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Everything posted by Yudax
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Crystilia,63,73,5 script Armor Echant 100,{ mes "[^0000FFArmor Enchant^000000]"; mes "Do you want to Enchat your ^0000FFArmor^000000?"; if ( .item ) mes "You will need "+ .ask$; next; if ( select ( "Yes", "No" ) == 2 ) close; if ( !getequipisequiped( EQI_ARMOR ) ) { mes "You dont have any ^0000FFArmor^000000 that is being equipped."; close; } .@id = getequipid( EQI_ARMOR ); .@ref = getequiprefinerycnt( EQI_ARMOR ); .@card1 = getequipcardid( EQI_ARMOR, 0 ); .@card2 = getequipcardid( EQI_ARMOR, 1 ); .@card3 = getequipcardid( EQI_ARMOR, 2 ); .@card4 = getequipcardid( EQI_ARMOR, 3 ); if ( .@card1 == 255 || .@card1 == 254 ) { mes "[^0000FFArmor Enchant^000000]"; mes "I can't enchant a signed equipment."; close; } if ( .@card4 ) { mes "[^0000FFArmor Enchant^000000]"; mes "Sorry, this ^0000FFArmor^000000 has already been enchanted."; close; } if ( .item ) { for ( .@j = 0; .@j < getarraysize( .item ); .@j += 2 ) if ( countitem( .item[.@j] ) < .item[.@j+1] ) { mes "[^0000FFArmor Enchant^000000]"; mes "You need "+ (.item[.@j+1] - countitem( .item[.@j] )) + " " + getitemname( .item[.@j] ) + " to process."; close; } for ( .@j = 0; .@j < getarraysize( .item ); .@j += 2 ) delitem .item[.@j], .item[.@j+1]; } .@rand = rand(.totalchance); while ( ( .@rand = .@rand - .rate[.@r] ) >= 0 ) .@r++; .@o = rand(0,5); // orb of str/int/dex .... delitem2 .@id, 1,1, .@ref, 0, .@card1, .@card2, .@card3, 0; getitem2 .@id, 1,1, .@ref, 0, .@card1, .@card2, .@card3, 4700 + .@o * 10 + .@r; equip .@id; close; OnInit: setarray .rate, 55,50,45; // rate of getting +1 is 55%, +2 is 50% .... +10 is 10% ... while ( .@i < 10 ) { .totalchance = .totalchance + .rate[.@i]; .@i++; } setarray .item, 7227, 10; // ID / number of items while ( .@j < getarraysize( .item ) ) { .ask$ = .ask$ + .item[.@j+1] + " " + getitemname( .item[.@j] ) + ( .@j+2 > getarraysize( .item ) ? ",":"." ); .@j += 2; } end; } Sorry i don't get it. In this script, once the armor is enchanted you can't re-enchant it. You want multi-enchant ? another try to enchant ? Sorry, let me clarify things - Once the armor has been enchanted, you can enchant it back, to a maximum of 3x Only (multiple enchant). - The enchant item only gives +1 +2 +3. ( Not more than +4 ) - The requirement for the first enchant is 3 TCG, next enchant is 5TCG, and the last one will be 7TCG.
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Thanks emistry By the way, how would i edit that they only drop Golds. and not everything of that monster drops?
