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Litro

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Posts posted by Litro


  1. Creedit go to : Capuche

    Every Rebirth Will give you an Item by Chance (1% Apple,  2%Jellopy, 10% Lemon.) " For this script i was using Ms @AnnieRuru scripting trick "

     

    prontera,150,170,5	script	Spec	833,{function checkItem;			// check if player have all item requiredfunction colorItemrequired;	// color the text. Red : not enough item, green otherwisefunction deleteItem;		// delete all items requiredfunction displayItemneed;	// display all items need at startfunction getItemReward;		// give the items rewardfunction weightreq;			// check if your current weight is highter than weight high novice	.@eac = eaclass();	if ( num_rebirth == .reset_max ) {		mes "You can only rebirth x"+ .reset_max +".";		emotion e_gasp;		close;	}	else if( NextJobExp || NextBaseExp || !( .@eac&EAJL_2 ) || !Upper ) {		mes "You must be rebirth max level/max job level.";		close;	}	mes "Items need :";	displayItemneed();	next;	switch( select( "^777777~ Rebirth", "~ Informations", "~ Good bye^000000" ) ) {		case 1:			weightreq();			checkItem();			deleteItem();			break;		case 2:			mes "You can only rebirth ^ff0000x"+ .reset_max +"^000000. You already rebirth ^ff0000x"+ num_rebirth +"^000000.";			close;		case 3:			mes "Bye.";			close;	}	num_rebirth += 1;	jobchange Job_Novice;	resetlvl 3;	announce "[ Rebirth system ] : "+ strcharinfo(0) +" rebirth for the "+ num_rebirth +" time !", 0;	close;function checkItem {	for ( ; .@i < .size_item; .@i += 2 )		if ( countitem( .item_req[.@i] ) < .item_req[ .@i+1 ] + num_rebirth ) {			mes "You don't have enought "+ getitemname( .item_req[.@i] ) +". ^ff0000["+ countitem( .item_req[.@i] ) +"/"+ ( .item_req[ .@i+1 ] + num_rebirth ) +"]^000000";			close;		}	return;}function colorItemrequired {	if ( countitem( .item_req[ getarg(0) ] ) < .item_req[ getarg(0)+1 ] + num_rebirth ) return "^ff0000";	return "^00ff00";}function deleteItem {	for ( ; .@i < .size_item; .@i += 2 )		delitem .item_req[.@i], ( .item_req[ .@i+1 ] + num_rebirth );	if ( num_rebirth >= .change_reward )		delitem .add_item_req[0], ( .add_item_req[1] + num_rebirth - .change_reward );	return;}function displayItemneed {	for ( ; .@i < .size_item; .@i += 2 )		mes colorItemrequired( .@i ) +" - x"+ ( .item_req[ .@i+1 ] + num_rebirth ) +" "+ getitemname( .item_req[.@i] );	if ( num_rebirth >= .change_reward ) {		if ( .add_item_req[1] + num_rebirth - .change_reward > countitem( .add_item_req[0] ) )			.@color$ = "^ff0000";		else			.@color$ = "^00ff00";		mes .@color$ +"- x"+ ( .add_item_req[1] + ( num_rebirth - .change_reward ) ) +" "+ getitemname( .add_item_req[0] );	}	return;}function getItemReward {	.@rand = rand(.totalchance);	.@r = 0;	while ( ( .@rand -= .itemchance[.@r] ) >= 0 ) .@r++;	getitem .reward[.@r], .@ramt;	return;}function weightreq {	if ( Weight > 20000 ) {		mes "You have too much items on you. Your weight will be too high after rebirth.";		close;	}	return;}OnInit:	.reset_max = 50;		// how much reset max or set to value you need// item required <item ID>, <number>// Set the item reequired for rebirth to your need	setarray .item_req, 501, 5,						502, 2,						503, 3;	.size_item = getarraysize( .item_req );// rewards <item ID>, <number>	.@ramt = 1;	setarray .reward, 501,502,503,504,505,506,507,508,509;	setarray .rewardchance, 90,80,70,60,50,40,30,20,10;	.@r = 0;	while ( .reward[.@r] ) {		.totalchance += .rewardchance[.@r];		.@r++;	}	end;}

  2. umm, the thing i asked its not that, let me explain,

     

    the script generate random(1,100) for chance to get evolved to next pet and in the oninit part that will be set like this

     

    setarray getd( ".pet"+ 1002 ), 1113, 1031; // poring pet(1002) can evolve into drops(1113) or poporing(1031)

     

    setarray getd( ".petc"+ 1002 ), 30, 50; // this mean from 1002 when evolving there will be chance like 1 - 30 (30%) to get 1113 pet and 31 - 50 ( 20% Chance ) to get 1031 pet, then if he got rand number from 51 till 100 ( 50% ) it will make he failed the chance of evolving the pet, then he will get the original pet ( before brought to evolve in npc ) with intimate value be reduced to 0 (zero)

     

    and the script you made was mean to be like this

     

    the chance for pet_id 1002 is 80%, if he pass the chance then the script will continue to evolve random pet from ' setarray getd( ".pet"+ 1002 ) ', if the option set 2 like ' setarray getd( ".pet"+ 1002 ), 1113, 1031; ' it will be like 50 / 50 to get each of option right ??

     

    CMIWW  :meow: :meow:
     


