Bringer
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1.The NPC Called Team DeathMatch 2.any GM Team can active or trigger to open this Event Menu is 7 vs 7 up to 12vs 12 Team Deathmatch Cancelled 3.Every 2mins during event will be automatic regroup near on there crystal 4.on the event every kill will be counted 5.Only 1 Round NO Guardian and wall or basilica on the crystal 6. Winners will get 7pcs Valkyrie's Gift ID# 7840 AND 2pcs Crystal Key ID# 7839 7. Loser get 2pcs Valkyrie's Gift ID# 7840 //===== 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",11,"start#bat_b01::OnReadyCheck",1,0,80; end;OnEnterBG: set $@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",11,"start#bat_b01::OnReadyCheck",1,0,80; end;OnEnterBG: set $@FlaviusBG1_id2, waitingroom2bg("bat_b01",390,10,"start#bat_b01::OnCroixQuit",""); end;}bat_room,85,220,0 warp back_bgroomb01a 1,1,bat_room,154,150bat_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; set .@chk_bat_a01,getmapusers("bat_b01"); if (.@chk_bat_a01 < 1) { set $@FlaviusBG1, 0; if( $@FlaviusBG1_id1 ) { bg_destroy $@FlaviusBG1_id1; set $@FlaviusBG1_id1, 0; } if( $@FlaviusBG1_id2 ) { bg_destroy $@FlaviusBG1_id2; set $@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; set .@Guillaume, getwaitingroomstate(0,"Lieutenant Ator"); set .@[member=Croix], getwaitingroomstate(0,"Lieutenant Thelokus"); if( !.@Guillaume && !.@[member=Croix] ) { donpcevent "#bat_b01_timer::OnStop"; end; } if( .@Guillaume < 10 || .@[member=Croix] < 10 ) end; set $@FlaviusBG1, 1; set $@FlaviusBG1_Victory, 0; set $@[member=Croix]_ScoreBG1, 0; set $@Guill_ScoreBG1, 0; bg_updatescore "bat_b01",$@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 $@FlaviusBG1_id1,"bat_b01",61,150,"Pink Crystal",1915,"OBJ#bat_b01_a::OnMyMobDead"; end;OnKill: killmonster "bat_b01","OBJ#bat_b01_a::OnMyMobDead"; end;OnMyMobDead: if (mobcount("bat_b01","OBJ#bat_b01_a::OnMyMobDead") < 1) { mapannounce "bat_b01", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00"; if ($@[member=Croix]_ScoreBG1 > 0) { set $@FlaviusBG1_Victory,2; set $@[member=Croix]_ScoreBG1,$@[member=Croix]_ScoreBG1+1; enablenpc "Guillaume Vintenar#b01_a"; enablenpc "Croix Vintenar#b01_b"; donpcevent "time#bat_b01::OnStop"; } else { set $@[member=Croix]_ScoreBG1,1; donpcevent "time#bat_b01::OnEnable"; donpcevent "start#bat_b01::OnReset"; } donpcevent "#bat_b01_timer::OnStop"; bg_updatescore "bat_b01",$@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) { set $@FlaviusBG1_Victory,1; set $@Guill_ScoreBG1,$@Guill_ScoreBG1+1; enablenpc "Guillaume Vintenar#b01_a"; enablenpc "Croix Vintenar#b01_b"; donpcevent "time#bat_b01::OnStop"; } else { set $@Guill_ScoreBG1,1; donpcevent "time#bat_b01::OnEnable"; donpcevent "start#bat_b01::OnReset"; } donpcevent "#bat_b01_timer::OnStop"; bg_updatescore "bat_b01",$@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 (checkquest(2070) < 0) setquest 2070; end;}bat_b01,312,224,0 script B_CODE#bat_b01 -1,5,5,{OnTouch: if (checkquest(2070) < 0) setquest 2070; end;}bat_b01,10,294,3 script Guillaume Vintenar#b01_a 4_M_RASWORD,{ if ($@FlaviusBG1_id1 == getcharid(4)) { if ($@FlaviusBG1_Victory == 1) { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 8) { mes "[Axl Rose]"; mes "Blessed Guillaume!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 7829,9; //BF_Badge2 } else { mes "[Axl Rose]"; mes "Blessed Guillaume!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } else { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 2) { mes "[Axl Rose]"; mes "You lost, but you're dedicated to this battle."; mes "This is a reward for your great dedication by Guillaume Marollo!"; mes "Just take this defeat as a lesson, next time you will definitely win."; close2; getitem 7829,3; //BF_Badge2 } else { mes "[Axl Rose]"; mes "You lost, but you're dedicated to this battle."; mes "This is a reward for your great dedication by Guillaume Marollo!"; mes "Just take this defeat as a lesson, next time you will definitely win."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } } bg_leave; warp "bat_room",154,150; end;OnInit: disablenpc "Guillaume Vintenar#b01_a"; end;}bat_b01,389,14,3 script Croix Vintenar#b01_b 4_M_RASWORD,{ if ($@FlaviusBG1_id2 == getcharid(4)) { if ($@FlaviusBG1_Victory == 2) { set .