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Ximboliex

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Everything posted by Ximboliex

  1. @mastersea database 2.4 is not compatible whit 1.x
  2. It is essential for those who are not glued to the PC all day as I download the app!
  3. Link broken.. but i download in other site Thank's @Blanquitoh !
  4. Hi PKODev!; Does anyone know what the font of Tales of pirates in Photoshop? @Blanquitoh, @BlackBarba , @Angelix
  5. @nectrouler read this guide in your lenguage "Spanish" is more easy for you! CLICK HERE
  6. @nectrouler yes a bit diferent change "9,-2" to "9,6" in equipable slot and next line(under) change "9,-2" to "-1,-2"
  7. Let's Start! Go to Scripts / calculate / AttrCalculate.lua Example whit : Attributes Growth Rate of Newbie Class 1- Mxhp_con_rad1[JOB_TYPE_XINSHOU], Mxhp_con_rad2[JOB_TYPE_XINSHOU], Mxhp_lv_rad[JOB_TYPE_XINSHOU] = 3, 2, 15 2- Mxsp_sta_rad1[JOB_TYPE_XINSHOU], Mxsp_sta_rad2[JOB_TYPE_XINSHOU], Mxsp_lv_rad[JOB_TYPE_XINSHOU] = 1, 0, 3 3- Mnatk_str_rad1[JOB_TYPE_XINSHOU], Mnatk_str_rad2[JOB_TYPE_XINSHOU], Mnatk_dex_rad1[JOB_TYPE_XINSHOU], Mnatk_dex_rad2[JOB_TYPE_XINSHOU] = 1.5, 0.4, 0, 0 4- Mxatk_str_rad1[JOB_TYPE_XINSHOU], Mxatk_str_rad2[JOB_TYPE_XINSHOU], Mxatk_dex_rad1[JOB_TYPE_XINSHOU], Mxatk_dex_rad2[JOB_TYPE_XINSHOU] = 1.5, 0.4, 0, 0 5- Def_con_rad1[JOB_TYPE_XINSHOU], Def_con_rad2[JOB_TYPE_XINSHOU] = 0.1, 0.1 6- Hit_dex_rad1[JOB_TYPE_XINSHOU], Hit_dex_rad2[JOB_TYPE_XINSHOU] = 1.7, 0 7- Flee_agi_rad1[JOB_TYPE_XINSHOU], Flee_agi_rad2[JOB_TYPE_XINSHOU] = 1.7, 0 8- Mf_luk_rad[JOB_TYPE_XINSHOU] = 0.39 9- Crt_luk_rad[JOB_TYPE_XINSHOU] = 0 10- Hrec_bsmxhp_rad[JOB_TYPE_XINSHOU], Hrec_con_rad[JOB_TYPE_XINSHOU] = 1/200, 1/8 11- Srec_bsmxsp_rad[JOB_TYPE_XINSHOU], Srec_sta_rad[JOB_TYPE_XINSHOU] = 1/100, 1/12 12- Aspd_agi_rad[JOB_TYPE_XINSHOU] = 1.1 13- Str_updata[JOB_TYPE_XINSHOU] = 0.2 14- Dex_updata[JOB_TYPE_XINSHOU] = 0.1 15- Con_updata[JOB_TYPE_XINSHOU] = 0.6 16- Agi_updata[JOB_TYPE_XINSHOU] = 0.1 17- Sta_updata[JOB_TYPE_XINSHOU] = 0.1 18- Luk_updata[JOB_TYPE_XINSHOU] To change the balance of the character's life (with) we will take into account these two lines. (1/15) 1- Mxhp_con_rad1[JOB_TYPE_XINSHOU], Mxhp_con_rad2[JOB_TYPE_XINSHOU], Mxhp_lv_rad[JOB_TYPE_XINSHOU] = 3, 2, 15 15- Con_updata[JOB_TYPE_XINSHOU] = 0.6 Line "1" consists of 3 things. -The first numer "3" is what will increase the life for each point added to the attribute of with multiplied three times. -The second number "2" will do the same as the first number but with the difference that this will make a variation to the first number depending on line 15. There goes line 15 on this. What you will do is put a percentage of chances that the increase in life depends on the first or second number. By default life will increase by the first number you put a point in with and life will increase by 9 ("3" x3) but there is 60% (the 0.6 of line 15 equals 60%) that The life increases 6 ("2" x3 using the second number). If you increase or decrease the number of line 15 will increase or decrease the chances that life will increase using the second number. -The third number 15 is how much life will increase each time you level up. To modify the balance of mana (sp) of the character is exactly the same as with life but for sp. (Line 2 and 17 sta = spr) To modify the attack balance (str) of the character we have to take into account three lines. ((This is the same for min attack (line 3) and max attack (line 4)) / 13/14). 3- Mnatk_str_rad1[JOB_TYPE_XINSHOU], Mnatk_str_rad2[JOB_TYPE_XINSHOU], Mnatk_dex_rad1[JOB_TYPE_XINSHOU], Mnatk_dex_rad2[JOB_TYPE_XINSHOU] = 1.5, 0.4, 0, 0 13- Str_updata[JOB_TYPE_XINSHOU] = 0.2 14- Dex_updata[JOB_TYPE_XINSHOU] = 0.1 1- The first number would be how much would increase the max / min attack for each point of str is added to the attributes multiplied by three. 