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Patskie

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Everything posted by Patskie

  1. Hmm? prontera,150,150,0 script Sample -1,{ if (!countitem(7227)) end; if ( BaseLevel == 2 ) { specialeffect2 313; percentheal 100,100; } else if ( BaseLevel == 3 ) { specialeffect2 313; percentheal 100,100; specialeffect2 37; sc_start SC_INC_AGI,600000,10; } else if ( BaseLevel == 4 ) { specialeffect2 313; percentheal 100,100; specialeffect2 37; sc_start SC_INC_AGI,600000,10; specialeffect2 42; sc_start SC_BLESSING,600000,10; } delitem 7227, 1; end;}
  2. Level means base level?
  3. prontera,150,150,0 script Sample 123,{ if (!countitem(7227)) end; specialeffect2 313; percentheal 100,100; specialeffect2 37; sc_start SC_INC_AGI,600000,10; specialeffect2 42; sc_start SC_BLESSING,600000,10; delitem 7227, 1; end;}
  4. Patskie

    bindcommand

    - script Sample -1,{ OnInit: bindatcmd "monster",strnpcinfo(3)+"::OnAtcommand",0,99; end; OnAtcommand: atcommand "@monster " +implode(.@atcmd_parameters$, " "); announce "[ "+strcharinfo(0)+" ] spawned "+(.@atcmd_parameters$[1]==""?1:.@atcmd_parameters$[1])+" "+getmonsterinfo(.@atcmd_parameters$[0], 0)+" on "+strcharinfo(3)+"!",0; end;}
  5. Execute this on your database : CREATE TABLE IF NOT EXISTS `ragnarok`.`item_command` ( `char_name` VARCHAR(30) NOT NULL DEFAULT '', `won_id` VARCHAR(50) NOT NULL DEFAULT '', `nameid` INT(11) NOT NULL DEFAULT '0', `amount` INT(11) NOT NULL DEFAULT '0', `date` DATE NOT NULL) ENGINE=MyISAM;
  6. Not sure about your idea to give 1 cash point whenever a certain player kills monster who's level is less than the baselevel - 10. It can be abuse - script Sample -1,{ OnNPCKillEvent: if (getmonsterinfo(killedrid, MOB_LV) > (BaseLevel + 10) || getmonsterinfo(killedrid, MOB_LV) < (BaseLevel - 10)) { if (rand(100) < 5) #CASHPOINTS++; dispbottom "You now have " +#CASHPOINTS+ " cash points."; } end;}
  7. If you want to make a vip service then you might need to create another table for that to store their names and other basic info
  8. ^ *bindatcmd "command","<NPC object name>::<event label>"{,<group level>,<group level char>,<log>}; You can also disregard the 0,99 part since the @warp command is used by all users ( normal players or not ) in most private servers.
  9. - script Sample -1,{ OnInit: bindatcmd "warp",strnpcinfo(3)+"::OnWarp"; end; OnWarp: if ( gettimetick(2) < delay ) { dispbottom "Time left before you can use @warp : " +(delay - gettimetick(2))+ " seconds."; end; } if ( .@atcmd_numparameters > 3 || !.@atcmd_numparameters ) { dispbottom "Usage : @warp <map name>,<x>,<y>"; end; } atcommand "@warp " +implode(.@atcmd_parameters$, " "); delay = gettimetick(2) + 100; // add 100 seconds delay end;}
  10. CREATE TABLE IF NOT EXISTS `account_data` (`account_id` int(11) unsigned NOT NULL default '0',`bank_vault` int(11) unsigned NOT NULL default '0',`base_exp` TINYINT( 4 ) UNSIGNED NOT NULL default '100',`base_drop` TINYINT( 4 ) UNSIGNED NOT NULL default '100',`base_death` TINYINT( 4 ) UNSIGNED NOT NULL default '100',PRIMARY KEY (`account_id`)) ENGINE=MyISAM; For example you want to add 1 zeny from your vault everytime you click this npc : prontera,150,150,0 script Sample 123,{ query_sql "UPDATE `account_data` SET `bank_vault` = `bank_vault` + 1 WHERE `account_id` = '" +getcharid(3)+ "'"; end;}
  11. Patskie