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- How to set that it will only give Min-Max stat ( +1 - +3 )? - The requirement is 10TCG each - Then they can enchant this armor for 3 times only. Crystilia,63,73,5 script Armor Echant 100,{ mes "[^0000FFArmor Enchant^000000]"; mes "Do you want to Enchat your ^0000FFArmor^000000?"; next; if ( select ( "Yes", "No" ) == 2 ) close; if ( !getequipisequiped( EQI_ARMOR ) ) { mes "You dont have any ^0000FFArmor^000000 that is being equipped."; close; } .@id = getequipid( EQI_ARMOR ); .@ref = getequiprefinerycnt( EQI_ARMOR ); .@card1 = getequipcardid( EQI_ARMOR, 0 ); .@card2 = getequipcardid( EQI_ARMOR, 1 ); .@card3 = getequipcardid( EQI_ARMOR, 2 ); .@card4 = getequipcardid( EQI_ARMOR, 3 ); if ( .@card1 == 255 || .@card1 == 254 ) { mes "[^0000FFArmor Enchant^000000]"; mes "I can't enchant a signed equipment."; close; } if ( .@card4 ) { mes "[^0000FFArmor Enchant^000000]"; mes "Sorry, this ^0000FFArmor^000000 has already been enchanted."; close; } .@rand = rand(.totalchance); while ( ( .@rand = .@rand - .rate[.@r] ) >= 0 ) .@r++; .@o = rand(0,5); // orb of str/int/dex .... delitem2 .@id, 1,1, .@ref, 0, .@card1, .@card2, .@card3, 0; getitem2 .@id, 1,1, .@ref, 0, .@card1, .@card2, .@card3, 4700 + .@o * 10 + .@r; equip .@id; close; OnInit: setarray .rate, 55,50,45,40,35,30,25,20,15,10; // rate of getting +1 is 55%, +2 is 50% .... +10 is 10% ... while ( .@i < 10 ) { .totalchance = .totalchance + .rate[.@i]; .@i++; } end; }
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I thought what he meant is the name of the sprite file of that custom item
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Like you ask for + 10 minutes after enter, player will warp out. Crystilia,63,78,5 script Gold Room 757,{ if( getmapusers( .Map$ ) > 7 ) npctalk "You cant go in right now. There are already 8 peoples inside."; else { announce "["+strcharinfo(0)+"] entered Gold Room. "+(7-getmapusers( .Map$ ))+" place left.",0; warp .Map$,0,0; } end; //-- Trigger auto event OnMinute09: announce "Gold Room will open his door in one minute !",0; sleep 1000 * .willopenin; //-- Gold room open hideoffnpc "Gold Room"; announce "Gold Room is open ! You have one minute to enter ! Only 8 player are allowed to enter !",0; sleep 1000 * .timeenter; //-- Gold room closed hideonnpc "Gold Room"; announce "Gold Room is close !",0; //-- 10 minutes before players will be warp initnpctimer; while( getmapusers( .Map$ ) ) { delwaitingroom; waitingroom "Countdown "+( 600 - ( getnpctimer(0) / 1000 ) )+" Seconds",0; sleep 1000; } delwaitingroom; end; OnTimer600000: mapannounce .Map$,"Time's Up !! You will be warped out right now..",0; mapwarp .Map$,"Crystilia",70,71; stopnpctimer; end; OnMobKill: getitem 969,1; monster .Map$,0,0,"Gold",1369,1,strnpcinfo(0)+"::OnMobKill"; end; OnInit: //-- Gold Room will open his door in XX - in seconds -- 60 seconds = 1 minute x.x .willopenin = 60; //-- Time to enter (secondes) before hide the NPC .timeenter = 60; //-- hideonnpc "Gold Room"; set .Map$,"guild_vs5"; monster .Map$,0,0,"Gold",1369,100,strnpcinfo(0)+"::OnMobKill"; end; } Hi, ( 1 )What i want is how will I make 50% chance to drop Gold and Coin? ( 2 )And instead of 10Minutes, I want it to be only 1 Minute event, before they will warped back to Crystilia ( 3 )Count down Starts when the NPC appears. 