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Posts posted by Help-Help

  1. prontera,158,190,4	script	+ / - Skillpoint	904,{
    set .buy,100000;
    set .sell,0;
    		mes "[ ^ff0000Buy / Deduct Skillpoints^000000 ]";
    		mes "Hello! I can sell you skill points";
    		mes "And take away your extra skill points aswell";
    		next;
    		mes "[ ^ff0000Buy / Deduct Skillpoints^000000 ]";
    		mes "What do you want to do now?";
    		next;
    		switch(select("Buy Skillpoints!:Deduct Skill Points")){
    	case 1:
    		mes "[ ^ff0000Buy / Deduct Skillpoints^000000 ]";
    		mes "How many skill points you want to buy?";
    		input @amt,0,Zeny/.buy;
    		if( @amt == 0 ) close;
    		mes "[ ^ff0000Buy / Deduct Skillpoints^000000 ]";
    		mes "There you go!";
    		set SkillPoint,SkillPoint + @amt;
    		set Zeny, Zeny - ( @amt * .buy );
    		close;
    	case 2:
    		if (SkillPoint < 1) {
    		mes "[ ^ff0000Buy / Deduct Skillpoints^000000 ]";
    		mes "Sorry, you don't have any Skill Point to complete this transaction.";
    		close;
    		}
    		mes "[ ^ff0000Buy / Deduct Skillpoints^000000 ]";
    		mes "Do you want me to take away all your extra skill points?";
    		menu "Yes",-,"No",Nope;
    		mes "[ ^ff0000Buy / Deduct Skillpoints^000000 ]";
    		mes "There you go!";
    		set SkillPoint,0;
    		set Zeny,Zeny+.sell;
    		close;
    		
    	Nope:
    		mes "[ ^ff0000Buy / Deduct Skillpoints^000000 ]";
    		mes "Thank you for using my service.";
    		close;
    	
    	}
    }
    

    can you pls edit if your a novice you can buySKILLarrow-10x10.png point will appear a mes like this

    [ Buy / Deduct Skillpoints ]

    mes "I'm afraid I am not allowed to help you, young adventurer. You should do it on your own.";

    can you edit too the buy system coz if i buy 100 skillpoints and i only have 1m he will give me 10skill points iWANTarrow-10x10.png to make it like this if i buy 100 and i dont have theMONEYarrow-10x10.png he will said

    mes "I'm sorry you don't have enough moneyarrow-10x10.png for that...";

    and can you pls edit this script in deduct remove the zenny 0 pls

    and if you buy 0 skill points close no need to apper the "I'm sorry you don't have enough moneyarrow-10x10.png for that...";

  2. how can i change my script

    Gold To Cash Points

    -	script	sample	-,{
    
    mes "I can exchange your gold to credits.";
    next;
    mes "How many would you like to exchange?";
    menu "1000 gold",gold_1k,"2000 gold",gold_2k,"5000 gold",gold_5k,"10,000 gold",gold_10k,"30,000 gold",gold_30k,"None",end1;
    
    end1:
    next;
    mes "See you again.";
    close;
    
    gold_1k:
    if (countitem(969) < 1000) goto end2;
    next;
    mes "Here you go.";
    getitem 29999,100;
    delitem 969,1000;
    mes "Thank you. Come again.";
    close;
    
    gold_2k:
    if (countitem(969) < 2000) goto end2;
    next;
    mes "Here you go.";
    getitem 29999,200;
    delitem 969,2000;
    mes "Thank you. Come again.";
    close;
    
    gold_5k:
    if (countitem(969) < 5000) goto end2;
    next;
    mes "Here you go.";
    getitem 29999,500;
    delitem 969,5000;
    mes "Thank you. Come again.";
    close;
    
    gold_10k:
    if (countitem(969) < 10000) goto end2;
    next;
    mes "Here you go.";
    getitem 29999,1000;
    delitem 969,10000;
    mes "Thank you. Come again.";
    close;
    
    gold_30k:
    if (countitem(969) < 30000) goto end2;
    next;
    mes "Here you go.";
    getitem 29999,3000;
    delitem 969,30000;
    mes "Thank you. Come again.";
    close;
    
    end2:
    next;
    mes "Sorry, you don't have enough gold for this transaction.";
    close;
    
