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Dolphin86

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Everything posted by Dolphin86

  1. hye i was using this script here, but somehow the script end up with item which is not suppose to be crafted on the part i tagged, the unwanted item on the part is 40011 which is no where to be found on the part of the script i was testing.. here is the part of the script, which should not produce 40011, but somehow it just did: full script :
  2. yes the item 40106 is a indicator item ( Tier 2 Butchering ) and it was meant only to have 1, 40026 is an item drop form monster, and 40058 is a rental weapons. and yes all the item needed is existing within my inventory
  3. it start on this part here: case 2: if(countitem(40043) == 1){ //T1 Butchering if(countitem(40026) < 1 || rentalcountitem(40058) < 1){ mes "Require :-"; mes "- [1] Monster Loot."; mes "- [1] Stone Blade."; close; } delitem 40026, 1; getitem 40036, 1; getitem 40011, 2; close; } if(countitem(40106) == 1){ //T2 Butchering if(countitem(40026) > 1 || rentalcountitem(40058) > 1){ if(rand(100) <= .@Chance){ //random chance start here getitem .@MakeShiftBoneDagger[rand(getarraysize(.@MakeShiftBoneDagger))], 1; getitem 40036, 1; } //if no luck gets normal item delitem 40026, 1; getitem 40036, 1; getitem 40011, 2; close; } } else mes "Require :-"; mes "- [1] Monster Loot."; mes "- [1] Make Shift ."; close;
  4. hye i had crafted this script, but somehow after a couple day of testing, i had not even 1 single time got the random chance item, even after i had increase the chance to 99% can someone check them for error and help me fix it?
  5. hi i would like to ask for a an npc script which give player items base on the set of item the player give, example to make a sword ( configurable - sword A, sword B and list goes on ) player need 3 basic item ( in this case we call them category - configurable as i might need to add more category ) to give to the npc, Blade, Handle, Rope now for Blade there are serval item to pick, example : 1002,1003,1004,1005,1006 same goes with handle and rope, so each of the category have different set of item which player can choose to input ( read below for more details ) when the player talk to the npc and pick to craft a sword, the npc will ask player to choose material each category, take note the npc will only show aviable option of material for each category base on what material player have in his inventory, all player need to do is pick which material he wish to input for each category, also each category of materials might need more then 1. and after that npc will show all the details which player input to confirm before starting to craft.. when player have select all the material for all those category and confirm it, the npc will start crafting with a timer let say 1 minute ( configurable ), so player need to wait for the timer to cool down, also there will be a chatbox on top of the npc "CRAFTING" while under crafting, and if the timer is done chat box will change to "Completed", only then player who craft it can pick it up, unless the player who craft it did not pick it up within time 3 minute after it was crafted, the crafted item can be picked up by any players, also the chatbox must remain "Completed" until the item is taken out, also there is a secrets, if the player input in correct order, let say for blade 1010, handle 1017, and for rope 1022 player will get a different type of sword, and there will be different list of secrets recipe, ( means i can add more type of sword reward result base on the secrets material list ) and also i plan to use it as duplicate. thanks!
  6. this great but i think this part: setarray(getd("$wrkb_" + .@wrkb_id + "_products"), 40101,2, 40102,2, 40103,2 ,40104,2 ,40105,2); i need either one of the item, not all of it?
