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Raikumi

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  1. Kamishi's palletes are only good for the new jobs I think, there is a different palette format newer 2021+ clients look for I think
  2. I am still having this issue. Can someone provide an updated solution?
  3. I made significant progress for a noobie like myself! This code is now working. One NPC block with buffs and timers that get set up once, then you can duplicate the npc's logic across the map or many maps. prt_fild08,70,167,3 script -1,000 Zeny#1 1907,1,1,{ if (Zeny >= 999) { Zeny -= 1000; set .foundBuff, 0; hideonnpc strnpcinfo(0); set .start, rand(1,6); // Random start point for buff selection for( set .i, 0; .i < 6; set .i, .i + 1 ) { set .buff, (.start + .i) % 6 + 1; // Cycles through 1 to 6 switch( .buff ) { case 1: // 2x ATK / MATK if( getstatus( SC_ATKPOTION ) ) continue; specialeffect2 EF_MAXPOWER; sc_start SC_ATKPOTION,( .duration * 1000 ),100; sc_start SC_MATKPOTION,( .duration * 1000 ),100; sc_start SC_INCATKRATE,( .duration * 1000 ),100; sc_start SC_INCMATKRATE,( .duration * 1000 ),100; set .foundBuff, 1; break; case 2: // Enchant Deadly Poison if( getstatus( SC_EDP ) ) continue; sc_start SC_EDP,( .duration * 1000 ),100; specialeffect2 EF_EDP; specialeffect2 EF_GREENBODY; set .foundBuff, 1; break; case 3: // Two Hand Quicken if( getstatus( SC_TWOHANDQUICKEN ) ) continue; sc_start4 SC_TWOHANDQUICKEN,( .duration * 1000 ),-10,1,0,0; specialeffect2 EF_TWOHANDQUICKEN; set .foundBuff, 1; break; case 4: // Clone // replace with actual status check for clone if available if( getstatus( SC_SOMETHING_FOR_CLONE ) ) continue; getmapxy( .@map$, .@x, .@y, BL_PC, strcharinfo(0) ); clone .@map$, .@x, .@y, "", getcharid(0), getcharid(0), "", 1, .duration; clone .@map$,.@x,.@y,"",getcharid(0),getcharid(0),"",1,.duration; set .foundBuff, 1; break; case 5: // Haste if( getstatus( SC_SpeedUp1 ) ) continue; specialeffect2 EF_INCAGILITY; sc_start SC_SpeedUp1,( .duration * 1000 ),200; set .foundBuff, 1; break; case 6: // Blessing if( getstatus( SC_AUTOGUARD ) ) continue; sc_start SC_AUTOGUARD,( .duration * 1000 ),100; specialeffect2 EF_GUARD3; set .foundBuff, 1; break; } if( .foundBuff ) break; // If a buff is applied, break the loop } if( !.foundBuff ) { dispbottom "You already have all buffs."; } end; } else { dispbottom "Not enough Zeny!"; close; } OnTimer4000: movenpc strnpcinfo(0),rand(0,400), rand(0,400); end; OnTimer10000: hideoffnpc strnpcinfo(0); setnpctimer 0; OnInit: initnpctimer; set .duration,60; setarray .name$[0], "Double Damage", // 2 x ATK Rate "Enchant Deadly Poison", // EDP "Two Hand Quicken", // Two Hand Quicken "Self Clone", // Clone "Unlimit Haste", // Haste "Blessing"; // Blessing end; } prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#2 1907,1,1 prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#3 1907,1,1 prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#4 1907,1,1 prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#5 1907,1,1 prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#6 1907,1,1 prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#7 1907,1,1 prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#8 1907,1,1 prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#9 1907,1,1 prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#10 1907,1,1 prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#11 1907,1,1 prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#12 1907,1,1 prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#13 1907,1,1 prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#14 1907,1,1 prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#15 1907,1,1 prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#16 1907,1,1 prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#17 1907,1,1 prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#18 1907,1,1 prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#19 1907,1,1 prt_fild08,81,168,5 duplicate(-1,000 Zeny#1) -1,000 Zeny#20 1907,1,1