2- The second number as with the life / sp is the variation to the first number depending on line 13. (If you do not understand this read what you explained above with life). 3- The third number unlike life this is not how much the max / min attack rises every time you raise but if max / min attack goes up for each acc point that is added to the attributes. This is mainly for the hunters / ss but the crosses also raise a percentage. 4- The fourth number would be the same as the second number but with acc. To modify the defensive balance (def) of the character we have to take into account two lines. (5/15) 5- Def_con_rad1[JOB_TYPE_XINSHOU], Def_con_rad2[JOB_TYPE_XINSHOU] = 0.1, 0.1 15- Con_updata[JOB_TYPE_XINSHOU] = 0.6 1- The first number is how much defense is increased by each point you add to with multiplied by 3. 2- The second number as explained before is the variation of the first number depending on the line 15 (percentage of chances of change of number) I advise to leave this number equal to the first one. (If you do not understand this read what you explained earlier with life). To modify the balance of the hit rate (acc) of the character we have to take into account two lines. (6/14) 6- Hit_dex_rad1[JOB_TYPE_XINSHOU], Hit_dex_rad2[JOB_TYPE_XINSHOU] = 1.7, 0 14- Dex_updata[JOB_TYPE_XINSHOU] = 0.1 -The first number is how much hit rate (chances of making effective attacks) will increase for each acc point you add to your character multiplied by 3. -The second number as explained before is the variation of the first number depending on line 14 (percentage of chances of change of number). (If you do not understand this, read what you explained previously with life). To modify the balance of the dodge (agi) of the character we have to take into account two lines. (7/16) 7- Flee_agi_rad1[JOB_TYPE_XINSHOU], Flee_agi_rad2[JOB_TYPE_XINSHOU] = 1.7, 0 16- Agi_updata[JOB_TYPE_XINSHOU] = 0.1 1- The first number is any dodge (chances of dodging attacks) is increased by each point you add to agi multiplied by 3. 2- The second number as explained above is the variation of the first number depending on line 16 (percentage of chances of change of number). (If you do not understand this, read what you explained previously with life). Line 8 is the luck chance of character (drop - pick up). 8- Mf_luk_rad[JOB_TYPE_XINSHOU] = 0.39 -0.39(39% chance the mob drop an item) Line 9 is the chances of making critical hits that a character has. 9- Crt_luk_rad[JOB_TYPE_XINSHOU] = 0.39 -As we can see in this line there is a 0.39 chance to make a critical hit, a 39% Line 10 - To modify the balance Hp recovery speed (Hrec) of the character we have to take into account a line 10- Hrec_bsmxhp_rad[JOB_TYPE_XINSHOU], Hrec_con_rad[JOB_TYPE_XINSHOU] = 1/200, 1/8 -The first number or operation is maximum hp coefficient -The second number or operation is hp minimum recovery speed Line 11 - To modify the balance Sp recovery speed (Srec) of the character we have to take into account a line 11- Srec_bsmxsp_rad[JOB_TYPE_XINSHOU], Srec_sta_rad[JOB_TYPE_XINSHOU] = 1/100, 1/12 -The first number or operation is maximum ap coefficient -The second number or operation is sp minimum recovery speed To modify the balance of attack speed (aspd) of the character we have to take into account a line. (12) 12- Aspd_agi_rad [JOB_TYPE_XINSHOU] = 1.1 - This is going to be how much aspd (attack speed) is going to increase for each point of agility that you add. NOTE: If you don't know your class chinesse name check "JobType.lua" in resoucer>script>calcutate Enjoy.