@your_medal,countitem(7829); set .@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 7829,9; //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 7829,.@medal_gap; //BF_Badge2 } } else { set .@your_medal,countitem(7829); set .@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 7829,3; //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 7829,.@medal_gap; //BF_Badge2 } } } bg_leave; warp "bat_room",154,150; 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 $@FlaviusBG1_id2,"bat_b01",390,10; enablenpc "Vintenar#bat_b01_aover"; enablenpc "Vintenar#bat_b01_bover"; end;OnTimer1900000: mapwarp "bat_b01","bat_room",154,150; donpcevent "countdown#bat_b01::OnStop"; end;}bat_b01,81,83,3 script Guillaume Camp#flag21 1_FLAG_LION,{ end; }bat_b01,94,83,3 script Guillaume Camp#flag22 1_FLAG_LION,{ end; }bat_b01,81,66,3 script Guillaume Camp#flag23 1_FLAG_LION,{ end; }bat_b01,94,66,3 script Guillaume Camp#flag24 1_FLAG_LION,{ end; }bat_b01,139,142,3 script Guillaume Camp#flag25 1_FLAG_LION,{ end; }bat_b01,139,158,3 script Guillaume Camp#flag26 1_FLAG_LION,{ end; }bat_b01,110,161,3 script Guillaume Camp#flag27 1_FLAG_LION,{ end; }bat_b01,110,137,3 script Guillaume Camp#flag28 1_FLAG_LION,{ end; }bat_b01,63,135,3 script Guillaume Camp#flag29 1_FLAG_LION,{ end; }bat_b01,63,165,3 script Guillaume Camp#flag30 1_FLAG_LION,{ end; }bat_b01,10,296,3 script Guillaume Camp#flag31 1_FLAG_LION,{ end; }bat_b01,306,233,3 script Croix Camp#flag21 1_FLAG_EAGLE,{ end; }bat_b01,317,233,3 script Croix Camp#flag22 1_FLAG_EAGLE,{ end; }bat_b01,306,216,3 script Croix Camp#flag23 1_FLAG_EAGLE,{ end; }bat_b01,317,216,3 script Croix Camp#flag24 1_FLAG_EAGLE,{ end; }bat_b01,257,158,3 script Croix Camp#flag25 1_FLAG_EAGLE,{ end; }bat_b01,257,141,3 script Croix Camp#flag26 1_FLAG_EAGLE,{ end; }bat_b01,297,164,3 script Croix Camp#flag27 1_FLAG_EAGLE,{ end; }bat_b01,297,136,3 script Croix Camp#flag28 1_FLAG_EAGLE,{ end; }bat_b01,336,161,3 script Croix Camp#flag29 1_FLAG_EAGLE,{ end; }bat_b01,336,139,3 script Croix Camp#flag30 1_FLAG_EAGLE,{ end; }bat_b01,389,16,3 script Croix Camp#flag31 1_FLAG_EAGLE,{ end; }bat_b01,10,294,3 script Vintenar#bat_b01_aover 4_M_KY_HEAD,{ set .@A_B_gap,$@Guill_ScoreBG1 - $@[member=Croix]_ScoreBG1; if ($@FlaviusBG1_id1 == getcharid(4)) { if (.@A_B_gap > 0) { set .@your_medal,countitem(7829); set .@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 7829,9; //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 7829,.@medal_gap; //BF_Badge2 } } else if (.@A_B_gap == 0) { set .@your_medal,countitem(7829); set .@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 7829,3; //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 7829,.@medal_gap; //BF_Badge2 } } else { set .@your_medal,countitem(7829); set .@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 7829,3; //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 7829,.@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 "bat_room",154,150; end;OnInit: disablenpc "Vintenar#bat_b01_aover"; end;}bat_b01,389,14,3 script Vintenar#bat_b01_bover 4_M_CRU_HEAD,{ set .@A_B_gap,$@Guill_ScoreBG1 - $@[member=Croix]_ScoreBG1; if ($@FlaviusBG1_id2 == getcharid(4)) { if (.@A_B_gap > 0) { set .@your_medal,countitem(7829); set .@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 7829,3; //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 7829,.@medal_gap; //BF_Badge2 } } else if (.@A_B_gap == 0) { set .@your_medal,countitem(7829); set .@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 7829,3; //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 7829,.@medal_gap; //BF_Badge2 } } else { set .@your_medal,countitem(7829); set .@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 7829,9; //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 7829,.@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,{ set .@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; } }}
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[Warning]: HPM:plugin_load: failed to load 'plugins/afk.so', skipping...
