magic2938
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Ihave all the script wav of this roullete and cutins.. you can pm me..
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//Gives bonus stats. Type is the stat to increase (bStr, bLuk), value is the//amount by which it is increased, duration signals how long the bonus lasts//delay is the time elapsed after the bonus ends and before it starts again. //A single pet can have petloot, petskillbonus, petskillattack (or//petskillattack2) and petskillsupport (or petheal) at the same time,//but only one of each. // Withering Custom Pets 1096,ANGELING,Angeling,619,28030,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2808,Anastasia,Anastasia,619,28031,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2821,ice_princess,Ice Princess,619,28032,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2822,IceGloom,Ice Gloom,619,28033,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2836,Taini,Taini,619,28034,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2839,Penguin,Penguin,619,28035,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2846,Isha,Isha,619,28036,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2847,Mushmouse,Mushoom Mouse,619,28037,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2853,domovoi,Domovoi,619,28038,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2864,Spicy Dragon,Spicy Dragon,619,28039,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2905,Pochi,Pochi,619,28040,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2665,Alice_Venenosa,Alice Venenosa,619,28041,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2697,angel_demon,Angel Demon,619,28042,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2507,Green_Moonlight,Moonlight Shadow,619,28043,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2504,rosa_piamette,Rosa Piamette,619,28044,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2678,MER_EIRA,Eira,619,28045,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2680,MER_SERA,Sera,619,28046,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2590,el_ventus_m,Ventus Little Sister,619,28047,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2591,el_ventus_l,Ventus,619,28048,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2766,Cora_Pyupyu,Cora Pyupyu,619,28049,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2204,sedora,Sedora,619,28050,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2227,trentini,Gypsy Trentini,619,28051,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2225,GERTIE,Stalker Gertie,619,28052,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2313,TIKBALANG,Tikbalang,619,28053,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2165,I_QUEEN_SCARABA,Gold Queen Scaraba,619,28054,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2701,mm_sarah,Princess Sarah,619,28055,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2702,fenrir,Fenrir,619,28056,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2364,PETAL,Petal,619,28057,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2446,EZELLA,Ezella,619,28058,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1751,RANDGRIS,Valkyrie Randgris,619,28059,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1735,ALICEL,Alicel,619,28060,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2515,Kauvra,Kauvra,619,28061,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2865,Alfa_X,Alfa X,619,28062,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2518,maat,Dark Harpy,619,28063,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2878,Chipmunk,Chipmunk,619,28064,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2517,undine_true,Undine Master,619,28065,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2505,labninf,Dark Kunochi,619,28066,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2828,mermaid,Mermaid,619,28067,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2909,Requi,Requi,619,28068,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2580,L_Lif,Leaf Lif,619,28069,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2583,F_Lif,Flower Lif,619,28070,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1251,KNIGHT_OF_WINDSTORM,Windstorm Knight,619,28071,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1159,PHREEONI,Phreeoni,619,28072,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1157,PHARAOH,Pharaoh,619,28073,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1115,EDDGA,Eddga,619,28075,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1112,DRAKE,Drake,619,28076,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1089,TOAD,Toad,619,28077,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1090,MASTERING,Mastering,619,28078,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1087,ORC_HERO,Orc Hero,619,28079,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1281,MIMIC,Mimic,619,28080,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1280,ORC_LORD,Orc