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Gennosuke Kouga

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Everything posted by Gennosuke Kouga

  1. getitem2 script function >_<!!!
  2. prontera,100,100,4 script BlahBlah#NPC1 100,{ mes "Blah blah"; close; OnPCLoadMapEvent: getmapxy @m_char$,@x,@y,0; getmapxy @m_npc$,@x,@y,1,strnpcinfo(0); if( @m_char$ == @m_npc$ ) showevent 1,0; end; }
  3. Then it cannot be call the offical quest script. Please mark it as custom script quest change job ex SN has quest log and honestly, the version that rikimaru made is not the same as offical's This is a part in ex SN version that I made. I had spend lots of time to do it, since I had to train my SN to level 99/99 beach_dun2,119,92,4 script Fishing Novice#sp2 567,{ if( checkquest(5092) >= 0 ) { mes "[ Fishing Novice ]"; mes "sh---------!!"; mes "be quiet plz."; mes "You'll scare the fish."; next; select("Hmm... 'scuse me..."); mes "[ Fishing Novice ]"; mes "Aaaaaaak!!"; mes "What are you doing?"; mes "I told you be quiet!"; mes "They're swimmin' away bacause of the noise~"; next; mes "[ Fishing Novice ]"; mes "(-- sh --aking --)"; mes "Who... are you?"; mes "Why are you disrupting my fishing?"; next; select("I have a delivery from Esseray..."); // -- [dist=1] Fishing Novice#sp2 (0): *Hmm* emotion e_hmm; mes "[ Fishing Novice ]"; mes "What? Esseray? Esseray?"; mes "Hmm! I know him..."; mes "Esseray... Esseray... hmm."; next; // -- Sieu Ngu: *...* emotion e_dots,1; // -- [dist=1] Fishing Novice#sp2 (0): *...* emotion e_dots; mes ".................."; next; // -- [dist=1] Fishing Novice#sp2 (0): *!* emotion e_gasp; mes "[ Fishing Novice ]"; mes "Ahhhh ---!! ----- ahhhh ---!!"; mes "Got it! --- got it!"; mes "^0000FFA member of Novice clan in Aldebaran^000000"; mes "Esseray right? Wrong?"; next; if( select("No he isn't", "Yes, right") != 1 ) { mes "[ Fishing Novice ]"; mes "Hu hu~ my sense is still alive...."; next; mes "[ Fishing Novice ]"; mes "So what do you want from me?"; next; mes "- you explain why you're here -"; next; // -- [dist=1] Fishing Novice#sp2 (0): *Hmm* emotion e_hmm; mes "[ Fishing Novice ]"; mes "Hmm... it is an easy and hard question at the same time."; next; mes "- You hear a voice from complaining about somthing. -"; next; // -- [dist=1] Fishing Novice#sp2 (0): *$!@#* emotion e_an; mes "[ Fishing Novice ]"; mes "Esseray! Such a son of a (beep) spoiling my vacation..."; next; mes "[ Fishing Novice ]"; mes "Haaaaa~"; mes "My poor life~"; mes "Ahhh~ so many problems."; next; // -- [dist=1] Fishing Novice#sp2 (0): *?* emotion e_what; mes "[ Fishing Novice ]"; mes "Too ~ hard. Hey little kid!."; mes "what's your name ~ Hekh ?"; next; goto sameresp; } mes "[ Fishing Novice ]"; mes "What?! He isn't?"; mes "Then where is Esseray from?"; next; // -- Sieu Ngu: *...* emotion e_dots,1; // -- [dist=1] Fishing Novice#sp2 (0): *...* emotion e_dots; mes ".... .... .... ...."; next; mes "[ Fishing Novice ]"; mes "What --------!!"; mes "That isn't important, right?"; next; mes "[ Fishing Novice ]"; mes "Then --------!!"; mes "Why did you come here?"; next; mes "- you explain why you're here -"; next; // -- [dist=1] Fishing Novice#sp2 (0): *Hmm* emotion e_hmm; mes "[ Fishing Novice ]"; mes "Hmm... it is an easy and hard question at the same time."; next; mes "- You hear a voice from complaining about somthing. -"; next; // -- [dist=1] Fishing Novice#sp2 (0): *$!