60 seconds -> 0. ( 4 ) Is it okay to use OnMobKill: and OnMobKill2: ? ( 5 ) What is the meaning of this? waitingroom "Countdown "+( 600 - ( getnpctimer(0) / 1000 ) )+" Seconds",0; OnMobKill: getitem 969,1; monster .Map$,0,0,"Gold",1369,1,strnpcinfo(0)+"::OnMobKill"; end; OnMobKill2: getitem 20103,1; monster .Map$,0,0,"Coin",1369,1,strnpcinfo(0)+"::OnMobKill2"; end; OnInit: //-- Gold Room will open his door in XX - in seconds -- 60 seconds = 1 minute x.x .willopenin = 60; //-- Time to enter (secondes) before hide the NPC .timeenter = 60; //-- hideonnpc "Gold Room"; set .Map$,"guild_vs5"; monster .Map$,0,0,"Gold",1369,10,strnpcinfo(0)+"::OnMobKill"; monster .Map$,0,0,"Coin",1369,10,strnpcinfo(0)+"::OnMobKill2"; end; }
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Yes, I also got this error when updating my server, I hope they fixed this on the next update. I tried to solve this by patching these two .sql https://rathena.svn.sourceforge.net/svnroot/rathena/trunk/sql-files/upgrades/upgrade_svn17080.sql https://rathena.svn.sourceforge.net/svnroot/rathena/trunk/sql-files/upgrades/upgrade_svn17086.sql Please read this thread if you are still lost on this problem: http://rathena.org/board/topic/77048-after-i-have-updated-the-svn-i-got-this-error-now/
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Good Evening Rathena, 1) I want this NPC to APPEAR every 1Hour and 10 Minutes, and HIDE himself at exactly 1Hour and 11 Minutes. 2) I want this NPC to announce, 1 Minute before this NPC will appear. 3) Only 8 Players are allowed to enter the Gold Room Thankyou. Crystilia,63,78,5 script Gold Room 757,{ if( getmapusers( .Map$ ) ){ npctalk "You cant go in right now. There is someone inside."; }else{ announce "["+strcharinfo(0)+"] entered Gold Room.",0; warp .Map$,0,0; initnpctimer; } end; OnInit: set .Map$,"guild_vs5"; monster .Map$,0,0,"Gold",1369,100,strnpcinfo(0)+"::OnMobKill"; while( 1 ){ delwaitingroom; if( getmapusers( .Map$ ) ){ waitingroom "Countdown "+( 60 - ( getnpctimer(0) / 1000 ) )+" Seconds",0; } sleep 1000; } end; OnClock0010: OnClock0110: OnClock0210: OnClock0310: OnClock0410: OnClock0510: OnClock0610: OnClock0710: OnClock0810: OnClock0910: OnClock1010: OnClock1110: OnClock1210: OnClock1310: OnClock1410: OnClock1510: OnClock1610: OnClock1710: OnClock1810: OnClock1910: OnClock2010: OnClock2110: OnClock2210: OnClock2310: enablenpc "Gold Room"; end; OnClock0011: OnClock0111: OnClock0211: OnClock0311: OnClock0411: OnClock0511: OnClock0611: OnClock0711: OnClock0811: OnClock0911: OnClock1111: OnClock1111: OnClock1211: OnClock1311: OnClock1411: OnClock1511: OnClock1611: OnClock1711: OnClock1811: OnClock1911: OnClock2011: OnClock2111: OnClock2211: OnClock2311: disablenpc "Gold Room"; end; OnMobKill: getitem 969,1; monster .Map$,0,0,"Gold",1369,1,strnpcinfo(0)+"::OnMobKill"; end; OnTimer60000: mapannounce .Map$,"Time's Up !! You will be warped out right now..",0; mapwarp .Map$,"Crystilia",70,71; end; } bump
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I've reloaded the Skilldb.
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Thanks, anyway whats the difference between the two? The dynamic and the non-dynamic?