Lord,619,28081,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1086,GOLDEN_THIEF_BUG,Golden Thief Bug,619,28082,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1059,MISTRESS,Mistress,619,28083,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1046,DOPPELGANGER,Doppelganger,619,28084,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1039,BAPHOMET,Baphomet,619,28085,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1038,OSIRIS,Osiris,619,28086,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }//1003,TESTEGG,Testegg,619,28087,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1498,WOOTAN_SHOOTER,Wootan Shooter,619,28088,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1499,WOOTAN_FIGHTER,Wootan Fighter,619,28089,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1492,INCANTATION_SAMURAI,Incentation Samurai,619,28090,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1418,DARK_SNAKE_LORD,Dark Snake Lord,619,28091,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1389,DRACULA,Dracula,619,28092,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1514,Dancing_Dragon,Dancing Dragon,619,28093,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1515,Garm_Baby,Garm Baby,619,28094,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1516,Increase_Soil,Increase Soil,619,28095,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1517,Li_Me_Mang_Ryang,Li Me Mang Ryang,619,28096,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1518,Bacsojin,Bacsojin,619,28097,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1519,Ching_E,Chung E,619,28098,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1520,Boiled_Rice,Boiled Rice,619,28099,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }//2800,Valaris,Valaris,619,28100,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }2801,Valaris_Worshipper,Valaris Worshipper,619,28101,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1512,HYEGUN,Hyegun,619,28102,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1513,CIVIL_SERVANT,Civil Servant,619,28103,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1040,GOLEM,Golem,619,28104,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1497,WOODEN_GOLEM,Wooden Golem,619,28105,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1278,STALACTIC_GOLEM,Stalatic Golem,619,28106,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1369,GRAND_PECO,Grand Peco,619,28107,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1368,GEOGRAPHER,Geographer,619,28108,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1372,GOAT,Goat,619,28109,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1370,SUCCUBUS,Succubus,619,28110,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1219,KNIGHT_OF_ABYSS,Abyss Knight,619,28111,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1216,PENOMENA,Penomena,619,28112,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1179,WHISPER,Whisper,619,28113,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1186,WHISPER_BOSS,Giant Whisper,619,28114,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1365,APOCALIPS,Apocalypse,619,28115,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1290,SKELETON_GENERAL,Skeleton General,619,28116,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1507,BLOODY_MURDERER,Bloody Murderer,619,28117,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1315,ASSULTER,Assaulter,619,28118,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1104,COCO,Coco,619,28119,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1412,EVIL_CLOUD_HERMIT,Evil Cloud Hermit,619,28120,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1416,WICKED_NYMPH,Wicked Nymph,619,28121,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1413,WILD_GINSENG,Wild Ginseng,619,28122,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1503,GIBBET,Gibbet,619,28123,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1504,DULLAHAN,Dullahan,619,28124,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1214,CHOCO,Choco,619,28125,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1193,ALARM,Alarm,619,28126,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1270,C_TOWER_MANAGER,Clock Tower Manager,619,28127,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1271,ALLIGATOR,Alligator,619,28128,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1276,RAYDRIC_ARCHER,Raydric Archer,619,28129,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1164,REQUIEM,Requiem,619,28130,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1178,ZEROM,Zerom,619,28131,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1177,ZENORC,Zenorc,619,28132,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1016,ARCHER_SKELETON,Skeleton Archer,619,28133,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1028,SOLDIER_SKELETON,Skeleton Soldier,619,28134,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1506,DISGUISE,Disguise,619,28135,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1366,LAVA_GOLEM,Lava