  3. function script F_ChooseJob {
    SetArray(.@JobIDs[0], 4060, 4073, 4061, 4074, 4062, ((Sex) ? 4075 : 4076), 4063, 4077, 4064, 4078, 4065, 4079, 24, 25, 4046, 4047, 4049);
    Set(.@n$, "[Job Master]");
    While(1)
    {
    Mes(.@n$);
    Mes("Please choose your desired job.");
    For(Set(.@i, 0); .@i < GetArraySize(.@JobIDs); Set(.@i, .@i + 1))
    Set(.@MenuString$, .@MenuString$ + ((.@i) ? ":" : "") + JobName(.@JobIDs[.@i]) + ((.@i == GetArraySize(.@JobIDs) - 1) ? ":Close" : ""));
    Set(.@Menu ,Select(.@MenuString$) - 1);
    If(.@Menu >= GetArraySize(.@JobIDs))
    Close();
    Else
    {
    Next();
    Mes(.@n$);
    Mes("Are you sure that you wish to become " + JobName(.@JobIDs[.@Menu]) + "?");
    If(Select("Yes:No") == 2)
    Next(); // back to job selection
    Else
    {
    Next();
    JobChange(Job_Novice_High, 1);
    ResetLvl(1);
    Set(JobLevel, 10);
    Switch(.@Menu)
    {
    case 0:
      jobchange 4002;
      set JobLevel, 50;
      jobchange 4008;
      set JobLevel, 70;
      jobchange 4060;
      set BaseLevel, 150;
      set JobLevel, 70;
      PercentHeal(100, 100);
      close;
    case 1:
      jobchange 4002;
      set JobLevel, 50;
      jobchange 4015;
      set JobLevel, 70;
      jobchange 4073;
      set BaseLevel, 150;
      set JobLevel, 70;
      PercentHeal(100, 100);
      close;
    case 2:
      jobchange 4003;
      set JobLevel, 50;
      jobchange 4010;
      set JobLevel, 70;
      jobchange 4061;
      set BaseLevel, 150;
      set JobLevel, 70;
      PercentHeal(100, 100);
      close;
    case 3:
      jobchange 4003;
      set JobLevel, 50;
      jobchange 4017;
      set JobLevel, 70;
      jobchange 4074;
      set BaseLevel, 150;
      set JobLevel, 70;
      PercentHeal(100, 100);
      close;
    case 4:
      jobchange 4004;
      set JobLevel, 50;
      jobchange 4012;
      set JobLevel, 70;
      jobchange 4062;
      set BaseLevel, 150;
      set JobLevel, 70;
      PercentHeal(100, 100);
      close;
    case 5:
      jobchange 4004;
      set JobLevel, 50;
      if(Sex == 0)
       jobchange 4021;
      else
       jobchange 4020;
      set JobLevel, 70;
      if(Sex == 0)
       jobchange 4076;
      else
       jobchange 4075;
      set BaseLevel, 150;
      set JobLevel, 70;
      PercentHeal(100, 100);
      close;
    case 6:
      jobchange 4005;
      set JobLevel, 50;
      jobchange 4009;
      set JobLevel, 70;
      jobchange 4063;
      set BaseLevel, 150;
      set JobLevel, 70;
      PercentHeal(100, 100);
      close;
    case 7:
      jobchange 4005;
      set JobLevel, 50;
      jobchange 4016;
      set JobLevel, 70;
      jobchange 4077;
      set BaseLevel, 150;
      set JobLevel, 70;
      PercentHeal(100, 100);
      close;
    case 8:
      jobchange 4006;
      set JobLevel, 50;
      jobchange 4011;
      set JobLevel, 70;
      jobchange 4064;
      set BaseLevel, 150;
      set JobLevel, 70;
      PercentHeal(100, 100);
      close;
    case 9:
      jobchange 4006;
      set JobLevel, 50;
      jobchange 4017;
      set JobLevel, 70;
      jobchange 4078;
      set BaseLevel, 150;
      set JobLevel, 70;
      PercentHeal(100, 100);
      close;
    case 10:
      jobchange 4007;
      set JobLevel, 50;
      jobchange 4013;
      set JobLevel, 70;
      jobchange 4065;
      set BaseLevel, 150;
      set JobLevel, 70;
      PercentHeal(100, 100);
      close;
    case 11:
      jobchange 4007;
      set JobLevel, 50;
      jobchange 4018;
      set JobLevel, 70;
      jobchange 4079;
      set BaseLevel, 150;
      set JobLevel, 70;
      PercentHeal(100, 100);
      close;
    case 12:
      set StatusPoint,StatusPoint - 52;
      jobchange 24;
      set BaseLevel, 150;
      set JobLevel, 70;
      PercentHeal(100, 100);
      close;
    case 13:
      set StatusPoint,StatusPoint - 52;
      jobchange 25;
      set BaseLevel, 150;
      set JobLevel, 70;
      PercentHeal(100, 100);
      close;
    case 14:
      set StatusPoint,StatusPoint - 52;
      jobchange 4046;
      set BaseLevel, 150;
      set JobLevel, 50;
      PercentHeal(100, 100);
      close;
    case 15:
      set StatusPoint,StatusPoint - 52;
      jobchange 4046;
      set JobLevel, 50;
      jobchange 4047;
      set BaseLevel, 150;
      set JobLevel, 50;
      PercentHeal(100, 100);
      close;
    case 16:
      set StatusPoint,StatusPoint - 52;
      jobchange 4046;
      set JobLevel, 50;
      jobchange 4049;
      set BaseLevel, 150;
      set JobLevel, 50;
      PercentHeal(100, 100);
      close;
    }
    }
    }
    }
    }
    

    Error

    10r5v0y.png

  4. 
    

