Jump to content

Bringer

Members
  • Content Count

    148
  • Joined

  • Last visited

Posts posted by Bringer


  1. Depends on ow badly you want to nerf the damage, that's why you're on your own there. Currently formula is DMG = 40*STR + SKILL_LV * (HP/10 + 35).

    Best results would come from reducing multipliers, like make it 10*STR + SKILL_LV/5 * (HP/100 + 35). That way you'll reduce damage quite some bit. But as I said, which parts exactly you want nerfed is up to you >.>

    wd.damage = 10*sstatus->str +skill_lv5*(sstatus->hp/10 + 35);

     

    like that?


  2. NPC Menu

    11222794_765003563616129_5222112650117982044_n.jpg?oh=5147ad289337099f68f7ca953c525ad0&oe=55BF58B6

     

    the npc will pick random items 25pcs and 5 token

    11150468_765003566949462_3783375687056573172_n.jpg?oh=1892ca73e8a48f011e2d6f18255db97b&oe=560D7888&__gda__=1443330388_f02102c7619b3e9719f58da613be1e3f

     

    if someone finished the quest the npc will pick another random item

    if you finished the quest will you get an prize and the npc will announce it

    you can repeat the quest every 1 day


  3. dWSCzHl.jpg

     

    First you need to meet this guy on the middle of the map,

     

    36x8Slf.gif

    Vendor

    Allows you to buy a iEPycc1.gif Fan of Wind which cost 500,000 zeny.

     

    xiAYonu.gif

    Treasure Hunter

    Submit Civil Servant Egg - Allows you to trade collected cYDgMkd.gif Civil Servant Egg for a GF8f485.gif Treasure Bag.

     

    If you still haven't notice it, the whole point of Treasure Land Event is to tame oPd2PSb.gifCivil Servants in exchange for goods.

    But Pet Taming chance is gradually reduced inside the map not only that players can Tame-Steal or simply kill Civil Servants to annoy everyone.

    You only have an hour to collect as many eggs as possible and exchange them for Treasure Bag thru Treasure Hunter NPC.

     

    If your tired or all zennies got burned then you can return to Prontera via

    vkYm27D.gif

    Warp Out

     


  4. 0.the script will trigger by random time once a day

    1.NPC announce : Great Demon Baphomet will rise in about 3 minutes @ Poring Land

    2.once the player entered the map @autoloot and @alootid effect is removed. Example, a player used @autoloot or @alootid on a different map, after entering the map it will be removed or it wont be effective anymore, because i want players to manually pick the loots on the floor from the boss, not by claiming loots easily using @autoloot/ @alootid commands

    3.once 3mins is over the npc will start the Countdown from 10 to 1 and the monster will  appear on the middle of the map

    4.once the monster killed all players will be revc an items on the map and they will warped on there save point.

     

     


  5. change formula @battle.c

    wd.damage = 40*sstatus->str +skill_lv*(sstatus->hp/10 + 35);

    :meow:

    server rate is 999 almost 1.2m each final strike

     

    stats 500

     

    if ninja use thana card final strike reach almost 3.7m dmg


  6. pwede po ba paki change ito script

    1.pag naka patay poh isng player count yun sa taas 

     

    1451599_1406809529590516_1301154073410444966_n.jpg?oh=edfeafe2b03418319764eacdb0ee97bb&oe=55D6510C&__gda__=1441069245_10a4d9c8b1bd9bb4cd82b18d07ab04d8

     

    Paki remove naman poh yun WALL SA 2 crystal and gaurdian monster

     

     

    tapos pag nag basag na yun crystal tapos na yun event

     

    salamat poh

     

