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Buff & Spirit

Question

I'm with this npc that has the function of the mind in class and buff, not in error more the spirit does not work.

@credito EtO

 

prontera,156,165,5	script	Buff & Link	100,{emotion 47;		set .@Price,0;	// Zeny requerido.	set .@Buffs,1;	// Buffar os jogadores? (1: sim / 0: não)	set .@Delay,5;	// Tempo de espera, em segundos ( Padrão 5 segundos )	set .@level,1;	// Level de Player VIP	set .@time, 300000;	// Duração do Buff Soul Link ( Padrão 5 minutos )			// Padrão VIP ----------------------------------------------------	if (getgroupid() >= .@level) {	atcommand "@repairall";	callfunc "F_ClearGarbage",0;	if (@HD > gettimetick(2)) end;	if (.@Price) {		message strcharinfo(0),"Custo: "+.@Price+" Zeny.";		if (Zeny < .@Price) end;		if(select("^0055FFCurar^000000:^777777Sair^000000") == 2) close;		set Zeny, Zeny-.@Price;	}	specialeffect2 313; percentheal 100,100;	if (.@Buffs) {		specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,240000,10;		specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10;			//  Soul Linker --------------------------------------------------		switch ( basejob ) {				case 18:                             set .@spirit, 445; break;                case 15:                                  set .@spirit, 447; break;                case 4047:                set .@spirit, 448; break;                case 16:                                  set .@spirit, 449; break;                case 14:                              set .@spirit, 450; break;                case 23:                   set .@spirit, 451; break;                case 7:                                set .@spirit, 452; break;                case 9:                                set .@spirit, 453; break;                case 8:                                set .@spirit, 454; break;                case 19:	case 20:	set .@spirit, 455; break;                case 17:                                 set .@spirit, 456; break;                case 10:                    set .@spirit, 458; break;                case 11:                                set .@spirit, 460; break;        }        if ( .@spirit ) {                sc_start4 sc_spirit, .@time, 5, .@spirit,0,0;                skilleffect .@spirit, 5;		}			if (.@Delay) set @HD, gettimetick(2)+.@Delay;			end;	}	}	else	{		atcommand "@repairall";	callfunc "F_ClearGarbage",0;	if (@HD > gettimetick(2)) end;	if (.@Price) {		message strcharinfo(0),"Custo: "+.@Price+" Zeny.";		if (Zeny < .@Price) end;		if(select("^0055FFCurar^000000:^777777Sair^000000") == 2) close;		set Zeny, Zeny-.@Price;	}	specialeffect2 313; percentheal 100,100;	if (.@Buffs) {		specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,240000,10;		specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10;	}		if (.@Delay) set @HD, gettimetick(2)+.@Delay;	end;	}}

 

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i think it's because of the basejob line 27

it should be BaseJob

 

like this, Try this :

