The map itself is so pretty. but any in-game screenshots? It doesn't appear like night to me since the map is so bright maybe darken it up a bit?.
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#14127 [Showcase] Guild Map *Night*
Posted by xienne15 on 23 August 2013 - 12:52 PM
#13580 skill pts
Posted by xienne15 on 12 August 2013 - 05:39 PM
conf/player.conf
// When set to yes, forces skill points gained from 1st class to be put into 1st class
// skills, and forces novice skill points to be put into the basic skill. (Note 1)
player_skillup_limit: yes
#13567 specialeffect2 "LK_BERSERK",1;
Posted by xienne15 on 12 August 2013 - 04:02 PM
function script Henshin { set @sr,1; specialeffect2 EF_HEAL; specialeffect2 EF_POTION_BERSERK; unittalk getcharid(3),"Henshin!!"; disguise 1785; percentheal 100,0; sleep2 10000; undisguise; set @sr,0; end;}
ya..when use this, player will disguiese then hp will restore 100% back,.
and i want add some new effect in this function,when player disguise + hp restore 100%. player recieve BERSERK skill 10second/until dead.
function script Henshin { set @sr,1; specialeffect2 EF_HEAL; specialeffect2 EF_POTION_BERSERK; unittalk getcharid(3),"Henshin!!"; disguise 1785; //will make the player berserk for 10 seconds. specialeffect2 SC_BERSERK; sc_start SC_BERSERK,10000,1; percentheal 100,0; sleep2 10000; undisguise; set @sr,0; end;}
#12951 check item before opening attach shop
Posted by xienne15 on 05 August 2013 - 03:35 AM
i will not use goto now LOLYour left curly on line 61 is mismatched. It shouldn't even be there. Also, you're checking if the player has -1 of the item 26131; I think it's safe to assume you meant to check if the player had at least 1 of the item.
if (countitem(26131) < 0) { goto noring;
I could rant about why you shouldn't use goto, but to put it simply: it's just bad code - and wasn't used properly, at that. You can't (or shouldn't, if for some reason you can) use a goto within a function.
Instead, remove the checks from each case and place it outside of the function call. I added the check after line 26, before the player is given the shop menu selection. You can replace the contents of the check's script with what you had in your noring label.
mes "[Training Trader]";mes "Each shop use different training points acquired from your training";next; // <- Line 26 [Via] .@coin = 26131; // Coin item ID.@amount = 1; // Amount required // Check coinsif (countitem(.@coin) < .@amount) { mes "[Training Trader]"; mes "You need at least "+ .@amount +" "+ getitemname(.@coin) +" to access these shops. Come back later."; close;}
#9981 All weapon sprite showing default
Posted by xienne15 on 05 July 2013 - 12:44 AM
Well as we all know when we equip certain weapons like chains,grand cross etc. it will appear as it is in the image,but the 2013 clients show all weapons to default. Example are chains,grand cross will be seen as a Mace as a sprite when attacking. naght saber water and fire will look like a normal sword instead of the sprite that is blue and read sword.
Client: Updated
lua/lub: updated from https://subversion.a...de-translation/
Client Version: 2013-06-05
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