    //===== Hercules Script ======================================// BattleGround System - Flavius//===== By: ==================================================//= L0ne_W0lf//===== Current Version: =====================================//= 1.5//===== Description: =========================================//= [Official Conversion]//= Flavius Battleground.//= - Winning Team: 9 badges//= - Losing Team: 3 badge//===== Additional Comments: =================================//= 1.0 First Version.//= 1.1 Fixed pink crystal spawning as blue. [L0ne_W0lf]//= 1.2 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]//= 1.3 Removed MaxLvl check in waitingrooms. Replaced setwall with setcell.//= 1.4 Label standardization. [Euphy]//= 1.5 Added GM management function. [Euphy]//============================================================// Waiting Room NPCs//============================================================bat_room,86,227,4	script	Lieutenant Ator	4_M_KY_KNT,{	end;OnInit:	waitingroom "Battle Station",8,"start#bat_b01::OnReadyCheck",1,0,80;	end;OnEnterBG:	$@FlaviusBG1_id1 = waitingroom2bg("bat_b01",10,290,"start#bat_b01::OnGuillaumeQuit","");	end;}bat_room,85,204,0	script	Lieutenant Thelokus	4_M_CRU_KNT,{	end;OnInit:	waitingroom "Battle Station",8,"start#bat_b01::OnReadyCheck",1,0,80;	end;OnEnterBG:	$@FlaviusBG1_id2 = waitingroom2bg("bat_b01",390,10,"start#bat_b01::OnCroixQuit","");	end;}//bat_room,85,220,0	warp	back_bgroomb01a	1,1,bat_room,154,150//bat_room,85,211,0	warp	back_bgroomb01b	1,1,bat_room,154,150bat_room,2,151,3	script	#bat_b01_timer	CLEAR_NPC,{	end;OnInit:OnEnable:	initnpctimer;	end;OnStop:	stopnpctimer;	end;OnTimer1000:	stopnpctimer;	initnpctimer;	.@chk_bat_a01 = getmapusers("bat_b01");	if (.@chk_bat_a01 < 1) {		$@FlaviusBG1 = 0;		if( $@FlaviusBG1_id1 ) { bg_destroy $@FlaviusBG1_id1; $@FlaviusBG1_id1 = 0; }		if( $@FlaviusBG1_id2 ) { bg_destroy $@FlaviusBG1_id2; $@FlaviusBG1_id2 = 0; }		donpcevent "start#bat_b01::OnReadyCheck";	}	end;}// Flavius Battleground Engine//============================================================bat_b01,15,15,3	script	start#bat_b01	CLEAR_NPC,{OnInit:	mapwarp "bat_b01","bat_room",154,150;	end;OnReadyCheck:	if( $@FlaviusBG1 )		end;	.@Guillaume = getwaitingroomstate(0,"Lieutenant Ator");	.@[member=Croix] = getwaitingroomstate(0,"Lieutenant Thelokus");	if( !.@Guillaume && !.@[member=Croix] ) {		donpcevent "#bat_b01_timer::OnStop";		end;	}	if( .@Guillaume < 7 || .@[member=Croix] < 7 )		end;	$@FlaviusBG1 = 1;	$@FlaviusBG1_Victory = 0;	$@[member=Croix]_ScoreBG1 = 0;	$@Guill_ScoreBG1 = 0;	bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@[member=Croix]_ScoreBG1;	donpcevent "Lieutenant Ator::OnEnterBG";	donpcevent "Lieutenant Thelokus::OnEnterBG";	donpcevent "OBJ#bat_b01_a::OnKill";	donpcevent "OBJ#bat_b01_a::OnEnable";	donpcevent "OBJ#bat_b01_b::OnKill";	donpcevent "OBJ#bat_b01_b::OnEnable";	donpcevent "guardian#bat_b01_a::OnKill";	donpcevent "guardian#bat_b01_b::OnKill";	donpcevent "guardian#bat_b01_a::OnEnable";	donpcevent "guardian#bat_b01_b::OnEnable";	donpcevent "cell#bat_b01_a::OnRed";	donpcevent "cell#bat_b01_b::OnRed";	donpcevent "time#bat_b01::OnEnable";	disablenpc "Guillaume Vintenar#b01_a";	disablenpc "Croix Vintenar#b01_b";	disablenpc "Vintenar#bat_b01_aover";	disablenpc "Vintenar#bat_b01_bover";	bg_warp $@FlaviusBG1_id1,"bat_b01",87,75;	bg_warp $@FlaviusBG1_id2,"bat_b01",311,224;	donpcevent "countdown#bat_b01::OnEnable";	initnpctimer;	end;OnReset:	donpcevent "OBJ#bat_b01_a::OnKill";	donpcevent "OBJ#bat_b01_a::OnEnable";	donpcevent "OBJ#bat_b01_b::OnKill";	donpcevent "OBJ#bat_b01_b::OnEnable";	donpcevent "guardian#bat_b01_a::OnKill";	donpcevent "guardian#bat_b01_b::OnKill";	donpcevent "guardian#bat_b01_a::OnEnable";	donpcevent "guardian#bat_b01_b::OnEnable";	donpcevent "cell#bat_b01_a::OnRed";	donpcevent "cell#bat_b01_b::OnRed";	donpcevent "time#bat_b01::OnEnable";	disablenpc "Guillaume Vintenar#b01_a";	disablenpc "Croix Vintenar#b01_b";	disablenpc "Vintenar#bat_b01_aover";	disablenpc "Vintenar#bat_b01_bover";	bg_warp $@FlaviusBG1_id1,"bat_b01",87,75;	bg_warp $@FlaviusBG1_id2,"bat_b01",311,224;	end;OnGuillaumeQuit:OnCroixQuit:	bg_leave;	end;OnTimer10000:	stopnpctimer;	donpcevent "#bat_b01_timer::OnEnable";	end;}bat_b01,1,1,3	script	OBJ#bat_b01_a	CLEAR_NPC,{OnEnable:	bg_monster $@FlaviusBG1_id1,"bat_b01",61,150,"Red Crystal",1915,"OBJ#bat_b01_a::OnMyMobDead";	end;OnKill:	killmonster "bat_b01","OBJ#bat_b01_a::OnMyMobDead";	end;OnMyMobDead:	if (mobcount("bat_b01","OBJ#bat_b01_a::OnMyMobDead") < 1) {		mapannounce "bat_b01", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00";		if ($@[member=Croix]_ScoreBG1 > 0) {			$@FlaviusBG1_Victory = 2;			++$@[member=Croix]_ScoreBG1;			enablenpc "Guillaume Vintenar#b01_a";			enablenpc "Croix Vintenar#b01_b";			donpcevent "time#bat_b01::OnStop";		}		else {			$@[member=Croix]_ScoreBG1 = 1;			donpcevent "time#bat_b01::OnEnable";			donpcevent "start#bat_b01::OnReset";		}		donpcevent "#bat_b01_timer::OnStop";		bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@[member=Croix]_ScoreBG1;		bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;		bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;		donpcevent "#bat_b01_timer::OnEnable";	}	end;}bat_b01,1,2,3	script	OBJ#bat_b01_b	CLEAR_NPC,{OnEnable:	bg_monster $@FlaviusBG1_id2,"bat_b01",328,150,"Blue Crystal",1914,"OBJ#bat_b01_b::OnMyMobDead";	end;OnKill:	killmonster "bat_b01","OBJ#bat_b01_b::OnMyMobDead";	end;OnMyMobDead:	if (mobcount("bat_b01","OBJ#bat_b01_b::OnMyMobDead") < 1) {		mapannounce "bat_b01", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00";		if ($@Guill_ScoreBG1 > 0) {			$@FlaviusBG1_Victory = 1;			++$@Guill_ScoreBG1;			enablenpc "Guillaume Vintenar#b01_a";			enablenpc "Croix Vintenar#b01_b";			donpcevent "time#bat_b01::OnStop";		}		else {			$@Guill_ScoreBG1 = 1;			donpcevent "time#bat_b01::OnEnable";			donpcevent "start#bat_b01::OnReset";		}		donpcevent "#bat_b01_timer::OnStop";		bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@[member=Croix]_ScoreBG1;		bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;		bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;		donpcevent "#bat_b01_timer::OnEnable";	}	end;}bat_b01,1,3,3	script	guardian#bat_b01_a	CLEAR_NPC,{OnEnable:	bg_monster $@FlaviusBG1_id1,"bat_b01",108,159,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead";	bg_monster $@FlaviusBG1_id1,"bat_b01",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead";	end;OnKill:	killmonster "bat_b01","guardian#bat_b01_a::OnMyMobDead";	end;OnMyMobDead:	if (mobcount("bat_b01","guardian#bat_b01_a::OnMyMobDead") < 1) {		donpcevent "cell#bat_b01_a::OnGreen";		mapannounce "bat_b01", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00";	}	end;}bat_b01,1,3,3	script	guardian#bat_b01_b	CLEAR_NPC,{OnEnable:	bg_monster $@FlaviusBG1_id2,"bat_b01",307,160,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead";	bg_monster $@FlaviusBG1_id2,"bat_b01",307,138,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead";	end;OnKill:	killmonster "bat_b01","guardian#bat_b01_b::OnMyMobDead";	end;OnMyMobDead:	if (mobcount("bat_b01","guardian#bat_b01_b::OnMyMobDead") < 1) {		donpcevent "cell#bat_b01_b::OnGreen";		mapannounce "bat_b01", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00";	}	end;}bat_b01,1,4,3	script	cell#bat_b01_a	CLEAR_NPC,{OnRed:	setcell "bat_b01",62,149,60,151,cell_basilica,1;	setcell "bat_b01",62,149,60,151,cell_walkable,0;	end;OnGreen:	setcell "bat_b01",62,149,60,151,cell_basilica,0;	setcell "bat_b01",62,149,60,151,cell_walkable,1;	end;}bat_b01,1,5,3	script	cell#bat_b01_b	CLEAR_NPC,{OnRed:	setcell "bat_b01",327,151,329,149,cell_basilica,1;	setcell "bat_b01",327,151,329,149,cell_walkable,0;	end;OnGreen:	setcell "bat_b01",327,151,329,149,cell_basilica,0;	setcell "bat_b01",327,151,329,149,cell_walkable,1;	end;}bat_b01,1,6,1	script	time#bat_b01	CLEAR_NPC,{OnEnable:	donpcevent "Battle Therapist#b01_a::OnEnable";	donpcevent "Battle Therapist#b01_b::OnEnable";	end;OnStop:	donpcevent "Battle Therapist#b01_a::OnStop";	donpcevent "Battle Therapist#b01_b::OnStop";	