@#* emotion e_an; mes "[ Fishing Novice ]"; mes "Esseray! Such a son of a (beep) spoiling my vacation..."; next; mes "[ Fishing Novice ]"; mes "Haaaaa~"; mes "My poor life~"; mes "Ahhh~ so many problems."; next; // -- [dist=1] Fishing Novice#sp2 (0): *?* emotion e_what; mes "[ Fishing Novice ]"; mes "Too ~ hard. Hey little kid!."; mes "what's your name ~ Hekh ?"; next; next; sameresp: select(""+strcharinfo(0)+", how about you?"); mes "[ Nodor ]"; mes "My name is Nodor! Nodor."; next; mes "[ Nodor ]"; mes ".... .... ....."; next; mes "[ Nodor ]"; mes "Hey! I can see what you are thinking about in your face~"; next; mes "[ Nodor ]"; mes "Since my name is Nodor I've been made fun of my whole life."; mes "Condor and Odor..."; mes "Don't try to fool me."; next; // -- Quest: 5092 has been deleted. // -- Quest: 5093 has been added. changequest 5092,5093; mes "[ Nodor ]"; mes "Whatever the reason is... you are here!"; mes "Let's get together to go further"; mes "come again after a while~"; next; mes "- Talk to him again. -"; close; } else if( checkquest(5093) >= 0 ) { mes "[ Nodor ]"; mes "emmhmm-----!!"; next; mes "- Nodor gives you a suspicious look -"; next; mes "[ Nodor ]"; mes "Didn't you know that ^0000FFSuper Novice^000000 was excellent?"; next; mes "- Nodor asks with confidence -"; next; mes "[ Nodor ]"; mes "Hey! Super Novice~"; mes "Do you know who I am?"; next; select("What are you talking about?!"); mes "[ Nodor ]"; mes "Heh..."; mes "You've got a lot of nerve don't you?"; next; select("... ..... ..."); mes "- This guy is a weirdo -"; next; mes "[ Nodor ]"; mes "Hey! Super Novice ~"; mes "I will make you stronger!"; mes "So will you believe what I tell you?"; next; if( select("I won't follow you.", "Why not? kehehe~") != 1 ) { mes "[ Nodor ]"; mes "Emmhmm~ Do I sound harsh?"; mes "Hmm, I can't help using such words."; next; mes "[ Nodor ]"; mes "Don't sweat it."; mes "It's no problem for me to teach you to be stronger."; next; mes "[ Nodor ]"; mes "Great~!"; mes "What is your issue?"; mes "You don't know how to be stronger. Right?"; next; select("Yes, I can't get stronger."); // -- [dist=1] Fishing Novice#sp2 (0): *Hmm* emotion e_hmm; mes "[ Nodor ]"; mes "Hhhmmm ~!"; mes "There's a way to do it..."; mes "It is dangerous but I can"; mes "tell you how."; next; mes "[ Nodor ]"; mes "I'll only do this on one condition. You do not ask anything and you do everything I tell you!"; mes "How about it?"; mes "You willing to do this?"; next; if( select("No I will not!!", "Let's do this!") != 1 ) { mes "[ Nodor ]"; mes "Allll right---------!!"; mes "Your passion will make you stronger."; mes "You calm?"; next; mes "[ Nodor ]"; mes "What I want you to do is..."; mes "hunt 1,000 monsters."; next; mes "[ Nodor ]"; mes "Do you know what this is for?"; next; // -- Quest: 5093 has been deleted. // -- Quest: 5094/5095/5096/5097 has been added. set .@a, rand(1,4); if( .@a == 1 ) changequest 5093,5094; else if( .@a == 2 ) changequest 5093,5095; else if( .@a == 3 ) changequest 5093,5096; else changequest 5093,5097; mes "[ Nodor ]"; if( .@a == 1 ) mes "You have to know what a ^FF0000Poring^000000 monster is right?"; else if( .@a == 2 ) mes "You have to know what a ^FF0000Lunatic^000000 monster is right?"; else if( .