Garr
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Try this: function script soullink { switch ( BaseJob ) { case 18: .@spirit = 445; break; case 20: case 15: .@spirit = 447; break; case 19: .@spirit = 455; break; case 4047: .@spirit = 448; break; case 17: .@spirit = 456; break; case 16: .@spirit = 449; break; case 12: .@spirit = 457; break; case 14: .@spirit = 450; break; case 10: .@spirit = 458; break; case 23: .@spirit = 451; break; case 11: .@spirit = 460; break; case 7: .@spirit = 452; break; case 4049: .@spirit = 461; break; case 8: .@spirit = 454; break; case 9: .@spirit = 453; break; } sc_start4 SC_SOULLINK, -1, 5, .@spirit,0,0; skilleffect .@spirit, 5; // Start Soul Link Effect. end;} (I don't know why there was .@j there instead of SC_SOULLINK or 185, but since it's not initialized anywhere it started status #0, which is SC_STONE) Otherwise it should work, I used something like this once and it was providing full link benefits.
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Change this part to wanted time to start: OnClock0016:OnClock0310:OnClock0625:OnClock0918:OnClock1228:OnClock1540:OnClock1829:OnClock2042:// Edit this to what ever you want. note : OnClock0000 is 12 midnight and OnClock1200 is 12 NoonOnClock2250: OnMinute25: For example, every 3 hours starting at midnight would be: OnClock0000:OnClock0300:OnClock0600:OnClock0900:OnClock1200:OnClock1500:OnClock1800:OnClock2100: Format is OnClockhhmm:, where hh stands for wanted hour (24-hour format), and mm stands for minutes, like 3.20pm would be OnClock1520:
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Find in db/(pre-)re/item_db.conf: { Id: 607 AegisName: "Yggdrasilberry" Name: "Yggdrasil Berry" Type: 0 Buy: 5000 Weight: 300 Upper: 63 BuyingStore: true Delay: 5000 Script: <" percentheal 100,100; ">}, and delete "Delay: 5000" line.
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Strange, that's only one of 2 places where killmonsterall is applied, other being renting the room. Are you sure you ran @reloadscript or restarted server after making the change to the script and saving it?
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I didn't really understood what you wanted, but here goes: setcell "eden_dun03",86,220,86,216,cell_walkable,0;announce "[ Dungeo Guild ]: E as Barricadas Apareceram vão destrui-las !!!",8; goto OndsBarri; }end;//BarricadasOndsBarri:set $mobs,5;monster "eden_dun03",87,220,"Barricadas da DG",1905,1,"DS3::OndsBdead";monster "eden_dun03",87,219,"Barricadas da DG",1905,1,"DS3::OndsBdead";monster "eden_dun03",87,218,"Barricadas da DG",1905,1,"DS3::OndsBdead";monster "eden_dun03",87,217,"Barricadas da DG",1905,1,"DS3::OndsBdead";monster "eden_dun03",87,216,"Barricadas da DG",1905,1,"DS3::OndsBdead";end;OndsBdead:set $mobs,$mobs-1;if($mobs == 0){ announce "[ Dungeo Guild ]: As Barridacas foram Destruidas!!",8; }if($mobs == 0){ announce "[ Dungeo Guild ]: E os Baús Apareceram vão destrui-los !!!",8; goto Ondsbox; }end;//BausOndsbox:set $mobs,8;areamonster "eden_dun03",32,200,50,195,"Baú Perdido",2855,4,"DS3::Ondsboxdead";areamonster "eden_dun03",60,190,20,200,"Baú Perdido",2855,4,"DS3::Ondsboxdead";setcell "eden_dun03",86,220,86,216,cell_walkable,1;end;Ondsboxdead:set $mobs,$mobs-1;if($mobs == 0){ announce "[ Dungeo Guild ]: A última Caixa do Tesouro foi destruída!",8;announce "[ Dungeo Guild ]: Obrigado a todos que participaram.",8;disablenpc "[DG]Entrada Dungeo Guild";disablenpc "Entrada Dungeo";disablenpc "darkmall1";sleep2 7000;mapwarp "eden_dun03","prontera",150,150; You missed an end; after OndsBdead: label, so after first kill it went straight to Ondsbox: label. Also, in your Ondsbox: label amount of monsters does not correspond with $mobs variable, so I made each areamonster spawn 4 monsters. You can change it back to 1 and set $mobs to 2 instead, depending on what you want.