Golem,619,28136,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1379,NIGHTMARE_TERROR,Nightmare Terror,619,28137,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1117,EVIL_DRUID,Evil Druid,619,28138,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1203,MYSTELTAINN,Mysteltainn,619,28139,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1201,RYBIO,Rybio,619,28140,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1202,PHENDARK,Phendark,619,28141,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1205,EXECUTIONER,Executioner,619,28142,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1206,ANOLIAN,Anolian,619,28143,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1148,MEDUSA,Medusa,619,28144,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1146,MATYR,Matyr,619,28145,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1307,CAT_O_NINE_TAIL,Cat'o'Nine Tails,619,28146,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1299,GOBLIN_LEADER,Goblin Leader,619,28147,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1060,BIGFOOT,Bigfoot,619,28148,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }1163,RAYDRIC,Raydric,619,28149,0,531,80,60,10,100,250,20,200,150,1,0,300,300,800,{},{ bonus2 bSubEle,Ele_Fire,2; bonus2 bAddEle,Ele_Fire,2; }
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ihave this you can set it via petdb or either in item_db
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sir do we have here 12-28-10RagexeRE clean client ?
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[Error]: script:callfunc: function not found! [setlook2]
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//================================================================= // __ ____ // / / _` __ // ____ __ __ ,L_/_ ___ ___ ___ ___ // '__`/ / /___ / /' __` __` / __` /' _ ` // L _ / L / / / / L / / // _,__//`____ `____ _ _ _ _ ____/ _ _ // /___/ `/___/> /_____//_//_//_//_//___/ /_//_/ // /___/ //================================================================= //===== eAthena Script ============================================ //=Waffen Lebel System = //================================================================= //===== By ======================================================== //= [simon] = //===== Version =================================================== //= 1.0 Alpha RELAISE = //===== Compatible With =========================================== //= eAthena SVN SQL = //===== Description =============================================== //= WaffenLevelSystem für alle Waffen = //===== Version Info ============================================== //= 1.0 - Erster Alpha Test [simon] = //===== Todo ====================================================== //= kA = //===== Installation ============================================== //= In ItemScript: callfunc "WLS_ItemEquip"; = //= In UnEquip Script: callfunc "WLS_ItemUnEquip"; = //= In eine gewünschte Waffe einfügen = //===== Thanks to ================================================= //= Kaze <3 = //= Koibito <3 = //= Für ihre Hilfe =) = //================================================================= - script WaffenLevelSystem_Config -1,{ OnInit: //EXP für einzelne Level set $WLS_exp_lvl_1,1000000; set $WLS_exp_lvl_2,2000000; set $WLS_exp_lvl_3,4000000; //Waffen/Items die nicht gelevelt werden können (ItemID) max. 128 setarray $WLS_non_level,0; //EXP Steigerung bei besonderen Cards in der Waffe? (0=Nein 1=Ja) NICHT EINGEBAUT set $WLS_card_more_exp,1; //Level steigerung auch für andere Items ermöglichen (0=Nein 1=Ja) NICHT EINGEBAUT set $WLS_armor,0; set $WLS_helmet,0; set $WLS_shield,0; set $WLS_shoes,0; set $WLS_garment,0; //Skill IDs + Levels setarray $WLS_skill_id[0],6,7,8,10,12,15,16,21,24,26,28,29,34,42,51,52,54,66,68,73,79,83,84,85,88,110,111,112,113,114,135,136,138,139,150,214,215,216,217,225,229,230,234,235,236,237,252,257,264; setarray $WLS_skill_lvl[0],10,10,10,1,10,10,10,10,1,2,10,10,10,10,10,10,4,5,5,10,10,10,10,10,10,5,5,5,5,10,10,10,10,1,5,5,5,5,10,5,5,5,5,5,5,10,258,1; end; } //============================================================== //= Admin und Spieler NPC ---->>>> //============================================================== kh_vila.gat,12,107,6 script Language/Sprache::WeaponLevelSystem 874,{ if (!##language) { set ##language,1; dispbottom "Deine Sprache ist nun Deutsch."; } else { set ##language,0; dispbottom "Your languagse is now english"; } end; } kh_vila.gat,12,107,6 script Xaro::WeaponLevelSystem 874,{ if (getgmlevel() >= 90) { set @gm$,"[^0000FFAdmin Menü^000000]"; mes @gm$; mes "Hi Admin!"; mes "Was willst du tun?"; if (!$WLS_refine_exp) set @WLS_refine$,"Refine EXP Multi ^00FF00aktivieren^000000"; else "Refine EXP Multi ^FF0000deaktivieren^000000"; if (!$waffen_table) set @table$,"Table ^00FF00erstellen^000000"; else set @table$,"Table ^FF0000löschen^000000"; if (!