@a == 3 ) mes "You have to know what a ^FF0000Fabre^000000 monster is right?"; else mes "You have to know what a ^FF0000Picky^000000 monster is right?"; next; mes "[ Nodor ]"; mes "Hunt 1,000!"; mes "Do not say you can't do this!"; mes "I know that's a lot of monsters but they're so weak!"; next; select("Are you kidding me?"); mes "[ Nodor ]"; mes "Huh huh~!"; mes "Rembember no questions!"; mes "Don't come back until you've hunted 1,000."; close; } mes "[ Nodor ]"; mes "To be strong is the only way to live!"; mes "Do you want to be a weakling forever?"; next; mes "[ Nodor ]"; mes "I will give you a tip."; mes "You can't always be right."; mes "Sometimes you need to check your ego and listen to others."; // -- [dist=unknown] Unknown #58899: *$!@#* emotion e_an; close; } mes "[ Nodor ]"; mes "Refusing? Don't you want to be strong?"; mes "I'd love to do nothing too."; mes "Just let me fish if you want to go."; close; } else if( checkquest(5094,HUNTING) == 2 || checkquest(5095,HUNTING) == 2 || checkquest(5096,HUNTING) == 2 || checkquest(5097,HUNTING) == 2 ) { mes "["+strcharinfo(0)+"] mes "hey-- Nodor"; next; // -- [dist=5.1] Fishing Novice#sp2 (0): *Omg* emotion e_omg; mes "[ Nodor ]"; mes "OMG!"; mes "So frightened..let me see?"; next; mes "[ Nodor ]"; mes "Have you hunted all 1,000 already?"; next; mes "[ Nodor ]"; mes "You are good enough that I thought?"; mes "Anyway, what was the monster that I told you to hunt"; next; switch( select("Poring","Lunatic","Fabre","Picky","Baphomet") ) { case 1: if( checkquest(5094,HUNTING) == 2 ) { // -- Quest: 5094 has been deleted. // -- Quest: 5098 has been added. changequest 5094,5098; // -- [dist=5.1] Fishing Novice#sp2 (0): *Heh* emotion e_heh; mes "[ Nodor ]"; mes "keheheheheheh~"; next; mes "[ Nodor ]"; mes "You annoyed me so I made you do this task..."; next; mes "[ Nodor ]"; mes "Wow! You actually hunted all 1,000?"; mes "I guess I can't question your passion to want to be stronger."; next; mes "[ Nodor ]"; mes "Okay! So far so good I will let you know how to overcome your strength deficiencies."; close; } mes "[ Nodor ]"; mes "Don't tell a lie!"; mes "I didn't tell you to hunt this"; close; case 2: if( checkquest(5095,HUNTING) == 2 ) { // -- Quest: 5095 has been deleted. // -- Quest: 5098 has been added. changequest 5095,5098; // -- [dist=5.1] Fishing Novice#sp2 (0): *Heh* emotion e_heh; mes "[ Nodor ]"; mes "keheheheheheh~"; next; mes "[ Nodor ]"; mes "You annoyed me so I made you do this task..."; next; mes "[ Nodor ]"; mes "Wow! You actually hunted all 1,000?"; mes "I guess I can't question your passion to want to be stronger."; next; mes "[ Nodor ]"; mes "Okay! So far so good I will let you know how to overcome your strength deficiencies."; close; } mes "[ Nodor ]"; mes "Don't tell a lie!"; mes "I didn't tell you to hunt this"; close; case 3: if( checkquest(5096,HUNTING) == 2 ) { // -- Quest: 5096 has been deleted. // -- Quest: 5098 has been added. changequest 5096,5098; // -- [dist=5.1] Fishing Novice#sp2 (0): *Heh* emotion e_heh; mes "[ Nodor ]"; mes "keheheheheheh~"; next; mes "[ Nodor ]"; mes "You annoyed me so I made you do this task..."; next; mes "[ Nodor ]"; mes "Wow! You actually hunted all 1,000?"; mes "I guess I can't question your passion to want to be