- 152 replies
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- afk atcommand
- @afk
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(and 2 more)
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done fixed thanks sir
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[Error]: script error in file '(DIRECT INPUT)' line 25 column 75 parse_simpleexpr: unmatched ')' 22: close; 23: } 24: case 3: * 25: if (BaseJob != Job_Swordman && BaseClass == Job_Swordman && checkriding() == 0 && getskilllv("KN_RIDING")>0 && Class != 4054 && Class != 4060 && Class != 4066 && Class != 4073) { ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^ 26: setriding; 27: close; 28: }else{
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poring_w02,86,101,5 script Rental NPC 4_F_JOB_BLACKSMITH,{ mes "[Rental NPC]"; mes "Hi, here you can rent Carts, Falcons, Pecopecos."; next; switch(select("Cart:Falcon:Peco:")) { case 1: if((BaseClass == Job_Merchant || BaseJob == Job_SuperNovice) && checkcart() == 0 && getskilllv("MC_PUSHCART")>0) { setcart; close; }else{ mes "[Rental NPC]"; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; } case 2: if(checkfalcon() == 0 && getskilllv("HT_FALCON")>0) { setfalcon; close; }else{ mes "[Rental NPC]"; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; } case 3: if (BaseJob != Job_Swordman && BaseClass == Job_Swordman && checkriding() == 0 && getskilllv("KN_RIDING")>0 && Class != 4054 && Class != 4060 && Class != 4066 && Class != 4073) { setriding; close; }else{ mes "[Rental NPC]"; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; } case 4: if (BaseJob != Job_Swordman && BaseClass == Job_Swordman && checkriding() == 0 && getskilllv("RK_DRAGONTRAINING")>0) { atcommand strcharinfo(0)+":@mount"; close; }else{ mes "[Rental NPC]"; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; } case 5: if (BaseJob != Job_Swordman && BaseClass == Job_Swordman && checkriding() == 0 && getskilllv("KN_RIDING")>0 && Class == 4073 || Class == 4066) { setriding; close; }else{ mes "[Rental NPC]"; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; } case 6: if (BaseJob != Job_Merchant && BaseClass == Job_Merchant && checkriding() == 0 && getskilllv("NC_MADOLICENCE")>0 && Class == 4064 || Class == 4058) { atcommand strcharinfo(0)+":@mount"; close; }else{ mes "[Rental NPC]"; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; } }} like that?
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where i can paste the code here my script poring_w02,86,101,5 script Rental NPC 4_F_JOB_BLACKSMITH,{ mes "[Rental NPC]"; mes "Hi, here you can rent Carts, Falcons, Pecopecos."; next; switch(select("Cart:Falcon:Peco:")) { case 1: if((BaseClass == Job_Merchant || BaseJob == Job_SuperNovice) && checkcart() == 0 && getskilllv("MC_PUSHCART")>0) { setcart; close; }else{ mes "[Rental NPC]"; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; } case 2: if(BaseJob != Job_Archer && BaseClass == Job_Archer && checkfalcon() == 0 && getskilllv("HT_FALCON")>0) { setfalcon; close; }else{ mes "[Rental NPC]"; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; } case 3: if (BaseJob != Job_Swordman && BaseClass == Job_Swordman && checkriding() == 0 && getskilllv("KN_RIDING")>0 && Class != 4054 && Class != 4060 && Class != 4066 && Class != 4073) { setriding; close; }else{ mes "[Rental NPC]"; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; } case 4: if (BaseJob != Job_Swordman && BaseClass == Job_Swordman && checkriding() == 0 && getskilllv("RK_DRAGONTRAINING")>0) { atcommand strcharinfo(0)+":@mount"; close; }else{ mes "[Rental NPC]"; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; } case 5: if (BaseJob != Job_Swordman && BaseClass == Job_Swordman && checkriding() == 0 && getskilllv("KN_RIDING")>0 && Class == 4073 || Class == 4066) { setriding; close; }else{ mes "[Rental NPC]"; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; } case 6: if (BaseJob != Job_Merchant && BaseClass == Job_Merchant && checkriding() == 0 && getskilllv("NC_MADOLICENCE")>0 && Class == 4064 || Class == 4058) { atcommand strcharinfo(0)+":@mount"; close; }else{ mes "[Rental NPC]"; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; } }}
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can you correct it
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like this? case 2: if(BaseJob != Job_Gunslinger && BaseClass == Job_Gunslinger && checkfalcon() == 0 && getskilllv("HT_FALCON")>0) { setfalcon; close; }else{ mes "[Rental NPC]"; mes "Sorry " + strcharinfo(0) + ", Please make sure you are the required job and have the required skill."; close; }
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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!
