arclouse:Baba Yaga:Baby Leopard:Baphomet Jr.:Bloody Butterfly:Dark Frame:Dragon Tail:Evil Cloud Hermit:Giant Whisper:Grand Peco:Greatest General:High Orc:Hill Wind:Hyegun:Hylozoist:Li Me Mang Ryang / Jing Guai:Live Peach Tree / Enchanted Peach Tree:Marine Sphere:Miyabi Ningyo / Miyabi Doll:Myst Case:Nereid:Orc Archer:Orc Baby:Raydric Archer:Remover:Sea Otter:Side Winder:Stone Shooter:Wanderer:Wind Ghost:Wooden Golem")]; break; Case 2: set @Monsters[getarg(0)],$@Monsteridweak[select("Am Mut:Ancient Mummy:Firelock Soldier:Armeyer Dinze:Bloody Knight:Bloody Murderer:Bow Guardian:Cat o' Nine Tails:Dark Illusion:Eremes Guile:Errende Ebecee:Howard Alt-Eisen:Ice Titan:Imp:Kavach Icarus:Knight of Abyss:Loli Ruri:Margaretha Sorin:Mutant Dragonoid:Observation:Owl Duke:Ragged Zombie:Laurell Weinder:Retribution:Sword Guardian:The Paper:Tirfing/Ogretooth:Wickebine Tres:Wicked Nymph:Zealotus:Zombie Prisoner")]; break; } for (set @i,0; @i < 7; set @i,@i+1) { //Check if Monster is already chosen if (@Monsters[getarg(0)]==@Monsters[@i] && @i!=getarg(0)){ //Clean Monster from list if Monster is already chosen set @Monsters[getarg(0)],0; } } input @MobAmount[getarg(0)],20,300; return 0; } function script F_ClearGarbagez { //Clean previous inputs cleararray @Monsters,0,7; cleararray @MobAmount,0,7; set $@ItemID,0; set $@Map$,"prontera"; return 0; } prontera,139,173,5 script Monster Invasion Helper::MonsterInvasion 402,{ //define monsterlist and itemlist setarray $@Monsteridweak[1],1301,1297,1403,1654,1268,1507,1830,1307,1302,1635,1655,1636,1777,1837,1656,1219,1502,1637,1262,1700,1320,1865,1657,1702,1829,1375,1204,1653,1416,1200,1197; setarray $@Monsteridstrong[1],1194,1882,1415,1101,1408,1260,1321,1412,1186,1369,1277,1213,1680,1512,1510,1517,1410,1142,1404,1249,1255,1189,1686,1276,1682,1323,1037,1495,1208,1236,1497; setarray $@Healitem[1],521,12321,505,548,547,12123,12299,12320,12016,607; setarray $@Useableitem[1],662,12354,12257,12704,14598,12212,12135,14607,12268,12128,12266,12310,14601,12019; if(getgmlevel() < 20) //check if GM Lvl is high enough warp "prontera",156,184; if($@Event!=0){ //Check if Event is already running mes "[ ^0C66C0Event Helper^000000 ]"; mes "Event is already running!"; close; } set $@Map$,"prontera"; //default map=prontera while(1) { mes "[ ^0C66C0Event Helper^000000 ]"; mes "Please choose your parameters."; next; switch(select("Item "+callfunc("F_IsItemValid",$@ItemID)+":Map " +callfunc("F_IsMapValid",$@Map$)+":Monster:Clear current values:Start Event!")){ Case 1: mes "[ ^0C66C0Event Helper^000000 ]"; mes "The reward for the top 10 killers."; mes "The player with the most kills gets the amount of items you choose, the following ranks get 10% less per rank."; next; message strcharinfo(0),"Please choose the item!"; switch(select("RMS Healing Items:RMS Useable Items")){ //Item & Item amount list, sorted like rms does Case 1: set $@ItemID,$@Healitem[select("Aloe Leaflet:Arunafeltz Desert Sandwich:Blue Potion:Cheese:White Slim Potion:Honey Pastry:Status Resist Potion:Poison Bottle:Schwartzwald Pine Jubilee:Speed Potion:Yggdrasil Berry")]; break; Case 2: set $@ItemID,$@Useableitem[select("Authoritative Badge:Buche De Noel:Cold Medicine:Elixir of Life:Ghostring Scroll:Giant Fly Wing:Green Ale:Luxurious Western Food:Rainbow Cake:Royal Cooking Kit:Sesame Pastry:Spray Of Flowers:Tyr's Blessing:Holy Egg")]; break; } mes "[ ^0C66C0Event Helper^000000 ]"; mes "Choose the desired amount, 1 is the minimum, 100 the maximum."; next; input $@Amount,1,100; break; Case 2: mes "[ ^0C66C0Event Helper^000000 ]"; mes "Please choose your desired map!"; mes "Obviously, the map has to be valid."; next; do{ //Loop to ensure valid map input $@Map$;}while(getmapmobs($@Map$) == -1 ); break; Case 3: mes "[ ^0C66C0Event Helper^000000 ]"; mes "Which monster do you want to spawn?"; mes "You can spawn 7 different monsters."; mes "Minimum monster amount is 20, maximum is 300"; next; mes "[ ^0C66C0Event Helper^000000 ]"; mes "Please choose the desired monster and the desired amount."; next; //Stay in menu until player has chosen all monsters he wants while(1){ set @ChosenPlace,select("Mob 1 - "+callfunc("F_IsMobValid",@Monsters[0],@MobAmount[0])+":Mob 2 - "+callfunc("F_IsMobValid",@Monsters[1],@MobAmount[1])+":Mob 3 - "+callfunc("F_IsMobValid",@Monsters[2],@MobAmount[2])+":Mob 4 - "+callfunc("F_IsMobValid",@Monsters[3],@MobAmount[3])+":Mob 5 - "+callfunc("F_IsMobValid",@Monsters[4],@MobAmount[4])+":Mob 6 - "+callfunc("F_IsMobValid",@Monsters[5],@MobAmount[5])+":Mob 7 - "+callfunc("F_IsMobValid",@Monsters[6],@MobAmount[6])+":No more monsters.")