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Hello, I have an npc with this script on a single .txt //===== rAthena Script ======================================= //= Shop Street //===== By: ================================================== //= Masao //===== Current Version: ===================================== //= 1.0 [Masao] //===== Compatible With: ===================================== //= rAthena SVN //===== Description: ========================================= //= A Shopstreet in quiz_02 where players can buy some Equipment. //============================================================ Crystilia,61,68,5 script Mall Warper 837,{ OnInit: warp "quiz_02",337,73; waitingroom "Mall Warper",0; end; } quiz_02,337,69,5 script Mall Exit 837,{ OnInit: warp "Crystilia",70,71; waitingroom "Exit",0; end; } quiz_02,326,85,5 shop Armor 99,2304:10000,2306:20000,2308:20000,2310:50000,2311:50000,2313:50000,2315:75000,2317:100000,2322:20000,2326:60000,2331:75000,2342:100000,2353:75000,2364:150000,2367:100000,2399:50000 quiz_02,326,82,5 shop Shield 99,2102:10000,2106:60000,2108:60000,2110:85000,2114:30000,2116:30000,2123:50000,2124:50000 quiz_02,322,81,5 shop Footgear 99,2404:10000,2406:20000,2409:30000,2412:50000,2417:50000,2418:50000,2424:50000,2425:20000 quiz_02,322,78,5 shop Mace 99,1502:10000,1505:20000,1511:20000,1514:-1,1517:-1,1520:50000,1522:100000,1523:25000,1528:50000,1529:50000,1531:50000 quiz_02,322,75,5 shop Knuckle 494,1802:20000,1804:50000,1806:60000,1808:75000,1810:70000,1812:60000,1813:100000,1814:100000,1822:150000 quiz_02,322,72,5 shop Whips 494,1951:10000,1953:20000,1955:30000,1962:20000,1963:50000,1972:10000,1974:10000,1976:50000 quiz_02,322,69,5 shop Instruments 494,1902:10000,1904:20000,1906:-1,1908:50000,1913:50000,1914:50000,1915:50000,1916:50000,1917:50000 quiz_02,322,66,5 shop Books 494,1550:30000,1551:60000,1552:51000,1559:25000,1561:75000,1564:25000,1568:70000,1569:70000,1570:70000,1571:70000,1572:50000 quiz_02,325,64,5 shop Guns 497,13103:60000,13105:100000,13106:200000,13101:10000,13150:6000,13152:30000,13153:50000,13155:60000,13156:100000,13154:30000,13159:250000,13157:150000,13161:300000,13162:500000 quiz_02,328,62,5 shop Fuuma Shuriken 497,7522:500,7521:500,7523:500 quiz_02,331,62,5 shop One-Handed Swords 497,1108:10000,1117:10000,1120:100000,1124:50000,1130:100000,1131:50000,1133:50000,1138:200000,1139:200000,1145:-1,1149:50000 quiz_02,334,62,5 shop Two-Handed Swords 497,1155:50000,1158:90000,1163:120000,1164:50000,1165:50000,1166:75000,1168:50000,1169:500000,1172:200000,1175:75000 quiz_02,337,62,5 shop Spears 731,1405:20000,1408:50000,1415:100000,1417:75000,1421:75000,1422:25000 quiz_02,340,62,1 shop Dagger 731,1208:20000,1211:20000,1217:20000,1223:50000,1231:75000,1235:75000,1236:75000,1237:75000 quiz_02,343,62,4 shop Axes 731,1302:10000,1306:20000,1307:45000,1309:75000,1352:20000,1355:30000,1358:75000,1363:50000,1364:50000,1365:50000,1366:50000,1371:100000 quiz_02,346,62,4 shop Accessories 731,2621:-1,2622:-1,2624:30000,2618:10000,2625:30000,2626:30000,2674:10000,2648:50000,2649:50000,2627:-1,2701:75000 quiz_02,349,64,4 shop Bows 731,1702:20000,1705:50000,1708:20000,1720:50000,1723:75000,1724:75000,1725:75000 quiz_02,353,66,4 shop Staffs / Rods 731,1602:20000,1605:20000,1608:20000,1611:45000,1618:85000,1620:85000,1622:50000,1624:50000,1625:50000,1626:50000 