  3.   [ACCESSORY_IDs.ACCESSORY_IMPERIAL_FEATHER] = "_ÀÓÆ丮¾óÆä´õ",  [ACCESSORY_IDs.ACCESSORY_BANKRUPTCY_MASK] = "_ÆÄ»êÀÚÀÇ°¡¸é",  [ACCESSORY_IDs.ACCESSORY_MONEYLOSE_MIND] = "_µ·À»ÀÒÀºÀÚÀǸ¶À½",  [ACCESSORY_IDs.ACCESSORY_SWEET_BONNET] = "_½ºÀ§Æ®º¸³Ý",  [ACCESSORY_IDs.ACCESSORY_WOODIE_HAT] = "_ÃÊ·ÏÀ̸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_VALKYRIE_CIRCLET] = "_¹ßÅ°¸®ÀǼ­Å¬¸´",  [ACCESSORY_IDs.ACCESSORY_2012_RMSC_1] = "_2012RMSCNO1",  [ACCESSORY_IDs.ACCESSORY_2012_RMSC_2] = "_2012RMSCNO2",  [ACCESSORY_IDs.ACCESSORY_2012_RMSC_3] = "_2012RMSCNO3",  [ACCESSORY_IDs.ACCESSORY_2012_RMSC_4] = "_2012RMSCNO4",  [ACCESSORY_IDs.ACCESSORY_ROLFVONZIEGE_666] = "_¶öÇÁÆùÁö°Ô666¼¼",  [ACCESSORY_IDs.ACCESSORY_ANGELING_FURHAT] = "_¿£Á©¸µÅиðÀÚ",  [ACCESSORY_IDs.ACCESSORY_CIRCLET_OF_MARIN] = "_¸¶¸°ÀÇ°ü",  [ACCESSORY_IDs.ACCESSORY_SAKURA_HAIRBAND] = "_»çÄí¶ó¸Ó¸®¶ì",  [ACCESSORY_IDs.ACCESSORY_ANNIVERSARY_RAG_10TH] = "_¶ó±×10ÁÖ³â±â³ä¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_LIMITED_RAG_10TH] = "_¶ó±×10ÁÖ³â±â³äÇÑÁ¤¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_CHEER_WHISTLE] = "_ÀÀ¿ø¿ëÈ£·ç¶ó±â",  [ACCESSORY_IDs.ACCESSORY_WISH_LAMP] = "_¼Ò¿ø¼ºÃëõµî",  [ACCESSORY_IDs.ACCESSORY_PORING_SUNGLASS] = "_Æ÷¸µ¼±±Û·¡½º",  [ACCESSORY_IDs.ACCESSORY_Small_Poring_Band] = "_½º¸ôÆ÷¸µ¸Ó¸®¶ì",  [ACCESSORY_IDs.ACCESSORY_Hat_Of_Girl] = "_¼Ò³àÀǸðÀÚ",  [ACCESSORY_IDs.ACCESSORY_Small_Deviling_Hat] = "_½º¸ôµ¥ºô¸µ¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_Blue_Poring_Bubble] = "_ÆĶõÆ÷¸µÇ³¼±",  [ACCESSORY_IDs.ACCESSORY_Banshee_Master_Kiss] = "_¹ê½Ã¸¶½ºÅÍÀÇÅ°½º",  [ACCESSORY_IDs.ACCESSORY_PROTECT_OF_SEAGOD] = "_ÇؽÅÀǼöÈ£",  [ACCESSORY_IDs.ACCESSORY_SHINESANTAPORING] = "_¹ß±¤»êŸÆ÷¸µ",  [ACCESSORY_IDs.ACCESSORY_JOLLY_ROGER_HAT] = "_Á¹¸®·ÎÀú",  [ACCESSORY_IDs.ACCESSORY_MOCHRING_HAT] = "_¸ðÄ¡¸µ¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_DELICIOUS_STRAWBERRY_HAT] = "_¸ÀÀִµþ±â¸ð",  [ACCESSORY_IDs.ACCESSORY_AVIATOR_HAT] = "_¿¡ºñ¿¡ÀÌÅ͸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_W_KING_TIGER_DOLL_HAT] = "_ÈòÈ£¶ûÀÌ¿Õ¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_CURUPIRA_HAT] = "_Äí·çÇǶó¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_PINK_ANGELING_BUBBLE] = "_ÇÎÅ©¿£Á©¸µÇ³¼±",  [ACCESSORY_IDs.ACCESSORY_ANGELING_BUBBLE] = "_¿£Á©¸µÇ³¼±",  [ACCESSORY_IDs.ACCESSORY_PRESCHOOL_HAT] = "_À¯Ä¡¿ø»ýÀǸðÀÚ",  [ACCESSORY_IDs.ACCESSORY_GOTHIC_HEAD_DRESS] = "_°íµñÇìµåµå·¹½º",  [ACCESSORY_IDs.ACCESSORY_Sword_Master_Crown] = "_°Ë¼ºÀÇ¿Õ°ü",  [ACCESSORY_IDs.ACCESSORY_Owlduke_Silk_Hat] = "_¾Æ¿ïµàÅ©ÀǽÇÅ©ÇÞ",  [ACCESSORY_IDs.ACCESSORY_Vajra] = "_¹ÙÁê¶ó",  [ACCESSORY_IDs.ACCESSORY_ASSASSIN_SKULL_MASK] = "_¾Ï»ìÀÚÇØ°ñ°¡¸é",  [ACCESSORY_IDs.ACCESSORY_TARE_ZONDA] = "_Á¸´ÙÀÎÇü¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_Snake_Hat] = "_¹ì¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_BARON_EVIL_EYE] = "_¹Ù·ÑÀǸ¶¾È",  [ACCESSORY_IDs.ACCESSORY_C_Saint_Frill_Ribbon] = "_C¼¼ÀÎÆ®ÇÁ¸±¸®º»",  [ACCESSORY_IDs.ACCESSORY_C_Light_Darkness_Crown] = "_Cºû°ú¾îµÒÀÇÁøÈ¥°ü",  [ACCESSORY_IDs.ACCESSORY_C_Shelter_Wing_Ears] = "_C¼öÈ£³¯°³",  [ACCESSORY_IDs.ACCESSORY_Palace_Guard_Cap] = "_±ÙÀ§º´ÀǸðÀÚ",  [ACCESSORY_IDs.ACCESSORY_RAINBOW_VEIL] = "_¹«Áö°³¸é»çÆ÷",  [ACCESSORY_IDs.ACCESSORY_WHITE_LILY] = "_È­ÀÌÆ®¸±¸®",  [ACCESSORY_IDs.ACCESSORY_HAPPY_PEACE_PROOF] = "_ÇູÆòÈ­ÀÇÁõÇ¥",  [ACCESSORY_IDs.ACCESSORY_Angry_Scorpion_Hat] = "_½ºÄÝÇǿ¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_YGGDRASIL_HAT] = "_¼¼°è¼öÀǸðÀÚ",  [ACCESSORY_IDs.ACCESSORY_BLACKDEATHKING_GOLDEN] = "_°í±ÞÈæ»ç¿ÕÀǸðÀÚ",  [ACCESSORY_IDs.ACCESSORY_C_Tomboy_Fairy] = "_C¸»½é²Ù·¯±â¿äÁ¤",  [ACCESSORY_IDs.ACCESSORY_Mimic_Egg_Shell] = "_¹Ì¹Í¾Ë²®Áú",  [ACCESSORY_IDs.ACCESSORY_Bunny_Egg_Shell] = "_Åä³¢¸Ó¸®¾Ë²®Áú",  [ACCESSORY_IDs.ACCESSORY_Picky_Egg_Shell] = "_ÇÈÅ°¾Ë²®Áú",  [ACCESSORY_IDs.ACCESSORY_EVIL_MARCHER_HAT_J] = "_»ç¾ÇÇѸ¶ÄªÇÞ_J",  [ACCESSORY_IDs.ACCESSORY_Kannam_On_Head] = "_Ä­³²¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_BUSHY_MOUSTACHE] = "_¹«¼ºÇÑÄà¼ö¿°",  [ACCESSORY_IDs.ACCESSORY_TWINKLE_LITTLE_STAR] = "_¹Ý¦¹Ý¦ÀÛÀºº°",  [ACCESSORY_IDs.ACCESSORY_BLACK_WITCH_HAT] = "_°ËÀº¸¶³àÀǸðÀÚ",  [ACCESSORY_IDs.ACCESSORY_RAINBOW_LONG_OCTOPUS] = "_¹«Áö°³³«Áö¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_JEJECAP] = "_Á¦Á¦Ä¸",  [ACCESSORY_IDs.ACCESSORY_AQUA_BUNNY_BAND] = "_¾ÆÄí¾Æ¹ö´Ï¹êµå",  [ACCESSORY_IDs.ACCESSORY_MAROON_BUNNY_BAND] = "_¸¶·é¹ö´Ï¹êµå",  [ACCESSORY_IDs.ACCESSORY_GOLDEN_BUNNY_BAND] = "_°ñµç¹ö´Ï¹êµå",  [ACCESSORY_IDs.ACCESSORY_GRAY_BUNNY_BAND] = "_±×·¹À̹ö´Ï¹êµå",  [ACCESSORY_IDs.ACCESSORY_HUSKY_HAT] = "_Ç㽺۸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_UFO_PORING_HAT] = "_UFOÆ÷¸µ¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_DRAGON_CLAW_HELM] = "_¿ë¹ßÅéÇï¸ä",  [ACCESSORY_IDs.ACCESSORY_RAINBOW_STAR] = "_¹«Áö°³½ºÅ¸",  [ACCESSORY_IDs.ACCESSORY_CELESTIAL_DARK_FLAME] = "_õ»óÀǾîµÒÈ­¿°",  [ACCESSORY_IDs.ACCESSORY_PTERIOS_FINS] = "_ÇÁ·¹Æ¼¸®¿À½ºÁö´À·¯¹Ì",  [ACCESSORY_IDs.ACCESSORY_AZURE_DIADEM] = "_Çϴûö¿Õ°ü",  [ACCESSORY_IDs.ACCESSORY_BLUE_EYESHADOW] = "_ºí·ç¾ÆÀÌ»õµµ",  [ACCESSORY_IDs.ACCESSORY_DEVOTED_EYES] = "_½Å¾ÓÀÇ´«",  [ACCESSORY_IDs.ACCESSORY_WEISSWURST] = "_¹ÀÇî¼Ò½ÃÁö",  [ACCESSORY_IDs.ACCESSORY_SEPPL_HAT] = "_µ¶ÀÏÃàÁ¦¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_FROZEN_LAND_ROSE] = "_¾ó¾îºÙÀº¶¥ÀÇÀå¹Ì",  [ACCESSORY_IDs.ACCESSORY_CARNATION_GARLANDS] = "_Ä«³×À̼Çȭȯ",  [ACCESSORY_IDs.ACCESSORY_BUTTERFLY_BARRETTES] = "_³ªºñÀÇÆ®À©¹Ù·¿",  [ACCESSORY_IDs.ACCESSORY_HOLY_ROSARIO] = "_¼º½º·¯¿î·Î»ç¸®¿À",  [ACCESSORY_IDs.ACCESSORY_DROOPING_PANDA] = "_´Ã¾îÁøÆÇ´Ù",  [ACCESSORY_IDs.ACCESSORY_ISABELLA_RED_EAR] = "_À̻级¶ó·¹µå±Í¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_ISABELLA_BROWN_EAR] = "_À̻级¶óºê¶ó¿î±Í¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_ISABELLA_BLUE_EAR] = "_À̻级¶óºí·ç±Í¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_RED_FLOWER_HAT] = "_·¹µåÇöó¿ö¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_BELL_PIGEON] = "_º§ÀǺñµÑ±â",  [ACCESSORY_IDs.ACCESSORY_GOSSIP_RAVEN] = "_¼ö´ÙÀïÀ̱±Í",  [ACCESSORY_IDs.ACCESSORY_KID_DEVILING] = "_²¿¸¶µ¥ºô¸µ",  [ACCESSORY_IDs.ACCESSORY_BLOOD_BUFFTERFLY] = "_Çǹ¯Àº³ªºñ±Í",  [ACCESSORY_IDs.ACCESSORY_BEAR_BALLOON] = "_°õµ¹ÀÌdz¼±",  [ACCESSORY_IDs.ACCESSORY_LOVELOVE_BALLOON] = "_·¯ºê·¯ºêdz¼±",  [ACCESSORY_IDs.ACCESSORY_LONG_OCTOPUS_BALLOON] = "_³«Áödz¼±",  [ACCESSORY_IDs.ACCESSORY_JACK_CASTLE_BAT] = "_Àèij½½¹èÆ®",  [ACCESSORY_IDs.ACCESSORY_FEZ_OF_GENTLE] = "_½Å»çÀÇÆäÁî",  [ACCESSORY_IDs.ACCESSORY_BORK] = "_º¸¾îÅ©",  [ACCESSORY_IDs.ACCESSORY_RED_VANE_HAIRPIN] = "_ºÓÀºÇ³Â÷ºñ³à",  [ACCESSORY_IDs.ACCESSORY_TABOO_CURSE_SCROLL] = "_±ÝÁÖÀǵη縶¸®",  [ACCESSORY_IDs.ACCESSORY_FULL_BLOOM_HAIRPIN] = "_¾ÞÈ­³­¸¸ÀǺñ³à",  [ACCESSORY_IDs.ACCESSORY_MAJESTIHELMET] = "_À§Ç³À§¿¬ÀÇÅõ±¸",  [ACCESSORY_IDs.ACCESSORY_C_Lolita_Ten_Gallon_Hat] = "_·Î¸®Å¸ÅַٰиðÀÚ",  [ACCESSORY_IDs.ACCESSORY_C_Pecopeco_Cap] = "_ÆäÄÚÆäÄÚĸ",  [ACCESSORY_IDs.ACCESSORY_C_Ifrits_Breath] = "_ÀÌÇÁ¸®Æ®ÀǼû°á",  [ACCESSORY_IDs.ACCESSORY_GODOFWINDS_FAN] = "_dz½ÅÀǺÎä",  [ACCESSORY_IDs.ACCESSORY_WHITE_CAT_HOOD] = "_Èò°í¾çÀÌÈĵå",  [ACCESSORY_IDs.ACCESSORY_EVIL_DRUID_HAT] = "_À̺íµå·çÀ̵å¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_VICIOUS_STOP_BANDAGE] = "_»ç¾ÈºÀÀÎÀǺشë",  [ACCESSORY_IDs.ACCESSORY_HELMET_OF_SIEGFRIED] = "_ÁöÅ©ÇÁ¸®Æ®ÀÇÅõ±¸",  [ACCESSORY_IDs.ACCESSORY_CIRCLET_OF_KRIEMHILD] = "_Å©¸²ÈúÆ®ÀÇ¿Õ°ü",  [ACCESSORY_IDs.ACCESSORY_DIADEM_OF_BRUENHILD] = "_ºê·ôÈúÆ®ÀÇ¿Õ°ü",  [ACCESSORY_IDs.ACCESSORY_GREEN_FOXTAIL] = "_³ì»ö°­¾ÆÁöÇ®",  [ACCESSORY_IDs.ACCESSORY_HAPPY_SUMMER_WIG] = "_ÇØÇǼ¶¸Ó¾ÆÇÁ·Î",  [ACCESSORY_IDs.ACCESSORY_IRO_Flag_Bandana] = "_IROÇ÷¡±×µÎ°Ç",  [ACCESSORY_IDs.ACCESSORY_IRO_Flag_Hat] = "_IROÇ÷¡±×¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_Miracle_Blue_Rose] = "_±âÀûÀÇǪ¸¥Àå¹Ì",  [ACCESSORY_IDs.ACCESSORY_ELEPHANT_MODEL_HAT] = "_ÄÚ³¢¸®¸ðÇü¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_GORILLA_MODEL_HAT] = "_°í¸±¶ó¸ðÇü¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_LION_MODEL_HAT] = "_¶óÀ̿¸ðÇü¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_RHINO_MODEL_HAT] = "_ÄÚ»Ô¼Ò¸ðÇü¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_BLACK_CAT_EARS_BERET] = "_°ËÀº°í¾çÀ̱ͺ£·¹¸ð",  [ACCESSORY_IDs.ACCESSORY_WEISSBIER_HAT] = "_¹ÙÀ̽ººñ¾îÇÞ",  [ACCESSORY_IDs.ACCESSORY_GOLDEN_FISH] = "_ÀÔ¿¡¹®È²±Ý¹°°í±â",  [ACCESSORY_IDs.ACCESSORY_DEVIRUCHI_BALLOON] = "_µ¥ºñ·çġdz¼±",  [ACCESSORY_IDs.ACCESSORY_TARE_MAID_DOLL_HAT] = "_´Ã¾îÁø¸ÞÀ̵åÀÎÇü¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_TARE_HSCHOOL_DOLL_HAT] = "_´Ã¾îÁø¿©°í»ýÀÎÇü¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_PRETTY_RABBIT_HOOD] = "_ÇÁ¸®Æ¼Åä³¢Èĵå",  [ACCESSORY_IDs.ACCESSORY_FLOWERPOT_MASK] = "_Çöó¿öÆ÷Æ®¸¶½ºÅ©",  [ACCESSORY_IDs.ACCESSORY_PIAMETTE_HOOD] = "_ÇǾƸäÆ®ÀǵΰÇ",  [ACCESSORY_IDs.ACCESSORY_PIPE_OF_JIRAIYA] = "_Áö¶óÀ̾ßÀÇ´ã¹î´ë",  [ACCESSORY_IDs.ACCESSORY_MASK_OF_OROCHIMARU] = "_¿À·ÎÄ¡¸¶·çÀǸ¶½ºÅ©",  [ACCESSORY_IDs.ACCESSORY_SCROLL_OF_TSUNADE] = "_Ã÷³ªµ¥ÀÇÀμú¼­",  [ACCESSORY_IDs.ACCESSORY_MECHANICAL_PLANT_HAT] = "_±â°è½Ä¹°¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_FOX_EARS_DROP_RIBBON] = "_¿©¿ì±Í¹æ¿ï¸®º»",  [ACCESSORY_IDs.ACCESSORY_MEMORIES_OF_LOVERS] = "_¸Þ¸ð¸®¿Àºê·¯¹ö½º",  [ACCESSORY_IDs.ACCESSORY_ASTRO_CIRCLE] = "_õü¼­Å¬",  [ACCESSORY_IDs.ACCESSORY_THERE_IS_SOMETHING] = "_¹º°¡ÀÖ¾î",  [ACCESSORY_IDs.ACCESSORY_GERHARD_VON_DEVI] = "_°Ô¸£Çϸ£Æ®Æùµ¥ºñ",  [ACCESSORY_IDs.ACCESSORY_ANGEL_EARING] = "_õ»çÀDZͰÉÀÌ",  [ACCESSORY_IDs.ACCESSORY_PH_RO_10TH_CAP] = "_Çʸ®ÇÉ10ÁÖ³â¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_RABBIT_HEAD_DRESS] = "_·¹ºøÇìµåµå·¹½º",  [ACCESSORY_IDs.ACCESSORY_10_GALLON_HAT_OF_FLAME] = "_ºÒ²ÉÀÇÅÙ°Ö·ÐÇÞ",  [ACCESSORY_IDs.ACCESSORY_HUNTING_CAP_OF_GUST] = "_µ¹Ç³ÀÇÇåÆÃĸ",  [ACCESSORY_IDs.ACCESSORY_KNIT_CAP_OF_WATER] = "_¹°ÀÇ´ÏƮĸ",  [ACCESSORY_IDs.ACCESSORY_SILK_HAT_OF_EARTH] = "_´ëÁöÀǽÇÅ©ÇÞ",  [ACCESSORY_IDs.ACCESSORY_SPECIAL_EYEPATCH] = "_¸ÚÁøÇØÀû¾È´ë",  [ACCESSORY_IDs.ACCESSORY_HALLOWEEN_HAT] = "_ÇÒ·ÎÀ©¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_TRIANGULAR_ROOF_HAT] = "_»ï°¢ÁöºØ¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_CAT_EYE] = "_°í¾çÀÌ´«",  [ACCESSORY_IDs.ACCESSORY_FELOCK_CAP] = "_ÆĶõ¼±Àå¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_OLD_PINK_POO_HAT] = "_¿À·¡µÈÇÎÅ©»ö°Å½Ã±â",  [ACCESSORY_IDs.ACCESSORY_LITTLE_DEVIL_S_HORN] = "_¼Ò¾Ç¸¶ÀÇÀÛÀº»Ô",  [ACCESSORY_IDs.ACCESSORY_BLACK_CAT_HAT] = "_°ËÀº°í¾çÀ̸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_CHOCOLATE_BOMB] = "_ÃÊÄÝ·¿Æøź",  [ACCESSORY_IDs.ACCESSORY_Gothic_Heart_Wing] = "_°íµñÇÏÆ®À®¹êµå",  [ACCESSORY_IDs.ACCESSORY_Classic_Ribbon] = "_Ŭ·¡½Ä¸®º»",  [ACCESSORY_IDs.ACCESSORY_Angel_Mini_Silk_Hat] = "_õ»çÀǹ̴ϽÇÅ©ÇÞ",  [ACCESSORY_IDs.ACCESSORY_EGGTART_HAT] = "_¿¡±×Ÿ¸£Æ®¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_PANDA_BALLOON] = "_ÆÇ´Ùdz¼±",  [ACCESSORY_IDs.ACCESSORY_HAPPY_PARROT] = "_Áñ°Å¿î¾Þ¹«»õ",  [ACCESSORY_IDs.ACCESSORY_Crown_Of_Saint] = "_¼ºÀÚÀÇ¿Õ°ü",  [ACCESSORY_IDs.ACCESSORY_ASCENDANT_CROWN_] = "_¾î¼¾µåÅ©¶ó¿î",  [ACCESSORY_IDs.ACCESSORY_AUTUMN_HEADBAND] = "_°¡À»¸Ó¸®¶ì",  [ACCESSORY_IDs.ACCESSORY_BLACK_RIBBON_] = "_±î¸¸¸®º»¸Ó¸®¶ì",  [ACCESSORY_IDs.ACCESSORY_DIVINE_GUARD_HAT_] = "_½ÅÀǺ¸È£",  [ACCESSORY_IDs.ACCESSORY_FOCUS_BERET_] = "_ÁýÁßÀǺ£·¹¸ð",  [ACCESSORY_IDs.ACCESSORY_HARVESTER_HAT_] = "_Ãß¼öÀǸðÀÚ",  [ACCESSORY_IDs.ACCESSORY_HITAIKAKUSHI_] = "_Á×ÀºÀÚÀǵΰÇ",  [ACCESSORY_IDs.ACCESSORY_INCONSPICUOUS_HAT_] = "_¾ÆÁÖÆò¹üÇѸðÀÚ",  [ACCESSORY_IDs.ACCESSORY_LYRICA_HAT_] = "_¸®¸®Ä«¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_ONI_HORNS_] = "_¿À´ÏÀÇ»Ô",  [ACCESSORY_IDs.ACCESSORY_SEA_CAPTAIN_HAT_] = "_¹Ù´Ùĸƾ¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_SHAVING_FOAM] = "_½¦À̺ùÆû",  [ACCESSORY_IDs.ACCESSORY_JINN_PORING_BALLOON] = "_Á¤·ÉÆ÷¸µÇ³¼±",  [ACCESSORY_IDs.ACCESSORY_JINN_MARIN_BALLOON] = "_Á¤·É¸¶¸°Ç³¼±",  [ACCESSORY_IDs.ACCESSORY_Boss_Beret] = "_º¸½ºº£·¹¸ð",  [ACCESSORY_IDs.ACCESSORY_Globe_Hat] = "_Áö±¸º»¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_RWC2013_JP_Hat] = "_RWC2013_JP±â³ä¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_Choir_Hat] = "_¼º°¡´ë¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_Drooping_Argiope] = "_´Ã¾îÁø¾Æ¸£Áö¿ÀÇÁ",  [ACCESSORY_IDs.ACCESSORY_Chain_Puppet] = "_üÀÎÆÛÆê",  [ACCESSORY_IDs.ACCESSORY_Protect_Of_Crown] = "_¼öÈ£ÀÇ°ü",  [ACCESSORY_IDs.ACCESSORY_Circlet_Of_Bone] = "_»ÀÀǼ­Å¬¸´",  [ACCESSORY_IDs.ACCESSORY_Camouflage_RabbitHood] = "_¾ó·è¹«´ÌÅä³¢Èĵå",  [ACCESSORY_IDs.ACCESSORY_Falconer_Flute] = "_¸ÅºÎ¸®ÀÇÇǸ®",  [ACCESSORY_IDs.ACCESSORY_C_Cat_Santa_Hat] = "_C°í¾çÀ̻ꟸðÀÚ",  [ACCESSORY_IDs.ACCESSORY_C_Golden_Exclamation] = "_C±Ý»ö´À³¦Ç¥",  [ACCESSORY_IDs.ACCESSORY_C_Silver_Exclamation] = "_CÀº»ö´À³¦Ç¥",  [ACCESSORY_IDs.ACCESSORY_C_Golden_Question] = "_C±Ý»ö¹°À½Ç¥",  [ACCESSORY_IDs.ACCESSORY_C_Silver_Question] = "_CÀº»ö¹°À½Ç¥",  [ACCESSORY_IDs.ACCESSORY_RWC13_JORMUNGANDR_HAT] = "_¿ä¸£¹®°£µåÅõ±¸",  [ACCESSORY_IDs.ACCESSORY_Accessory_of_Ascetic] = "_µµ»çÀÇÀå½Ä",  [ACCESSORY_IDs.ACCESSORY_RWC13_CROWNOFGLORY_1ST] = "_RWC13¿µ±¤ÀÇ¿Õ°ü1À§",  [ACCESSORY_IDs.ACCESSORY_RWC13_CROWNOFGLORY_2ND] = "_RWC13¿µ±¤ÀÇ¿Õ°ü2À§",  [ACCESSORY_IDs.ACCESSORY_RWC13_CROWNOFGLORY_3RD] = "_RWC13¿µ±¤ÀÇ¿Õ°ü3À§",  [ACCESSORY_IDs.ACCESSORY_RWC13_CROWNOFGLORY_AW] = "_RWC13¿µ±¤ÀÇ¿Õ°üÀå·Á",  [ACCESSORY_IDs.ACCESSORY_New_Year_Hairpin] = "_¸¶³×Å°¸ðÄ¡¹Ù³ª",  [ACCESSORY_IDs.ACCESSORY_Mouton_Life] = "_¹«Åë¶óÀÌÇÁ",  [ACCESSORY_IDs.ACCESSORY_Snow_Rabbit_Knit_Hat] = "_´«Åä³¢´ÏÆ®¸ðÀÚ",  [ACCESSORY_IDs.ACCESSORY_Galanthus_Guard] = "_°¡¶õ»ç½º°¡µå",  [ACCESSORY_IDs.ACCESSORY_Horse_King] = "_¸¶¿Õ"