  7. hye i need help on getting random chance if player had (40101) Butchering's Tier 2, from the script below, if player had (40043) Butchering's Tier 1, it will proceed to craft the item with current script which all thanks to @Winterfox who created it, but I'm kind of confused how to add on the second option which is random chance to gain some different item result by 10%, if else player will just get a normal item (40011) Low Quality Bone, also the script need a little improvement, when the time is up the chat box disappear, while the item are still have not taken out, i would like the chat box disappear only when the item had been taken out only, thanks
  8. @sader1992 sorry to interrupt, but what if i need another set of random item array with different random chance ? - script ::TALL_GRASS_MAIN -1,{ setarray .@itemid[0], 40068,40069,40070,40071,40072; // random array set 1 .@Chance = 5; // random array set 1 mes "=== Select Tools ==="; switch(select("- Stone Blade:- Bone Blade:- Cancel")) { clear; case 1: if (rentalcountitem(40024) == 1){ // 40024 (item A) if(countitem(40044) == 1){ // 40044 (item B) getitem 40006, 1; getitem 40008, 1; end; } if(countitem(40067) == 1){ // 40067 (item C) if(rand(100) <= .@Chance){ getitem .@itemid[rand(getarraysize(.@itemid))], 1; // ( array random set 1 ) } getitem 40008, 1; getitem 40006, 1; end; } } mes "Stone Blade is needed."; close; case 2: if (rentalcountitem(40058) == 1){ // 40058 (item D) if(countitem(40044) == 1){ // 40044 (item B) getitem 40006, 1; getitem 40008, 1; end; } if(countitem(40067) == 1){ // 40067 (item C) if(rand(100) <= .@Chance){ getitem .@itemid[rand(getarraysize(.@itemid))], 1; // ( array random set 2 ) } getitem 40008, 1; getitem 40006, 1; end; } } case 3: mes "Gathering Cancel"; close; } end; } // Duplicates //============================================================ neko_isle,75,122,6 duplicate(TALL_GRASS_MAIN) Tall Grass#new11 666 new_1-3,111,73,6 duplicate(TALL_GRASS_MAIN) Tall Grass#new12 666 new_1-3,115,71,6 duplicate(TALL_GRASS_MAIN) Tall Grass#new13 666 new_1-3,119,71,6 duplicate(TALL_GRASS_MAIN) Tall Grass#new14 666 new_1-3,123,71,6 duplicate(TALL_GRASS_MAIN) Tall Grass#new15 666 new_1-3,127,71,6 duplicate(TALL_GRASS_MAIN) Tall Grass#new16 666 new_1-3,131,72,6 duplicate(TALL_GRASS_MAIN) Tall Grass#new17 666
  9. the plan was if the player bring item A and item B he will get normal item. but if he bring item A and item C, there is 10% chance to get unique item.. but it did not work as plan, i cant even click on the npc.. - script Tall Grass -1,{ OnInit: setarray .itemid[0], 40062,40063,40064,40065,40066; setarray .itemchance[0], 10,10,10,10,10; end; mes "=== Select Tools ==="; next; switch(select("- Stone Blade:- Bone Blade:- Cancel")) { case 1: if (rentalcountitem(40024) == 1 && countitem(40044) == 1 ){ getitem 40006, 1; getitem 40008, 1; end; } if (rentalcountitem(40024) == 1 && countitem(40067) == 1 ){ getitem .temp_array[rand(0, getarraysize(.temp_array))], 1; getitem 40006, 1; end; } else mes "Stone Blade is needed."; close; case 2: if (rentalcountitem(40058) == 1 && countitem(40044) == 1 ){ getitem 40006, 1; getitem 40008, 1; end; } else mes "Bone Blade is needed."; close; case 3: mes "Gathering Cancel"; close; } } // Duplicates //============================================================ neko_isle,75,122,6 duplicate(Tall Grass) Tall Grass#new11 666 new_1-3,111,73,6 duplicate(Tall Grass) Tall Grass#new12 666 new_1-3,115,71,6 duplicate(Tall Grass) Tall Grass#new13 666 new_1-3,119,71,6 duplicate(Tall Grass) Tall Grass#new14 666 new_1-3,123,71,6 duplicate(Tall Grass) Tall Grass#new15 666 new_1-3,127,71,6 duplicate(Tall Grass) Tall Grass#new16 666 new_1-3,131,72,6 duplicate(Tall Grass) Tall Grass#new17 666
  10. well it did work, but it will only work if i have 3 of the items, the plan was if player had either 1 of the item it will work ahaha thanks for the golden spoon
  11. problem solved.. with redneck solution new_1-3,95,60,6 script Test 808,{ if (rentalcountitem(40024) > 1) { goto have; } if (rentalcountitem(40046) > 1) { goto have; } else if (rentalcountitem(40052) > 1) { goto have; } mes "Hello, Good day huh?"; close; have: mes "Yuhuuuuuuu"; close; }
  12. new_1-3,95,60,6 script Test 808,{ if (countitem("40024")) { .@itemid = 40024; } else if (countitem("40046")) { .@itemid = 40046; } else if (countitem("40052")) { .@itemid = 40052; } if (!.@itemid) { mes "Hello, Good day huh?"; close; } mes "Oh you want this juice?"; mes "let me have a look that " + getitemname(.@itemid); next; mes "Nice!, thanks for showing me,"; mes "you can have this juice !"; getitem 7709, 1; close; }
  13. thanks @Tokei for correcting, but the items are rental weapons, how can i make it possible? either the item is equipped or not equipped ? i think this is the correct way, but how can i add this to my test script? @inventorylist_expire[] - expire time (Unix time stamp). 0 means never expires.
