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Alphoccio

Member Since 06 Feb 2015
Offline Last Active May 07 2017 10:25 AM
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Posts I've Made

In Topic: Fused Cards

15 March 2015 - 02:12 PM

Didn't test but should work:

 

prontera,150,150,4	script	Fused Cards seller	60,{	mes "Wanna get a fused card?";	mes "For that, I need:";	mes "1x Red Potion";    // Item ID: 501	mes "1x Blue Potion";   // Item ID: 505	mes "1x Yellow Potion"; // Item ID: 503	mes "1x White Potion";  // Item ID: 504	next;	if (select("Yes:No")==2){ // No		mes "Get out of here!";		close;	}	if (countitem(501) && countitem(503) && countitem(504) && countitem(505)){		delitem 501,1;		delitem 503,1;		delitem 504,1;		delitem 505,1;		if (rand(100) >= 90) {			getitem YOUR_CARD_ID,1;			mes "Success! There you go!";		}		else {			mes "LOL FAIL!";		}	}	else {		mes "You're missing items!";	}	close;}

 


 

 

Greetings Sir jaBote,

 

I just wanna say Thank you for your reply.. very kind of yours.. tested and it work.  :)


In Topic: Fused Cards

14 March 2015 - 05:00 PM

It's not possible unless the new card item is added on the item DB. In case it is, the code should be like this (change YOUR_CARD_ID to your actual card ID or you'll experience an error ingame:

prontera,150,150,4	script	Fused Cards seller	60,{	mes "Wanna get a fused card?";	mes "For that, I need:";	mes "1x Red Potion";    // Item ID: 501	mes "1x Blue Potion";   // Item ID: 505	mes "1x Yellow Potion"; // Item ID: 503	mes "1x White Potion";  // Item ID: 504	next;	if (select("Yes:No")==2){ // No		mes "Get out of here!";		close;	}	if (countitem(501) && countitem(503) && countitem(504) && countitem(505)){		delitem 501,1;		delitem 503,1;		delitem 504,1;		delitem 505,1;		getitem YOUR_CARD_ID,1;		mes "There you go!";	}	else {		mes "You're missing items!";	}	close;}

Hi Sir jaBote,

just a follow up question.. how about the CODE of his below, how to do it?

[color=rgb(102,102,0);]--[/color] [color=rgb(102,0,102);]Success[/color] [color=rgb(102,0,102);]Rate[/color] [color=rgb(102,102,0);]--[/color]
[color=rgb(0,102,102);]90[/color][color=rgb(102,102,0);]%[/color] [color=rgb(102,0,102);]Fail[/color] [color=rgb(0,0,136);]and[/color] [color=rgb(0,102,102);]10[/color][color=rgb(102,102,0);]%[/color] success[color=rgb(102,102,0);].[/color]

In Topic: PC Repair Site, Groups?

03 March 2015 - 01:39 PM

Hi guys.. I just wanna say Thank you for your reply.. I appreciate it. 

 

but my uncle had the PC taken. . .

 

but again, Thanks!


In Topic: Q>Monster

03 March 2015 - 02:36 AM

Not currently and I doubt it could be easily implemented. All mobs on a map server exist only in RAM and are destroyed when the server is closed. I guess it's not a good idea to try saving tens of thousands of mobs every time the server closes.
For the server, main difference for spawning whether a player or a monster is that the player gets loaded from permanent memory (SQL engine) and the mobs are spawned by scripts.


oh now I know.. thank you so much sir. :-)

In Topic: Q>inter-server.conf

02 March 2015 - 02:54 AM

the server will load things from mob_skill_db.sql and mob_db.sql instead of mob_skill_db.txt and mob_db.txt

 

thank you sir.  :)