end;}bat_b01,10,294,3	script	Battle Therapist#b01_a	4_F_SISTER,{	specialeffect2 EF_HEAL;	mes "[Battle Therapist]";	mes "Just close your eyes,";	mes "and take a deep breath.";	mes "You can be free from pain.";	close;OnTimer25000:	specialeffect EF_SANCTUARY;	enablenpc "bat_b01_rp1_a_warp";	end;OnTimer26000:	disablenpc "bat_b01_rp1_a_warp";	end;OnTimer26500:	stopnpctimer;	donpcevent "Battle Therapist#b01_a::OnEnable";	end;OnEnable:	initnpctimer;	enablenpc "Battle Therapist#b01_a";	end;OnStop:	disablenpc "bat_b01_rp1_a_warp";	disablenpc "Battle Therapist#b01_a";	stopnpctimer;	end;}bat_b01,10,290,0	script	bat_b01_rp1_a_warp	WARPNPC,10,10,{OnInit:	disablenpc "bat_b01_rp1_a_warp";	end;OnTouch:	percentheal 100,100;	warp "bat_b01",87,73;	end;}bat_b01,389,14,3	script	Battle Therapist#b01_b	4_F_SISTER,{	specialeffect2 EF_HEAL;	mes "[Battle Therapist]";	mes "Just close your eyes,";	mes "and take a deep breath.";	mes "You can be free from pain.";	close;OnTimer25000:	specialeffect EF_SANCTUARY;	enablenpc "bat_b01_rp1_b_warp";	end;OnTimer26000:	disablenpc "bat_b01_rp1_b_warp";	end;OnTimer26500:	stopnpctimer;	donpcevent "Battle Therapist#b01_b::OnEnable";	end;OnEnable:	initnpctimer;	enablenpc "Battle Therapist#b01_b";	end;OnStop:	disablenpc "bat_b01_rp1_b_warp";	disablenpc "Battle Therapist#b01_b";	stopnpctimer;	end;}bat_b01,389,10,0	script	bat_b01_rp1_b_warp	WARPNPC,9,9,{OnInit:	disablenpc "bat_b01_rp1_a_warp";	end;OnTouch:	percentheal 100,100;	warp "bat_b01",312,225;	end;}bat_b01,87,76,0	script	A_CODE#bat_b01	-1,5,5,{OnTouch:	if (!questprogress(2070))		setquest 2070;	end;}bat_b01,312,224,0	script	B_CODE#bat_b01	-1,5,5,{OnTouch:	if (!questprogress(2070))		setquest 2070;	end;}bat_b01,10,294,3	script	Guillaume Vintenar#b01_a	4_M_RASWORD,{	if ($@FlaviusBG1_id1 == getcharid(4)) {		if ($@FlaviusBG1_Victory == 1) {			.@your_medal = countitem(25469);			.@medal_gap = 500 - .@your_medal;			if (.@medal_gap > 8) {				mes "[Axl Rose]";				mes "Blessed Guillaume!";				mes "Let's enjoy our glorious victory!";				mes ""+strcharinfo(0)+", it's a sign reflecting victory.";				close2;				getitem 25469,9; //BF_Badge2			}			else {				mes "[Axl Rose]";				mes "Blessed Guillaume!";				mes "Let's enjoy our glorious victory!";				mes ""+strcharinfo(0)+", it's a sign reflecting victory.";				close2;				getitem 25469,.@medal_gap; //BF_Badge2			}		}		else {			.@your_medal = countitem(25469);			.@medal_gap = 500 - .@your_medal;			if (.@medal_gap > 2) {				mes "[Axl Rose]";				mes "You lost, but you're dedicated to this battle.";				mes "This is a reward for your great dedication by Guillaume Marollo!";				mes "Just take this defeat as a lesson, next time you will definitely win.";				close2;				getitem 25469,3; //BF_Badge2			}			else {				mes "[Axl Rose]";				mes "You lost, but you're dedicated to this battle.";				mes "This is a reward for your great dedication by Guillaume Marollo!";				mes "Just take this defeat as a lesson, next time you will definitely win.";				close2;				getitem 25469,.@medal_gap; //BF_Badge2			}		}	}	bg_leave;	warp "poring_w02",98,70;	end;OnInit:	disablenpc "Guillaume Vintenar#b01_a";	end;}bat_b01,389,14,3	script	Croix Vintenar#b01_b	4_M_RASWORD,{	if ($@FlaviusBG1_id2 == getcharid(4)) {		if ($@FlaviusBG1_Victory == 2) {			.@your_medal = countitem(25469);			.@medal_gap = 500 - .@your_medal;			if (.@medal_gap > 8) {				mes "[Swandery]";				mes "Blessed Croix!";				mes "Let's enjoy our glorious victory!";				mes ""+strcharinfo(0)+", it's a sign reflecting victory.";				close2;				getitem 25469,9; //BF_Badge2			}			else {				mes "[Swandery]";				mes "Blessed Croix!";				mes "Let's enjoy our glorious victory!";				mes ""+strcharinfo(0)+", it's a sign reflecting victory.";				close2;				getitem 25469,.@medal_gap; //BF_Badge2			}		}		else {			.@your_medal = countitem(25469);			.@medal_gap = 500 - .@your_medal;			if (.