    gonryun,164,139,4 script Treasurer 804,{

    function RandomizeItem;

    while( 1 ){

    mes "[ Treasurer ]";

    mes "Would you like to go to the Treasurer Room?";

    switch( select( "What is Treasurer Room?:Get in and farm stuff" )){

    Case 1:

    next;

    mes "You can call it, Farm Zone.";

    mes "Inside, you'll find a lot of mobs";

    mes "And they'll give you rewards.";

    mes "when you are able to kill them.";

    next;

    mes "But there are some Condition:";

    mes "You can only get inside the Room once every ^FF0000 "+.RoomCleanMin+" minutes.^000000";

    mes "And only a maximum of ^FF0000"+.MaxPlayers+" Players.^000000";

    mes "are allowed per ^FF0000"+.RoomCleanMin+" Minutes.^000000";

    next;

    mes "There will be a ^FF0000Room Cleaning^000000 too";

    mes "All players will be kicked out, it is your bad luck if you meet this.";

    mes "When you die, or get warped out for whatever reason it may be, ^FF000015 minutes^000000 of re-entry delay will be applied. You can't re-enter.";

    next;

    break;

    Case 2:

    if( #HuntRoomDelay > gettimetick(2) ){

    set .last,#HuntRoomDelay - gettimetick(2);

    set .@min, .last % ( 24 * 3600 ) % 3600 / (60);

    next;

    mes "Wait for ^FF0000"+.@min+" more minutes^000000.";

    close;

    }else if( getarraysize( .Hunter ) >= .MaxPlayers ){

    mes "Currently the Room is Full. Please try again later.";

    close;

    }else{

    warp .Map$,0,0;

    set .Hunter[getarraysize( .Hunter )],strcharinfo(0);

    set #HuntRoomDelay,gettimetick(2) + ( .DelayMin * 60 );

    set #FarmHunt,0;

    end;

    }

    }

    }

    OnInit:

    // Maximum Player can join per X Minutes.

    set .MaxPlayers,10;

    // Adding X Minutes of Delay before can go in again.

    set .DelayMin,15;

    // Maximum Hunt Limit per round inside the Zone.

    set .MaxItemLimit,1000000000;

    // Map that will be used in thos Zone.

    set .Map$,"guild_vs5";

    // Clear Map Every X Minutes.

    set .RoomCleanMin,10;

    // Mapflag Initialization

    setmapflag .Map$,mf_nogo;

    setmapflag .Map$,mf_nomobloot;

    setmapflag .Map$,mf_nomvploot;

    setmapflag .Map$,mf_nowarpto;

    setmapflag .Map$,mf_nochat;

    setmapflag .Map$,mf_novending;

    setmapflag .Map$,mf_nocommand,60;

    setmapflag .Map$,mf_nogo;

    setmapflag .Map$,mf_nojobexp;

    setmapflag .Map$,mf_nobaseexp;

    while( 1 ){

    killmonster .Map$,"All";

    mapwarp .Map$,"gonryun",160,110;

    monster .Map$,0,0,"--ja--",-1,80,strnpcinfo(0)+"::OnNormalKill";

    monster .Map$,0,0,"--ja--",-3,5,strnpcinfo(0)+"::OnBossKill";

    deletearray .Hunter,getarraysize( .Hunter );

    announce "Treasurer: Treasurer has been Cleaned up, another 10 Players may go in now.",bc_blue;

    sleep ( .RoomCleanMin * 60000 );

    mapannounce .Map$,"Treasurer: Room Clean Up now...All Users will be warped Out.",0;

    killmonster .Map$,"All";

    sleep 3000;

    }

    end;

    OnNormalKill:

    RandomizeItem( 0,rand(1,5) );

    monster .Map$,0,0,"--ja--",-1,1,strnpcinfo(0)+"::OnNormalKill";

    end;

    OnBossKill:

    RandomizeItem( 1,rand(1,3) );

    monster .Map$,0,0,"--ja--",-3,1,strnpcinfo(0)+"::OnBossKill";

    end;

    // Function that used to Generate Random Items

    function RandomizeItem {

    set #FarmHunt,#FarmHunt + getarg(1);

    // Normal Monster in Zone Drops Lists

    if( getarg(0) == 0 ) setarray .ItemList[0],969;

    // Normal Boss in Zone Drops Lists

    if( getarg(0) == 1 ) setarray .ItemList[0],7227,671;

    for( set .@i,1; .@i <= getarg(1); set .@i,.@i + 1 ){

    getitem .ItemList[ rand( getarraysize( .ItemList ) ) ],1;

    }

    deletearray .ItemList,getarraysize( .ItemList );

    //dispbottom "Treasurer: Farmed "+#FarmHunt+" / "+.MaxItemLimit+" Items";

    if( #FarmHunt >= .MaxItemLimit ){

    message strcharinfo(0),"Limit Reach , you may join again later.";

    sleep2 2000;

    warp "gonryun",160,110;

    }

    return;

    }

    }

  5. anakid can you pls edit if your a novice you can buy skill point will appear a mes like this

    [ Buy / Deduct Skillpoints ]

    mes "I'm afraid I am not allowed to help you, young adventurer. You should do it on your own.";

    anakid can you edit too the buy system coz if i buy 100 skillpoints and i only have 1m he will give me 10skill points i want to make it like this if i buy 100 and i dont have the money he will said

    mes "I'm sorry you don't have enough money for that...";

     

    ty ty



    .



    any one.