$WLS_unterschied) set @WLS_lvl$,"Level Unterschied ^00FF00aktivieren^000000"; else set @WLS_lvl$,"Level Unterschied (^0000FF"+$WLS_lvl_unterschied+"^000000) ^FF0000deaktivieren^000000"; if (!$WLS_exp_event) set @WLS_exp_event$,"EXP Event ^00FF00aktivieren^000000"; else set @WLS_exp_event$,"EXP Event (^0000FF"+$WLS_event_exp_multi+"^000000/^0000FF"+.tmp_dauer+"^000000) ^FF0000deaktivieren^000000"; next; mes @gm$; switch(select(@table$,"Zum Spieler Menü",@WLS_refine$,@WLS_lvl$,@WLS_exp_event$,"Waffe Skill geben","Nix")) { case 1: if (!$waffen_table) { mes "Willst du den Table ^00FF00erstellen^000000?"; next; mes @gm$; if(select("Nein:Ja") != 1) { query_sql "CREATE TABLE IF NOT EXISTS `waffen_level_system` ( `char_id` INT( 11 ) , `char_name` CHAR( 255 ) , `item_id` INT( 11 ) , `item_name` CHAR( 255 ) , `waffen_level` INT( 11 ) , `bonus_level_1` CHAR( 255 ) , `bonus_arg_level_1` INT( 11 ) , `bonus_level_2` CHAR( 255 ) , `bonus_arg_level_2` INT( 11 ) , `bonus_level_3` CHAR( 255 ) , `bonus_arg_level_3` INT( 11 ) , `skill_id` INT( 11 ) , `skill_lvl` INT( 11 ) , `exp` INT( 11 ))"; mes "Der Table wurde erstellt."; set $waffen_table,1; close; } else { close; } } else { mes "Willst du den Table ^FF0000löschen^000000?"; next; mes @gm$; if(select("Nein:Ja") != 1) { query_sql "TRUNCATE TABLE `waffen_level_system`"; set $waffen_table,0; mes "Der Table wurde gelöscht.."; close; } else { close; } } case 2: goto L_Spieler; case 3: if ($WLS_refine_more_exp) { mes "Möchtest du es ^FF0000austellen^000000?"; if (select("Nein:Ja") != 1) { set $WLS_refine_more_exp,0; mes "Refine Multi EXP wurde ^FF0000ausgestellt^000000."; close; } else { close; } } else { mes "Möchtest du es ^00FF00einstellen^000000?"; if (select("Nein:Ja") != 1) { set $WLS_refine_more_exp,1; mes "Refine Multi EXP wurde ^00FF00eingestellt^000000."; close; } else { close; } } case 4: if ($WLS_unterschied) { mes "Willst du es wirklich ^FF0000deaktivieren^000000?"; if (select("Nein:Ja") != 1) { set $WLS_unterschied,0; mes "Das Level Unterschied System wurde ^FF0000deaktiviert^000000."; close; } else { close; } } else { mes "Willst du es wirklich ^00FF00aktivieren^000000?"; if (select("Nein:Ja") != 1) { set $WLS_unterschied,1; mes "Wie hoch soll der Unterschied sein?"; mes "Angabe in Leveln"; input $WLS_lvl_unterschied; next; mes @gm$; mes "Das Level Unterschied System wurde ^00FF00aktiviert^000000."; mes "Und das der Unterschied auf ^0000FF"+$WLS_lvl_unterschied+"^000000 Level gesetzt."; close; } else { close; } } case 5: if ($WLS_exp_event) { mes "Möchtest du das Event ^FF0000deaktiviert^000000?"; if (select("Nein:Ja") != 1) { mes @gm$; set $WLS_exp_event,0; set $WLS_event_exp_multi,1; announce "The EXP Event has ended.",bc_all; mes "Das Event wurde ^FF0000deaktiviert^000000"; close; } else { close; } } else { mes "Willst du das Event ^00FF00starten^000000?"; if (select("Nein:Ja") != 1) { mes "Gib den Multiplikator ein!"; next; input $WLS_event_exp_multi; mes @gm$; mes "Willst du einen Timer einstelln?"; if (select("Nein:Ja") != 1) { mes "Bitte gib die Dauer in minuten an."; next; input .tmp_dauer; mes "Ok, das event wird in kürze gestartet."; close2; set $WLS_exp_event,1; announce "The EXP Event has started.",bc_all; while(($WLS_exp_event) && (.tmp_dauer != 0)) { sleep 60000; set .tmp_dauer,.tmp_dauer-1; } set $WLS_exp_event,0; announce "The EXP Event has ended.",bc_all; end; } else { announce "The EXP Event has started.",bc_all; set $WLS_exp_event,1; close; } } else { close; } } case 6: close2; callfunc "WLS_GetSkill"; default: close; } } L_Spieler: set @n$,"[^0000FFWeapon Level System^000000]"; mes @n$; mes ((##language == 1) ? "Willkommen " : "Welcome") + "^FF0000"+strcharinfo(0)+"^000000."; npc_speech(1,1); if (!activated) { if (##language == 1) { set @m2$,"^CCCCCC-^000000 Ich will es aktivieren"; } else { set @m2$,"^CCCCCC-^000000 I want to activate it"; } } else { if (##language == 1) { set @m2$,"^CCCCCC-^000000 Ich will es auschalten"; } else { set @m2$,"^CCCCCC-^000000 I want to disable it"; } } if (##language == 1) { set @m1$,"^CCCCCC-^000000 Was ist dieses System?"; set @m3$,"^CCCCCC-^000000 Mein Waffen Managment"; } else { set @m1$,"^CCCCCC-^000000 What is this system about?"; set @m3$,"^CCCCCC-^000000 My Weapon Managment"; } switch(select(@m1$,@m2$,@m3$,"^CCCCCC-^000000Close")) { case 1: mes @n$; npc_speech(2,3); next; mes @n$; npc_speech(4,6); next; mes @n$; npc_speech(7,7); next; mes @n$; npc_speech(8,9); next; mes @n$; npc_speech(10,12); close; case 2: case 2: mes @n$; if (!activated) { npc_speech(13,13); if (select( (##language == 1) ? "- Ja.:- Nein." : "- Yes.:- No." ) != 1) { set activated,1; npc_speech(14,14); close; } else { close; } } else { npc_speech(15,15); if (select( (##language == 1) ? "- Ja.:- Nein." : "- Yes.:- No." ) != 1) { set activated,0; npc_speech(16,16); close; } } case 3: mes @n$; npc_speech(1,1); next; switch(select((##language == 1) ? "^CCCCCC-^000000 Zeig mir die Level:^CCCCCC-^000000 Das Level einer Waffe resetten:^CCCCCC-^000000 Beenden" : "^CCCCCC-^000000 