@medal_gap > 2) {				mes "[Swandery]";				mes "Oh, "+strcharinfo(0)+". Don't be sad.";				mes "Even though we didn't win, we did our best.";				mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";				close2;				getitem 25469,3; //BF_Badge2			}			else {				mes "[Swandery]";				mes "Oh, "+strcharinfo(0)+". Don't be sad.";				mes "Even though we didn't win, we did our best.";				mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";				close2;				getitem 25469,.@medal_gap; //BF_Badge2			}		}	}	bg_leave;	warp "poring_w02",98,70;	end;OnInit:	disablenpc "Croix Vintenar#b01_b";	end;}bat_b01,1,5,3	script	countdown#bat_b01	CLEAR_NPC,{OnInit:	stopnpctimer;	end;OnEnable:	stopnpctimer;	initnpctimer;	end;OnStop:	stopnpctimer;	end;OnTimer7000:	mapannounce "bat_b01", "Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!",bc_map,"0xFF9900";	end;OnTimer8000:	mapannounce "bat_b01", "Croix Vintenar Swandery : Even though Guillaume is struggling to win against us, the victory is ours. Let's show them our power.",bc_map,"0xFF99CC";	end;OnTimer1800000:	mapannounce "bat_b01", "Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!",bc_map,"0x99CC00";	end;OnTimer1803000:	mapannounce "bat_b01", "Marollo VII : Both camps are competitive, so it's hard to judge which team is superior.",bc_map,"0x99CC00";	end;OnTimer1808000:	mapannounce "bat_b01", "Marollo VII : This battle of Flavian is such a waste of time. I will decide victory and defeat by your progress.",bc_map,"0x99CC00";	end;OnTimer1822000:	mapannounce "bat_b01", "Marollo VII : If you can't accept the results, try again in another valley battle!",bc_map,"0x99CC00";	end;OnTimer1825000:	mapannounce "bat_b01", "Axl Rose, Swandery : Yes, sir.",bc_map,"0x99CC00";	end;OnTimer1830000:	donpcevent "time#bat_b01::OnStop";	bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;	bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;	enablenpc "Vintenar#bat_b01_aover";	enablenpc "Vintenar#bat_b01_bover";	end;OnTimer1900000:	mapwarp "bat_b01","bat_room",154,150;	donpcevent "countdown#bat_b01::OnStop";	end;}bat_b01,81,83,3	script	Guillaume Camp#flag21	1_FLAG_LION,{ end; }bat_b01,94,83,3	script	Guillaume Camp#flag22	1_FLAG_LION,{ end; }bat_b01,81,66,3	script	Guillaume Camp#flag23	1_FLAG_LION,{ end; }bat_b01,94,66,3	script	Guillaume Camp#flag24	1_FLAG_LION,{ end; }bat_b01,139,142,3	script	Guillaume Camp#flag25	1_FLAG_LION,{ end; }bat_b01,139,158,3	script	Guillaume Camp#flag26	1_FLAG_LION,{ end; }bat_b01,110,161,3	script	Guillaume Camp#flag27	1_FLAG_LION,{ end; }bat_b01,110,137,3	script	Guillaume Camp#flag28	1_FLAG_LION,{ end; }bat_b01,63,135,3	script	Guillaume Camp#flag29	1_FLAG_LION,{ end; }bat_b01,63,165,3	script	Guillaume Camp#flag30	1_FLAG_LION,{ end; }bat_b01,10,296,3	script	Guillaume Camp#flag31	1_FLAG_LION,{ end; }bat_b01,306,233,3	script	Croix Camp#flag21	1_FLAG_EAGLE,{ end; }bat_b01,317,233,3	script	Croix Camp#flag22	1_FLAG_EAGLE,{ end; }bat_b01,306,216,3	script	Croix Camp#flag23	1_FLAG_EAGLE,{ end; }bat_b01,317,216,3	script	Croix Camp#flag24	1_FLAG_EAGLE,{ end; }bat_b01,257,158,3	script	Croix Camp#flag25	1_FLAG_EAGLE,{ end; }bat_b01,257,141,3	script	Croix Camp#flag26	1_FLAG_EAGLE,{ end; }bat_b01,297,164,3	script	Croix Camp#flag27	1_FLAG_EAGLE,{ end; }bat_b01,297,136,3	script	Croix Camp#flag28	1_FLAG_EAGLE,{ end; }bat_b01,336,161,3	script	Croix Camp#flag29	1_FLAG_EAGLE,{ end; }bat_b01,336,139,3	script	Croix Camp#flag30	1_FLAG_EAGLE,{ end; }bat_b01,389,16,3	script	Croix Camp#flag31	1_FLAG_EAGLE,{ end; }bat_b01,10,294,3	script	Vintenar#bat_b01_aover	4_M_KY_HEAD,{	.@A_B_gap = $@Guill_ScoreBG1 - $@[member=Croix]_ScoreBG1;	if ($@FlaviusBG1_id1 == getcharid(4)) {		if (.@A_B_gap > 0) {			.@your_medal = countitem(25469);			.@medal_gap = 500 - .@your_medal;			if (.@medal_gap > 8) {				mes "[Axl Rose]";				mes "Blessed Guillaume!";				mes "Let's enjoy our glorious victory!";				mes ""+strcharinfo(0)+", it's a sign reflecting victory.";				close2;				getitem 25469,9; //BF_Badge2			}			else {				mes "[Axl Rose]";				mes "Blessed Guillaume!";				mes "Let's enjoy our glorious victory!";				mes ""+strcharinfo(0)+", it's a sign reflecting victory.";				close2;				getitem 25469,.@medal_gap; //BF_Badge2			}		}		else if (.