Devil's Square Nightmare-Mode 2021 NEW! (@editds, @disableds, @repeatds!)

Aeromesi

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Devil's Square Nightmare-Mode 2021 NEW! (@editds, @disableds, @repeatds!)




Devil Square [Nightmare-Mode]




(Special thanks to: IeYaseru (Old friend who gave me a DS script I reinvented)




=============================================================================================================

Description:


In this version of Devil's Square, once the amount of players have joined, that's it.


You won't be able to continue going back inside of Devil Square once you die, after entering and Devil Square starts, it will be closed.


All other players won't be able to join, and it's up to all the players to either complete Devil Square or die and not be able to come back in.




If no players enter in the timeframe, it will cancel out the event.


Also counts up the Max amount of Users when they enter Devil's Square. Once the Max Users have been established, no one else can join, and then it's just up to that team of people!


Once all the Players have died and warped out of the event, it will announce that all the users who entered have failed Victory in Devil Square, and the event will be reset.




=============================================================================================================

Difference in Type 2:

Description:

In this version when you die and get warped out, if you hurry up you'll be able to come back into Devil Square again.

NOTE: You WILL have to REPAY the amount of Zeny to re-enter.

Since players can die, and repay/pay at anytime to join inside the event, there's no need to cancel out the event if no one joins.

New Additions to Revision 5 (For Type 1 And Type 2):

Created commands:

@disableds - Allows you to disable Devil Square whenever you want (This feature is also inside of the NPC!)

@repeatds - Allows you to repeat the Devil Square on the go. (This feature is also inside of the NPC!)

@editds - Allows you to edit, or as I put it "Over Ride" the settings in the OnInit: inside of [DS] Organizer::DSORG

Changes happen in the menu whether the event is active or not. If it's active it will allow you to disable or go to the Player Menu, if it's unactive it'll ask if you want to Start Devil's Square.

Basically redesigned a lot of the aspects of the script, beforehand it didn't even work, and had errors upon errors.

Made the script to be flexible and totally configurable!

Future additions/ideas: Add the ability to also edit the mob data for each Round as well as the MvP list.

Also before hand if it was <= 5 users it would only spawn 8 Treasure Chests, otherwise it would spawn 16. Now you can choose as much as you want!

When a GM is editing an option inside of Devil's Square, another GM cannot edit an option until that GM is done editing an option via `@editds`.

NOTE: Not every Treasure Chest is the same either!







 
Hi!

I wonder how can I edit number of mobs, like mini MVPs in round 1 ~ 9 to only summon 2 only.

And What does this line do?

setarray $@DSC[0],132,137,167,159, 54,54,110,110, 26,138,95,182, 109,189,54,245, 138,204,162,273, 190,190,246,246, 208,137,273,181, 189,110,245,52, 137,90,161,26;



NICE SCRIPT! 

thanks!

 
x/y ranges
default_smile.png


And thank you! I strongly suggest you to view the Hard-Mode version too, they work basically the same, just how it's handled in the starting/dieing aspects are a bit different.

There's more awesome scripts on the way don't worry =)

 
thumb-03d8fea19e1e968295907b2db829d8ea-screenhercules010.jpg


File Name: Devil's Square Nightmare-Mode (@editds, @disableds, @repeatds!)File Submitter: Aeromesi

File Submitted: 28 Jul 2016

File Category: Events & Games

Devil Square [Nightmare-Mode]

(Special thanks to: IeYaseru (Old friend who gave me a DS script I reinvented)

=============================================================================================================

Description:

In this version of Devil's Square, once the amount of players have joined, that's it.

You won't be able to continue going back inside of Devil Square once you die, after entering and Devil Square starts, it will be closed.

All other players won't be able to join, and it's up to all the players to either complete Devil Square or die and not be able to come back in.

If no players enter in the timeframe, it will cancel out the event.

Also counts up the Max amount of Users when they enter Devil's Square. Once the Max Users have been established, no one else can join, and then it's just up to that team of people!

Once all the Players have died and warped out of the event, it will announce that all the users who entered have failed Victory in Devil Square, and the event will be reset.

=============================================================================================================
Difference in Type 2:

Description:

In this version when you die and get warped out, if you hurry up you'll be able to come back into Devil Square again.

NOTE: You WILL have to REPAY the amount of Zeny to re-enter.