Show Levels:^CCCCCC-^000000 Reset the Level of a weapon:^CCCCCC-^000000 Close" )) { case 1: mes @n$; npc_speech(17,17); switch(select((##language == 1) ? "^CCCCCC-^000000 Zeig mir alle Waffen:^CCCCCC-^000000 Zeig mir eine spezielle Waffe mit Stats:^CCCCCC-^000000 Nix" : "^CCCCCC-^000000 Show me all weapons:^CCCCCC-^000000 Show me a special weapon with Stats:^CCCCCC-^000000 Nothing")) { case 1: mes @n$; set @current,0; deletearray @name$[0],getarraysize(@name$); deletearray @level[0],getarraysize(@level); query_sql("SELECT count(`item_name`) FROM `waffen_level_system` WHERE `char_id` = '"+getcharid(0)+"'",@anzahl); npc_speech(18,18); while(@current <= @anzahl[0]) { query_sql("SELECT `item_name` , `waffen_level` FROM `waffen_level_system` WHERE `char_id` = '"+getcharid(0)+"' LIMIT 20 OFFSET "+@current,@name$,@level); for ( set @i,0; @i < getarraysize(@name$) ; set @i, @i+1 ){ mes @name$[@i]+" ^0000FF||^000000 LvL: ^FF0000"+@level+"^000000"; next; } deletearray @name$[0],getarraysize(@name$); deletearray @level[0],getarraysize(@level); set @current,@current+20; } close; case 2: mes @n$; npc_speech(19,19); next; input @wep_name$; query_sql "SELECT `waffen_level` , `exp` FROM `waffen_level_system` WHERE `char_id` = '"+getcharid(0)+"' AND `item_name` = '"+@wep_name$+"'", @level, @exp; mes @n$; if (!@exp[0]) { npc_speech(20,20); close; } mes "^0000FF"+@wep_name$+"^000000 have the level: ^0000FF"+@level[0]+"^000000."; switch(@level[0]) { case 1: query_sql "SELECT `bonus_level_1` , `bonus_arg_level_1` FROM `waffen_level_system` WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+@wep_id+"'", @stat1$, @arg1; npc_speech(21,21); mes @stat1$+": +^0000FF"+@arg1[0]+"^000000"; set @tmp_exp,$WLS_exp_lvl_2-@exp[0]; break; case 2: query_sql "SELECT `bonus_level_1` , `bonus_arg_level_1` , `bonus_level_2` , `bonus_arg_level_2` FROM `waffen_level_system` WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+@wep_id+"' ", @stat1$, @arg1, @stat2$, @arg2; npc_speech(21,21); mes @stat1$+": +^0000FF"+@arg1[0]+"^000000 || "+@stat2$+": +^0000FF"+@arg2[0]+"^000000"; set @tmp_exp,$WLS_exp_lvl_3-@exp[0]; break; case 3: query_sql "SELECT `bonus_level_1` , `bonus_arg_level_1` , `bonus_level_2` , `bonus_arg_level_2` , `bonus_level_3` , `bonus_arg_level_3` , `skill_id` , `skill_lvl` FROM `waffen_level_system` WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+@wep_id+"' ", @stat1$, @arg1, @stat2$, @arg2, @stat3$, @arg3,@skill_id,@skill_lvl; set @tmp_exp,$WLS_exp_lvl_2-@exp[0]; npc_speech(21,21); mes @stat1$+": +^0000FF"+@arg1[0]+"^000000 || "+@stat2$+": +^0000FF"+@arg2[0]+"^000000 || "+@stat3$+": +^0000FF"+@arg3[0]+"^000000"; break; default: set @tmp_exp,$WLS_exp_lvl_1-@exp[0]; break; } if (@tmp_exp <= 0) close; mes ( ( ##language == 1 ) ? "Ihr braucht " : "You need " ) + "^0000FF" + @tmp_exp + "^000000" + ( ( ##language == 1 ) ? "EXP bis zum Level " : "till level " ) + "^0000FF" + (@level[0] + 1); close; default: close; } case 2: mes @n$; npc_speech(22,22); if (select( (##language == 1) ? "- Ja.:- Nein." : "- Yes.:- No." ) != 1) { npc_speech(23,24); input @wep_name$; query_sql "SELECT `exp` FROM `waffen_level_system` WHERE `char_id` = '"+getcharid(0)+"' , `item_name` = '"+@wep_name$+"' ", @exp; if (!@exp[0]) { mes "You havn't train this weapon..."; close; } query_sql "DELETE FROM `waffen_level_system` WHERE `char_id` = '"+getcharid(0)+"' , `item_name` = '"+@wep_name$+"'"; next; mes ((##language == 1) ? "Ich hab die Waffe resettet :" : "I resetted your ^0000FF")+@wep_name$+"^000000."; close; } else { close; } default: close; } default: close; } function npc_speech { callfunc "npc_speech", "WeaponLevelSystem", getarg(0), getarg(1); return; } } } //============================================================== //= Wenn Spieler gekillt wird ---->>>> //============================================================== - script WLS_PlayerKilled -1,{ OnPCKillEvent: if (!WLS_waffe_equiped) end; if (activated) { set .@wep_id,getequipid(4); if (!.@wep_id) end; for ( set .@i,0; .@i < getarraysize($WLS_non_level) ; set .@i, .@i+1 ){ if (.@wep_id == $WLS_non_level[.@i]) end; } query_sql "SELECT `item_id` FROM `waffen_level_system` WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+@wep_id+"' ", @id; if ($WLS_refine_exp) { set .@get_exp,rand(50,100)*getequiprefinerycnt(4)*$WLS_event_exp_multi; } else { set .@get_exp,rand(50,100)*$WLS_event_exp_multi; } if (!.@id[0]) { query_sql "INSERT INTO `waffen_level_system` (`char_id` , `char_name` , `item_id` , `item_name` , `exp`) VALUES ('"+getcharid(0)+"' , '"+strcharinfo(0)+"' , '"+.@wep_id+"' , '"+getitemname(.@wep_id)+"' , '"+.@get_exp+"')"; dispbottom getitemname(.@wep_id)+" got "+.@get_exp+" EXP"; } else { dispbottom getitemname(.@wep_id)+" got "+.@get_exp+" EXP"; query_sql "SELECT `exp` , `waffen_level` FROM `waffen_level_system` WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+.@wep_id+"' ", .@exp, .@level; if (@level[0] == 3) end; set .@get_exp,.@exp+.