  6. prontera,158,190,4	script	+ / - Skillpoint	904,{
    		mes "[ ^ff0000Buy / Deduct Skillpoints^000000 ]";
    		mes "Hello! I can sell you skill points";
    		mes "And take away your extra skill points aswell";
    		next;
    		mes "[ ^ff0000Buy / Deduct Skillpoints^000000 ]";
    		mes "What do you want to do now?";
    		next;
    set .buy,100000;
    set .sell,50000;
    switch(select("Buy Skillpoints!:Deduct Skill Points")){
    	case 1:
    		mes "[ ^ff0000Buy / Deduct Skillpoints^000000 ]";
    		mes "How many skill points you want to buy?";
    		input @amt,0,Zeny/.buy;
    		if( @amt == 0 ) close;
    		next;
    		mes "[ ^ff0000Buy / Deduct Skillpoints^000000 ]";
    		mes "There you go!";
    		set SkillPoint,SkillPoint + @amt;
    		set Zeny, Zeny - ( @amt * .buy );
    		close;
    	case 2:
    		mes "[ ^ff0000Buy / Deduct Skillpoints^000000 ]";
    		mes "How many skill points you want to deduct?";
    		input @amt,0,SkillPoint;
    		if( @amt == 0 ) close;
    		next;
    		mes "[ ^ff0000Buy / Deduct Skillpoints^000000 ]";
    		mes "There you go!";
    		set SkillPoint,SkillPoint - @amt;
    		set Zeny, Zeny + ( @amt * .sell );
    		close;
    	
    	}
    }
    

    the deduct part pls can you make it like this

    vsnxg0.jpg

  7. prontera,164,190,4	script	Treasurer#prt::Treasurer	804,{
    function	RandomizeItem;
    
    while( 1 ){
    mes "[ Treasurer ]";
    mes "Would you like to go to the Treasurer Room?";
    switch( select( "What is Treasurer Room?:Get in and farm stuff" )){
    Case 1:
    	next;
    	mes "You can call it, Farm Zone.";
    	mes "Inside, you'll find a lot of mobs";
    	mes "And they'll give you rewards.";
            mes "when you are able to kill them.";
    	next;
    	mes "But there are some Condition:";
    	mes "You can only get inside the Room once every ^FF0000 "+.RoomCleanMin+" minutes.^000000";
    	mes "And only a maximum of ^FF0000"+.MaxPlayers+" Players.^000000";
    	mes "are allowed per ^FF0000"+.RoomCleanMin+" Minutes.^000000";
            next;
    	mes "There will be a ^FF0000Room Cleaning^000000 too";
    	mes "All players will be kicked out, it is your bad luck if you meet this.";
    	mes "When you die, or get warped out for whatever reason it may be, ^FF000015 minutes^000000 of re-entry delay will be applied. You can't re-enter.";
    	next;
    	break;
    
    Case 2:
    
    	if( #HuntRoomDelay > gettimetick(2) ){
    		set .last,#HuntRoomDelay - gettimetick(2);
    		set .@min,  .last % ( 24 * 3600 ) % 3600 / (60);
                    next;
    		mes "Wait for ^FF0000"+.@min+" more minutes^000000.";
    		close;
    	}else if( getarraysize( .Hunter ) >= .MaxPlayers ){
    		mes "Currently the Room is Full. Please try again later.";
    		close;
    	}else{
    		warp .Map$,0,0;
    		set .Hunter[getarraysize( .Hunter )],strcharinfo(0);
    		set #HuntRoomDelay,gettimetick(2) + ( .DelayMin * 60 );
    		set #FarmHunt,0;
    		end;
    		}
    	}
    }
    
    OnInit:
    // Maximum Player can join per X Minutes.
    set .MaxPlayers,10;
    // Adding X Minutes of Delay before can go in again.
    set .DelayMin,15;
    // Maximum Hunt Limit per round inside the Zone.
    set .MaxItemLimit,1000000000;
    // Map that will be used in thos Zone.
    set .Map$,"guild_vs5";
    // Clear Map Every X Minutes.
    set .RoomCleanMin,10;
    // Mapflag Initialization
    setmapflag .Map$,mf_nogo;
    setmapflag .Map$,mf_nomobloot;
    setmapflag .Map$,mf_nomvploot;
    setmapflag .Map$,mf_nowarpto;
    setmapflag .Map$,mf_nochat;
    setmapflag .Map$,mf_novending;
    setmapflag .Map$,mf_nocommand,60;
    setmapflag .Map$,mf_nogo;
    setmapflag .Map$,mf_nojobexp;
    setmapflag .Map$,mf_nobaseexp;
    