Since players can die, and repay/pay at anytime to join inside the event, there's no need to cancel out the event if no one joins.

New Additions to Revision 5 (For Type 1 And Type 2):

Created commands:

@disableds - Allows you to disable Devil Square whenever you want (This feature is also inside of the NPC!)

@repeatds - Allows you to repeat the Devil Square on the go. (This feature is also inside of the NPC!)

@editds - Allows you to edit, or as I put it "Over Ride" the settings in the OnInit: inside of [DS] Organizer::DSORG

Changes happen in the menu whether the event is active or not. If it's active it will allow you to disable or go to the Player Menu, if it's unactive it'll ask if you want to Start Devil's Square.

Basically redesigned a lot of the aspects of the script, beforehand it didn't even work, and had errors upon errors.

Made the script to be flexible and totally configurable!

Future additions/ideas: Add the ability to also edit the mob data for each Round as well as the MvP list.

Also before hand if it was <= 5 users it would only spawn 8 Treasure Chests, otherwise it would spawn 16. Now you can choose as much as you want!

When a GM is editing an option inside of Devil's Square, another GM cannot edit an option until that GM is done editing an option via `@editds`.

NOTE: Not every Treasure Chest is the same either!

Click here to download this file
  hi i found some bugs on your script

1. i used @killmonster and round 2 began but there isnt a single monster around

 
uIQIsv1.jpg


2. The time is isn't on minutes.

TlunH6v.jpg


 
Last edited by a moderator:
What does map-server say? Are you using Pre-RE or RE? (I'm pretty sure I setup the monsters on Pre-RE just so RE would work also..)
no errors on the map server and i use pre-re

there was a monster on the first round but none on the next rounds

 
What does map-server say? Are you using Pre-RE or RE? (I'm pretty sure I setup the monsters on Pre-RE just so RE would work also..)
no errors on the map server and i use pre-re

there was a monster on the first round but none on the next rounds
Hmm... I would think it would show an error for incorrect monster ID.. I'll check this out and use it in Pre-RE mode

 
Hello liked your script, but I want to make some changes to my use.
1st How do I change the number of mobs per round?
2nd How to remove the chests?
3rd How do I give points for mob killed?

I want to use set #ds_point to define points for every mob is killed leaving the fairest event

 

 
Hello liked your script, but I want to make some changes to my use.

1st How do I change the number of mobs per round?

2nd How to remove the chests?

3rd How do I give points for mob killed?

I want to use set #ds_point to define points for every mob is killed leaving the fairest event
I sent you a message.

Side note: I did not notice that I set the timers so short (not per minute, this was the testing phase of the script, example I made "1 minute" into you know, 10 seconds until start? xD I'll fix that. Though in the time being you would just have to edit the timer labels/sleep counter, not sure how I looped the announcement. *checks* 
default_sry.gif
 
default_swt3.gif


 
thumb-03d8fea19e1e968295907b2db829d8ea-screenhercules010.jpg
File Name: Devil's Square Nightmare-Mode (@editds, @disableds, @repeatds!)

File Submitter: Aeromesi

File Submitted: 28 Jul 2016

File Category: Events & Games

Devil Square [Nightmare-Mode]

(Special thanks to: IeYaseru (Old friend who gave me a DS script I reinvented)=============================================================================================================

Description:

In this version of Devil's Square, once the amount of players have joined, that's it.

You won't be able to continue going back inside of Devil Square once you die, after entering and Devil Square starts, it will be closed.

All other players won't be able to join, and it's up to all the players to either complete Devil Square or die and not be able to come back in.

If no players enter in the timeframe, it will cancel out the event.

Also counts up the Max amount of Users when they enter Devil's Square. Once the Max Users have been established, no one else can join, and then it's just up to that team of people!

Once all the Players have died and warped out of the event, it will announce that all the users who entered have failed Victory in Devil Square, and the event will be reset.=============================================================================================================

Difference in Type 2:

Description:

In this version when you die and get warped out, if you hurry up you'll be able to come back into Devil Square again.

NOTE: You WILL have to REPAY the amount of Zeny to re-enter.

Since players can die, and repay/pay at anytime to join inside the event, there's no need to cancel out the event if no one joins.