quiz_02,353,68,4 shop Garments 405,2504:10000,2506:40000,2507:82000,2508:56000,2514:50000,2518:60000,2519:60000,2528:85000,2531:10000,2553:10000 quiz_02,353,70,4 shop Katars 405,1251:50000,1253:100000,1255:75000,1261:125000,1262:20000,1263:20000,1265:100000,1275:100000,1276:100000,1277:100000,1278:100000 quiz_02,353,72,4 shop Lower Headgear 405,2218:10000,2267:5000,5107:100000,2265:5000,2266:50000,2269:50000,2270:50000 quiz_02,353,74,4 shop Middle Headgear 405,2201:5000,2203:4000,2205:3500,2212:5000,2225:10000,2229:50000,2231:50000,2234:50000,2235:50000,2281:25000,2292:50000,2296:50000 quiz_02,353,76,4 shop Upper Headgear 405,2210:1000,2211:1000,2213:10000,2214:20000,2217:10000,2221:5000,2223:10000,2246:75000,2256:75000,2264:100000,2280:20000,2299:30000 quiz_02,353,78,4 shop Ammunition 880,1766:50,1755:20,1750:10,1754:20,1761:20,1752:20,1760:20,1759:20,1772:100,1757:30,1770:20,1769:30,1765:40,1763:30,1762:30,1767:30,1764:30,1751:20,1768:30,1753:30,1756:30,1758:30,1771:1000,13200:50,13202:100,13201:300,13206:500,13203:500,13207:500,13204:500,13205:500,13252:50,13254:500,13251:100,13253:300,13250:50,13256:50,13259:50,13258:50,13255:50,13257:50 quiz_02,349,85,4 shop Alchemist Dealer 880,715:600,716:600,717:600,1025:200,7136:500,7135:500,7136:500,7137:500,7138:500,7139:6000 quiz_02,351,82,4 shop Tool Dealer 807,678:200000,607:100000,611:700,601:200,717:500,716:500,715:500,506:40,610:4000,545:150,546:600,547:1650,7142:75000,7433:50000,561:50000,656:30000,645:15000,657:30000,1065:12000,2242:100000 quiz_02,349,83,4 shop Sheepy Gonzales 895,12028:1000,12262:500,12016:750 //quiz_02,73,136,4 shop Headgear 01 832,5380:40000,5382:40000,2269:5000,2270:5000,5107:15000,5110:15000,2247:30000:5206:10000,2245:30000,2286:35000,2296:15000,2258:45000,5161:200000,5104:40000,2295:20000,5026:30000,5032:100000,5038:30000,5229:65000,5227:65000,5228:65000,5198:50000,5058:300000,5253:80000,5252:60000,5296:100000,5231:300000,5232:300000,5233:300000,5230:300000,5234:300000,5076:50000 //quiz_02,71,134,4 shop Headgear 02 832,5059:100000,5235:75000,5236:75000,5237:75000,5293:150000,5303:35000,5304:65000,5312:65000,5315:45000,5317:45000,5319:75000,5320:120000,5323:588888,5336:50000,5337:50000,5338:50000,5339:50000,5346:50000 //quiz_02,69,132,4 shop Headgear 03 832,5181:300000,5102:500000,5016:75000,5349:150000,5013:700000,5022:500000,5171:1250000,5135:500000,5029:50000,5033:65000,5040:100000,5047:35000,5065:65000,5068:50000,5074:50000,5084:75000,5086:150000,5108:350000,5121:100000,5133:50000,5137:100000,5138:150000,5140:55000,5146:75000,5151:75000,5152:150000,5170:150000,5173:75000,5174:75000,5175:75000,5184:50000,5185:45000,5187:75000,5188:50000,5191:25000,5192:25000,5193:25000,5194:25000,5195:25000,5196:25000,5197:25000 //quiz_02,69,128,4 shop Headgear 04 832,5200:75000,5205:100000,5211:75000,5226:50000,5238:75000,5239:75000,5240:75000,5241:75000,5242:75000,5243:50000,5325:75000,5254:100000,5255:65000,5257:50000,5297:100000,2202:45000,5258:35000,5298:50000,5276:50000,5273:50000,5275:50000,5274:50000,5259:50000,5271:250000,5272:50000,5284:50000,5286:75000,5288:50000,5289:50000,5291:55000,5292:55000,5294:55000,5352:50000,5324:100000,5359:50000,5360:50000 //quiz_02,72,125,4 shop Headgear 05 832,5340:50000,5341:50000,5342:50000,5343:50000,5344:50000,5345:50000,5354:50000,5355:50000,5361:65000,5365:50000,5373:75000,5379:50000,5383:60000,5384:88888,5390:88888,5388:50000,5411:50000,5393:75000,5397:35000,5399:50000,5800:175000,5801:300000,5802:150000 Everytime I click on the NPC, the mapserver has an error: [Error]: chat_createnpcchat: npc 'Mall Warper' already has a chatroom, cannot cr eate new one! [Error]: chat_createnpcchat: npc 'Mall Exit' already has a chatroom, cannot crea te new one! How to solve this one? Thank you --- SOLVED! By adding OnInit: delwaitingroom; waitingroom "Exit",0; end;