    while( 1 ){
    	killmonster .Map$,"All";
    	mapwarp .Map$,"gonryun",160,110;
    	monster .Map$,0,0,"--ja--",-1,80,strnpcinfo(0)+"::OnNormalKill";
    	monster .Map$,0,0,"--ja--",-3,5,strnpcinfo(0)+"::OnBossKill";
    	deletearray .Hunter,getarraysize( .Hunter );
    	announce "Treasurer: Treasurer has been Cleaned up, another 10 Players may go in now.",bc_blue;
    	sleep ( .RoomCleanMin * 60000 );
    	mapannounce .Map$,"Treasurer: Room Clean Up now...All Users will be warped Out.",0;
    	killmonster .Map$,"All";
    	sleep 3000;
    	}
    end;
    
    OnNormalKill:
    RandomizeItem( 0,rand(1,5) );
    monster .Map$,0,0,"--ja--",-1,1,strnpcinfo(0)+"::OnNormalKill";
    end;
    
    OnBossKill:
    RandomizeItem( 1,rand(1,3) );
    monster .Map$,0,0,"--ja--",-3,1,strnpcinfo(0)+"::OnBossKill";
    end;
    
    // Function that used to Generate Random Items
    
    function	RandomizeItem	{
    set #FarmHunt,#FarmHunt + getarg(1);
    
    // Normal Monster in Zone Drops Lists
    if( getarg(0) == 0 ) setarray .ItemList[0],17971,17972,969;
    // Normal Boss in Zone Drops Lists
    if( getarg(0) == 1 ) setarray .ItemList[0],19600,7539;
    
    for( set .@i,1; .@i <= getarg(1); set .@i,.@i + 1 ){
    	getitem .ItemList[ rand( getarraysize( .ItemList ) ) ],1;
    	}
    deletearray .ItemList,getarraysize( .ItemList );
    //dispbottom "Treasurer: Farmed "+#FarmHunt+" / "+.MaxItemLimit+" Items";
    if( #FarmHunt >= .MaxItemLimit ){
    	message strcharinfo(0),"Limit Reach , you may join again later.";
    	sleep2 2000;
    	warp "gonryun",160,110;
    	}
    return;
    }
    	
    }
    
    

    error

    [Error]: npc_event: event not found [Treasurer#prt::OnNormalKill]
    [Error]: npc_event: event not found [Treasurer#prt::OnNormalKill]
    [Error]: npc_event: event not found [Treasurer#prt::OnNormalKill]
    [Error]: npc_event: event not found [Treasurer#prt::OnNormalKill]
    [Error]: npc_event: event not found [Treasurer#prt::OnNormalKill]
    [Error]: npc_event: event not found [Treasurer#prt::OnNormalKill]
    [Error]: npc_event: event not found [Treasurer#prt::OnNormalKill]
    [Error]: npc_event: event not found [Treasurer#prt::OnNormalKill]
    [Error]: npc_event: event not found [Treasurer#prt::OnNormalKill]
    [Error]: npc_event: event not found [Treasurer#prt::OnNormalKill]
    [Error]: npc_event: event not found [Treasurer#prt::OnNormalKill]
    [Error]: npc_event: event not found [Treasurer#prt::OnNormalKill]
    [Error]: npc_event: event not found [Treasurer#prt::OnNormalKill]
     

     

  8. not working i think its  much better to but die and alive and he will warp at gold room



    can you put on this

    prontera,164,190,4	script	Treasurer#prt::Treasurer	804,{
    menu "Proceed",pro,"Ignore",ig;
    ig:
       mes "Nothing";
       close;
    pro:
    mes "READ CAREFULLY";
    mes "This is the antiBot login";
    mes "Please enter the input number correctly ###### << if you see that .. and what is it color...enter the input number same as the ##### color";
    next;
    mes "For Example";
    mes "^ffff001021177^000000";
    mes "^5500001009311^000000";
    mes "^0000ff1014758^000000";
    mes "^550000##########^000000";
    mes "So the answer would be";
    mes "1009311, Because they are in the same color of ######";
    mes "So lets now Proceed to the anti-BOT";
    next;
    set number1, rand (1000000,9999999);
    set number2, rand (1000000,9999999);
    set number3, rand (1000000,9999999);
    set number4, rand (1000000,9999999);
    set number5, rand (1000000,9999999);
    set number6, rand (1000000,9999999);
    set number00, rand (1000000,9999999);
    set number01, rand (1000000,9999999);
    set number02, rand (1000000,9999999);
    set number03, rand (1000000,9999999);
    set number04, rand (1000000,9999999);
    set number05, rand (1000000,9999999);
    set number06, rand (1000000,9999999);
    set number07, rand (1000000,9999999);
    set number08, rand (1000000,9999999);
    set number09, rand (1000000,9999999);
    set number10, rand (1000000,9999999);
    set number66, rand (1000,9999);
    set number99, rand (100,999);
    