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Are you sure you configured the script properly? // If the room has left over monsters while nobody in the room and the room not give up yet, shall we kill monsters in empty room ? set .killmonster, 1; // Default is yes Change 1 to 0.
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I'm assuming you're using basic reset NPC from the Hercules, and it uses sc_end SC_ALL? If so: Have you tried editing sc_config.txt in /db/? Statuses connected to job/base exp icrease are SC_CASH_PLUSONLYJOBEXP and SC_CASH_PLUSEXP, the needed flag you can adjust yourself reading the explanation at the start of file.
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To be honest, I learned most of the things just from reading documentation /swt Easiest way to find out is open /doc/script_commands.txt and find the command there. That's the best method, or you can use this site, but It's not up-to-date with Hercules commands and works better if you're looking for some particular basic command. callfunc "F_Kafra",5,0,1,20,600; All the following numbers are arguments, which are used within function itself to determine the outcome, they are fetched from within function via getarg(N) command. Their indexes start from 0 and go on forward, like getarg(0) will return 5, and getarg(3) will return 20. According to function itself, here's what arguments are used for: First argument: index - 0, value - 5, determines what kind of message Kafra will display before calling menu; Second argument: index - 1, value - 0, determines what menu Kafra will call out; Third argument: index - 2, value - 1, passed on to F_KafInfo function, determines Information provided when menu option "Check Other Information" is selected; Fourth argument: index - 3, value - 20, passed on to F_KafStor function, determines cost of opening storage; Fifth argument: index - 4, value - 600, passed on to F_KafCart function, determines cost of renting a cart. When you want to find out what each number means for each function call, open said function script and check out where getarg(N) is called.
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Find functions_kafras.txt in /npc/kafras/, find this part of code under function F_Kafra: switch(getarg(1)){ // Save and Storage only case 1: setarray @K_Menu0$[0],"Save","Use Storage","Cancel"; break; // Storage only case 2: setarray @K_Menu0$[0],"Use Storage","Cancel"; break; // No Teleport (Common) case 3: setarray @K_Menu0$[0],"Save","Use Storage","Rent a Pushcart","Check Other Information","Cancel"; break; // Case 4 is Einbroch no tele message. // No save, or teleport. (Common) case 5: setarray @K_Menu0$[0],"Use Storage","Rent a Pushcart","Check Other Information","Cancel"; break; // Storage and Check Other Information only. case 6: setarray @K_Menu0$[0],"Use Storage","Check Other Information","Cancel"; break; // Save, Storage, and Pushcart only (Kafra Warehouse) case 7: setarray @K_Menu0$[0],"Save","Use Storage","Rent a Pushcart","Cancel"; break; // Save, Storage, Other Check information. (Turbo track) case 8: setarray @K_Menu0$[0],"Save","Use Storage","Check Other Information","Cancel"; break; // No Save (Rune Knight) case 9: setarray @K_Menu0$[0],"Use Storage","Rent a Pushcart","Use Teleport Service","Check Other Information","Cancel"; break; // Storage, Save, and Pushcart (Dewata, reorder of case 7) case 10: setarray @K_Menu0$[0],"Use Storage","Save","Rent a Pushcart","Cancel"; break; // Default message (obsolete) default: setarray @K_Menu0$[0],"Save","Use Storage","Use Teleport Service","Rent a Pushcart","Check Other Information","Cancel"; break; } Add in an option for desired Kafras, basic change would be to add "Use Guild Storage" after "Use Storage" under default: It'll end up like this: // Default message (obsolete)default: setarray @K_Menu0$[0],"Save","Use Storage","Use Guild Storage","Use Teleport Service","Rent a Pushcart","Check Other Information","Cancel"; break; You can add in that for every kafra kind you need, for which Kafra calls which kind check function call from kafra script itself: callfunc "F_Kafra",5,0,1,20,600; 2nd number shows which case will be called (if there's no such number, default is called, so in this examle "default" case is called).
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I'd think it's rather part of /conf/battle/player.conf