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I got this error when i typed @warp crystilia this is my maps_athena //map: tank_test //map: tank_test2 //map: test map: Crystilia map_index //Example: // //mymap 1250 //mymap-2 //Crystilia Crystilia 1251 I have used WeeMapCache in adding the maps and i got this error
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I was wondering why I cant see those battle logs or chat logs in this Tab I've already downloaded the English Data folder and Lua files. Also when i typed Alt+G i can see korean text and not English. Thank you bump
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to Still wont work
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I want Holy Light to be spammable, I've changed it to this: 156,2000,0,0,0,0,0 But the Holy Light skill still has a cooldown. Thank you
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Problem to Log In - Rejected From Server (Client 2012-04-10)
Yudax replied to kainbr3's question in Installation Support
I solved this today by diffing and using WDGSkipPacketHeaderObfuscation.dll. And everything will be fine -
Hi sir Emistry, Thats exactly what my questions is, because there is no example on how to add the requirements of CASHPOINTS. So i guess we need to know how.
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7 / 10 Clean and Simple! Keep up the good work!
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Just want to ask the community about their reactions for having a 2nd Job ( Transcended Class ) server with a Max Level of 150 and Max Stats of 150. Because as I search the forums and other sites, I seldom see this kind of server. What are the disadvantages and advantages of having this? And as you prefer, What is the best Features for 2nd Job sever, that in some way, or most of the time, the server is well-balanced. And if you were to choose which kind of SVN to use with the following; 2nd Jobs: 3rd Jobs: Thankyou
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PM'ed you Fai Im just starting to learn one step at a time and hopefully soon can help other people also. I think Emistry / Euphy can help with this
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Its okay thanks for the help anyways, you think it is possible to do so with this kind of NPC?
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Thank you for the script sir but what I need is Cashpoints and the required items to make a TCG Card
