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Dolphin86

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Everything posted by Dolphin86

  1. @Winterfox it works as it should now, no error or such all item crafted as planned, only debug came out when ever start crafting
  2. @Winterfox sorry but this is above my understanding... what are these debug warning..? btw it works as individual npc now , but it confused on what npc should craft what item, i did all 3 npc to craft different item, some how the npc reward me with different item from what i plan to craft. Updated script :
  3. how.. i seriously had no idea how to fix this
  4. got problem with custom item db, im not sure which part was wrong.. Error Screenshoot: i have the problem which is in this itemdb, but im not sure how to fix them..
  5. I really had no idea on this part how can i make this npc individual, since currently all the npc react the same, like if i start crafting on npc A i can still claim it from NPC B or C,D,E and the list goes on, how can i make it individuals, if player craft on NPC A, the player can only claim in from the NPC A, also how can i change the timer... and how can i make the another version of the same NPC will only react to only it's own owner ? (Onwer must have a certain item indicate only it owner can talk to the NPC..)
  6. @Winterfox yeap still dont work, mybe the script reads different i meant it confused on reading my script ? it keeps reading BeginnerQuest3 part not bypass it, Edit: i have change how the system read my script, yet still same result.. BeginnerQuest3: if(isequipped(40016)) goto GotNotEnough3; if(!isequipped(40016)) goto WhereAxe; if(countitem(40018) < 1 || countitem(40014) < 2 || countitem(40003) < 1) goto NotEnough3; NotEnough3: cutin "3rd_sura_master.bmp",2; mes"....."; next; mes "=== ^ff9300 Benimaru ^000000 ==="; mes "Its not enough kid.."; mes "Remember"; mes "[8] Stalk = [2] Ropes (workbench)"; mes "[1] Rock Chunk = [4] Rock (workbench)"; mes "[1] Branch"; next; mes "...."; cutin "",255; close; GotNotEnough3: mes "=== ^ff9300 Benimaru ^000000 ==="; mes "Great Work! Now go make your"; mes "[Stone Axe]."; set BeginnerQuest,4; next; mes "...."; cutin "",255; close; WhereAxe: mes "=== ^ff9300 Benimaru ^000000 ==="; mes "If you have the [Stone Axe]"; mes "please equip it."; next; mes "...."; cutin "",255; close;
  7. As title, the script did not detect the item that is already equipped, its on line 170 if(!isequipped(40016)) here is the script: Help please...
  8. @Winterfoxi can take the item now, but the text box Completed is still there
  9. @Winterfox this happen when i try to take the completed item, there is no error and i did not get the item, the npc still showing completed and when i talk again with the npc, the only option i have i to craft again, but item was never received
  10. owhhhh understood, but can u check my other post, its almost similar to this
  11. hye i do know the problem is with the label, but how should i rename it without making error on the whole script as i need it to be 1 minute wait.. or someone can fix it for me or at least show me an example? the script: thanks.. @Winterfox
  12. Double Set name at different lines was the problem..
  13. Edit : Found the problem was double same "Set"
  14. thanks, this is much more cleaner version Question: where is the timer part where i can set the time for waiting ? @Winterfox
  15. hello, could someone show me script example for this situation: 1. player bring item (multiple item) to the npc 2. npc will check for item requirement. 3. player will have to wait at least 1 minute before player can receive the item, while waiting the npc will have a text notification (crafting) and no other player can use the npc while its crafting 4. when the item craft is completed there will be a text notification completed (it will stay until the player who craft it or any other player take out the item (kinda stealing) here is my my script...
  16. Can someone show me an example of script, that which when player carry an item let say a dagger in his inventory ( Not Equipped ) and when ever the player kill any monster in any map, player will get a specific item with 100% success like a meat ? all the player need to do is just carry that dagger around in his inventory need 2 items drop, eg = meat and bone i found this script created by @sader1992 : LINK but it does not have item requirement Script :
  17. Hello again, i need someone to guide me on how can i add etc item to my server as custom etc item (not weapons, armor, garment,) just etc item like a medal something like that. thanks ! how should i add it in item_db_etc.yml, iteminfo.lua and what else i need to edit? where can i edit using offcial sprites and where should i put my custom item sprites ?
  18. Problem solved , this npc is set up by 5 sec delay from each clicks and vip detect are via items, just incase anyone needs it, here ya go credits goes to the owner of the script
  19. as title i was trying to enable player to talk to the npc only 3 times, on between those 3x talk there is 5 seconds gap where player will have to wait, now after the player talked to the npc 3x, he/she will need to wait 3 minutes until he /she can talk again with the npc, but i got confused to to set player from the 1st 5 sec wait to the 3 minute wait.. kindly guide me.. Script:
  20. it works fine now, thanks !
  21. on which part??
  22. nope that did not work
  23. as title, when i click on my npc at 1st time it was working as it should, but when i click it on the 2nd time i got this delay script: also i plan to make duplicate of this which each npc will give different items
  24. @Magnetix instead of using group id for vip how can i change it to items requirement like if the player have an apple in his inventory, the script will grant him vip heal + buffs ?
  25. yes but then when add VIP feature, only vip can heal, normal player will stuck unable to move.. script :
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