    From http://herc.ws/board/topic/4705-c-o-l-l-e-c-t-i-o-n-headgear-all-official-ro-update-march-2014/

     

    These headgear was not found in iteminfo.lua from github, and that mean its not compatibe with iteminfo.lua right :p_conf:

    just the accessoryid.lub and accname.lub compatible with the headgear  :hmm: 

    CMIIW :meow:


  4.  

     

    sorry if you was missunderstod what i mean, please be gentle im indonesian and still learning how to talk english fluently, and the Fact is im using google translate to  wrote a comment or post in Hercules Forum, you have my thanks and gratitude for understanding me :meow: :meow:

     

    the thing i ask is, ' is in iteminfo.lua was included the various headger from another official ragnarok server that stated above ? '

    i was downloaded all git/repo file, but when i take a look into the file the headger from another official server is not included.


  5.   - And also all texture/sprite from iRo/bRo/mRo/fRo/pRo/jRo/twRo compatible with accessoryid.lub / accname.lub and the itemInfo.lua.

     

    i cant find it in ' iteminfo.lua ' and tried to make it my self but it rather confusing, because the ' accessoryid.lub ' and ' accname.lub ' its not match in some line

    can someone help me to make the entry in ' iteminfo.lua' file or show me how to do it my self ?


  6. prontera,156,178,5	script	ldfhsdfkljs	100,{	if ( getpetinfo(PET_CLASS) ) {		mes "please return your pet into egg state to continue";		close;	}	getinventorylist;	for ( .@i = 0; .@i < @inventorylist_count; .@i++ ) {		if ( @inventorylist_card1[.@i] == -256 ) {			query_sql "select intimate, class, level, equip, name from pet where pet_id = "+( .@id = @inventorylist_card2[.@i] + ( ( @inventorylist_card2[.@i] >= 0 )? 0 : 1 << 16 ) + @inventorylist_card3[.@i] * ( 1 << 16 ) ), .@intimate, .@class, .@level, .@equipped, .@name$;			if ( .@intimate > .pet_min_friendly ) {				.@menu$ = .@menu$ +"^0000FF"+ .@name$ +" ^00CC00{"+ getmonsterinfo( .@class, 0 ) +"} ^000000["+ .@level +"] ^FF0000"+( ( .@equipped )? "*equipped" : "" )+":";				.@pet_id[.@c] = .@id;				.@egg_id[.@c] = @inventorylist_id[.@i];				.@pet_name$[.@c] = .@name$;				.@pet_class[.@c] = .@class;				.@pet_level[.@c] = .@level;				.@pet_equipped[.@c] = .@equipped;				.@c++;			}		}	}	if ( !.@c ) {		mes "your inventory doesn't have any pet egg that intimate enough";		close;	}	mes "select which pet that you want it to evolve";	next;	.@s = select( .@menu$ ) -1;	mes "selected : "+ .@pet_name$[.@s];	mes "level : "+ .@pet_level[.@s];	mes "equipped : "+( ( .@pet_equipped[.@s] )? "Yes" : "No" );	if ( getd( ".petr"+ .@pet_class[.@s] ) ) {		mes "require :-";		.@size = getarraysize( getd( ".petr"+ .@pet_class[.@s] ) );		for ( .@i = 0; .@i < .@size; .@i += 2 )			mes getd( ".petr"+ .@pet_class[.@s] +"["+( .@i +1 )+"]" )+"x "+ getitemname( getd( ".petr"+ .@pet_class[.@s] +"["+ .@i +"]" ) );	}	next;	if ( !getd( ".pet"+ .@pet_class[.@s] ) ) {		mes "this pet cannot evolve any further";		close;	}	if ( .@pet_level[.@s] < .min_level ) {		mes "this pet doesn't meet the level requirement";		close;	}	if ( .@pet_equipped[.@s] ) {		mes "please unequip this pet accesory to continue";		close;	}	if ( getd( ".petr"+ .@pet_class[.@s] ) ) {		.@size = getarraysize( getd( ".petr"+ .@pet_class[.@s] ) );		for ( .@i = 0; .@i < .@size; .@i += 2 ) {			if ( countitem( getd( ".petr"+ .@pet_class[.@s] +"["+ .@i +"]" ) ) < getd( ".petr"+ .@pet_class[.@s] +"["+( .@i +1 )+"]" ) ) {				mes "you need "+ getd( ".petr"+ .@pet_class[.@s] +"["+( .@i +1 )+"]" ) +"x "+ getitemname( getd( ".petr"+ .@pet_class[.@s] +"["+ .@i +"]" ) ) +" to evolve this pet";				close;			}		}		for ( .@i = 0; .@i < .@size; .@i += 2 )			delitem getd( ".petr"+ .@pet_class[.@s] +"["+ .@i +"]" ), getd( ".petr"+ .@pet_class[.@s] +"["+( .@i +1 )+"]" );	}	delitem2 .@egg_id[.@s], 1, 1, 0, 0, -256, ( .@pet_id[.@s] % ( 1 << 16 ) - ( .@remainder15 = .@pet_id[.@s] % ( 1 << 15 ) ) < ( 1 << 15 ) )? .@remainder15 : ( .@remainder15 - ( 1 << 15 ) ), .@pet_id[.@s] >> 16, 0;	makepet .@get_pet_id = getd( ".pet"+ .@pet_class[.@s] +"["+ rand( getarraysize( getd( ".pet"+ .@pet_class[.@s] ) ) ) +"]" );	mes "your "+ .@pet_name$[.@c] +" has reborn into "+ getmonsterinfo( .@get_pet_id, 0 );	mes "please rename your pet ~";	close;OnInit:	.min_level = 80; // minimum level 80 to change pet egg	.pet_min_friendly = getbattleflag("pet_support_min_friendly");//	setarray getd( ".petr"+ <require pet egg> ), <require itemID 1>, <require item require 1>, <require itemID 2>, <require item require 2>, ...	setarray getd( ".petr"+ 1002 ), 501,1, 502,2, 503,10;	setarray getd( ".petr"+ 1011 ), 512,5, 513,8, 514,20;//	setarray getd( ".pet"+ <require pet egg> ), <random pet egg 1>, <random pet egg 2> ....	setarray getd( ".pet"+ 1002 ), 1113, 1031; // poring pet(1002) can evolve into drops(1113) or poporing(1031)	setarray getd( ".pet"+ 1011 ), 1042; // chonchon(1011) can evolve into steel chonchon(1042)	// add more as needed	end;}

    Can someone help me to put configurable chance in it and put chance of failing to evolve a pet  :p_conf:

    like to get random pet egg 1 it will be 80%, and if fail it will make the reduce the intimate value of original pet ( before evolving it on npc ) to 0