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I want to have a NPC script that requires a certain Cashpoints and a required Item to make the quest and announce: Just like this, To make a TCG Card you need the following: 100 Cashpoints 50 Jellopies I tried to search but i cant find this NPC prontera,155,155,4 cashshop Cash Shop 116,7227:1000,20107:1000,20108:1000,20108:1000,20109:1000,20110:1000,20111:1000,20112:1000,20113:1000,20114:1000,20115:1000,20116:1000,20702:1000 Or if im using Euphys Dynamic NPC, How to edit the variables? //===== eAthena Script ======================================= //= Euphy's Quest Shop //===== By: ================================================== //= Euphy //===== Current Version: ===================================== //= 1.4a - eAthena //===== Description: ========================================= //= A dynamic quest shop based on Lunar's, with easier config. //= Includes support for multiple shops & cashpoints. //= Item Preview script by ToastOfDoom. //============================================================ prontera,164,165,4 script Quest Shop 998,{ function Add; function Chk; function Slot; function A_An; if(.Shops$ != "") set .@i,1; else { set .@menu$,""; for(set .@i,1; .@i<=getarraysize(.Shops$); set .@i,.@i+1) set .@menu$, .@menu$+.Shops$[.@i]+":"; set .@i, select(.@menu$); } dispbottom "Select one item at a time."; callshop "qshop"+.@i,1; npcshopattach "qshop"+.@i; end; function Add { if (getitemname(getarg(1))=="null") { debugmes "Quest reward #"+getarg(1)+" invalid (skipped)."; return; } for(set .@n,5; .@n<127; set .@n,.@n+2) { if (!getarg(.@n,0)) break; if (getitemname(getarg(.@n))=="null") { debugmes "Quest requirement #"+getarg(.@n)+" invalid (skipped)."; return; } } for(set .@i,2; .@i<.@n; set .@i,.@i+1) set getd(".q_"+getarg(1)+"["+(.@i-2)+"]"), getarg(.@i); npcshopadditem "qshop"+getarg(0),getarg(1),((.ShowZeny)?getarg(3):0); sleep 1; return; } function Chk { if (getarg(0)<getarg(1)) { set @qe0,1; return "^FF0000"; } else return "^00FF00"; } function Slot { set .@s$,getitemname(getarg(0)); switch(.ShowSlot){ case 1: if (!getitemslots(getarg(0))) return .@s$; case 2: if (getiteminfo(getarg(0),11)>0) return .@s$+" ["+getitemslots(getarg(0))+"]"; default: return .@s$; } } function A_An { setarray .@A$[0],"a","e","i","o","u"; set .@B$, "_"+getarg(0); for(set .@i,0; .@i<5; set .@i,.@i+1) if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0); return "a "+getarg(0); } OnBuyItem: set .@q[0],@bought_nameid; copyarray .@q[1],getd(".q_"+@bought_nameid+"[0]"),getarraysize(getd(".q_"+@bought_nameid+"[0]")); if (!.@q[1]) { message strcharinfo(0),"An error has occurred."; end; } mes "[Quest Shop]"; mes "Reward: ^0055FF"+((.@q[1]>1)?.@q[1]+"x ":"")+Slot(.@q[0])+"^000000"; mes "Requirements:"; if (.@q[2]) mes " > "+Chk(Zeny,.@q[2])+.@q[2]+" Zeny^000000"; if (.@q[3]) mes " > "+Chk(getd(.Points$[0]),.@q[3])+.@q[3]+" "+.Points$[1]+" ("+getd(.Points$[0])+"/"+.@q[3]+")^000000"; if (.@q[4]) for(set .@i,4; .@i<getarraysize(.@q); set .@i,.@i+2) mes " > "+Chk(countitem(.@q[.@i]),.@q[.@i+1])+((.DisplayID)?"{"+.@q[.@i]+"} ":"")+Slot(.@q[.@i])+" ("+countitem(.@q[.@i])+"/"+.@q[.@i+1]+")^000000"; next; set @qe1, getiteminfo(.@q[0],5); set @qe2, getiteminfo(.@q[0],11); addtimer 1000, strnpcinfo(1)+"::OnEnd"; while(1){ switch(select(" ~ Purchase ^0055FF"+getitemname(.@q[0])+"^000000:"+((((@qe1&1) || (@qe1&256) || (@qe1&512)) && @qe2>0 && !@qe6)?" ~ Preview...":"")+": ~ ^777777Cancel^000000")) { case 1: if (@qe0) { mes "[Quest Shop]"; mes "You're missing one or more quest requirements."; close; } if (!checkweight(.@q[0],.@q[1])) { mes "[Quest Shop]"; mes "^FF0000You need "+(((.@q[1]*getiteminfo(.@q[0],6))+Weight-MaxWeight)/10)+" additional weight capacity to complete this trade.