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Jenox

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Everything posted by Jenox

  1. That is what happens. I think it's the msgstringtable.txt, but I'm using the right one for my Client-Date 2013-08-07.
  2. There's no error, the scripts works, but not as I wanted it to work. Alchemist, Creator should get Meteor Storm Lvl1 and the Drops of Bottle Grenade and Acid Bottle and Blacksmith, Whitesmith should get CT DMG +10%, the problem is that Blacksmith and Whitesmith get the Items for Alchemist and Creator too.
  3. sadly this don't works. even with this script, as mastersmith I get Bottles too. :/
  4. Hey again, I don't know if it's okay that I create a second Topic, because it's another Question in the same Reason, if not, I'm sorry. So, the problem is that I want to have two Job Declarations in one Card-Script so that the card do 1+2 if the class is alchemist/creator and the card do 2+3 if the class is black/whitesmith, you'll see what I mean in the Code. { {if(Class==Job_Alchemist || Class==Job_Creator) {skill WZ_METEOR,1;}{bonus3 bAddMonsterDropItem,7135,0,10000;}{bonus3 bAddMonsterDropItem,7136,0,10000;}} {if (Class==Job_Blacksmith || Class==Job_Whitesmith) {bonus2 bSkillAtk,WS_CARTTERMINATION,10;}} } It works! But even If I'm on a Whitesmith Acid Bottle and Bottle Grenade drops, that shouldn't be, it should only drop as Alchemist/Creator And yes, I'm using an old Hercules Version, thats the reason for the old item_db script.
  5. Hey guys, sadly me again. Got some problems at the job-declaration on a autospell script, I want that the card let the user autocast sharpshooting lvl 5 if he is a Hunter/Sniper, it shouldn't work as a clown/gypsy. Script looks like this: { if(BaseClass==Job_Hunter) {bonus3 bAutoSpell,SN_SHARPSHOOTING,5,50;} }
  6. I'm surely using Hercules, but maybe a bit out of date Version. But that wasn't my Question. Problem solved: Used { sc_start SC_CASH_PLUSEXP,3600000,100; },{},{} instead of SC_EXPBOOST.
  7. Hey guys, i've created an own Custom Item via. your wiki (http://herc.ws/wiki/Custom_Items). I'd created a new item at the item_db2.txt which looks like this: 8005,xRO_Scroll,xRO EXP Scroll,2,,10,1,,,,,,,,,,,,,{misceffect 215; misceffect 143; sc_start SC_EXPBOOST,1800000,100;},{},{} After that I'd put in the Item into my iteminfo.lua at my System folder, which looks like this: [8005] = { unidentifiedDisplayName = "xRO EXP Scroll", unidentifiedResourceName = "액세서리상자", unidentifiedDescriptionName = { "Die xRO EXP Scroll verdoppelt die erhaltene EXP" }, identifiedDisplayName = "xRO EXP Scroll", identifiedResourceName = "액세서리상자", identifiedDescriptionName = { "Die xRO EXP Scroll verdoppelt die erhaltene EXP" }, slotCount = 0, ClassNum = 8005 }, After all these inputs I tried to @item 8005 for creating this Item for Test-Purpose. It's on the Usable-Part of Inventory, but I can't use it. Any suggestions? :/
  8. Got it, thank you very much. Damned missread, now it tooked me about 2 hours to find it for myself, but it worked. Thanks again.
  9. But, that woud set everything in the db to RE, we just want to have the Renewal Dungeons to be spawned in Pre-RE Gamemode too. Scaraba Hole spawns, Brasilis Dungeon spawns and so on. But everything on Pre-Renewal settings, even the monsterlevel and hp .... etc. should be pre-renewal. :/ That must be possible...or?
  10. Hey guys, We want to have a server with pre-renewal settings (no renewal gamemode) but we want to have the spawns in the renewal dungeons and the npc spawns in the renewal towns. Any suggestion how we can solve this problem?
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