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@@Alayne about this -Gives Falcon Mastery Skill i try to rent a falcon on my breed npc but the npc cant give me falcon
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how to add this on my server Sir new on Plugin
- 152 replies
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- afk atcommand
- @afk
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i just follow this guide i got error CC atcommand.c atcommand.c: In function 'atcommand_afk': atcommand.c:3510: warning: implicit declaration of function 'clif_updatestatus' atcommand.c:3511: error: 'struct <anonymous>' has no member named 'logout' atcommand.c:3512: warning: implicit declaration of function 'clif_authfail_fd' make[1]: Leaving directory `/home/trincli0371/trunk/src/map' make[1]: *** [obj_sql/atcommand.o] Error 1 make: *** [map_sql] Error 2 /*==========================================* @afk by [cr0wmaster]* Features: 1z required to use. Venders are forbidden to use this command.*------------------------------------------*/ACMD(afk){nullpo_retr(-1, sd);if (sd->vender_id) //check if that player's vending [cr0wmaster]{clif->message(fd, "You can't use this command while you're vending.");}elseif(sd->status.zeny >= 1) { sd->status.zeny += -1; clif_updatestatus(sd, SP_ZENY); sd->state.logout = 1;clif_authfail_fd(fd, 15); } else { clif->message(fd, "You do not have enough money to use this command."); clif->message(fd, "@afk failed."); }return true;} i follow this guide
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just the effect of this weapon sir
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A very good long range and support weapon. This weapon is very weak in close quarters due to it's slow fire and large size. However, if it has the time it needs it can cause massive damage to the enemy. -High Chance to cause bleeding on the enemy -Long Range -Pierces DEF -Slightly slows movement speed -Increases Hit Rate -Gives Falcon Mastery Skill -Gives user level 2 Detecting -+400% Damage with tracking skill -Grants bash skill level 7 Class :^777777 Weapon^000000 Equipped On :^777777 Both Hands^000000 Atk :^777777 77^000000 Weight :^777777 150^000000 Applicable Job :^777777 Gunslinger^000000 Very light and easy to handle.This weapon is in a fight for the lead for the best close quarters weapons with the custom shotgun.Also it aim very well around the body and performing the Desperado move. -SP Consumption +50% -Blinds by low chance -Pierces DEF -Increase Desperado Damage by 30% -Very small chance to drain 5% of enemys sp. -Small chance to drain 10% of your sp. Class :^777777 Weapon^000000 Equipped On :^777777 Both Hands^000000 Atk :^777777 50^000000 Weight :^777777 80^000000 Applicable Job :^777777 Gunslinger^000000 A very heavy but powerful gun.Due to it's heavy weight you cannot use it to hit people.The best suppresive weapon there is. -Change to auto-guard self. -Slows Movement Speed -Drake Effect -Chance of stunning enemy when attacking. -Unstrippable -Pierces DEF Class :^777777 Weapon^000000 Equipped On :^777777 Both Hands^000000 Atk :^777777 100^000000 Weight :^777777 400^000000 Applicable Job :^777777 Gunslinger^000000 A great close quarters weapon. Also this weapon is the best weapon for attacking multiple enemys or getting in close to make one hard single hit on an enemy. -All shots are spread shots. -Grants level 7 bash. -Chance to autoguard self. -Small chance to silence enemy +200% SP Consumption. +200% Damage with Spread shot skill. +30% Damage with Full Buster skill. -Pierces DEF. -Additional damage on ghost property Class :^777777 Weapon^000000 Equipped On :^777777 Both Hands^000000 Atk :^777777 100^000000 Weight :^777777 200^000000 Applicable Job :^777777 Gunslinger^000000
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sc_start SC_PROTECTWEAPON,600000,5; sc_start SC_PROTECTSHIELD,600000,5; sc_start SC_SC_PROTECTARMOR,600000,5; sc_start SC_SC_PROTECTHELM,600000,5; like this sir?