@get_exp;; query_sql "UPDATE `waffen_level_system` SET `exp` = '"+.@get_exp+"' WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+.@wep_id+"'"; switch(.@level[0]) { case 1: if (.@get_exp >= $WLS_exp_lvl_2) { specialeffect2 381; specialeffect2 514; dispbottom (##language == 1) ? "Deine Waffe ist nun Level 2" : "Your Weapon is now Level 2!!"; unequip 4; set .@rnd,rand(1,6); switch(.@rnd) { case 1: set .@stat$,"bStr"; set .@tmp_stat$,"Str"; break; case 2: set .@stat$,"bAgi"; set .@tmp_stat$,"Agi"; break; case 3: set .@stat$,"bDex"; set .@tmp_stat$,"Dex"; break; case 4: set .@stat$,"bInt"; set .@tmp_stat$,"Int"; break; case 5: set .@stat$,"bLuk"; set .@tmp_stat$,"Luk"; break; case 6: set .@stat$,"bVit"; set .@tmp_stat$,"Vit"; break; } set .@arg,rand(10,20); query_sql "UPDATE `waffen_level_system` SET `waffen_level` = '2' , `bonus_level_2` = '"+.@stat$+"' , `bonus_arg_level_2` = '"+.@arg+"' WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+.@wep_id+"'"; dispbottom ((##language == 1) ? "Deine Waffe bekommt " : "Your Weapon got")+.@tmp_stat$+"+"+.@arg; equip @wep_id; } case 2: if (.@get_exp >= $WLS_exp_lvl_3) { specialeffect2 381; specialeffect2 514; dispbottom (##language == 1) ? "Deine Waffe ist nun Level 3" : "Your Weapon is now Level 3!!"; unequip 4; set .@rnd,rand(1,6); switch(.@rnd) { case 1: set .@stat$,"bStr"; set .@tmp_stat$,"Str"; break; case 2: set .@stat$,"bAgi"; set .@tmp_stat$,"Agi"; break; case 3: set .@stat$,"bDex"; set .@tmp_stat$,"Dex"; break; case 4: set .@stat$,"bInt"; set .@tmp_stat$,"Int"; break; case 5: set .@stat$,"bLuk"; set .@tmp_stat$,"Luk"; break; case 6: set .@stat$,"bVit"; set .@tmp_stat$,"Vit"; break; } set .@arg,rand(20,30); query_sql "UPDATE `waffen_level_system` SET `waffen_level` = '3' , `bonus_level_3` = '"+.@stat$+"' , `bonus_arg_level_3` = '"+.@arg+"' WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+.@wep_id+"'"; dispbottom ((##language == 1) ? "Deine Waffe bekommt " : "Your Weapon got")+.@tmp_stat$+"+"+.@arg; equip @wep_id; } case 3: break; default: if (.@get_exp >= $WLS_exp_lvl_1) { specialeffect2 381; specialeffect2 514; dispbottom (##language == 1) ? "Deine Waffe ist nun Level 1" : "Your Weapon is now Level 1!!"; unequip 4; set .@rnd,rand(1,6); switch(.@rnd) { case 1: set .@stat$,"bStr"; set .@tmp_stat$,"Str"; break; case 2: set .@stat$,"bAgi"; set .@tmp_stat$,"Agi"; break; case 3: set .@stat$,"bDex"; set .@tmp_stat$,"Dex"; break; case 4: set .@stat$,"bInt"; set .@tmp_stat$,"Int"; break; case 5: set .@stat$,"bLuk"; set .@tmp_stat$,"Luk"; break; case 6: set .@stat$,"bVit"; set .@tmp_stat$,"Vit"; break; } set .@arg,rand(1,10); query_sql "UPDATE `waffen_level_system` SET `waffen_level` = '1' , `bonus_level_1` = '"+.@stat$+"' , `bonus_arg_level_1` = '"+.@arg+"' WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+.@wep_id+"'"; dispbottom ((##language == 1) ? "Deine Waffe bekommt " : "Your Weapon got")+.@tmp_stat$+"+"+.@arg; set .@rnd,rand(1,10); equip @wep_id; //==============================================================================================================>>> //Skill FEHLT!! >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> //==============================================================================================================>>> if (.@rnd == 5) callfunc "WLS_GetSkill"; } } } } end; } //============================================================== //= Wenn Monster gekillt wird ---->>>> //============================================================== - script WLS_MonsterKilled -1,{ OnNPCKillEvent: if (!WLS_waffe_equiped) end; if (activated) { //UPDATE: Level Check! if ($WLS_unterschied) { if (BaseLevel - strmobinfo(3,killedrid) > $WLS_lvl_unterschied) { dispbottom "This Monster is to low to get Weapon EXP"; end; } } //>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> set .@wep_id,getequipid(4); for ( set .@i,0; .@i < getarraysize($WLS_non_level) ; set .@i, .@i+1 ){ if (.@wep_id == $WLS_non_level[.@i]) end; } if (!.@wep_id) end; if ($WLS_refine_exp) { set .@get_exp,rand(1,100)*getequiprefinerycnt(4)*$WLS_event_exp_multi; } else { set .@get_exp,rand(1,100)*$WLS_event_exp_multi; } query_sql "SELECT `item_id` FROM `waffen_level_system` WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+.@wep_id+"'", .@id; if (!.@id[0]) { query_sql "INSERT INTO `waffen_level_system` (`char_id` , `char_name` , `item_id` , `item_name` , `exp`) VALUES ('"+getcharid(0)+"' , '"+strcharinfo(0)+"' , '"+.@wep_id+"' , '"+getitemname(.@wep_id)+"' , '"+.@get_exp+"')"; dispbottom getitemname(.@wep_id)+" got "+.@get_exp+" EXP"; } else { query_sql "SELECT `exp` , `waffen_level` FROM `waffen_level_system` WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+.@wep_id+"' ", .@exp, .@level; if (.@level[0] >= 3) end; dispbottom getitemname(.@wep_id)+" got "+.@get_exp+" EXP"; set .@get_exp,.@exp+.@get_exp; query_sql "UPDATE `waffen_level_system` SET `exp` = '"+.@get_exp+"' WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+.@wep_id+"'"; switch(.