    set @Col, rand (0,6);
    if(@Col == 0) goto colred;
    if(@Col == 1) goto colorg;
    if(@Col == 2) goto colblu;
    if(@Col == 3) goto colvio;
    if(@Col == 4) goto colgre;
    mes "^F5F9FD"+ number99 +"^000000^FFF9EE"+ number66 +"^000000^FF8C00"+ number2 +"^000000^F5F9FD"+ number05 +"^000000";
    mes "^F8F8FF"+ number66 +"^000000^F7F7FF"+ number99 +"^000000^A52A2A"+ number6 +"^000000^F5F9FD"+ number05 +"^000000";
    mes "^F5F9FD"+ number99 +"^000000^FFF9EE"+ number66 +"^000000^9400D3"+ number4 +"^000000^F8F8FF"+ number06 +"^000000";
    mes "^F5F9FD"+ number66 +"^000000^F7F7FF"+ number99 +"^000000^FF0000"+ number1 +"^000000^F5F9FD"+ number02 +"^000000";
    mes "^F8F8FF"+ number99 +"^000000^FFF9EE"+ number66 +"^000000^0000FF"+ number3 +"^000000^F8F8FF"+ number01 +"^000000";
    mes "^F5F9FD"+ number99 +"^000000^F7F7FF"+ number66 +"^000000^008000"+ number5 +"^000000^F5F9FD"+ number03 +"^000000";
    mes "0^F7F7FF#^F5F9FD#^FFF9FA#^A52A2A##########^FFF9EE##^F8F8FF#";
    next;
    input number;
    next;
    goto brochk;
    close;
    
    colgre:
    mes "^FFF9EE"+ number66 +"^000000^FFF9EE"+ number99 +"^000000^008000"+ number5 +"^000000^F5F9FD"+ number04 +"^000000";
    mes "^FFF9FA"+ number99 +"^000000^F7F7FF"+ number66 +"^000000^FFA500"+ number2 +"^000000^F5F9FD"+ number03 +"^000000";
    mes "^F5F9FD"+ number66 +"^000000^FFF9EE"+ number99 +"^000000^FF0000"+ number1 +"^000000^F5F9FD"+ number00 +"^000000";
    mes "^FFF9EE"+ number99 +"^000000^FFF9EE"+ number66 +"^000000^9400D3"+ number4 +"^000000^F5F9FD"+ number01 +"^000000";
    mes "^F7F7FF"+ number66 +"^000000^FFF9FA"+ number99 +"^000000^0000FF"+ number3 +"^000000^F5F9FD"+ number06 +"^000000";
    mes "^FFF9EE"+ number99 +"^000000^F5F9FD"+ number66 +"^000000^A52A2A"+ number6 +"^000000^F5F9FD"+ number05 +"^000000";
    mes "0 ^F7F7FF#^FFF9FA#^F5F9FD#^008000#########^F5F9FD#^F8F8FF#^FFF9EE##";
    next;
    input number;
    next;
    goto grechk;
    close;
    
    colvio:
    mes "^F7F7FF"+ number66 +"^000000^FFF9EE"+ number99 +"^000000^9400D3"+ number4 +"^000000^F5F9FD"+ number09 +"^000000";
    mes "^F7F7FF"+ number66 +"^000000^FFF9EE"+ number99 +"^000000^FFA500"+ number2 +"^000000^F5F9FD"+ number04 +"^000000";
    mes "^F7F7FF"+ number66 +"^000000^FFF9EE"+ number99 +"^000000^A52A2A"+ number6 +"^000000^F5F9FD"+ number05 +"^000000";
    mes "^FFF9EE"+ number99 +"^000000^F7F7FF"+ number66 +"^000000^FF0000"+ number1 +"^000000^F5F9FD"+ number06 +"^000000";
    mes "^FFF9EE"+ number99 +"^000000^F7F7FF"+ number66 +"^000000^0000FF"+ number3 +"^000000^F5F9FD"+ number08 +"^000000";
    mes "^FFF9EE"+ number99 +"^000000^F7F7FF"+ number66 +"^000000^008000"+ number5 +"^000000^F5F9FD"+ number01 +"^000000";
    mes "0 ^F5F9FD#^FFF9EE#^FFF9FA#^9400D3 #########^F8F8FF#^F5F9FD##^F7F7FF##";
    next;
    input number;
    next;
    goto viochk;
    close;
    