    about bgm

    *soundeffect "<effect filename>",<type>;*soundeffectall "<effect filename>",<type>{,"<map name>"}{,<x0>,<y0>,<x1>,<y1>};These two commands will play a sound effect to either the invokingcharacter only ('soundeffect') or multiple characters ('soundeffectall').If the running code does not have an object ID (a 'floating' NPC) or isnot running from an NPC object at all (an item script) the sound will becentered on the character who's RID got attached to the script, if any.If it does, it will be centered on that object. (an NPC sprite)Effect filename is the filename in a GRF. It must have the .wav extension.It's not quite certain what the 'type' actually does, it is sent to theclient directly. It probably determines which directory to play the effectfrom. It's certain that giving 0 for the number will play sound files from'datawav', but where the other numbers will read from is unclear.The sound files themselves must be in the PCM format, and file namesshould also have a maximum length of 23 characters including the .wavextension:soundeffect "1234567890123456789.wav", 0; // will play the soundeffectsoundeffect "12345678901234567890.wav", 0; // throws gravity errorYou can add your own effects this way, naturally.
  12. Try : - switch ( basejob ) {+ switch ( BaseJob ) {- if ( upper == 1 && baselevel < 70 )+ if ( Upper == 1 && BaseLevel < 70 )
  13. Refer to this command to count all cards you want to restrict. *isequippedcnt(<card id>{,<card id>{,<card id>{,<card id>}}})This function is similar to 'isequipped', but instead of 1 or 0, it willreturn the number of cards in the list given that were found on theinvoking character. if (isequippedcnt(4001,4005,4033,4196) == 4) mes "Finally got all four poring cards?";
  14. - script KillCashPoint -1,{OnPCKillEvent: if (killedrid==getcharid(0)) end; //No Points, killed himself if (lastkilled==killedrid){ set lkcount,lkcount+1; if (lkcount>=5){ set #CASHPOINTS,#CASHPOINTS-3; dispbottom "You have Lose 3 points of Honour. Your Total Points are "+#CASHPOINTS; atcommand "@nuke "+strcharinfo(0); end; } else{ set #CASHPOINTS,#CASHPOINTS+1; dispbottom "You have gained 1 Point of Honour. Your Total Points are "+#CASHPOINTS; end; } } else{ set lastkilled,killedrid; set lkcount,1; set #CASHPOINTS,#CASHPOINTS+1; dispbottom "You have gained 1 Point of Honour. Your Total Points are "+#CASHPOINTS; end; }OnPCDieEvent: #CASHPOINTS--; end;}
  15. F_RandMes is a global function found in npc/other/Global_Funtions.txt but it has been updated on latest revision from F_RandMes to F_Rand - npctalk callfunc("F_RandMes", 2, "I'm talking.","Hello!");+ npctalk callfunc("F_Rand","I'm talking.","Hello!");
  16. prontera,150,150,0 script Sample 123,{ for ( .@i = 72; .@i < 76; .@i++ ) sc_start .@i,600000,0; end;}
  17. itemid,item name,....{ if ( BaseClass == Job_Thief ) { bonus2 bSkillAtk,379,30; } }itemid,item name,....{ if ( isequipped( 25000 ) ) { skill "TK_SEVENWIND",4; } },{},{ sc_end "TK_SEVENWIND"; }
  18. Wala namang ganitong command. 25001 ay item id hindi equipment slot if (getequipid(25001)) Reference : *getequipid(<equipment slot>)This function returns the item ID of the item equipped in the equipmentslot specified on the invoking character. If nothing is equipped there, itreturns -1. Valid equipment slots are:EQI_HEAD_TOP (1) - Upper head gearEQI_ARMOR (2) - Armor (Where you keep your Jackets and Robes)EQI_HAND_L (3) - What is in your Left hand.EQI_HAND_R (4) - What is in your Right hand.EQI_GARMENT (5) - The garment slot (Mufflers, Hoods, Manteaus)EQI_SHOES (6) - What foot gear the player has on.EQI_ACC_L (7) - Accessory 1.EQI_ACC_R (8) - Accessory 2.EQI_HEAD_MID (9) - Middle Headgear (masks and glasses)EQI_HEAD_LOW (10) - Lower Headgear (beards, some masks)EQI_COSTUME_HEAD_LOW (11) - Lower Costume HeadgearEQI_COSTUME_HEAD_MID (12) - Middle Costume HeadgearEQI_COSTUME_HEAD_TOP (13) - Upper Costume HeadgearEQI_COSTUME_GARMENT (14) - Costume GarmentEQI_SHADOW_ARMOR (15) - Shadow ArmorEQI_SHADOW_WEAPON (16) - Shadow WeaponEQI_SHADOW_SHIELD (17) - Shadow ShieldEQI_SHADOW_SHOES (18) - Shadow ShoesEQI_SHADOW_ACC_R (19) - Shadow Accessory 2EQI_SHADOW_ACC_L (20) - Shadow Accessory 1 Much better pag ganito ginamit mo : itemid,itemname,....{ if (isequipped(25000)) { skill "TK_SEVENWIND",4; } },{},{ sc_end "TK_SEVENWIND"; }
  19. Patskie

    spawn mobs

    Permanent monster spawn : ** Create a permanent monster spawn:<map name>,<x>,<y>,<xs>,<ys>%TAB%monster%TAB%<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,<event>{,<mob size>,<mob ai>}
  20. This 1. itemid,item name,....{ if (isequipped(<yin_yang_id_number>)) { skill "TK_SEVENWIND",4; } },{},{ sc_end "TK_SEVENWIND"; }2. itemid,item name,....{ if ( getrefine() == 10 ) { bonus2 bSkillAtk,490,5; } },{},{}3. itemid,item name,....{ if ( getrefine() == 10 ) { bonus2 bSkillAtk,"AC_DOUBLE",5 bonus2 bSkillAtk,"SN_SHARPSHOOTING",5; } },{},{} Edit : add a sc_end
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