     

    it was Ms. @AnnieRuru script found on http://rathena.org/board/topic/76954-can-i-request-script-evolution-pet/


  7. well its my first time scripting, actually this script is taken from here and there, im total noob please be gentle with me and tell me or guide me where im wrong or how i can maximize my scripting capability

     

    anyway here my script please check this out

     

    -	script	asdasdawe	-1,{OnPCLoginEvent:	if (getpartnerid()){		query_sql "SELECT `name` FROM `char` WHERE `char_id`="+getpartnerid()+" ",.@couplename$;		set .@couple,getcharid(3,.@couplename$);		set .@invokeid,getcharid(3);		detachrid;		if(.@couple && attachrid(.@couple)) {			message strcharinfo(0),"Couple Has Logged In";			attachnpctimer ""+strcharinfo(0)+"";			initnpctimer;			detachrid;			attachrid(.@invokeid);			attachnpctimer ""+strcharinfo(0)+"";			initnpctimer;			end;		} else {			set .@couple,0;			end;		}	}	end;OnPCLogoutEvent:	if (ispartneron()){		query_sql "SELECT `name` FROM `char` WHERE `char_id`="+getpartnerid()+" ",.@couplename$;		set .@couple,getcharid(3,.@couplename$);		attachrid(.@couple);		message strcharinfo(0),"Couple Has Logged Out";		stopnpctimer;		end;	} else {		end;	}OnTimer60000:OnTimer120000:OnTimer180000:OnTimer240000:	if ((checkvending() >= 1) || (!ispartneron())) {		stopnpctimer;		end;	}OnTimer300000:	query_sql( "INSERT INTO `Couple_Day` SET `char_id`='"+getcharid(0)+"',`char_name`='"+strcharinfo(0)+"',`day_count`='1' ON DUPLICATE KEY UPDATE `day_count`=`day_count`+1" );	specialeffect2 682;	stopnpctimer;	initnpctimer getcharid(3);	end;	}new_1-1,60,115,0	script	Couple Board	100,{	query_sql "SELECT `name` FROM `char` WHERE `char_id`="+getpartnerid()+" ",.@couple_name$;	query_sql( "select `char_name`,`day_count` FROM `Couple_Day` ORDER BY `day_count` DESC LIMIT 5",.@char_name$,.@day_count );	if( getarraysize( .@char_name$ ) ){		for( set .@i,0; .@i < getarraysize( .@char_name$ ); set .@i,.@i + 1 )			mes "[ "+( .@i + 1 )+". ] "+.@char_name$[.@i]+" - "+.@couple_name$+" : "+.@day_count[.@i]+" Day";	}else{		mes "No Record Found.";	}close;}

    To use this script please do query in your mysql

    CREATE TABLE IF NOT EXISTS `Couple_Day` (	`char_id` int(11) unsigned NOT NULL default '0',	`char_name` varchar(30) NOT NULL DEFAULT '',	`day_count` int(11) unsigned NOT NULL default '0',	PRIMARY KEY  (`char_id`)) ENGINE=MyISAM;

    screenie : post-1503-0-20024800-1395832601_thumb.jpg


  8. before i was asking how to make a timer for how long a partner spend they time in the game, here my script im a noob in script

    please be gentle with me, point me where im wrong  :meow: 

     

    -	script	asdasdawe	-1,{OnPCLoginEvent:	query_sql "SELECT `name` FROM `char` WHERE `char_id`="+getpartnerid()+" ",@couplename$;	set .@couple,getcharid(3,@couplename$);	set .@invokeid,getcharid(3);	detachrid;	if(.@couple && attachrid(.@couple)) {		message strcharinfo(0),"Couple Has Logged In";		attachnpctimer ""+strcharinfo(0)+"";		initnpctimer;		end;	} else {		set .@couple,0;		end;	}	if(attachrid(.@invokeid)) {	if(.@playerid) {		attachnpctimer ""+strcharinfo(0)+"";		initnpctimer;		end;	}	else {		end;    }OnPCLogoutEvent:	query_sql "SELECT `name` FROM `char` WHERE `char_id`="+getpartnerid()+" ",@couplename$;	set .@couple,getcharid(3,@couplename$);	set .@invokeid,getcharid(3);	detachrid;	if(.@couple && attachrid(.@couple)) {		message strcharinfo(0),"Couple Has Logged Out";		stopnpctimer;		end;	} else {		set .@couple,0;		end;	}	if(attachrid(.@invokeid)) {	if(.@playerid) {		stopnpctimer;		end;	}	else {		end;    }OnTimer60000:OnTimer120000:OnTimer180000:OnTimer240000:OnTimer300000:OnTimer360000:OnTimer420000:OnTimer480000:OnTimer540000:OnTimer600000:OnTimer660000:OnTimer720000:OnTimer780000:OnTimer840000:OnTimer900000:OnTimer960000:OnTimer1020000:OnTimer1080000:OnTimer1140000:	if (checkvending() >= 1) {		stopnpctimer;		end;	}OnTimer60000:	set CoupleDay,CoupleDay + 1;	stopnpctimer;	initnpctimer getcharid(3);	end;}

    and now how i make a npc ladder from its, if wee talk to the npc it will make look alike

     

    1. Player A & Player B : 37 Day

    2. Player C & Player D : 38 Day

    3. Player E & Player F : 40 Day

     

    it will log 20 Couple that have longest day,

     

    if its possible please make or guide me how to make it excactly lika @Emistry - MVP Ladder Script http://pastebin.com/raw.php?i=KQFjt7ia


  9. yet someone can help me, i was wodering how to do this right, please take a look on code below, can some on please explain to me what this code do ?

    	case SC_FREEZE:		sc_def = st->mdef*100;		sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);		tick_def = 0; //No duration reduction#ifdef RENEWAL		tick_def2 = status_get_luk(src) * -10; //Caster can increase final duration with luk#else		tick_def2 = 0; //No duration reduction#endif

     
    well for what i have seen on search engine in this forum or in other forums, its always come to end of no where to have conclusion...
     
    i have done various test and searching, but i still can't get it, my server has lv 250/120, max stat is 250, but the freeze and some other status change duration is to long and i cant understand it, and too i want pre-renewal taste of ailment status if you want a desc of how pre-re ailment status work please take a look on spoiler,
     


    //=================================================================================================
    //http://forum.ratemyserver.net/guides/guide-official-status-resistance-formulas-(pre-renewal)/
    //=================================================================================================

    Since official status resistances will soon be fully official on rAthena, I thought I'll write a guide about them, so players can adjust their builds accordingly.