@A_B_gap == 0) {			.@your_medal = countitem(25469);			.@medal_gap = 500 - .@your_medal;			if (.@medal_gap > 2) {				mes "[Axl Rose]";				mes "You lost, but you're dedicated to this battle.";				mes "This is a reward for your great dedication by Guillaume Marollo!";				mes "Just take this defeat as a lesson, next time you will definitely win.";				close2;				getitem 25469,3; //BF_Badge2			}			else {				mes "[Axl Rose]";				mes "You lost, but you're dedicated to this battle.";				mes "This is a reward for your great dedication by Guillaume Marollo!";				mes "Just take this defeat as a lesson, next time you will definitely win.";				close2;				getitem 25469,.@medal_gap; //BF_Badge2			}		}		else {			.@your_medal = countitem(25469);			.@medal_gap = 500 - .@your_medal;			if (.@medal_gap > 2) {				mes "[Axl Rose]";				mes "You lost, but you're dedicated to this battle.";				mes "This is a reward for your great dedication by Guillaume Marollo!";				mes "Just take this defeat as a lesson, next time you will definitely win.";				close2;				getitem 25469,3; //BF_Badge2			}			else {				mes "[Axl Rose]";				mes "You lost, but you're dedicated to this battle.";				mes "This is a reward for your great dedication by Guillaume Marollo!";				mes "Just take this defeat as a lesson, next time you will definitely win.";				close2;				getitem 25469,.@medal_gap; //BF_Badge2			}		}	}	else {		mes "[Axl Rose]";		mes "Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!";		close;	}	bg_leave;	warp "poring_w02",98,70;	end;OnInit:	disablenpc "Vintenar#bat_b01_aover";	end;}bat_b01,389,14,3	script	Vintenar#bat_b01_bover	4_M_CRU_HEAD,{	.@A_B_gap = $@Guill_ScoreBG1 - $@[member=Croix]_ScoreBG1;	if ($@FlaviusBG1_id2 == getcharid(4)) {		if (.@A_B_gap > 0) {			.@your_medal = countitem(25469);			.@medal_gap = 500 - .@your_medal;			if (.@medal_gap > 2) {				mes "[Swandery]";				mes "Oh, "+strcharinfo(0)+". Don't be sad.";				mes "Even though we didn't win, we did our best.";				mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";				close2;				getitem 25469,3; //BF_Badge2			}			else {				mes "[Swandery]";				mes "Oh, "+strcharinfo(0)+". Don't be sad.";				mes "Even though we didn't win, we did our best.";				mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";				close2;				getitem 25469,.@medal_gap; //BF_Badge2			}		}		else if (.@A_B_gap == 0) {			.@your_medal = countitem(25469);			.@medal_gap = 500 - .@your_medal;			if (.@medal_gap > 2) {				mes "[Swandery]";				mes "Oh, "+strcharinfo(0)+". Don't be sad.";				mes "Even though we didn't win, we did our best.";				mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";				close2;				getitem 25469,3; //BF_Badge2			}			else {				mes "[Swandery]";				mes "Oh, "+strcharinfo(0)+". Don't be sad.";				mes "Even though we didn't win, we did our best.";				mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";				close2;				getitem 25469,.@medal_gap; //BF_Badge2			}		}		else {			.@your_medal = countitem(25469);			.@medal_gap = 500 - .@your_medal;			if (.@medal_gap > 8) {				mes "[Swandery]";				mes "Blessed Croix!";				mes "Let's enjoy our glorious victory!";				mes ""+strcharinfo(0)+", it's a sign reflecting victory.";				close2;				getitem 25469,9; //BF_Badge2			}			else {				mes "[Swandery]";				mes "Blessed Croix!";				mes "Let's enjoy our glorious victory!";				mes ""+strcharinfo(0)+", it's a sign reflecting victory.";				close2;				getitem 25469,.@medal_gap; //BF_Badge2			}		}	}	else {		mes "[Swandery]";		mes "Why do you come here as a Guillaume? You will be sent to where you should be!";		close;	}	bg_leave;	warp "bat_room",154,150;	end;OnInit:	disablenpc "Vintenar#bat_b01_bover";	end;}bat_b01,1,10,3	script	Release all#b01	4_DOG01,{	.@i = callfunc("F_GM_NPC",1854,0);	if (.@i == -1) {		mes "Cancelled.";		close;	} else if (.@i == 0) {		end;	} else {		mes "May I help you?";		next;		switch(select("Release all.:Cancel.")) {		case 1:			mes "Bye.";			close2;			mapwarp "bat_b01","bat_room",154,150;			end;		case 2:			mes "Cancelled.";			close;		}	}}