stronger."; next; mes "[ Nodor ]"; mes "Okay! So far so good I will let you know how to overcome your strength deficiencies."; close; } mes "[ Nodor ]"; mes "Don't tell a lie!"; mes "I didn't tell you to hunt this"; close; case 4: if( checkquest(5097,HUNTING) == 2 ) { // -- Quest: 5097 has been deleted. // -- Quest: 5098 has been added. changequest 5097,5098; // -- [dist=5.1] Fishing Novice#sp2 (0): *Heh* emotion e_heh; mes "[ Nodor ]"; mes "keheheheheheh~"; next; mes "[ Nodor ]"; mes "You annoyed me so I made you do this task..."; next; mes "[ Nodor ]"; mes "Wow! You actually hunted all 1,000?"; mes "I guess I can't question your passion to want to be stronger."; next; mes "[ Nodor ]"; mes "Okay! So far so good I will let you know how to overcome your strength deficiencies."; close; } mes "[ Nodor ]"; mes "Don't tell a lie!"; mes "I didn't tell you to hunt this"; close; case 5: mes "[ Nodor ]"; mes "Heheh? Can you seriously hunt Baphomet alone?"; mes "Don't tell a lie!! I might hit you!!"; close; } } else if( checkquest(5094) >= 0 || checkquest(5095) >= 0 || checkquest(5096) >= 0 || checkquest(5097) >= 0 ) { mes "["+strcharinfo(0)+"] mes "hey-- Nodor"; next; // -- [dist=1] Fishing Novice#sp2 (0): *Omg* emotion e_omg; mes "[ Nodor ]"; mes "OMG --------------!!"; mes "so frightened..let me see?"; next; mes "[ Nodor ]"; mes "Hey- Super Novice!"; mes "Didn't I say to hunt 1,000?"; mes "Don't come back until you have."; close; } else if( checkquest(5098) >= 0 ) { set .@b, rand(1,10); if( .@b == 1 ) { // -- [dist=5.1] Fishing Novice#sp2 (0): *Good Game* emotion e_gg; mes "[ Nodor ]"; mes "Hhhhhhhhhh~"; next; mes "[ Nodor ]"; mes "Oh sorry! Sorry!"; mes "I got a letter from my brother a long time ago, will you read my letter for your information?"; next; if( select("Yes, I will", "No, I won't") != 1 ) { mes "[ Nodor ]"; mes "You should read more!"; next; readletter: mes "- Great -"; mes "- He throws a bundled letter at you -"; next; mes "Dear bro. Nodor,"; mes "¡¡"; mes "Hey Bro, it's your brother Nudor how have you been? The reason I'm writing this letter is... I need money for food."; mes "You've got so much money so help me out."; next; mes "If you don't... Remember last time you %$&*@*&%$"; mes "<You can't read more due to the letter being crumpled>"; mes "I'm still in the Schwaltzvalt Republic."; mes "-Nudor"; next; mes "- you have an uneasy feeling from reading this letter -"; next; mes "[ Nodor ]"; mes "Hu~u~"; mes "Hmm I only have one brother and he's always asking for money."; mes "It's got to be my fame T_T"; next; mes "- Now you really have an uneasy feeling -"; next; // -- Quest: 5098 has been deleted. // -- Quest: 5099 has been added. changequest 5098,5099; mes "[ Nodor ]"; mes "hey- Super Novice Mr. "+strcharinfo(0)+" next; mes "[ Nodor ]"; mes "You can give it to my bro who's up in the airship."; close; } mes "["+strcharinfo(0)+"] mes "Tsk*.. Ok.."; next; goto readletter; } mes "[ Nodor ]"; mes "Oh! You already came here?"; mes "Didn't you say you have something to handle?"; mes "You have enough passion but..."; mes "you need to learn patience."; close; } else if( checkquest(5099) >= 0 ) { mes "[ Nodor ]"; mes "OMG?! Have you visited already?"; next; select("How much money shoud I give?"); mes "[ Nodor ]"; mes "Oh you didn't go there yet?"; mes "Give him a