prontera,156,165,5    script    Buff & Link    100,{emotion 47;        set .@Price,0;    // Zeny requerido.    set .@Buffs,1;    // Buffar os jogadores? (1: sim / 0: não)    set .@Delay,5;    // Tempo de espera, em segundos ( Padrão 5 segundos )    set .@level,1;    // Level de Player VIP    set .@time, 300000;    // Duração do Buff Soul Link ( Padrão 5 minutos )            // Padrão VIP ----------------------------------------------------    if (getgroupid() >= .@level) {    atcommand "@repairall";    callfunc "F_ClearGarbage",0;    if (@HD > gettimetick(2)) end;    if (.@Price) {        message strcharinfo(0),"Custo: "+.@Price+" Zeny.";        if (Zeny < .@Price) end;        if(select("^0055FFCurar^000000:^777777Sair^000000") == 2) close;        set Zeny, Zeny-.@Price;    }    specialeffect2 313; percentheal 100,100;    if (.@Buffs) {        specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,240000,10;        specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10;            //  Soul Linker --------------------------------------------------        switch ( BaseJob ) {                case 18:							 set .@spirit, 445; break;			    case 15:								  set .@spirit, 447; break;			    case 4047:			    set .@spirit, 448; break;			    case 16:								  set .@spirit, 449; break;			    case 14:							  set .@spirit, 450; break;			    case 23:				   set .@spirit, 451; break;			    case 7:							    set .@spirit, 452; break;			    case 9:							    set .@spirit, 453; break;			    case 8:							    set .@spirit, 454; break;			    case 19:    case 20:    set .@spirit, 455; break;			    case 17:								 set .@spirit, 456; break;			    case 10:				    set .@spirit, 458; break;			    case 11:							    set .@spirit, 460; break;	    }	    if ( .@spirit ) {			    sc_start4 sc_spirit, .@time, 5, .@spirit,0,0;			    skilleffect .@spirit, 5;        }            if (.@Delay) set @HD, gettimetick(2)+.@Delay;            end;    }    }    else    {        atcommand "@repairall";    callfunc "F_ClearGarbage",0;    if (@HD > gettimetick(2)) end;    if (.@Price) {        message strcharinfo(0),"Custo: "+.@Price+" Zeny.";        if (Zeny < .@Price) end;        if(select("^0055FFCurar^000000:^777777Sair^000000") == 2) close;        set Zeny, Zeny-.@Price;    }    specialeffect2 313; percentheal 100,100;    if (.@Buffs) {        specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,240000,10;        specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10;    }        if (.@Delay) set @HD, gettimetick(2)+.@Delay;    end;    }} 

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Because it's not SC_SPIRIT, it's SC_SOULLINK.

prontera,156,165,5    script    Buff & Link    100,{emotion 47;        set .@Price,0;    // Zeny requerido.    set .@Buffs,1;    // Buffar os jogadores? (1: sim / 0: não)    set .@Delay,5;    // Tempo de espera, em segundos ( Padrão 5 segundos )    set .@level,1;    // Level de Player VIP    set .@time, 300000;    // Duração do Buff Soul Link ( Padrão 5 minutos )            // Padrão VIP ----------------------------------------------------    if (getgroupid() >= .@level) {    atcommand "@repairall";    callfunc "F_ClearGarbage",0;    if (@HD > gettimetick(2)) end;    if (.@Price) {        message strcharinfo(0),"Custo: "+.@Price+" Zeny.";        if (Zeny < .@Price) end;        if(select("^0055FFCurar^000000:^777777Sair^000000") == 2) close;        set Zeny, Zeny-.@Price;    }    specialeffect2 313; percentheal 100,100;    if (.@Buffs) {        specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,240000,10;        specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10;            //  Soul Linker --------------------------------------------------        switch ( BaseJob ) {                case 18:					set .@spirit, 445; break;                case 15:					set .@spirit, 447; break;                case 4047:					set .@spirit, 448; break;                case 16:					set .@spirit, 449; break;                case 14:					set .@spirit, 450; break;                case 23:					set .@spirit, 451; break;                case 7:						set .@spirit, 452; break;                case 9:						set .@spirit, 453; break;                case 8:						set .@spirit, 454; break;                case 19:	case 20:		set .@spirit, 455; break;                case 17:					set .@spirit, 456; break;                case 10:					set .@spirit, 458; break;                case 11:					set .@spirit, 460; break;        }        if ( .@spirit ) {                sc_start2 SC_SOULLINK, .@time, 5, .@spirit;                skilleffect .@spirit, 5;        }            if (.@Delay) set @HD, gettimetick(2)+.@Delay;            end;    }    }    else    {        atcommand "@repairall";    callfunc "F_ClearGarbage",0;    if (@HD > gettimetick(2)) end;    if (.@Price) {        message strcharinfo(0),"Custo: "+.@Price+" Zeny.";        if (Zeny < .@Price) end;        if(select("^0055FFCurar^000000:^777777Sair^000000") == 2) close;        set Zeny, Zeny-.@Price;    }    specialeffect2 313; percentheal 100,100;    if (.@Buffs) {        specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,240000,10;        specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10;    }        if (.@Delay) set @HD, gettimetick(2)+.@Delay;    end;    }} 

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