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@buff3.txt
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- script BUFF -1,{
OnInit:
.hp = 100; // Percentual de cura do HP
.sp = 100; // Percentual de cura do SP
// Addons
.price = 0; // Preço por uso (em Zeny)
.buff = 0; // Buff players as well? (0: no, 1: yes)
.repair = 0; // Reparar equipamentos quebrados? (0: no, 1: yes)
.delay = 0; // Delay para uso (em segundos)
bindatcmd "buff",strnpcinfo(3)+"::OnAtcommand";
end;
OnAtcommand:
if (@pdelay > gettimetick(2)) {
message strcharinfo(0), "Você precisa esperar "+ (@pdelay - gettimetick(2)) +" segundos.";
end;
}
if (.price) {
if (Zeny < .price) {
message strcharinfo(0), "Você não tem Zeny suficiente, O serviço custa "+ .price +"z.";
end;
}
Zeny -= .price;
}
specialeffect2 EF_HEAL; percentheal .hp, .sp;
if (.buff) {
// Acolyte Class Buffs
//specialeffect2 EF_BLESSING; sc_start SC_BLESSING, 360000, 10;
//specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI, 360000, 10;
//specialeffect2 EF_ANGELUS; sc_start SC_ANGELUS, 360000, 10;
//specialeffect2 EF_GLORIA; sc_start SC_GLORIA, 360000, 5;
//specialeffect2 EF_MAGNIFICAT; sc_start SC_MAGNIFICAT, 360000, 5;
////specialeffect2 EF_ASSUMPTIO; sc_start SC_ASSUMPTIO, 360000, 5;
//specialeffect2 EF_IMPOSITIO; sc_start SC_IMPOSITIO, 360000, 5;
//specialeffect2 EF_SUFFRAGIUM; sc_start SC_SUFFRAGIUM, 360000, 3;
// Archer Class Buffs
//specialeffect2 EF_TRUESIGHT; sc_start SC_TRUESIGHT, 360000, 5;
//specialeffect2 EF_PORTAL4; sc_start SC_WINDWALK, 360000, 5;
//specialeffect2 EF_CONCENTRATION; sc_start SC_CONCENTRATION, 360000, 5;
// Merchant Class Buffs
//specialeffect2 EF_PERFECTION; sc_start SC_WEAPONPERFECT, 360000, 10;
//specialeffect2 EF_OVERTHRUST; sc_start SC_OVERTHRUST, 360000, 5;
//specialeffect2 EF_MAXPOWER; sc_start SC_MAXIMIZEPOWER, 360000, 5;
//specialeffect2 EF_MELTDOWN; sc_start SC_MELTDOWN, 360000, 5;
//specialeffect2 EF_LOUD; sc_start SC_LOUD, 360000, 1;
// Swordman Class Buffs
//specialeffect2 EF_ENDURE; sc_start SC_ENDURE, 360000, 10;
// Mage Class Buffs
//specialeffect2 EF_ENERGYCOAT; sc_start SC_ENERGYCOAT, 360000, 1;
// Food Buffs
//specialeffect2 EF_FOOD01; sc_start SC_STRFood, 360000, 10;
//specialeffect2 EF_FOOD03; sc_start SC_AGIFood, 360000, 10;
//specialeffect2 EF_FOOD02; sc_start SC_VITFood, 360000, 10;
//specialeffect2 EF_FOOD02; sc_start SC_INTFood, 360000, 10;
//specialeffect2 EF_FOOD04; sc_start SC_DEXFood, 360000, 10;
//specialeffect2 EF_FOOD05; sc_start SC_LUKFood, 360000, 10;
}
if (.repair) {
repairall;
}
if (.delay) {
@pdelay = gettimetick(2)+.delay;
}
end;
}