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Dokie

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Posts posted by Dokie

  1. Hello,

    Can i request again for this kind of NPC?

     


    1. A npc that will ask, if  what guild(s) do you want to recall to certain map. ( Ex. turbo_quest )

    2. Need to input the guild name before warping them. ( Ex. Love* all members from Love Guild will be warped to turbo_quest )  - Same as @guildrecall/@partyrecall but i want to be it on a NPC.

     

     

  2. Ban Hammer, on 14 Apr 2013 - 05:22, said:

    hey skorm can you add a itemget if i kill the monster i can get TCG

    Yes

    >Dokie, on 14 Apr 2013 - 02:30, said:

    Uhmm, Is there any possible ways to fix this? it annoys when checking the mapserver logs these 2 errors pops out again and again ( The script is working well but these errors bothers well too ).

    Yeah sure if you type in the wrong map name you will still get debug messages though. :P

    http://pastebin.com/HbS2n6Dm

    I didn't really have time to make it more user friendly but what it should do is allow you to spawn monsters and add drops for the event with rates O_O.

     

    Skormy!,

    Great now its user friendly thanks for drooping by.. (:

  3. The error message and debugs come from the way I'm checking for realistic IDs. It could be done differently but really I see no harm in it.

    I modified the above post to what I think you wanted it to announce... :/ I forgot to add the monster name part.

    Skormy,

    Uhmm, Is there any possible ways to fix this? it annoys when checking the mapserver logs  these 2 errors pops out again and again ( The script is working well but these errors bothers well too ).

    Like this : -.- ( SORRY FOR ASKING TOO MUCH )

     

    post-12830-0-04278200-1365920755_thumb.jpg

  4. Skormy,

     

    ( Can you add when summoning the MVP's it'll also include this line ) 
    - EX. announce "GM-Name summoned "3 Kiels" in Prontera City. ( Mob Count and Mob Name will be included too )

     

     

    *Something is wrong with the script, i tried to fix but i can't. Every time i use the NPC that error pops out. -.-


     

    post-12830-0-12685400-1365916121_thumb.jpg

  5. I'd like to request again this kind of NPC.

    1. NPC that will summon MVP's.

    2. You need to input their corresponding ID#. ( EX. 1734 = KIEL )

    3. Input also the # of mobs to be summoned. ( 1 to 5 KIELS )
    4. Input also what map should it be summoned. ( EX. Prontera Field 08 )

    5. It'll announce also (  GM-Name summoned 3 Kiels in Prontera Field 08. )

     

  6. Sorry about that gettimetick(0) is weird it goes into negative values.

    Right now it's setup to automatically spawn a new poring if someone else kills it. If you want them to have to go back to the quest npc to spawn a new one just remove monster "prontera",0,0,"Poring",1002,1,"Bloody Branch Quest::OnPoringDead"; fourth line from the bottom.

