Jump to content

PvP, WoE, GvG, & Battleground Releases

Sign in to follow this  

Scripts that pertain to PvPing, WoE & GvG, & Battelgrounds.
Example: PvP ladder, PvP room, Party vs Party, WoE Controllers, Capture the Flag

27 topics in this forum

  1. Dota PVP Ladder

    • 1 reply
    • 156 views
  2. King of Emperium Hill 1 2 3

    • 67 replies
    • 16982 views
  3. Ultimate Guild Ranker 1 2 3

    • 53 replies
    • 7705 views
  4. PvP Ladder

    • 13 replies
    • 4122 views
  5. Hercules Battlegrounds 1 2 3 4 14

    • 336 replies
    • 28951 views
    • 6 replies
    • 2339 views
  6. PvP Points System

    • 17 replies
    • 2760 views
    • 11 replies
    • 881 views
    • 2 replies
    • 821 views
  7. Queue BG rewrite 1 2 3 4 5

    • 106 replies
    • 11975 views
    • 0 replies
    • 657 views
  8. Bunch of PvP scripts

    • 8 replies
    • 1114 views
    • 0 replies
    • 535 views
  9. Deus Ex - PvP Addon

    • 0 replies
    • 544 views
  10. PvPvM - PvP Addon

    • 0 replies
    • 543 views
    • 0 replies
    • 437 views
  11. Vampire Bal - PvP Addon

    • 0 replies
    • 616 views
  12. Battle Royal - PvP Addon

    • 0 replies
    • 548 views
    • 4 replies
    • 1995 views
  13. PvP Rank (SQL)

    • 3 replies
    • 1598 views
    • 1 reply
    • 1781 views
  14. Scuffle Event 2.1 1 2

    • 29 replies
    • 4424 views
  15. WOE Event

    • 3 replies
    • 1463 views
    • 18 replies
    • 4146 views
  16. PK Title 1 2

    • 36 replies
    • 5645 views
Sign in to follow this  
  • Featured Topics

  • Latest Commits

  • Topics

  • Posts

    • ill try thanks If ever , the one i mentioned the script i currently using is it possible to add or not ? or do i have to change the whole script ? thanks for the reply in advance.
    • a basic google search found this topic didn't test, but it looks to be most feature complete   hmm.................... bad script design though
    • HI admin PTP , can anyone help me this script . is it possible to add the script for when they buy a prem account. they can use @go, @storage, @loot, @jump. for the certain time only that its set.  BTW credit to the one who made this script i just saw this script around here in hercules.       
    • yes this is indeed confusing   the one in the source code source <----> script (sd->job & JOBL_THIRD) != 0 <----> (eaclass() & EAJ_THIRD) != 0 (sd->job & MAPID_BASEMASK) != MAPID_NOVICE <----> (eaclass() & EAJ_BASEMASK) != EAJ_NOVICE   now assuming that your script has correct logic script <----> source !(eaclass() & EAJL_THIRD)  <----> !(sd->job & JOBL_THIRD) BaseJob == Job_SuperNovice <----> (sd->job & MAPID_UPPERMASK) == MAPID_NOVICE (note there are no basejob in source code) (do not confuse EAJL_UPPER - EAJ_UPPERMASK) Class != Job_Star_Gladiator <----> sd->status.class != Job_Star_Gladiator Class != Job_Soul_Linker <----> sd->status.class != Job_Soul_Linker     I think what you want is 1. all 3rd jobs can access this npc 2. super novice entended (4190 - Job_Super_Novice_E) cannot use this npc 3. also allow Job_Star_Gladiator and Job_Soul_Linker to access the npc   prontera,155,185,5 script debug_test_job 1_F_MARIA,{ mes "select a few job to test the condition"; next; switch(select( "Job_Novice - NO", "Job_SuperNovice - NO", "Job_Novice_High - NO", "Job_Super_Novice_E - NO", "Job_Super_Baby - NO", "Job_Super_Baby_E - NO", "Job_Acolyte - NO", "Job_Priest - NO", "Job_High_Priest - NO", "Job_Baby_Priest - NO", "Job_Arch_Bishop - YES", "Job_Arch_Bishop_T - YES", "Job_Baby_Bishop - YES", "Job_Soul_Linker - YES", "Job_Star_Gladiator - YES")) { case 1: jobchange Job_Novice; break; case 2: jobchange Job_SuperNovice; break; case 3: jobchange Job_Novice_High; break; case 4: jobchange Job_Super_Novice_E; break; case 5: jobchange Job_Super_Baby; break; case 6: jobchange Job_Super_Baby_E; break; case 7: jobchange Job_Acolyte; break; case 8: jobchange Job_Priest; break; case 9: jobchange Job_High_Priest; break; case 10: jobchange Job_Baby_Priest; break; case 11: jobchange Job_Arch_Bishop; break; case 12: jobchange Job_Arch_Bishop_T; break; case 13: jobchange Job_Baby_Bishop; break; case 14: jobchange Job_Soul_Linker; break; case 15: jobchange Job_Star_Gladiator; break; default: mes "go die"; close; } message getcharid(CHAR_ID_ACCOUNT), jobname(Class); close; OnInit: bindatcmd "@test2", strnpcinfo(NPC_NAME_UNIQUE)+"::Onaaa"; end; Onaaa: [email protected] = eaclass(); if ((([email protected] & EAJL_THIRD) != 0 && ([email protected] & EAJ_BASEMASK) != EAJ_NOVICE) || Class == Job_Soul_Linker || Class == Job_Star_Gladiator) // this line you want dispbottom "Yes"; else dispbottom "No"; end; }   #include "common/hercules.h" #include "map/pc.h" #include "map/clif.h" #include "plugins/HPMHooking.h" #include "common/HPMDataCheck.h" HPExport struct hplugin_info pinfo = { "test", SERVER_TYPE_MAP, "", HPM_VERSION, }; ACMD(test) { if (((sd->job & JOBL_THIRD) != 0 && (sd->job & MAPID_BASEMASK) != MAPID_NOVICE) || sd->status.class == JOB_SOUL_LINKER || sd->status.class == JOB_STAR_GLADIATOR) clif->message(sd->fd, "Correct"); else clif->message(sd->fd, "Wrong"); return true; } HPExport void plugin_init (void) { addAtcommand("test", test); }     not a popular script command ? I even feel lazy to make a plugin for this script command, just return true/false
    • oh ok, you are partially right when it kick excess guild members but it isn't the way you claimed that it count from other guild members   upon close inspection, @astralprojection script has 2 problems which is 1. if the player has multiple characters from the same account join the same guild, it count multiple times instead of 1, it doesn't extend the isloggedin into [email protected] check 2. it checks as long as the guild member enter ANY CASTLE map, not that particular castle map   try this one https://gist.github.com/AnnieRuru/339e268a8be5370fa7ae1aa2f856ca28
  • Download Statistics

    • Files
      444
    • Comments
      146
    • Reviews
      242

    Latest File
    By Sora

    9    0

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.