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bWolfie

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Posts posted by bWolfie


  1. What I Received: Recolours/Redesigns of existing items & Original Misc. items (no headgears or weapons).

     

    At first, there was a long delay, caused by supposed internet outage. After two and a half weeks I finally received some sort of "I still exist" message.

     

    ○ The finished product is a 10/10. While I had to wait a long time, with no explanation, I am still happy.

    ○ Haziel has great interaction skills. I gave him a base to work from, and he was able to create interesting concepts seemingly off the top of his head.

    ○ Not taking into account finished products, his design skills are obviously above average. Literally minutes after giving my input/criticism, he was able to come up with something new - be it shading, lighting or recolouring - he had it covered.

    ○ Price - I don't know what the going rates are, though, I believe what I paid was a fair price for the work put in.

     

    Thanks Haziel. Hope we may hire you in the future.


  2. Cool Down gives a fixed cool cool down in milliseconds which cannot be changed by any means.

     

    Perhaps you should look into the source code of skills with delays to see what you can do. I think Focused Arrow Strike (Sniper skill) may have an off delay not affected by cards such as Kiel?


  3.  

    //    ======================= Configuration HERE =============================
        .map$ = "vend_zone"; // map
        setarray .@x, 56,59,62,65,68,71,74,77,80,83,86,89,92,95,104,107,110,113,116,119,122,125,128,131,134,137,140,143; // x coordinates
        setarray .@y, 140,145,113,0; // y coordinates
    

     

    .@x = all the possible x coordinates. This means any cells listed here are acceptable.]

    .@y = all the possibly y coordinates.

     

    These work like multiplication. Example, the x coordinate of 56 can also possess the y coordinate 140, 145, 113 and 0.

    Meaning these cells are acceptable.

    56,140

    56,145

    56,113

    56,0

     

    At least I think that's how it works. Haven't used this script before.


  4. Before they change class, put in a callsub or an area to check job and what item they'll get.

    Idk if this is what you're after.

     

    e.g.

     

     
    //earlier in script
    mes "Change to <class>?";
    next;
    menu "Yes",-,"No",L_No;
    callsub L_ItemGive;
    jobchange Job_Placeholder;
    close;
     
    //later in script
    L_ItemGive:
    if (Class == Job_Swordman) getitem 1404,1;
    if (Class == Job_Thief) getitem 1207;
    return;
    
    

    If you want them to receive an item depending on their new class, put callsub after jobchange.


  5. I don't know about the bonus bDefRatioAtkClass, but you could use the autobonus function to randomly generate an attack value.

    .

    autobonus "{ bonus bBaseAtk,rand(-100,100); }",10000,100,BF_WEAPON;

    While dealing a physical attack, 100% chance to increase atk by anywhere between -100 and 100 for 1 second.

     

    Don't even know if this works, just something I thought of. Also probably not particularly useful, since it would require the character to deal a hit before taking effect

    rand function, dunno how that works in bonuses.


  6. I guess make an npc that can exchange it for a pet? Dunno, maybe there is already one in the game.

     

     

    prontera,x,y,z    script    Pet Exchange     4_F_NPC,{
    .@name$ = "[Pet Exchange]";
     
    if (countitem (6116) >= 1) {
    mes .@name$;
    mes "Would you like to exchange your coupon for a Succubus?";
    next;
    .@menu = select("Yes:No);
    switch(.@menu) {
    case 1:
    delitem 6116,1;
    getitem 9055,1;
    close;
     
    case 2:
    close;
    }
     
    else {
    end;
    }
     
    }
    

  7. something like this using if .@item equals your id.

     

     

    prontera,209,229,5    script    Item Giver    106,{
    mes "[Item Giver]";
    mes "Please input the ITEM NUMBER that you want to receive.";
    mes " ";
    mes "You could use @ii <item name> to look for it or browse at ratemyserver.net";
    input .@itemnum;
    next;
     
    if (.@itemnum == 5377 || .@itemnum == 5374) {
    mes "[Item Giver]";
    mes "You cannot use " + getitemname(.@itemnum) + ".";
    close;
    }
    
    else {
    next;
    mes "[Item Giver]";
    mes "How many pieces of this item do you want to receive?";
    input .@itemcount;
    next;
    mes "[Item Giver]";
    mes "Here you go! Come again!";
    getitem .@itemnum,.@itemcount;
    close;
    end;
    }
    }
    
    

     

    Also if you want, instead of "How many pieces of this item do you want to receive, you can do the following to show the name.

    mes "How many pieces of " + getitemname(.@itemnum) + " do you want to receive?";

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