    function	script	timeleft__	{	set .@left, getarg(0);	if ( .@left <= 0 ) return getarg(0);	set .@day, .@left / 86400;	set .@hour, .@left % 86400 / 3600;	set .@min, .@left % 3600 / 60;	set .@sec, .@left % 60;	return ( ( .@day )?.@day +" day ":"" )+( ( .@day || .@hour )?.@hour +" hour ":"" )+( ( .@day == 0 && ( .@hour || .@min ) )?.@min +" min ":"" )+( ( .@day || .@hour )?"":.@sec +" sec" );}prontera,95,96,2	script	Bloody Branch Quest	76,{if(!#Bloody_b_Q){ set .QNPC$,"[^0000FF???^000000]"; } else { set .QNPC$,"[^0000FFAlice^000000]"; }if(!mobcount("prontera","Bloody Branch Quest::OnPoringDead")&Bloody_b_Q==1){ npctalk "Hmm... *looks around* Ahh, I see one over there!"; monster "prontera",0,0,"Poring",1002,1,"Bloody Branch Quest::OnPoringDead"; emotion e_gasp; end; }if(#Bloody_b_Q==2){ npctalk "Thanks again, come back in 3 hours and I'm sure another one will slip through!"; getitem 12103,2; set #Bloody_b_Q,(gettimetick(0)+(3*60*60*1000)); end; }if(#Bloody_b_Q==1) { mes .QNPC$; mes "There's already a Poring out there with your name on it!"; close; }if(((#Bloody_b_Q-gettimetick(0))/1000)>0&Bloody_b_Q){ mes .QNPC$; mes strcharinfo(0)+" you have "+callfunc("timeleft__",((#Bloody_b_Q-gettimetick(0))/1000))+"left."; close; }if(BaseLevel<255){ mes .QNPC$; mes "I'm sorry, but only the truly strong can do this quest. Come back with a base level of 255 or higher."; close; }mes .QNPC$;mes "Hello I need your help, Porings from the surounding feilds slip past our lazy guards, and I'm to cute to hunt them down now they're running a muk!";next;mes .QNPC$;mes "Would you like to participate in our daily Poring Hunt?";mes "Oh- I almost forgot to mention, we need 300m to cover any casualities.";if(select("Yes:No")-1){ next; mes .QNPC$; mes "What!- You expect me to just kill all these porings bymyself?!"; emotion e_sob; close; }if(Zeny<3000000) { next; mes .QNPC$; mes "Look I can't just let you loose swinging a sword at everything you think is a poring without some funding!"; mes "Come back when you get some more cash!"; close; }emotion e_no1;set Zeny,Zeny-3000000;next;if(!#Bloody_b_Q){	mes "[^0000FFAlice^000000]";	mes "Thanks for your patronage.";	mes "You can call me ^0000FFAlice^000000 from now on...";	mes "Now get to work rookie!";} else {	mes .QNPC$;	mes "Welcome back!";	mes "Good luck on your hunt!";}set #Bloody_b_Q,1;monster "prontera",0,0,"Poring",1002,1,"Bloody Branch Quest::OnPoringDead";close;OnPoringDead:if(#Bloody_b_Q==1){	mapannounce "prontera",strcharinfo(0)+" has found the poring!",bc_map,"0xFFCE00";	set #Bloody_b_Q,2;	end;}if(!#Bloody_b_Q||((#Bloody_b_Q-gettimetick(0))/1000)>0&Bloody_b_Q&&Bloody_b_Q!=1){	mapannounce "prontera",strcharinfo(0)+" accidentally killed the poring!",bc_map,"0xFFCE00";	monster "prontera",0,0,"Poring",1002,1,"Bloody Branch Quest::OnPoringDead";	end;}
    I've found a bug.

    Scenario:

    ~ Questor 1 summoned the poring, and Questor 2 summoned also the poring at the same time this bug will comes in.

    ~ If Questor 1 already killed the poring then he/she accidentally killed the poring of Questor 2. ( Questor 2 will be stuck up on quest ) but Questor 1 is not. ( Can you add if other questor killed their poring by another questor they can also reset it or lets say spawn it again by talking to the NPC until they finish the quest. )

    -------------------

    * Right now it's setup to automatically spawn a new poring if someone else kills it. If you want them to have to go back to the quest npc to spawn a new one just remove monster "prontera",0,0,"Poring",1002,1,"Bloody Branch Quest::OnPoringDead"; fourth line from the bottom.

    ^ Like you said here, if i erase this line, the quest will not reset until the player who accidentally killed the poring talk the to npc can we just make it. ( You can also reset it by talking to the NPC again and spawn it again but only registered Questor can access it. )

    Thanks for the help guys.<3:

  7. Same errors, Skormy. ): ( I tested it 3x ) 

    1. The questor stuck up when anther player killed the poring summoned, and that player will received 2BB's and 3 hours waiting instead of resetting the QUEST again.

    2. Map announce for "accidentally killed the poring!" don't pop up if killed by another player(s).

  8. 2 Errors!

     

    1. If the Questor  summoned the poring, but killed by another player that player will recieved the 2 BB's and will have a 3hours cool down too. ( And the questor will be stucked up on quest  )

    2. Map announce for "accidentally killed the poring!" don't pop up if killed by another player(s).

     

    Uhh, Can you add this too.?

     

    1. If the Questor killed him/her poring It'all announce "Name" has founded the poring"

    2. this npc will only work for 1 account, not all characters on same account.

  9. Uhmm, can i request for a NPC for Quest Bloody Branch?

    Steps to Quest.

    1. All jobs are accepted but base level must be 255.

    2. Need to pay 300m Zeny.

    3. You need to kill a Poring that would be summoned in map of Prontera City.

    4. The Questor who is registered can only one who can kill that poring. ( If the poring was killed by another player it'll announce ( "name" accidentally killed the poring ) 

    5. Else the Quest will reset until the real player killed their corresponding poring. ( In other words, Each questor have their own poring to be summoned )

    6. After doing that back to the NPC and get their reward. ( 2 Bloody Branch )

    7. 3 Hours Cool Down.