  8. @nectrouler you can see the line in csved editor when you edit your iteminfo.txt called "equipable slot" You will see some like this"9,-2..etc" ok the next line(below) if is staff you will see some like this "9,6,-2" change to "9,-2" only delete the number "6" "9" is right hand "6" is left hand Or you can edit manualy ex: 1111 staff n2212 10100009 0 0 03090069 04090069 0 0 9 0 0 0 4 1 1 1 1 1 1 1 0 3,4,-2,-2 150 13,14,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2 0 0 9,-2,-2,-2,-2,-2,-2,-2,-2,-2 9,-2,-2,-2,-2,-2,-2,-2,-2 0 0 0 0 0 150 0 0 0 0 0 0 0 500 0 0 0 0 0 100 0 0 0,0 0,0 0,0 20,20 80,80 0,0 0,0 0,0 315,315 375,375 0,0 0,0 3000,3000 0,0 0,0 0,0 0,0 0,0 100,100 0,0 0,0 0,0 0 7000,7000 20000,20000 3 0 0 0 0 0 0 0 0 0 0 0 0 0,0 0 0 example weapon
  9. ------------ TOP/PKO UI (User Interface) Setup Guide ----------- ****Credits: @BlackBarba*** *Introduction a lot of people asked me how to setup the skin, since i changed job, i can be full time in PC, so the guide can be a little incomplete. This is my first guide i ever made, any bugs reply here. I will try to make this guide newbie friendly. i dont know how anyone dont figure it out, anyone who have basic noledge in webdesign can do this easy. This Guide is based in ODS Noir Skin v0.9 UI. get my modded version above. *You will need: -Any running server -Photoshop -Notepad++ *Starting! First of all, let's see our files, i will start setuping the inventory UI. As you can see in my inventory UI, i saved as .png, because i think is more easy to work, more "light" file and i can see it width/height in windows explorer. *Forms Folder Now we need find what file contains the configuration of that UI (Inventory UI), to do this we need to open each file in TOP folder>script>lua>forms folder with notepad++, go to Search>Find... (or Ctrl+F), and search for "LargeBackpack". I found this in "Equip.clu" now in Notepad++ go to Language>L>Lua. now go to Search>Replace... in the box "Find What:" type "LargeBackpack.tga" in the box "Replace witht:" type "LargeBackpack.png" now click in "Replace All" save the file and open the game. *WORKED! but its a mess... lets setup this. in line 11 of Equip.clu u can see this: imgItemMain = UI_CreateCompent( frmItem, IMAGE_TYPE, "imgItemMain", 331, 382, 0, 0 ) *Photoshop Time! Open original LargeBackPack (ODS one) in your photoshop (i'm using CS6 Version, but i think this doens't matters) Go to >Window>Info (or press F8), as you can see, opened this window: click in the arrow marked in the image and select "pixels" now with the Rectangular Marquee Tool (M) select the inventory (only the inventory, not that two buttons above): if you did it right, u can see in pixels the size of the inventory, and you can see, this match with size in Equip.clu: (yea i selected 1 px more, in image is 332x383) imgItemMain = UI_CreateCompent( frmItem, IMAGE_TYPE, "imgItemMain", 331, 382, 0, 0 ) Now do the same with YOUR inventory UI. *Test Time! now change the values "331, 382," to the size of your UI, in my case 389,468, in the lines 4,11,12, save and test As you can see, now it show all inventory fine, but gold, buttons, grid, equipment is all mess. *let's continue setuping following the Equip.clu, the next of the "imgItemMain" is "btnClose" and it probably mean "Button Close" (DUHHH) -code- btnClose = UI_CreateCompent( frmItem, BUTTON_TYPE, "btnClose", 27, 18, 295, 2 ) UI_LoadButtonImage( btnClose, "texture/ui/LargeBackpack.png", 27, 18, 0, 381, TRUE ) UI_SetButtonModalResult( btnClose, BUTTON_CLOSE ) Let's go back to photoshop, in the ODS inventory. With rectangular marquee tool Select the close Button, i made a selection of 27x18 for you guys see that fit the Equip.clu Do this in your UI My close Button selection is the size of 16x12, so in my case i will change the values in line 14,15 from 27, 18, for 16, 12,. Now as you can see in line 14, the last two numbers (295,2) is the coordinates where the object will