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once i FCP myself getting stone curse not FCP anyone? Askydun,82,108,5 script Hunyango 450,{ mes "[Hunyango]"; mes "Hey I can give you Full Chemical Protection for "+.amount+" "+getitemname(7139)+""; mes "So do you want Full Chemical Protection?"; next; if(select("Yes:No") == 2) close; if(countitem(.item) < .amount) { mes .n$; mes "Sorry you don't have enough glistening coat"; } mes "[Chemical protector]"; mes "Thank you, you will be chemically protected now"; close2; delitem .item,.amount; skilleffect 479,0; sc_start SC_CP_ARMOR,600000,5; sc_start SC_CP_WEAPON,600000,5; sc_start SC_CP_SHIELD,600000,5; sc_start SC_CP_HELM,600000,5; end;OnInit: set .item,7139; //Item you want to use set .amount,1; //The amount of items you want end;}Askydun mapflag nowarpAskydun mapflag noteleportAskydun mapflag nomemoAskydun mapflag nogo Askydun mapflag nodropAskydun mapflag noicewallAskydun mapflag nobranch
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how to reduce the damage of Final Strike?
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Quincy Bow Decription Enhanced Range, Critical +15, Dex +15, 100%+ Damage against ghosts. Buster Description Dex-10, Hit-20, Pierces Defense of opponent, Enables the power to change weapon element, 35% chance to double attack, Autocast Meteor Storm lvl 7 upon attacking. Id: 1748 AegisName: "Quincy_Bow" Name: "Quincy Bow" Type: 4 Buy: 2500 Weight: 600 Atk: 160 Range: 5 Slots: 4 Job: 0x000A0848 Loc: 34 WeaponLv: 11 EquipLv: 4 Refine: true View: 11 Script: <" bonus2 bAddEle,Ele_Ghost,100; bonus bLongAtkRate,15; bonus bDex15; ">},{ Id: 1198 AegisName: "Buster_Sword" Name: "Buster Sword" Type: 4 Buy: 20 Atk: 220 Range: 1 Slots: 4 Job: 0x00004080 Loc: 34 WeaponLv: 3 EquipLv: 4 Refine: true View: 3 Script: <" bonus bDex,-10; bonus bHit,-10; bonus bIgnoreDefRace,RC_DemiHuman; skill "TF_DOUBLE",1; bonus bDoubleRate,30; bonus2 bIgnoreMdefRate,7,100; bonus3 bAutoSpellWhenHit,"WZ_METEOR",7,200; skill "TK_SEVENWIND",4; ">},)
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ohh my bad sir i forgot to say my problem so the correct script is Id: 2630 AegisName: "Brysinggamen" Name: "Brisingamen" Type: 5 Buy: 20 Weight: 1500 Def: 1 Loc: 136 EquipLv: 94 Refine: false Script: <" bonus bStr,6; bonus bAgi,6; bonus bVit,6; bonus bInt,6; bonus bLuk,10; bonus bMdef,5; if(BaseClass == Job_Mage) { bonus2 bMagicAddRace,RC_DemiHuman,15; } else if(BaseClass == Job_Archer) { bonus bLongAtkRate,3; } else if(BaseClass == Job_Merchant) { bonus2 bSkillAtk,"CR_ACIDDEMONSTRATION",20; }
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[^008800Mage Class^000000] Increases magical attack by 20%. [^008800Archer Class^000000] Ranged Attack Damage + 20%. [^008800Creator Class^000000] Increases damage when using skill Acid Demontration by 20%. Class :^777777 Accessory^000000 Defense :^777777 1^000000 Weight :^777777 150^000000 Required Level :^777777 94^000000 Applicable Job :^777777 Every Job^000000 Id: 2630 AegisName: "Brysinggamen" Name: "Brisingamen" Type: 5 Buy: 20 Weight: 1500 Def: 1 Loc: 136 EquipLv: 94 Refine: false Script: <" bonus bStr,6; bonus bAgi,6; bonus bVit,6; bonus bInt,6; bonus bLuk,10; bonus bMdef,5; if(BaseClass==Job_Mage||BaseClass==Job_Archer||BaseClass==Job_Merchant) bonus bLongAtkRate,3; bonus2 bMagicAddRace,RC_DemiHuman,15; bonus2 bSkillAtk,"CR_ACIDDEMONSTRATION",20;
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still miss
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Hello how to remove miss of Sacrifice SKill on high flee player Rate 999/80