little ya~"; next; mes "[ Nodor ]"; mes "100,000 zeny is okay~"; mes "1,000,000 zeny is okay~"; mes "10,000,000 zeny is okay~"; close; } else if( checkquest(5100) >= 0 ) { mes "[ Nodor ]"; mes "Hey, have you gone there?"; mes "I got another message from my bro."; next; mes "[ Nodor ]"; mes "-Bro, someone gave me..."; if( EXSUPNOV_Q_ == 3 ) mes "300,000 zeny"; else if( EXSUPNOV_Q_ == 4 ) mes "1,000,000 zeny"; else mes "100,000 zeny"; mes "you do care about me..."; mes "-Nudor"; next; select("He seemed so hungry..."); mes "[ Nodor ]"; mes "by the way.."; if( EXSUPNOV_Q_ == 3 ) mes "300,000 zeny is so little considering my celebrity status don't you think?"; else if( EXSUPNOV_Q_ == 4 ) mes "1,000,000 zeny is so little considering my celebrity status don't you think?"; else mes "100,000 zeny is so little considering my celebrity status don't you think?"; next; select("Eh....."); mes "[ Nodor ]"; mes "anyway.."; if( EXSUPNOV_Q_ == 3 ) mes "300,000 zeny...."; else if( EXSUPNOV_Q_ == 4 ) mes "1,000,000 zeny...."; else mes "100,000 zeny...."; mes "don't you think you gave him too little? My reputation is gonna take a hit now."; next; select("Hey..."); mes "[ Nodor ]"; mes "Wow, you've got my point already?"; next; mes "[ Nodor ]"; mes "I think you are right."; mes "this test is about your ability to open someone else's sympathy."; next; mes "[ Nodor ]"; mes "I mean your consuming habbit and your gut.."; mes "hahahahahahahahahaha!"; next; select("Hey, that's not my..."); mes "[ Nodor ]"; mes "Hmm?Ah..."; mes "I almost forgot to tell~"; mes "you how to exceed your limit."; mes "Didn't I?"; next; mes "[ Nodor ]"; mes "Eh-hem! I was not just killing time after I sent you!!"; next; // -- [dist=1] Fishing Novice#sp2 (0): *Omg* emotion e_omg; mes "[ Nodor ]"; mes "What the? --- ah? ---!!"; next; select("??????"); // -- [dist=1] Fishing Novice#sp2 (0): *Sweat* emotion e_swt; mes "[ Nodor ]"; mes "Watch out!! A bunch of Golems are running after us!"; mes "We... have to run...!!!"; next; if( select("What?!", "Um?") != 1 ) { // -- Sieu Ngu: *Omg* emotion e_omg,1; mes "- you saw your back -"; mes "- there is nothing on your back... -"; mes "- when you are about to doubt...! -"; next; goto changejob; } // -- Sieu Ngu: *Omg* emotion e_omg,1; mes "- You asked Nodor -"; mes "- once again in your fright -"; next; changejob: if( SkillPoint ) { mes "[ Nodor ]"; mes "You've still got some skill points that aren't used up."; mes "I can't make you stronger until you use those points."; close; } // -- You use effect: Unknown #90 specialeffect2 90; // -- You use effect: Unknown #62 specialeffect2 62; // -- You use effect: Unknown #89 specialeffect2 89; // -- Quest: 5100 has been deleted. erasequest 5100; mes "[ Nodor ]"; mes "Haha -------------!!"; mes "----- uhhahaha-----!!"; mes "------------- yay--!!"; next; // -- You unequip +4 Unknown #5520 (25) - Up-Mid Helmet // -- You unequip Unknown #15031 (23) - Armor // -- You unequip Novice Shield [1] (21) - Shield // -- You unequip Unknown #13066 [ATK+3%:Scorpion*2] (26) - One-Handed Weapon // -- You unequip Unknown #2571 (24) - Cape // -- You unequip Unknown #2473 (22) - Foot Wear nude; // -- You are now job level 1 callfunc "F_ClearJobVar"; // -- Clears all job variables for the current player if( Upper == 0 ) jobchange Job_Super_Novice_E; if( Upper == 2 ) jobchange Job_Super_Baby_E; set EXSUPNOV_Q, 5; // -- [dist=1.4] Fishing Novice#sp2 (0): *Heh* emotion e_heh; mes "[ Nodor ]"; mes "Puhahahahahahahahahahah!!"; mes "Good! You scared yet?"; next; select("... ... ..."); // -- Sieu Ngu: *...