-1; if(@ChosenPlace>6) break; callfunc("F_ChooseMob",@ChosenPlace); } break; Case 4: callfunc("F_ClearGarbagez"); break; Case 5: if( $@Map$ == "" || @Monsters[0] == 0){ //Check if Map and Monsters are set mes "[ ^0C66C0Event Helper^000000 ]"; mes "Please check your parameters."; next; break; } setarray $@randnum[0],rand(30,60),rand(200,300),rand(450,500),rand(900,1000); mes "[ ^0C66C0Event Helper^000000 ]"; mes "The Event has been started!"; set $@Event,1; close2; announce "Monsters have been sighted at "+$@Map$+"! Keep pushing them back!",bc_all,0xFFFF86; if ($@ItemID != 0) announce "The reward for the best killer will be "+$@Amount+" x "+getitemname($@ItemID)+". Subsequent killers receive 10% less per rank until rank 10." ,bc_all,0xFFFF86; sleep2 2500; announce "The following monsters have been sighted:",bc_all,0xB7D2E9; sleep2 1000; for (set @i,0; @i < 7; set @i,@i+1){ //Spawn Monsters and announce them if(@Monsters[@i]!=0){ announce getmonsterinfo(@Monsters[@i],0)+" x "+@MobAmount[@i],bc_all,0xB7D2E9; monster $@Map$,0,0,"--ja--",@Monsters[@i],@MobAmount[@i],strnpcinfo(3)+"::OnMobKill"; } } end; } } OnMobKill: if (mobcount($@Map$,strnpcinfo(3)+"::OnMobKill") <= $@randnum[0] && mobcount($@Map$,strnpcinfo(3)+"::OnMobKill") > 5 || mobcount($@Map$,strnpcinfo(3)+"::OnMobKill") == $@randnum[1] || mobcount($@Map$,strnpcinfo(3)+"::OnMobKill") == $@randnum[2] || mobcount($@Map$,strnpcinfo(3)+"::OnMobKill") == $@randnum[3]) announce "Only "+mobcount($@Map$,strnpcinfo(3)+"::OnMobKill")+" Monsters left to kill.",bc_all,0xFFFF46; //announce remaining monsters for(set @i,0; @i < 127; set @i,@i+1){ //Register the killer and add points if($@killer$[@i] == ""){ for (set @j,0; @j < 127; set @j,@j+1){ if($@killer$[@i]==$@killer$[@j] && $@killer$[@i]!= "") goto Nameexists; } set $@killer$[@i],strcharinfo(0); set $@kills[@i],$@kills[@i]+1; break; } else if($@killer$[@i] == strcharinfo(0)){ Nameexists: set $@kills[@i],$@kills[@i]+1; break; } } if(mobcount($@Map$,strnpcinfo(3)+"::OnMobKill") <=5){ //If 5 or less mobs remain: kill all mobs, bubblesort the top 15 killers,announce the top 15 killers and give items (if set) to the Top 10. killmonster $@Map$,"All"; announce "Most of the monsters have been defeated!",bc_all,0xFFFF46; sleep2 2000; announce "Our local guards managed to fend the remaining monsters off.",bc_all,0xFFFF46; sleep2 2000; announce "Let's look at the results:",bc_all,0xFFFF46; sleep2 1000; for (set @i,0; @i < 15; set @i,@i+1){ //Do the Bubblesort for (set @j,0; @j < 15; set @j,@j+1){ if ($@kills[@j] < $@kills[@j+1]){ set @tmpkills, $@kills[@j+1]; set @tmpkillers$, $@killer$[@j+1]; set $@kills[@j+1], $@kills[@j]; set $@killer$[@j+1],$@killer$[@j]; set $@kills[@j], @tmpkills; set $@killer$[@j], @tmpkillers$; } } } for(set @i,0; @i < 15; set @i,@i+1){ //Announce Top 15 if($@killer$[@i] != "") announce @i+1+". Place: "+$@killer$[@i]+" with "+$@kills[@i]+" Monsters killed.",bc_all,0xB7D2E9; } if ($@ItemID != 0){ //Give item if set, 10% less per rank for(set @i,0; @i < 10; set @i,@i+1){ if ($@killer$[@i]!=""){ getitem $@ItemID,$@Amount-$@Amount*@i/10,getcharid(3,$@killer$[@i]); } } } logmes "Monster Invasion complete, the Top 1 Killer is " + $@killer$[0] + " with "+$@kills[0]+ " Kills. The reward was " +getitemname($@ItemID)+ " x "+$@Amount+". This was the "+$Invasioncount+". custom Monster Invasion."; set $Invasioncount,$Invasioncount+1; //Clear variables cleararray $@kills[0],0,200; cleararray $@killer$[0],"",200; cleararray $@flag[0],0,10; set $@Event,0; } }
  12. when i make asura i need to wait 10 sec before hit a new asura how can i make no time before asura ?
  13. hi all pls help me i need to end time before Asura Strike help me
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