be showed (Close Button). What dafuq u mean richard see the image above: *Rulers In Photoshop go to View>Rules ( or Ctrl + R) now drag it to the coordinates 295,2, you don't know how to do it? give a good zoom, when you drag the rules, you can see the y/x axis changing this is where the close button will show when you open the game, so let's try in our own skin: in my case i want that my close button be where is showing in the image. in your skin opened in photoshop make a square of the size of your closed button (or use the button itself), and place where you want it to appear when you open the game, now drag the rulers X and Y the the square, now give a big zoom to where the rulers X and Y crosses, point your mouse to it, and in the Info Window you can see it coordenate. in my case the coordinates are 330,17, so we change the 295,2 in the lines 14 to 330,17. in the end of the line 15 you can see it " 0, 381, TRUE )" this is the coordinates of the object in the image file. Again Richard! what dafug u mean??? go to ODS inventory and drag your ruler to theses coordinates 0,381 and see what you get. The size of the close button in ods skin is 27,18 now imagine a square of that size in that coordenate. Now go and do it with your UI, get the coordinates and change the line 15 (0, 381) to your coordinates. *Test Time Again! save and test, try to close your inventory. well, mine when i pass the mouse over the button it desappear, it's because, in the image file the buttons are too distant from each one. my button have the size of 16,12, there is no spacement between the normal button and the pressed button, so or you edit your image file, or you edit in equip.clu the size of the button two solution 1. move the object in the image file. or 2. make a larger button size in the equip.clu Now my close button is working fine! *Inventory Item Grid Now the Next one is the Grid items! This start in the line 21, we have this grdItem = UI_CreateCompent( frmItem, GOODS_GRID_TYPE, "grdItem", 299, 232, 19, 39 ) we know that is the size and the coordinates, but what size? lets see, create a square of 299,232 in the ods inventory (2 click anywhere) see where it fit? so this is the size of our inventory grid go to your inventory and with the marquee tool take the size of your grid mine is 296x221. now and that 19, 39 in the line 15? let's go to ods ui and drag the ruler to these coordinates to see. Now just get the size and coordinates of your grid and change in the Equip.clu For now is this guys! With this i think you guys can setup the rest. In attachment have the equip.clu file with commented lines to help you.
  10. Ximboliex

    lonetower

    Try whit this LoneTower
  11. Ximboliex

    lonetower

    LoneTower no have bug.. but test first your map and check if have any bug(each server files is diferent.. remember this)
  12. Hi @xEvo7! 1 - Find it in forge.lua "function can_getstone_item(...)" 2 - under this if ItemID_otheritem ~= 1020 then SystemNotice( role ,"Please use Blacksmith's Pliers") return 0 end add this if ItemID_mainitem == #### or ItemID_mainitem == #### or ItemID_mainitem == #### or ItemID_mainitem == #### then SystemNotice( role ,"Cannot plier newbie set!") return 0 end ####= your set ID(glove,boot, vest and knife).
  13. Look this guide and you see how edit fuseable, tradeable and Can Pick up item whit Csved Click for View Guide Guide By: @Blanquitoh from serverdev
  14. 1 - Find "Item_CanJinglian_Num" in variable.lua 2 - add this below Item_CanJinglian_ID[##] =25 -- Neck Item_CanJinglian_ID[##] =26 -- Rings ##= change this for your next number ex: if your last line is Item_CanJinglian_ID[10] = ## Then your next line would be Item_CanJinglian_ID[11] =25 3 - add the total line number in "Item_CanJinglian_Num = ##" Ex: if you have 20 line then Item_CanJinglian_Num = 20
  15. @Jap This affects picking up the same .. if you want a stack of 99 refining gems just change the 32 to 99 ..