* emotion e_dots,1; // -- [dist=1.4] Fishing Novice#sp2 (0): *Sorry* emotion e_sry; mes "[ Nodor ]"; mes "Sorry for scaring you!"; mes "I think our duty and mission as novices is to make days joyful."; next; mes "[ Nodor ]"; mes "Well then, don't you feel something just changed?"; mes "Feel your body lighter than before..?"; mes "Or more powerful?"; next; select("....? ..? ...?"); // -- Sieu Ngu: *?* emotion e_what,1; mes "[ Nodor ]"; mes "Oh--- My--- (tut,tut,tut)!!"; next; // -- [dist=1.4] Fishing Novice#sp2 (0): *Hmm* emotion e_hmm; mes "[ Nodor ]"; mes "Mr.Sieu Ngu-"; mes "I didn't mean but"; mes "you are sort of dull.."; mes "don't you feel until now?"; next; if( select("What are you talking about?", "I got it") != 1 ) goto igotit; mes "[ Nodor ]"; mes "Eh--- right, you are dull aren't you?"; mes "You already exceeded your limit."; next; mes "[ Nodor ]"; mes "You can be more stronger than before."; mes "Wasn't it your dream?"; next; igotit: mes "[ Nodor ]"; mes "Ok~!"; mes "Now march to the world and live as a novice and enjoy your free, happy life!"; mes "That's it!"; close; } else if( EXSUPNOV_Q == 5 ) { mes "[ Nodor ]"; mes "(Pouting) -------------!!"; mes "Ok so you're finally back."; next; mes "[ Nodor ]"; mes "To celebrate this new novice comrade, I've prepared some equipment to give you--"; next; mes "[ Nodor ]"; mes "Don't forget to make sure that you have enough ^FF0000inventory^000000 to take these items from me."; mes "And don't say I didn't warn you either."; if( select("Yes, let me check my inventory", "I'm good, show me.") != 1 ) { mes "[ Nodor ]"; mes "There are what I used to wear when I was younger,"; mes "but they are still good."; if( EXSUPNOV_Q_ == 3 ) getitem 2522, 1; // -- Undershirt else if( EXSUPNOV_Q_ == 4 ) { getitem 2628, 1; // -- Novice Armlet [1] getitem 2113, 1; // -- Novice Shield [1] getitem 2416, 1; // -- Novice Shoes [1] getitem 5119, 1; // -- Super Novice Hat [1] getitem 2512, 1; // -- Novice Manteau [1] getitem 2340, 1; // -- Novice Breastplate [1] } else getitem 2340, 1; // -- Novice Breastplate [1] next; select("Second-hand stuff, news?"); mes "[ Nodor ]"; mes "Give them back to me."; mes "How can you react like that while I offer you my possessions?"; next; mes "[ Nodor ]"; mes "I..."; mes "I can't take back what I already gave away."; next; mes "[ Nodor ]"; mes "Then I am going to say greetings again."; next; // -- You use effect: Unknown #78 specialeffect2 78; mes "[ Nodor ]"; mes "Future of Super Novice "+strcharinfo(0)+" will be blessed with Super Novice Guardian."; set EXSUPNOV_Q, 6; close; } mes "[ Nodor ]"; mes "Well, well!"; mes "You know! Have no regrets."; close; } else if( EXSUPNOV_Q > 5 ) { mes "[ Nodor ]"; mes "Don't forget that you are a Novice."; mes "Be a Novice always!"; mes "The aim of life is to have a nice and normal time!"; close; } mes "[ Fishing Novice ]"; mes "Hush!"; mes "Please be quiet because you'll"; mes "scare all the fish away."; close; }
  4. @Rikimaru: Do not used Offical until you got all quest logs and quest messages from iRO. Regards.