  7. the event will last 10mins

     

    ADD WINNER 1st 2nd 3rd

     

    Rewards
    1st 1 TCG Card

    2nd : 5 Event Token

    3rd : 3 Event Token

     

    All players with 500 points will get 1 Event Token

    When the event is over it should announce "The Fabre Punch is over" and it will announce the name of the 1st placer only.
    The only can get the reward are 1st, 2nd and 3rd placer that i indicate in #7

    .
    I hope someone will get interested in this request of mine.

    help!

     

    http://pastebin.com/ypZ9DPAD


  8. here with menu

     

    poring_w02,96,95,5	script	Donkey	955,{mes "[Donkey]";mes "Good day "+strcharinfo(0);mes "If you want to refine your items to +10, please give me 75 ^3355FFProof of Donation^000000 so I can refine it without failing.";next;mes "[Donkey]";mes "Now, what do you want to refine?";next;function Refine;set @itemid, 7179; //Proof of Donationset @itemquantity, 75; // item quantityset @maxrefine, 10; // max Refinemenu "Refine equipment",REFIN,"Nothing at all",QUIT;REFIN:next;mes "[Donkey]";mes "To refine a item you need:";mes "^FF0000 "+@itemquantity+" "+getitemname(@itemid)+"^000000";set @headtop$, getequipname(1);set @armor$, getequipname(2);set @handl$, getequipname(3);set @handr$, getequipname(4);set @garment$, getequipname(5);set @shoes$, getequipname(6);set @accl$, getequipname(7);set @accr$, getequipname(8);set @headmid$, getequipname(9);set @headlow$, getequipname(10);menu"[Head - Top] "+@headtop$,HEADTOP,"[Head - Mid] "+@headmid$,HEADMID,"[Head - Low] "+@headlow$,HEADLOW,"[Armor] "+@armor$,ARMOR,"[Garment] "+@garment$,GARMENT,"[Left Hand] "+@handl$,HANDL,"[Right Hand] "+@handr$,HANDR,"[Left Acc] "+@accl$,ACCL,"[Right Acc] "+@accr$,ACCR,"[Shoes] "+@shoes$,Shoez,"Cancel",QUIT;HEADTOP:set @slot, 1;callfunc Refine;HEADMID:set @slot, 9;callfunc Refine;HEADLOW:set @slot, 10;callfunc Refine;ARMOR:set @slot, 2;callfunc Refine;GARMENT:set @slot, 5;callfunc Refine;HANDL:set @slot, 3;callfunc Refine;HANDR:set @slot, 4;callfunc Refine;ACCL:set @slot, 7;callfunc Refine;ACCR:set @slot, 8;callfunc Refine;Shoez:set @slot, 6;callfunc Refine;QUIT:next;mes "[Donkey]";mes "Okay, see you.";close;LATER:next;mes "[Donkey]";mes "Thanks, have a nice day.";close;CANCEL:next;mes "[Donkey]";mes "Okay, come back another time.";close;maz:next;mes "[Donkey]";mes "Sorry, but I can't refine this anymore.";close;NOWAY:next;mes "[Donkey]";mes "Oh my, I can't refine this item!!!";close;NOREQ:next;mes "[Donkey]";mes "Sorry, but you don't have the items I need";close;// ---------------Refine Equipmentfunction Refine {if (getequiprefinerycnt(@slot) >= @maxrefine) goto maz;menu "Do it!",-,"Cancel",CANCEL;if (countitem(@itemid) < @itemquantity) goto NOREQ;delitem @itemid, @itemquantity;set @repeat, (@maxrefine - getequiprefinerycnt(@slot));while (@repeat > 0) {successrefitem(@slot);set @repeat, @repeat - 1;}goto LATER;}}

     


  9. WOR - War over Rune
    1. The NPC will broadcast " War Of Rune Registration will start at 5 minutes "
    2. After 5 minutes, the NPC will broadcast again " War Of Rune registration has been started you may now register! in 5 minutes"
     
     
    3. Player can start registering, after clicking the NPC "War of rune" it have 2 choices "Join or Leave"
     
    4. If they choose join they will randomize join 50% to Green and 50% to Red Team
    ex.
    You will be in Green Team! 
    *(change the cloth color to green - To show he is in green team.
     
    else
     
    You will be in Red Team!
    *(Change the cloth color to red - To show he is in Red Team.
     