    General Info
    I'll focus this guide on only the formulas and the special cases that previously weren't well known already. In the formulas "src" stands for source of the status change and "tar" stands for target of the status change. Usually source is the person who did cast a skill to give a status change, however, it can also be yourself for example when an item you equipped curses you. Status changes that have no source can't be resisted at all (for example NPC given ones).
    Chance is written in 1000 = 100%. So if the resulting value is "1" that would mean there is a 0.1% chance to get afflicted.
    Duration is in milliseconds (1000ms = 1 seconds).

    Stone Curse
    - Chance = BaseChance - BaseChance * tarMDEFItem / 100 + srcBaseLevel - tarBaseLevel - tarLuk
    - Duration is always 20000ms (second phase)

    Notes: The only thing that has changed is that base levels and Luk have an effect on the chance. As the reduction from Luk is a linear -0.1% per Luk, it has a huge impact on lower base chances.

    Freeze
    - Chance = BaseChance - BaseChance * tarMDEFItem / 100 + srcBaseLevel - tarBaseLevel - tarLuk
    - Duration = BaseDuration - BaseDuration * tarMDEFItem / 100 + 10 * srcLuk
    - Default base duration = 12000ms

    Notes: Chance the same as for stone curse. Interesting here is that the duration can't be reduced by the target's Luk, but instead the duration can be increased by the source's Luk. In other words, a Wizard with high Luk can make you freeze longer. The amount is pretty neglectable, though (at 100 Luk it will only be 1 second longer). Due to the strong nature of Luk on lower base chances, just 1 Luk is enough to resist the self-freeze from Ice Falchion, which effectively means you can only be frozen by it, if you have 0 Luk (Cursed).

    Stun / Silence / Bleeding
    - Chance = BaseChance - BaseChance * tarVit / 100 + srcBaseLevel - tarBaseLevel - tarLuk
    - Duration = BaseDuration - BaseDuration * tarVit / 100 - 10 * tarLuk
    - Default duration: 5000ms (Stun), 30000ms (Silence) and 120000ms (Bleeding)

    Notes: To achieve full resistance to the status change you need a combincation of Vit and Luk. The lower the base chance, the more effective Luk gets, while on higher base chances Vit is more important.

    Sleep
    - Chance = BaseChance - BaseChance * tarInt / 100 + srcBaseLevel - tarBaseLevel - tarLuk
    - Duration = BaseDuration - BaseDuration * tarInt / 100 - 10 * tarLuk
    - Default duration: 30000ms

    Notes: Same as above, just that Vit is replaced by Int. Due to the nature of Luk's high effect on low base chances, you can perfectly resist Alice Doll's self-sleep with only 1 Luk. Similar to freeze, you need to be cursed to be affected by it at all.

    Poison / Heavy Poison
    - Chance = BaseChance - BaseChance * tarVit / 100 + srcBaseLevel - tarBaseLevel - tarLuk
    - Duration against monsters: 30000 - 20000 * tarVit / 100
    - Duration against players: 60000 - 45000 * tarVit / 100 - 100 * tarLuk

    Notes: Resistance is similar to stun, silence and bleeding, however duration works a bit differently. Poison duration on monster is 30000ms which can be reduced to 10000ms. For players the duration is 60000ms which can be reduced to 15000ms, but can be reduced strongly by Luk as well (10 Luk = 1 second less duration).

    Blind
    - Chance = BaseChance - BaseChance * (tarInt + tarVit) / 200 + srcBaseLevel - tarBaseLevel - tarLuk
    - Duration = BaseDuration - BaseDuration * (tarInt + tarVit) / 200 - 10 * tarLuk
    - Default duration: 30000ms

    Notes: No surprises for blind. The resistance is a combination of Int and Vit and 100 Int / 100 Vit would half the chance/duration and you need both at 100 to perfectly resist it. Again, you also have a linear reduction to the chance from Luk.

    Curse
    - Chance = BaseChance - BaseChance * tarLuk / 100 + srcBaseLevel - tarLuk
    - Duration = BaseDuration - BaseDuration * tarVit / 100 - 10 * tarLuk
    - Default duration: 30000ms
    - If you have 0 Luk, you are immune to curse

    Notes: Curse is particularly interesting, because it's very hard to resist. Not only do you need Luk to reduce the base chance, the chance to be inflicted by it also increases by 0.1% every base level of the caster (or yourself in case of cursed equips). That mean you'd always need more Luk than the source's base level to actually reduce the base chance rather than increase it. This is particularly important for Muramasa and Cursed Brooch. If you don't get any Luk the chance to be inflicted at level 99 will be 9.8% higher than on level 1! It is probably easier to just drop the duration of curse to a minimum. Keep in mind that you will still be inflicted by curse in that case, the duration will however be only 1ms. Since curse is hard to resist and drops Luk to 0, it is also the key to remove full status resistances of other status changes. One special case is that if your Luk is 0, you can't be cursed. You can achieve 0 Luk by having a class with a low Luk job bonus and equipping a Green Maiden Card or certain other equips that reduce Luk when equipped (e.g. Ledger of Death).

    Confusion
    - Chance = BaseChance - BaseChance * (tarStr + tarInt) / 200 - srcBaseLevel + tarBaseLevel + tarLuk
    - Duration = BaseDuration - BaseDuration * (tarStr + tarInt) / 200 - 10 * tarLuk
    - Default duration: 30000ms

    Notes: The formula is very "confusing" here. If you look closely, you see that the sign is reversed the effect of base level and Luk. That means confusion works best if the source is low level and the target is high level and the more Luk the target has, the higher the chance that the target is afflicted with confusion. This, combined with the fact that you need a combination of Str and Int for resistance (similar to how it works for Blind), makes confusion alongside with curse very hard to resist. Unlike curse however, Luk has a negative impact. Targets will either be very weak to curse (low Luk) or to confusion (high Luk).


     
    for a test teach me how SC_FREEZE will work like this
     
     

    Freeze
    - Chance = BaseChance - BaseChance * tarMDEFItem / 100 + srcBaseLevel - tarBaseLevel - tarLuk
    - Duration = BaseDuration - BaseDuration * tarMDEFItem / 100 + 10 * srcLuk
    - Default base duration = 12000ms


    Notes: Chance the same as for stone curse. Interesting here is that the duration can't be reduced by the target's Luk, but instead the duration can be increased by the source's Luk. In other words, a Wizard with high Luk can make you freeze longer. The amount is pretty neglectable, though (at 100 Luk it will only be 1 second longer). Due to the strong nature of Luk on lower base chances, just 1 Luk is enough to resist the self-freeze from Ice Falchion, which effectively means you can only be frozen by it, if you have 0 Luk (Cursed).

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