  10. Well, first of all you need to make a new group on /conf/groups.conf just like the normal groups but with trade permission disabled so that the players that just login are moved to that group. I'll create for example group number 6 which inherits from group id 0 (Normal players) and is to be placed after group number 4. You should create any new groups maintaining the current structure of the file:

    {
    	id: 5
    	name: "Trade disallowed"
    	level: 0
    	inherit: ( "Player" )
    	commands: {
    		/* no commands by default */
    	}
    	permissions: {
    		can_trade: false
    	}
    },
    

     

    Then you'll have to restart your server in order for it to recognise this new group. If you don't get any error on this you're good to go and load this NPC script which is the one which will actually grant or remove the permissions to/from the players:

    -	script	block_trade	-1,{
    OnPCLoginEvent:
    	if (getgmlevel()) end; // Prevents any GM to be affected and denied to trade by early ending the script. Moreover, it prevents to make them normal users.
    	atcommand "@adjgroup 5"; // Puts the can't trade permission to any GM level 0 user that logs in
    	addtimer 300000,strnpcinfo(3)+"::OnEnableTrade"; // 300000 milliseconds = 300 seconds = 5 minutes
    	dispbottom "You'll have trade permissions as soon as you stay 5 minutes online.";
    	end;
    
    OnEnableTrade:
    	atcommand "@adjgroup 0"; // Give them back the trade permission
    	dispbottom "You now have trade permissions.";
    	end;
    }
    

    And now you'll have this system active. I haven't tested it, but it should work without any error. Otherwise, tell us here!

    It's working fine on normal accounts though , but when i logged in my ( GM Account Level: 100 ) i have to wait 5 minutes too mostly i didn't get this part. ( Kinda newbie at scripting learning time to time. (: )

    -    script    block_trade    -1,{

    OnPCLoginEvent:

        if (getgmlevel()) end; // Prevents any GM to be affected and denied to trade by early ending the script. Moreover, it prevents to make them normal users. 

     

  11. just create a new group id that disable trade vend deal...

    all players will be using that group id upon register...

     

    when they login...add a timer...example addtimer..

    when the timer triggered...move then to other group id that can trade...or adjust the permission of their...

    Can you give some example Emitry?. I'm newbie at scripting >.<.

  12. Can i request a script that when you just logged in you have to wait 5mins. after  5mins you can now use ( Trade , Deal , Vend )

    Also if he/she that players tries to use Deal or Vend A message will appear like dispbottom
     ( You have to wait 5 minutes before using that . )

  13. prontera,155,181,5	script	Sample	757,{
    while( 1 ){
    	mes "Kick : "+@action[0]+" times.";
    	mes "Punch : "+@action[1]+" times.";
    	next;
    	.@i = select( "Kick","Punch" ) - 1;
    	@action[.@i]++;
    }
    close;
    }
    

    Thanks again Emistry.. (:

  14. Topic :

    ( There is nothing wrong with the script previous script i ask for Emistry, its working like a charm now thank you very very much!  ) I quote it wrong.


    Off Topic :
    What i mean is, can you  make another NPC for the this one..  

     

    // * NPC that counts how many times ( You Kick,Punch,Poke,Kiss,Hug ). (:

     

    post-12830-0-86890000-1364833476_thumb.jpg

  15. try this

    http://pastebin.com/raw.php?i=SJA9G6EH

     

    add the card list here

    // blacklisted cards
    .mvp_card$ = "4001,4002";
    .miniboss_card$ = "4001,4002,4003";
    

    Thank you for the big help Emistry!  ( I'll check the script right away )

    Last request can you also make an NPC that counts how many times ( You Kick,Punch,Poke,Kiss,Hug ). (:

    Like this sample :

    post-12830-0-10539900-1364829443_thumb.jpg

  16. Example.

     

    // for MVP Card 

    4236 = Amon Ra Card  <~ will not  be included to the list.

     

    // for Normal Card

    4266 = Eclipse Card <~ will not  be included to the list.

     

    Because the range for rand reset is 4001 to 4544 some MVP Cards and Normal Cards will be included also.

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