  14. hi i have totally no idea how can i make this script.. player will bring either of this item before he can talk to the npc, Note : Item A, Item B and Item C are rental weapon, equipped or not equipped, not matter as long its with the player example: if (check item (A) <1, or check item (B) <1, or check item (C) <1 ){ mes "Hello, Good day huh?"; close; } mes "Oh you want this juice?": mes "let me have a look that (either item)"; next; mes "Nice!, thanks for showing me,"; mes "you can have this juice !"; getitem 7709, 1; close; it wont delete player item, just to enable the npc to trigger the other massage and npc give item to the player
  15. hi i would like to ask a script when player use custom commands as @status it will pop up an NPC massage box as normal, and when check item in player inventory it will display text, example when player use @status (when use @status this massage will pop up) menu: mes "=== (Player Name) status ==="; switch(select("- Weapon Skill:- Bow Skill:- Cancel")){ case 1: mes "Your (check item in inventory = Wepon skill lvl 1 )"; switch(select("- Check other skill:- Cancel")){ case 1: goto menu; end; case 2: mes "cancel"; close; } case 2: mes "Your (check item in inventory = Bow skill lvl 1 )"; switch(select("- Check other skill:- Cancel")){ case 1: goto menu; end; case 2: mes "cancel"; close; } } } inventory items : 40040 Weapon skill lvl 1 (etc) 40041 Bow Skill lvl 1 (etc)
  16. well as u can see on the script below, all i need is to bring 2 items only the 3rd item is kinda like tool item, before i was able to craft the final item result, but im not sure what happen since i did not edit any part of the npc as it was consider done, but when i re-test the scipt i was not able to carft even when i have all the materials in my inventory
  17. as title i did manage to make the item using the requirement before, but some how now its not working as it should? script : item db : Full Script:
  18. Good news, i was able to add password system, the only problem now is how can i add more map/island for rent? as by default this will only let player rent 1 map only... and how to add notification on how many time left Days, Hours Minute, and Seconds ?
  19. Soo i have found a script which did almost what i wanted which is MVP Room, the only question i had is how can i change the requirement from zeny to item (which later deleted) and for any other player friend to join need a password? which means only those with the password can enter that private island, and the owner can change the password any time to his like, also would be great if can edit the time left notification to from minute and seconds to days, minute and seconds... i just notice that the rent would over or reset when server restart, reboot or stopped, how to prevent this? script: error:
  20. i could use an example, i could only understand simple script
  21. hi i would like to ask for help, i have 4 type of npc with different function, name and sprites, how can i combine it all into 1 npc and player just need to pick which type npc he wanted to spawn at that location, e.g ( Healer, Kafra, etc ) and this npc will spawn with it own function, name and sprite within the selected time ( max 7 days ), once the time runs out the npc will revert back to its original, and player will have to bring an item ( according to which function he wanted ) to use it again, also would be nice if there is an option to extend the timer for additional 7 more days.. also even if the server stop, or restart it will remain the same as it current state.. #in short, there is 1 dummy npc in 1 location, player talk to that npc to select which function he needs, and bring the required item (each function npc will need diffrent item), if he got the item npc will ( disguise ? ) to the selected function including change it name and sprites, (e.g helaer, kafra, warper, etc..) npc will remain with the selected function for the next 7 days as it was spawned, and revert back to dummy npc when the timer done. my try out script which didn't work..
  22. Since my previous question is kind of odd or hard to understand, i did some search and i found out what i actually need was a warper to rent an island/map/house what i wanted was, if a player bring an item to this npc, i will pop up a menu and show any vacant island in green text, then he can rent for maximum 30 days, if there is an island which already been rent by any other players it will be shown in red txt, if player wish to rent the island, he will need the item (which will be deleted) and he can set up a password for him and his friend to be warped to the rented island. i do wish any rented island will not be removed or anything during server reboot, restart of stopped. also i did manage to find something similar to my current request, but need a lil tweak to fit my preference.... which i had no idea how to do so.. here is the script made by @AnnieRuru please help... thanks
  23. hi i would like to request a script sample, when a player open or use an item it will summon an npc for a period of 7 days, which means that the npc will stay at that position for 7 days and will not be removed even if server restart or stop, it will stay the same position as it was summon even if the server restart or stop, and player can use the npc function such as heal, store item, or anything, and only the player who summon it can use the npc, if somehow the owner of that npc wish to extend it time period it will have to bring a certain item, which will extend for another 7 days, and the player/owner of the npc can cancel the npc spawn if he didn't like the location of the npc spawn, maybe if could just use simple method like there is an option for player to input the coordinate of the npc to spawn? also if the time period is done the npc will vanish, unless the owner (player) bring the certain item to extend it time period for another 7 days p/s : i wish to plan to use the script as duplicate with each npc have different script of their own and serve for different user /player thank you..
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