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Bringer

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Posts posted by Bringer


  1. 1.The NPC Called Team DeathMatch

    10171200_1406809536257182_6766920832601340171_n.jpg?oh=40c91dc8e086e5826e09f35e9bce9ab3&oe=55DC2026

     

    2.any GM Team can active or trigger to open this Event Menu is

    7 vs 7 up to 12vs 12

    Team Deathmatch Cancelled

    10173783_1406809542923848_7367410671014968223_n.jpg?oh=3d89d620bd5dedfef7122ac09cc20232&oe=55A63524&__gda__=1440207988_ddfb1caf3310f04533d43d91aad5e6ad

     

    3.Every 2mins during event will be automatic regroup near on there crystal

    10154233_1406809522923850_6929203262345176185_n.jpg?oh=a2166be33edad29ec717a7eb9fcd0437&oe=55D48E70&__gda__=1436774944_bbe4f2ef206b1722531e53104b385320

     

    4.on the event every kill will be counted

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

     

    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;		}	}}

     


  2. Yep. Therefor, you'll simply check if the player got a falcon and know the skill.

    [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{ 


  3. 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?


  4. Well yes, but I need to know the condition you wanna check? If it's just a check for skill, this should be enough:

     

    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;}

    If there's more to check, you'll have to tell me ^^

    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;			}		}}

  5. Do you have the skill? If yes, maybe there's a check on your renting npc which verify your class too.

    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;            }

  6. 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!


  7. 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
     

    The first part you can add after this: (Line 3591)

     

    /*==========================================
    *
    *------------------------------------------*/
    ACMD(reloaditemdb)
    {
    nullpo_retr(-1, sd);
    itemdb_reload();
    clif->message(fd, msg_txt(97)); // Item database has been reloaded.

    return true;
    }

    and the second part, search this: (line 9713)

     

    ACMD_DEF(costume),

    and add this line:

     

        ACMD_DEF(afk),

     

     You need to compile.


  8. 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

     


  9. 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

     


  10. 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;	">},)

     


  11.  

    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;}
    please describe your problem next time
    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;

    }


  12. [^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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