@level[0]) { case 1: if (.@get_exp >= $WLS_exp_lvl_2) { specialeffect2 381; specialeffect2 514; dispbottom (##language == 1) ? "Deine Waffe ist nun Level 2" : "Your Weapon is now Level 2!!"; unequip 4; set .@rnd,rand(1,6); switch(.@rnd) { case 1: set .@stat$,"bStr"; set .@tmp_stat$,"Str"; break; case 2: set .@stat$,"bAgi"; set .@tmp_stat$,"Agi"; break; case 3: set .@stat$,"bDex"; set .@tmp_stat$,"Dex"; break; case 4: set .@stat$,"bInt"; set .@tmp_stat$,"Int"; break; case 5: set .@stat$,"bLuk"; set .@tmp_stat$,"Luk"; break; case 6: set .@stat$,"bVit"; set .@tmp_stat$,"Vit"; break; } set .@arg,rand(10,20); query_sql "UPDATE `waffen_level_system` SET `waffen_level` = '2' , `bonus_level_2` = '"+.@stat$+"' , `bonus_arg_level_2` = '"+.@arg+"' WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+.@wep_id+"'"; dispbottom ((##language == 1) ? "Deine Waffe bekommt " : "Your Weapon got")+.@tmp_stat$+"+"+.@arg; equip @wep_id; } case 2: if (.@get_exp >= $WLS_exp_lvl_3) { dispbottom "muh3"; specialeffect2 381; specialeffect2 514; dispbottom (##language == 1) ? "Deine Waffe ist nun Level 3" : "Your Weapon is now Level 3!!"; unequip 4; set .@rnd,rand(1,6); switch(.@rnd) { case 1: set .@stat$,"bStr"; set .@tmp_stat$,"Str"; break; case 2: set .@stat$,"bAgi"; set .@tmp_stat$,"Agi"; break; case 3: set .@stat$,"bDex"; set .@tmp_stat$,"Dex"; break; case 4: set .@stat$,"bInt"; set .@tmp_stat$,"Int"; break; case 5: set .@stat$,"bLuk"; set .@tmp_stat$,"Luk"; break; case 6: set .@stat$,"bVit"; set .@tmp_stat$,"Vit"; break; } set .@arg,rand(20,30); query_sql "UPDATE `waffen_level_system` SET `waffen_level` = '3' , `bonus_level_3` = '"+.@stat$+"' , `bonus_arg_level_3` = '"+.@arg+"' WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+.@wep_id+"'"; dispbottom ((##language == 1) ? "Deine Waffe bekommt " : "Your Weapon got")+.@tmp_stat$+"+"+.@arg; equip @wep_id; } case 3: break; default: if (.@get_exp >= $WLS_exp_lvl_1) { dispbottom "muh1"; specialeffect2 381; dispbottom (##language == 1) ? "Deine Waffe ist nun Level 1" : "Your Weapon is now Level 1!!"; unequip 4; set .@rnd,rand(1,6); switch(.@rnd) { case 1: set .@stat$,"bStr"; set .@tmp_stat$,"Str"; break; case 2: set .@stat$,"bAgi"; set .@tmp_stat$,"Agi"; break; case 3: set .@stat$,"bDex"; set .@tmp_stat$,"Dex"; break; case 4: set .@stat$,"bInt"; set .@tmp_stat$,"Int"; break; case 5: set .@stat$,"bLuk"; set .@tmp_stat$,"Luk"; break; case 6: set .@stat$,"bVit"; set .@tmp_stat$,"Vit"; break; } set .@arg,rand(1,10); query_sql "UPDATE `waffen_level_system` SET `waffen_level` = '1' , `bonus_level_1` = '"+.@stat$+"' , `bonus_arg_level_1` = '"+.@arg+"' WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+.@wep_id+"'"; dispbottom ((##language == 1) ? "Deine Waffe bekommt " : "Your Weapon got")+.@tmp_stat$+"+"+.@arg; equip @wep_id; set .@rnd,rand(1,10); if (.@rnd == 5) callfunc "WLS_GetSkill"; } } } } } function script WLS_ItemEquip { set WLS_waffe_equiped,1; set @wep_id,getequipid(4); query_sql "SELECT `waffen_level` FROM `waffen_level_system` WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+@wep_id+"' ", @level; switch(@level[0]) { case 1: query_sql "SELECT `bonus_level_1` , `bonus_arg_level_1` FROM `waffen_level_system` WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+@wep_id+"' ", @stat1$, @arg1; callfunc "GetStatName",@stat1$[0],@arg1[0]; dispbottom "Stats: "+@stat1$+"+"+@arg1[0]; break; case 2: query_sql "SELECT `bonus_level_1` , `bonus_arg_level_1` , `bonus_level_2` , `bonus_arg_level_2` FROM `waffen_level_system` WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+@wep_id+"' ", @stat1$, @arg1, @stat2$, @arg2; callfunc "GetStatName",@stat1$[0],@arg1[0]; callfunc "GetStatName",@stat2$[0],@arg2[0]; dispbottom "Stats: "+@stat1$+"+"+@arg1[0]+" || "+@stat2$+"+"+@arg2[0]; break; case 3: query_sql "SELECT `bonus_level_1` , `bonus_arg_level_1` , `bonus_level_2` , `bonus_arg_level_2` , `bonus_level_3` , `bonus_arg_level_3` , `skill_id` , `skill_lvl` FROM `waffen_level_system` WHERE `char_id` = '"+getcharid(0)+"' AND `item_id` = '"+@wep_id+"' ", @stat1$, @arg1, @stat2$, @arg2, @stat3$, @arg3,@skill_id,@skill_lvl; callfunc "GetStatName",@stat1$[0],@arg1[0]; callfunc "GetStatName",@stat2$[0],@arg2[0]; callfunc "GetStatName",@stat3$[0],@arg3[0]; if (@skill_lvl[0] != 0) { skill @skill_id[0],@skill_lvl[0],1; set @skill$," || +Skill"; } else set @skill$,""; dispbottom "Stats: "+@stat1$+"+"+@arg1[0]+" || "+@stat2$+"+"+@arg2[0]+" || "+@stat3$+"+"+@arg3[0]+@skill$; break; default: break; } end; } function script WLS_ItemUnEquip { set WLS_waffe_equiped,0; end; } function script GetStatName { if (getarg(0) == "bAgi") { bonus bAgi,getarg(1); } else if (getarg(0) == "bStr") { bonus bStr,getarg(1); } else if (getarg(0) == "bInt") { bonus bInt,getarg(1); } else if (getarg(0) == "bVit") { bonus bVit,getarg(1); } else if (getarg(0) == "bDex") { bonus bDex,getarg(1); } else if (getarg(0) == "bLuk") { bonus bLuk,getarg(1); } else { dispbottom (##language == 1) ? "ERROR GetStatName Function!!! Berichte es einen Admin." : "ERROR GetStatName Function!!! Report it to an Admin."; } return; } function script WLS_GetSkill { getskilllist; set @ok,0; while(!@ok) { set @index,rand(0,getarraysize($WLS_skill_id)); set @skill_id,$WLS_skill_id[@index]; set @skill_lvl,rand(1,$WLS_skill_lvl[@index]); for ( set @i, 0; @i< getarraysize(@skilllist_id); set @i, @i + 1 ) { if (@skilllist_id[@i] == @skill_id) { break; } else { set @ok,1; } } } query_sql "UPDATE `waffen_level_system` SET `skill_id` = '"+@skill_id+"' , `skill_lvl` = '"+@skill_lvl+"' WHERE `char_id` = '"+getcharid(0)+"'"; dispbottom (##language == 1) ? "Glückwunsch, deine waffe hat einen Skill bekommen!" : "Gratz, your weapon got a Skill!!"; end; }