    5. After 5 minutes, The npc will broadcast "War of Rune Registration has been ended"
    at the same time all Green Team
     
    the 2 teams will have their own room
    then there will be an npc they can talk to to enter the arena
    if they die they goe back to their respective rooms
    exiting WoR was allowed but not allowed to rejoin
    the npc inside the respective team's rooms
    will have an option
    to show the current scores of the teams
    their total kills and deaths
    at the end
    each members from the winning team will receive 50 bonus kill points
    all the players who joined will be warped to a non-pk area
    the npc for exit will be there and gives them 20 Cash Points
    warped to protnera
     
     
    players from the same team can attack each other
    so they need to make parties
    there is always 1 player who is colored brown from the 2 teams
    the king
    when he is killed
    he gives more points than normal players
    when a brown player dies he will be replaced by a teammate as soon as the teammate enters the arena.
     
    Thank you in advance!
     
    can anyone help me about this script?
     
    //Registration NPCporing_w02,108,101,5	script	WoR Manager	734,{set look,rand(1,2);set .@name$,"[WoR Manager]";mes .@name$;;mes "Greetings, how can be any help for you today?";menu 	"Register",register,	"What is WoR?",what_is_wor,	"WoR Schedules",wor_schedules,	"I'm just passing by",im_just_passing_by;register:if ( $@wor == 1 ) {next;if ( woralready == 1 ) {	mes .@name$;	mes "I'm sorry adventurer, but leaving the arena means quitting the entire event. Please try again next time.";	close;}	if ( look == 1 ) {	mes .@name$;	mes "You will be participating in the '^0000FFBlue Team^000000'.";	close2;	setlook 7,374;	warp "bat_b01",319,150;	set woralready,1;	end;}	mes .@name$;	mes "You will be participating in the '^FF0000Red Team^000000'.";	close2;	setlook 7,407;	warp "bat_b01",79,151;	set woralready,1;	end;}next;mes .@name$;mes "The War Over Rune is not available during this hour, please try again next time.";close;wor_schedules:next;mes .@name$;mes "The current WoR Schedules are:";mes "^0000FF12:00^000000";mes "^0000FF21:00^000000";mes "^0000FF03:00^000000";close;what_is_wor:next;mes .@name$;mes "WoR is the short term for 'War over Rune'.";next;mes .@name$;mes "WoR is a PvP-Based Event where in you have 20 minutes to kill anyone in the opposing team.";next;mes .@name$;mes "There are two teams in the event: The ^0000FFBlue Team^000000 and The ^FF0000Red Team^000000";next;mes .@name$;mes "The Goal of the event is to gain points by killing other team's members.";next;mes .@name$;mes "After 20 minutes, an NPC will appear in the middle of the map to give rewards to players.";next;mes .@name$;mes "The reward for the winning team is 100 PvP Points and 20 PvP Points for the losing team.";close;im_just_passing_by:next;mes .@name$;mes "Okay, see yah later.";close;}//Team NPC (Red Team)prt_are01,75,228,5	script	Red Team Manager	733,{mes "[Team Manager]";mes "What do you want to know?";menu 	"Standings",standings_red;standings_red:	next;	mes "[Team Manager]";	mes "Red Team: "+red_score+"";	mes "Blue Team: "+blue_score+"";	mes "Death(s): "+deaths_player_red+"";close;}//Team NPC (Blue Team)prt_are01,223,80,5	script	Blue Team Manager	733,{	mes "[WoR Score]";	mes "[ ^ff0000Blue^000000 ] - "+blue_score+" Points";	mes "[ ^3355FFRed^000000 ] - "+red_score+" Points";	mes "Your total Deaths - "+deaths_player_blue+"";close;}//Player Dies in the event-	script	wordie	-1,{set red_score,0;set blue_score,0;set deaths_player_red,0;OnPCDieEvent:	if( strcharinfo(3) == "bat_b01" && getlook(7) == 374 ) {		set red_score,red_score+1;		set deaths_player_red,deaths_player_red+1;			warp "bat_b01",319,150;			sleep2 1000;			atcommand "@alive";repair(1);repair(2);repair(3);repair(4);repair(5);repair(6);repair(7);repair(8);repair(9);repair(10);			sleep2 10000;			warp "bat_b01",249,155;		end;		}	if( strcharinfo(3) == "bat_b01" && getlook(7) == 407 ) {		set blue_score,blue_score+1;		set deaths_player_red,deaths_player_blue+1;		warp "bat_b01",79,151;			sleep2 1000;			atcommand "@alive";repair(1);repair(2);repair(3);repair(4);repair(5);repair(6);repair(7);repair(8);repair(9);repair(10);			sleep2 10000;			warp "bat_b01",150,150;		end;		}}

     

     

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.