  4. Happy 2024 @Emistry, Im trying to get your script to work across two maps. Any ideas on how it can be modified to work across many? Im trying to add this to all of the fields. When I duplicate onto the second map, functionality is lost on the first. The buff appears in one cell instead of jumping around the entire map like it does when I comment out the duplicate. Here is what Ive got so far: prt_fild08,1,1,5 script Runes#1 757,1,1,{ //dispbottom "Walkthrough to get Runes."; end; OnTouch: switch( .runes ){ case 0: // 2x ATK / MATK if( getstatus( SC_INCATKRATE ) ){dispbottom "You already have the buff: "+.name$[.runes]+"."; end;}{if( Zeny >= 1000 ){ Zeny -= 1000; dispbottom "You spent 1,000 Zeny on a buff: "+.name$[.runes]+"."; specialeffect2 EF_PROVIDENCE; // This can be custom per case later sc_start SC_INCATKRATE,( .duration * 1000 ),100; sc_start SC_INCMATKRATE,( .duration * 1000 ),100; }else{dispbottom "You do not have enough Zeny for the buff: "+.name$[.runes]+"."; end;}} break; case 1: // Invisible if( getstatus( SC_INCATKRATE ) ){dispbottom "You already have the buff: "+.name$[.runes]+"."; end;}{if( Zeny >= 1000 ){ Zeny -= 1000; dispbottom "You spent 1,000 Zeny on a buff: "+.name$[.runes]+"."; specialeffect2 EF_PROVIDENCE; // This can be custom per case later skill "AS_CLOAKING",10,1; }else{dispbottom "You do not have enough Zeny for the buff: "+.name$[.runes]+"."; end;}} break; case 2: // Restore if( getstatus( SC_INCATKRATE ) ){dispbottom "You already have the buff: "+.name$[.runes]+"."; end;}{if( Zeny >= 1000 ){ Zeny -= 1000; dispbottom "You spent 1,000 Zeny on a buff: "+.name$[.runes]+"."; specialeffect2 EF_PROVIDENCE; // This can be custom per case later sc_start4 SC_REGENERATION,( .duration * 1000 ),-10,1,0,0; }else{dispbottom "You do not have enough Zeny for the buff: "+.name$[.runes]+"."; end;}} break; case 3: // Clone if( getstatus( SC_INCATKRATE ) ){dispbottom "You already have the buff: "+.name$[.runes]+"."; end;}{if( Zeny >= 1000 ){ Zeny -= 1000; dispbottom "You spent 1,000 Zeny on a buff: "+.name$[.runes]+"."; specialeffect2 EF_PROVIDENCE; // This can be custom per case later getmapxy( .@map$, .@x, .@y, BL_PC, strcharinfo(0) ); clone .@map$, .@x, .@y, "", getcharid(0), getcharid(0), "", 1, .duration; clone .@map$,.@x,.@y,"",getcharid(0),getcharid(0),"",1,.duration; }else{dispbottom "You do not have enough Zeny for the buff: "+.name$[.runes]+"."; end;}} break; case 4: // Haste if( getstatus( SC_INCATKRATE ) ){dispbottom "You already have the buff: "+.name$[.runes]+"."; end;}{if( Zeny >= 1000 ){ Zeny -= 1000; specialeffect2 EF_PROVIDENCE; // This can be custom per case later dispbottom "You spent 1,000 Zeny on a buff: "+.name$[.runes]+"."; sc_start SC_SpeedUp1,( .duration * 1000 ),0; }else{dispbottom "You do not have enough Zeny for the buff: "+.name$[.runes]+"."; end;}} break; default: end; } // end; OnInit: // Runes Duration in Seconds set .duration,60; // Name of Each Runes. setarray .name$[0], "Double Damage", // 2 x ATK Rate "Invisibility", // Cloaking "Regeneration", // HP / SP Regeneration "Shadow Clone", // Create 2 Clones "Crazy Legs"; // Improve Movement Speed // npc sprite switching if any. setarray .npc_sprite, 10428, 10429, 10430, 10431, 10432; .rune_size = getarraysize( .name$ ); .npc_name$ = strnpcinfo(0); callsub( OnAssign ); // Auto movement and spawning get onTimer10 for debugging initnpctimer; end; OnTimer10: .runes = rand( .rune_size ); delwaitingroom; callsub( OnAssign ); setnpctimer(0); end; OnAssign: .@rand_x = rand( 0, 400); .@rand_y = rand( 0, 400); movenpc .npc_name$, .@rand_x, .@rand_y; hideoffnpc .npc_name$; if ( .npc_sprite[.runes] ) setnpcdisplay( .npc_name$, "Buff Cost: -1,000 Zeny", .npc_sprite[.runes] ); delwaitingroom; waitingroom " " + .name$[.runes], 0; return; } moc_fild07,1,1,5 duplicate(Runes#1) Runes#2 811
  5. Zell it would be amazing if you could share how you achieved this please!
  6. @Zell Any idea how to fix the bug above? I pasted in the the src scripting each time for each mob behavior to mask, but I do not want to have to paste the src scripting in for each different sprite appearance. Everytime the fakeplayer command runs, it replaced the look of the previously spawned ones to the most recent.
  7. Whats good with these forums where people ask for help, figure things out, and dont share what the fix was? In so many posts
  8. Im currently looking through this rAthena item bonus script list -> https://github.com/conan513/rAthena/blob/master/doc/item_bonus.txt Im looking to limit the Intravision effect to a 5 x 5 radius when using the Maya Purple card? Is this possible to script using item bonuses or would I have to edit Intravisions source? If not, should I suggest this somehow?
  9. Thanks for the reply! Did that, didnt fix the script though. Event still doesnt start.
  10. Trying to convert this eA Poring Catcher script. http://upaste.me/raw/852f999bdca4c03 As of right now, the event doesnt start when the NPC told to by an Admin. Not sure if there are any other sorts of problems but I figured that converting this would be beneficial for everyone since there doesnt seem to be a Poring Catcher script on rA.
  11. What map is this? Sorry for the double post, what if your friend is in a competing WoE guild?
  12. Could anyone do this? Greatly appreciated and thanks in advance.
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