^000000"; close; } if (.@q[2]) set Zeny, Zeny-.@q[2]; if (.@q[3]) setd .Points$[0], getd(.Points$[0])-.@q[3]; if (.@q[4]) for(set .@i,4; .@i<getarraysize(.@q); set .@i,.@i+2) delitem .@q[.@i],.@q[.@i+1]; getitem .@q[0],.@q[1]; if (.Announce) announce strcharinfo(0)+" has created "+A_An(getitemname(.@q[0]))+"!",0; specialeffect2 699; close; case 2: set @qe3, getlook(3); set @qe4, getlook(4); set @qe5, getlook(5); if (@qe1&1) atcommand "@changelook 3 "+@qe2; if (@qe1&256) atcommand "@changelook 1 "+@qe2; if (@qe1&512) atcommand "@changelook 2 "+@qe2; set @qe6,1; break; case 3: close; } } OnEnd: if (@qe6) { atcommand "@changelook 3 "+@qe3; atcommand "@changelook 1 "+@qe4; atcommand "@changelook 2 "+@qe5; } for(set .@i,0; .@i<7; set .@i,.@i+1) setd "@qe"+.@i,0; end; OnInit: // --------------------- Config --------------------- // Custom points, if needed: "<variable>","<name to display>" setarray .Points$[0],"#CASHPOINTS","Cash Points"; set .Announce,1; // Announce quest completion? (1: yes / 0: no) set .ShowSlot,1; // Show item slots? (2: all equipment / 1: if slots > 0 / 0: never) set .DisplayID,0; // Show item IDs? (1: yes / 0: no) set .ShowZeny,0; // Show Zeny cost, if any? (1: yes / 0: no) // Shop categories, if needed: "<Shop 1>","<Shop 2>"{,...}; // Duplicate dummy data for any additional shops (bottom of script). // If no categories, use the second line instead (remove //). setarray .Shops$[1],"Upper/Middle Headgear","Lower Headgear","Other Quests","Valkyrie Helm"; // set .Shops$,"n/a"; // Add(<shop number>,<reward ID>,<reward amount>,<Zeny cost>,<point cost>, // <required item ID>,<required item amount>{,...}); // Shop number corresponds with order above (default is 1). // Note: Do NOT use a reward item more than once! //upper Add(1,7227,1,0,0,7066,300,929,200,928,200,709,50); // -------------------------------------------------- for(set .@i,1; .@i<=getarraysize(.Shops$); set .@i,.@i+1) npcshopdelitem "qshop"+.@i,909; end; } // -------- Dummy data (duplicate as needed) -------- - shop qshop1 -1,909:-1
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This is my mob_db.txt 1647,B_EREMES,Assassin Cross Eremes,Assassin Cross Eremes,99,1411230,0,4083400,1592380,1,4189,8289,37,39,90,181,62,37,122,60,10,12,1,7,85,0x37B5,100,76,384,288,2041700,617,5500,603,5000,732,2000,1234,1500,2319,9000,1233,3500,1232,3500,1265,3500,13002,3500,0,0,0,0,4359,300 and my item_db.txt 4359,B_Eremes_Card,Assassin Cross Card,6,20,,10,,,,,,,,4,,,,,{ skill "ASC_EDP",1; },{},{} Ive changed it so that the SinX Card can use EDP level 1. But when i tried to summon @monster 1647 It says that "Invalid monster ID / Name". Please help me with this sir.
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solved! thanks sir
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This is my mob_db.txt 1647,B_EREMES,Assassin Cross Eremes,Assassin Cross Eremes,99,1411230,0,4083400,1592380,1,4189,8289,37,39,90,181,62,37,122,60,10,12,1,7,85,0x37B5,100,76,384,288,2041700,617,5500,603,5000,732,2000,1234,1500,2319,9000,1233,3500,1232,3500,1265,3500,13002,3500,0,0,0,0,4359,300 and my item_db.txt 4359,B_Eremes_Card,Assassin Cross Card,6,20,,10,,,,,,,,4,,,,,{ skill "ASC_EDP",1; },{},{} Ive changed it so that the SinX Card can use EDP level 1. But when i tried to summon @monster 1647 It says that "Invalid monster ID / Name". Please help me with this sir.