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guys anyone have a script for a weapon leveling like when you killed monster you can have a exp for weapon and when weapon lvl they will add stats for weapon or stats
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karazu have script but he cant shared with us
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Critical-Magic.c:55: warning: implicit declaration of function 'getFromMOBDATA' Critical-Magic.c:55: warning: assignment makes pointer from integer without a cast Critical-Magic.c:57: warning: implicit declaration of function 'addToMOBDATA' Critical-Magic.c: In function 'magic_critical_attack': Critical-Magic.c:111: warning: assignment makes pointer from integer without a cast
- 17 replies
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- critical strike
- magic critical
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sir when i implemented it in my src .. and make all always say Awaiting maps from map-server.
- 47 replies
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is this posible in 2013 why when i command @dance theres nothing happen
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yes all we need is the script but its not free either..
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but theres a cheap 1 like script for skin changing elemental races?
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i have the palletes only ineed is the script plss share it guys.. i dont have any amount of money now..
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sir anyone have a script of 6 elemental race sytem that change the color and element of the characters thanks..
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can anyone share me a race system script .. skin color script and elemental stats plss
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ineed package ragnarok deal. with knowledge in hercules data,source,patch,plugins,custom mobs,can recolor,and,edit,item,effects,pm.me.for price have many custom items and can offer for harmony.. website and patcher ..,,,
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ineed package ragnarok deal. with knowledge in hercules data,source,patch,plugins,custom mobs,can recolor,and,edit,item,effects,pm.me.for price have many custom items and can offer for harmony.. website and patcher ..,,,
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ineed package ragnarok deal. with knowledge in hercules data,source,patch,plugins,custom mobs,can recolor,and,edit,item,effects,pm.me.for price have many custom items and can offer for harmony.. website and patcher ..,,,
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knowledge for this is the best plugins eror
magic2938 replied to magic2938's question in Plugin Support
what can we do now sir if we have this problem .. what can we do im using Centos 5 32 bit Guaranteed ram: 1024mB vSwap: 1024MB -
CC HPMHooking.c {standard input}: Assembler messages: {standard input}:262434: Warning: end of file not at end of a line; newline inserted gcc: Internal error: Killed (program cc1) Please submit a full bug report. See <URL:http://bugzilla.redhat.com/bugzilla> for instructions. make[1]: *** [../../plugins/HPMHooking.so] Error 1 make[1]: Leaving directory `/root/Hercules/src/plugins' make: *** [plugins] Error 2
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but some one said that that quest needs databse and plugins to work.
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sir jabote plss help me im a big fan of hercules because of its plugins and projects but i need a automated quest like hero system can you tech me or teach me new update on this emulator plugins
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PLSS TEACH ME HOW TO DO IT AND CANE IHAVE IT THANKS
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eror on this {standard input}:274629: Error: unknown pseudo-op: `.l' gcc: Internal error: Killed (program cc1) {standard input}: Assembler messages: {standard input}:275178: Warning: end of file not at end of a line; newline inserted {standard input}:276724: Error: no such instruction: `m' gcc: Internal error: Killed (program cc1) Please submit a fullBUG REPORT