New Additions to Revision 5 (For Type 1 And Type 2):

Created commands:

@disableds - Allows you to disable Devil Square whenever you want (This feature is also inside of the NPC!)

@repeatds - Allows you to repeat the Devil Square on the go. (This feature is also inside of the NPC!)

@editds - Allows you to edit, or as I put it "Over Ride" the settings in the OnInit: inside of [DS] Organizer::DSORG

Changes happen in the menu whether the event is active or not. If it's active it will allow you to disable or go to the Player Menu, if it's unactive it'll ask if you want to Start Devil's Square.

Basically redesigned a lot of the aspects of the script, beforehand it didn't even work, and had errors upon errors.

Made the script to be flexible and totally configurable!

Future additions/ideas: Add the ability to also edit the mob data for each Round as well as the MvP list.

Also before hand if it was <= 5 users it would only spawn 8 Treasure Chests, otherwise it would spawn 16. Now you can choose as much as you want!

When a GM is editing an option inside of Devil's Square, another GM cannot edit an option until that GM is done editing an option via `@editds`.

NOTE: Not every Treasure Chest is the same either!

Click here to download this file
hi i found some bugs on your script1. i used @killmonster and round 2 began but there isnt a single monster around

uIQIsv1.jpg


2. The time is isn't on minutes.

TlunH6v.jpg
The monster is spawn not only on the center side. try looking at the side (use the portals)

@Aeromesi Hi, i don't understand the

if(gettime(3) % 2) end;
what does it do? I'm tempted to removed this cause it screw my timings. but i think its important? can you tell what is the use of that?

 
Last edited by a moderator:
What timings? It doesn't effect anything other scripts I would believe. Just a security measurement
OnMinute06:
    if(gettime(3) % 2)
        end;

I believe this is the part where the ds will automatically start. 

i tried to change the Time of start. but sometimes it would not start. because of  

Code:
  if(gettime(3) % 2)
        end;
 
Mobs spawns on different area. (Not on center) same as Nightmare Very good Event npc but needs to fix the time count of entering before starting (because it is not on minutes) and the spawn on mobs not on Center..

 
Well the mob spawns happen on each end of the warp portals. Towards the end everyone meets at center square for the boss round. I forgot to adjust time because it was something I did for quick testing. I'll make the "officialized" versions. I actually forgot to do this. My bad guys :X

Mobs spawns on different area. (Not on center) same as Nightmare Very good Event npc but needs to fix the time count of entering before starting (because it is not on minutes) and the spawn on mobs not on Center..
 
Well the mob spawns happen on each end of the warp portals. Towards the end everyone meets at center square for the boss round. I forgot to adjust time because it was something I did for quick testing. I'll make the "officialized" versions. I actually forgot to do this. My bad guys :X

Mobs spawns on different area. (Not on center) same as Nightmare Very good Event npc but needs to fix the time count of entering before starting (because it is not on minutes) and the spawn on mobs not on Center..
Hello! Many thanks for your contribution. I have a question, where does that change the amount of monsters that will be summoned?

 
Right in the arrays of the OnInit.
default_happy.png
Thank you tati! It means a LOT to me.

Well the mob spawns happen on each end of the warp portals. Towards the end everyone meets at center square for the boss round. I forgot to adjust time because it was something I did for quick testing. I'll make the "officialized" versions. I actually forgot to do this. My bad guys :X

Mobs spawns on different area. (Not on center) same as Nightmare Very good Event npc but needs to fix the time count of entering before starting (because it is not on minutes) and the spawn on mobs not on Center..
Hello! Many thanks for your contribution. I have a question, where does that change the amount of monsters that will be summoned?
 
Right in the arrays of the OnInit.
default_happy.png
Thank you tati! It means a LOT to me.

Well the mob spawns happen on each end of the warp portals. Towards the end everyone meets at center square for the boss round. I forgot to adjust time because it was something I did for quick testing. I'll make the "officialized" versions. I actually forgot to do this. My bad guys :X

Mobs spawns on different area. (Not on center) same as Nightmare Very good Event npc but needs to fix the time count of entering before starting (because it is not on minutes) and the spawn on mobs not on Center..
Hello! Many thanks for your contribution. I have a question, where does that change the amount of monsters that will be summoned?
In what part do I change the amount of monsters?

 
Last edited by a moderator:
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