    colblu:
    mes "^F8F8FF"+ number01 +"^000000^FFA500"+ number2 +"^000000^F7F7FF"+ number66 +"^000000^F5F9FD"+ number99 +"^000000";
    mes "^FFF9EE"+ number09 +"^000000^A52A2A"+ number6 +"^000000^F5F9FD"+ number66 +"^000000^FFF9EE"+ number99 +"^000000";
    mes "^F5F9FD"+ number08 +"^000000^FF0000"+ number1 +"^000000^F7F7FF"+ number66 +"^000000^FFF9EE"+ number99 +"^000000";
    mes "^F8F8FF"+ number07 +"^000000^0000FF"+ number3 +"^000000^F5F9FD"+ number66 +"^000000^F5F9FD"+ number99 +"^000000";
    mes "^FFF9EE"+ number06 +"^000000^008000"+ number5 +"^000000^F5F9FD"+ number66 +"^000000^FFF9EE"+ number99 +"^000000";
    mes "^F5F9FD"+ number05 +"^000000^9400D3"+ number4 +"^000000^F7F7FF"+ number66 +"^000000^F5F9FD"+ number99 +"^000000";
    mes "0#^FFF9EE###^0000FF #####^F8F8FF######^F5F9FD#^FFF9FA#^F7F7FF##";
    next;
    input number;
    next;
    goto bluchk;
    close;
    
    colorg:
    mes "^FFF9EE"+ number4 +"^000000^A52A2A"+ number6 +"^000000^F5F9FD"+ number07 +"^000000";
    mes "^F8F8FF"+ number3 +"^000000^9400D3"+ number4 +"^000000^F5F9FD"+ number00 +"^000000";
    mes "^F5F9FD"+ number1 +"^000000^FF0000"+ number1 +"^000000^F5F9FD"+ number06 +"^000000";
    mes "^F8F8FF"+ number2 +"^000000^0000FF"+ number3 +"^000000^F5F9FD"+ number04 +"^000000";
    mes "^F5F9FD"+ number5 +"^000000^FF8C00"+ number2 +"^000000^F5F9FD"+ number08 +"^000000";
    mes "^F5F9FD"+ number6 +"^000000^008000"+ number5 +"^000000^F8F8FF"+ number10 +"^000000";
    mes "0 ^F5F9FD#^FFF9EE####^FFA500 ######^F5F9FD#^F5F9FD####^F7F7FF##^FFF9FA##";
    next;
    input number;
    next;
    goto orgchk;
    close;
    
    colred:
    mes "^F5F9FD"+ number6 +"^000000^A52A2A"+ number6 +"^000000^F8F8FF"+ number10 +"^000000";
    mes "^F8F8FF"+ number5 +"^000000^008000"+ number5 +"^000000^F5F9FD"+ number09 +"^000000";
    mes "^F5F9FD"+ number3 +"^000000^9400D3"+ number4 +"^000000^F8F8FF"+ number08 +"^000000";
    mes "^F8F8FF"+ number1 +"^000000^0000FF"+ number3 +"^000000^F5F9FD"+ number07 +"^000000";
    mes "^F5F9FD"+ number2 +"^000000^FFA500"+ number2 +"^000000^F5F9FD"+ number05 +"^000000";
    mes "^F8F8FF"+ number5 +"^000000^FF0000"+ number1 +"^000000^F5F9FD"+ number02 +"^000000";
    mes "0 ^F5F9FD##^FF0000 ####^F8F8FF#######^FFF9FA#^FFF9EE#^F7F7FF#";
    next;
    input number;
    next;
    goto redchk;
    close;
    
    redchk:
    if(number < number1 || number > number1) goto LOG_FAIL;
    goto OK; close;
    orgchk:
    if(number < number2 || number > number2) goto LOG_FAIL;
    goto OK; close;
    bluchk:
    if(number < number3 || number > number3) goto LOG_FAIL;
    goto OK; close;
    viochk:
    if(number < number4 || number > number4) goto LOG_FAIL;
    goto OK; close;
    grechk:
    if(number < number5 || number > number5) goto LOG_FAIL;
    goto OK; close;
    brochk:
    if(number < number6 || number > number6) goto LOG_FAIL;
    goto OK; close;
    
    LOG_FAIL:
    mes "Rathena:";
    mes "Failed to Enter The Correct Number";
    next;
    mes "I Will Kick You now From This Server!";
    next;
    atcommand "@kick " + strcharinfo(0);
    end;
    
    OK:
    mes "Rathena:";
    mes "Hi, ^4233F4"+strcharinfo(0)+"^000000!";
    mes "Thanks For Entering the Number Correctly....";
    percentheal 100,100;
    next;
            warp "bossnia_02", 0, 0;
    close;
    
    end;
    }
    
    bossnia_02	mapflag	nosave	SavePoint
    bossnia_02	mapflag	nomemo
    bossnia_02	mapflag	nobranch
    bossnia_02	mapflag	noexp
    bossnia_02	mapflag	nodrop
    bossnia_02	mapflag	nochat
    bossnia_02	mapflag	novending
    bossnia_02	mapflag	nowarp
    bossnia_02	mapflag	nowarpto
    bossnia_02	mapflag	noreturn
    bossnia_02	mapflag	pvp	off
    
    bossnia_02,203,203,5	script	Gold Miner	807,{
    mes "[Gold Miner]";
    mes "Would you like to go back to prontera?";
    next;
    menu "Yes",M_TELEPORT,"No",M_Bye;
    close;
    
    M_TELEPORT:
    mes "[Gold Miner]";
    mes "Thank You for mining!!.";
    next;
    warp "prontera",155,180;
    end;
    
    M_Bye:
    mes "[Gold Miner]";
    mes "Alright, Go get more Golds~.";
    close;
    
    }
    
    //Monster
    bossnia_02,0,0,0,0	monster	Marin	1595,1000,0,0,0
    


    Help.