  16. @Jap, You see the 32 there is where you change the volume of the maximum number of Stack, This is what they call "Tweak of Refining gem" .. remember to compile 885 Refining Gem n1181 refinestone 0 0 0 0 0 0 50 0 0 0 0 0 1 1 1 1 32 1 1500000 -1,-2,-2,-2 0 -1,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2 0 0 -1,-2,-2,-2,-2,-2,-2,-2,-2,-2 -1,-2,-2,-2,-2,-2,-2,-2,-2,-2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0 0,10 0,0 0 0 0 0 0 0 0 0 0 0 0 0 0 0,0 412,0 0,0 A required gem for the forging of equipment 0
  17. Hi PKODev! ; I bring you a Guide .. rather a script that will guide you to many people who are embarking on the development of private servers! function ItemUse_Example27( role, Item ) local GemSlotAID3 = 15 -- Gem Stone ID A ( Can be founded in stoneinfo.txt ) local GemSlotBID3 = 29 -- Gem Stone ID B ( Can be founded in stoneinfo.txt ) local GemSlotCID3 = 22 -- Gem Stone ID C ( Can be founded in stoneinfo.txt ) local GemSlotALevel3 = 9 -- Gem Level - 1 ~ 9 local GemSlotBLevel3 = 9 -- Gem Level - 1 ~ 9 local GemSlotCLevel3 = 9 -- Gem Level - 1 ~ 9 r13,r23 = MakeItem(role,####,1,18)-- Your Equip local Equipp3 = GetChaItem(role,2,r23) local param3 = GetItemForgeParam(Equipp3,1) local Item_Stone3 = {} local Item_StoneLv3 = {} param3 = TansferNum(param3) Item_Stone3[0] = GetNum_Part2(param3) Item_StoneLv3[0] = GetNum_Part3(param3) Item_Stone3[0] = GemSlotAID3 Item_StoneLv3[0] = GemSlotALevel3 param3 = SetNum_Part2(param3, Item_Stone3[0]) param3 = SetNum_Part3(param3, Item_StoneLv3[0]) SetItemForgeParam(Equipp3, 1, param3) param3= TansferNum(param3) Item_Stone3[1] = GetNum_Part2(param3) Item_StoneLv3[1] = GetNum_Part3(param3) Item_Stone3[1] = GemSlotBID3 Item_StoneLv3[1] = GemSlotBLevel3 param3 = SetNum_Part4(param3, Item_Stone3[1]) param3 = SetNum_Part5(param3, Item_StoneLv3[1]) SetItemForgeParam(Equipp3, 1, param3) param3 = TansferNum(param3) Item_Stone3[2] = GetNum_Part2(param3) Item_StoneLv3[2] = GetNum_Part3(param3) Item_Stone3[2] = GemSlotCID3 Item_StoneLv3[2] = GemSlotCLevel3 param3 = SetNum_Part6(param3, Item_Stone3[2]) param3 = SetNum_Part7(param3, Item_StoneLv3[2]) SetItemForgeParam(Equipp3, 1, param3) local Socket3 = GetItemForgeParam(Equipp3, 1) Socket3 = TansferNum(Socket3) Socket3 = SetNum_Part1(Socket3, 3) SetItemForgeParam(Equipp3, 1, Socket3) RefreshCha(role) end
  18. Hi @blazi10 ! 1 - Go to script>calculate>forge.lua and find "can_jlborn_item_main" 2 - Find " local Item_EMstone_ID = GetItemID ( Item_EMstone ) and put your new fruit at end local Item_EMstone_ID = GetItemID ( Item_EMstone ) if Item_EMstone_ID ~= 3918 and Item_EMstone_ID ~= 3919 and Item_EMstone_ID ~= 3920 and Item_EMstone_ID ~= 3921 and Item_EMstone_ID ~= 3922 and Item_EMstone_ID ~= 3924 and Item_EMstone_ID ~= 3925 and Item_EMstone_ID ~= #### then --put your new fruit id SystemNotice( role ,"Demonic fruit is required for marriage.") return 0 end 3 - Find in "jlborn_item ( Table )" this "elseif Item_EMstone_ID == 3920" and before paste : elseif Item_EMstone_ID == #### then--Your new Demonic fruit