    Help.
  9. //============================================================
    //========== Treasure Room Settings ==========================
    bossnia_02	mapflag	nosave	SavePoint
    bossnia_02	mapflag	nomemo
    bossnia_02	mapflag	nobranch
    bossnia_02	mapflag	noexp
    bossnia_02	mapflag	nodrop
    bossnia_02	mapflag	nochat
    bossnia_02	mapflag	novending
    bossnia_02	mapflag	nowarp
    bossnia_02	mapflag	nowarpto
    bossnia_02	mapflag	noreturn
    bossnia_02	mapflag	pvp	off
    //bossnia_02	mapflag	pvp_noguild
    bossnia_02	mapflag	restricted	7
    
    //===========================================================
    //=== Exit Warper
    //===========================================================
    bossnia_02,203,203,5	script	Gold Miner	807,{
    mes "[Gold Miner]";
    mes "Would you like to go back to prontera?";
    next;
    menu "Yes",M_TELEPORT,"No",M_Bye;
    close;
    
    M_TELEPORT:
    mes "[Gold Miner]";
    mes "Thank You for mining!!.";
    next;
    warp "prontera",155,180;
    end;
    
    M_Bye:
    mes "[Gold Miner]";
    mes "Alright, Go get more Golds~.";
    close;
    
    }
    
    //===========================================================
    //=== Warpers
    //===========================================================
    prontera,164,190,4	script	Treasurer#prt::Treasurer	804,{
    	mes "[Treasurer]";
    	mes "Hi There, Would you like to go to the Gold Room? You need 100,000z to go inside.";
    	next;
    	switch(select("Yes. Ahoy!:No")) {
    	case 1:
    		if (Zeny > 99999) {
    			mes "[Treasurer]";
    			mes "Alright I will now send you to the Gold Room, Take Care!.";
    			next;
    			set Zeny,Zeny-100000;
    			warp "ordeal_2-1",156,155;
    			emotion 21;
    			close;
    		}
    		else {
    			mes "[Treasurer]";
    			mes "Sorry, But you don't have enough zeny.";
    			close;
    		}
    	case 2:
    		mes "[Treasurer]";
    		mes "Alright, No problem.";
    		close;
    	}
    }
    
    
    //Monster
    bossnia_02,0,0,0,0	monster	Marin	1595,1000,0,0,0
    

    who can edit this script i want to put die and alive bcoz i have spearman scroll

  10. gonryun,154,111,5	script	Convert NPC	108,{
    
    mes "I can exchange your Emblem Of the Sun God to Cash Points.";
    next;
    mes "How many would you like to exchange?";
    menu "50 ESG",gold_50,"100 ESG",gold_100,"500 ESG",gold_500,"1000 ESG",gold_1k,"5000 ESG",gold_5k,"None",end1;
    
    end1:
    next;
    mes "See you again.";
    close;
    
    gold_50:
    if (countitem(19600) < 50) goto end2;
    next;
    mes "Here you go.";
    set #CASHPOINTS,#CASHPOINTS+50;
    delitem 19600,50;
    mes "Thank you. Come again.";
    close;
    
    gold_100:
    if (countitem(19600) < 100) goto end2;
    next;
    mes "Here you go.";
    set #CASHPOINTS,#CASHPOINTS+100;
    delitem 19600,100;
    mes "Thank you. Come again.";
    close;
    
    gold_500:
    if (countitem(19600) < 500) goto end2;
    next;
    mes "Here you go.";
    set #CASHPOINTS,#CASHPOINTS+500;
    delitem 19600,500;
    mes "Thank you. Come again.";
    close;
    
    gold_1k:
    if (countitem(19600) < 1000) goto end2;
    next;
    mes "Here you go.";
    set #CASHPOINTS,#CASHPOINTS+1000;
    delitem 19600,1000;
    mes "Thank you. Come again.";
    close;
    
    gold_5k:
    if (countitem(19600) < 5000) goto end2;
    next;
    mes "Here you go.";
    set #CASHPOINTS,#CASHPOINTS+5000;
    delitem 19600,5000;
    mes "Thank you. Come again.";
    close;
    
    end2:
    next;
    mes "Sorry, you don't have enough Emblems for this transaction.";
    close;
    }
    

    how can i put like broadacst of total of your points but only see the broadcast of your total cash no one can see it

  11. how can i edit this monster drop 100% 1 gold

    1595,G_MARIN,Marin,Marin,15,742,0,0,0,1,39,43,0,10,1,10,10,5,35,15,10,12,1,3,41,0x81,400,1872,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,969,10000,0,0,0,0,0,0,0,,0

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