local j1 = TakeItem( role, ####, 10 )-- Item need for mirage local j2 = TakeItem( role, 0,####, 10 )--item need for mirage if j1==0 or j2==0 then SystemNotice ( role ,"Deletion of pet fairy reborn tools failed") return end local rad = math.random ( 1, 100 ) local r1 = 0 local r2 = 0 --Angela + Angela elseif Item_JLone_ID == 571 and Item_JLother_ID == 571 then if lv_JLone >= 20 and lv_JLone < 25 and lv_JLother >= 20 and lv_JLother < 25 and rad >= 90 then --Pet Lv20-24 10% Chance of Angela JR r1,r2 = MakeItem ( role , 572 , 1 , 4 )-- Your Angela Jr ID elseif lv_JLone >= 25 and lv_JLone < 35 and lv_JLother >= 25 and lv_JLother < 35 and rad >= 80 then --Pet Lv25-34 20% Chance of Angela JR r1,r2 = MakeItem ( role , 572 , 1 , 4 )--Your Angela Jr ID elseif lv_JLone >= 35 and lv_JLone < 50 and lv_JLother >= 35 and lv_JLother < 50 and rad >= 70 then --Pet Lv35-49 30% Chance of Angela JR r1,r2 = MakeItem ( role , 572 , 1 , 4 ) --Your Angela Jr ID elseif lv_JLone >= 50 and lv_JLone < 70 and lv_JLother >= 50 and lv_JLother < 70 and rad >= 60 then --Pet Lv50-69 40% Chance of Angela JR r1,r2 = MakeItem ( role , 572 , 1 , 4 ) --Your Angela Jr ID elseif lv_JLone >= 70 and lv_JLone < 85 and lv_JLother >= 70 and lv_JLother < 85 and rad >= 50 then --Pet Lv70-84 50% Chance of Angela JR r1,r2 = MakeItem ( role , 572 , 1 , 4 ) --Your Angela Jr ID elseif lv_JLone >= 85 and lv_JLother >= 85 and rad >= 25 then --Pet Lv85 above 75% Chance of Angela JR r1,r2 =MakeItem ( role , 572 , 1 , 4 )--Your Angela Jr ID else r1,r2 = MakeItem ( role , 231 , 1 , 4 ) --Fairy of Luck end if you not wanna make new fruit only add this before "elseif Item_EMstone_ID == 3920" --Angela + Angela elseif Item_JLone_ID == 571 and Item_JLother_ID == 571 then if lv_JLone >= 20 and lv_JLone < 25 and lv_JLother >= 20 and lv_JLother < 25 and rad >= 90 then --Pet Lv20-24 10% Chance of Angela JR r1,r2 = MakeItem ( role , 572 , 1 , 4 )-- Your Angela Jr ID elseif lv_JLone >= 25 and lv_JLone < 35 and lv_JLother >= 25 and lv_JLother < 35 and rad >= 80 then --Pet Lv25-34 20% Chance of Angela JR r1,r2 = MakeItem ( role , 572 , 1 , 4 )--Your Angela Jr ID elseif lv_JLone >= 35 and lv_JLone < 50 and lv_JLother >= 35 and lv_JLother < 50 and rad >= 70 then --Pet Lv35-49 30% Chance of Angela JR r1,r2 = MakeItem ( role , 572 , 1 , 4 ) --Your Angela Jr ID elseif lv_JLone >= 50 and lv_JLone < 70 and lv_JLother >= 50 and lv_JLother < 70 and rad >= 60 then --Pet Lv50-69 40% Chance of Angela JR r1,r2 = MakeItem ( role , 572 , 1 , 4 ) --Your Angela Jr ID elseif lv_JLone >= 70 and lv_JLone < 85 and lv_JLother >= 70 and lv_JLother < 85 and rad >= 50 then --Pet Lv70-84 50% Chance of Angela JR r1,r2 = MakeItem ( role , 572 , 1 , 4 ) --Your Angela Jr ID elseif lv_JLone >= 85 and lv_JLother >= 85 and rad >= 25 then --Pet Lv85 above 75% Chance of Angela JR r1,r2 =MakeItem ( role , 572 , 1 , 4 )--Your Angela Jr ID else r1,r2 = MakeItem ( role , 231 , 1 , 4 ) --Fairy of Luck end
  19. Fat Duck script "wolfen tools" only import can't export
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