  5. Nice idea i think it could be useful for combie with achievement system
  6. Hi Rikimaru Quest message you took from iRO or custom it? Regards.
  7. 100% good news: my ranger up to lv 120 ^o^ coming to bifrost >.< and i will release "eden group quest" soon too. ( need times to debug and testing bug >.<! ) at this time i'm busy with my exam
  8. @Emistry: I think use "*defpattern" more activity than window message >.<
  9. - script Finding NPC 757,{ OnInit: set .itemid,7539; set .quantity,1; end; OnWhisperGlobal: if( getgmlevel() < 80 ) end; OnMinute00: set .spawn,rand(1,10); set .mob,rand(1078,1085); killmonster .maps$[.s],"All"; // -- You can add or chance maps and IDs with a maximum of 127 each. setarray .maps$[0],"prontera","geffen","payon","alberta","morocc","aldebaran","izlude","comodo","umbala","yuno","hugel","rachel","veins","einbroch"; set .s,rand(getarraysize(.maps$)); monster .maps$[.s],0,0,"Plz don't kill me!",.mob,.spawn,strnpcinfo(0)+"::OnMobKilled"; // -- Message to Announce when Event start setarray .message$[0],"Total of "+.spawn+" "+getmonsterinfo(.mob,0)+" has been Spawned in map "+strtoupper(.maps$[.s]), "Find all the "+getmonsterinfo(.mob,0)+" and kill it","Every single "+getmonsterinfo(.mob,0)+" you will will gain you "+.quantity+" x "+getitemname( .itemid ), "Hurry up and go now"; for( set .i,0; .i < getarraysize( .message$ ); set .i,.i + 1 ) { announce .message$[.i],0; sleep 1000; } end; OnMobKilled: set .spawn,.spawn-1; getitem .itemid,.quantity; if( .spawn ) announce "[ "+strcharinfo(0)+" ] Killed 1 "+getmonsterinfo(.mob,0)+", Left "+.spawn+" "+getmonsterinfo(.mob,0)+"",bc_map; else announce "Event End, all the "+getmonsterinfo(.mob,0)+" has been Killed.",bc_map; end; } try this one >0< ( rebuild sample script of Emistry to full working now )
  10. Try this one: prontera,152,188,3 script PVP 997,{ warp "pvp-n_1-5",0,0; end; OnInit: waitingroom "Users ["+getmapusers("pvp-n_1-5",0,0")+"]",0; end; } pvp-n_1-5 mapflag nowarp pvp-n_1-5 mapflag noteleport pvp-n_1-5 mapflag noreturn pvp-n_1-5 mapflag pvp ---------------- [Error]: buildin_warp: moving player 'Korea' to "pvp-n_1-5",0,0 failed. [Debug]: Source (NPC): PVP at prontera (152,188) [Debug]: mapindex_name2id: Map "pvp-n_1-5" not found i Because pvp-n_1-5 do not have in your map_index.
  11. I'm removed Eventpoint prize and add prize id to: 20078 already! Did you replaced my code into your script?
  12. example ( move random in maps - ôi việt nam ): prontera,100,100,0 script Poring Walk 1002,{ npcspeed 100; npcwalkto 0,0; end; }
  13. Add: OnMinutes00~59 Above like this: OnMinutes00: announce "[Cluck! Cluck! Boom!] is about to start in Izlude!",bc_blue; initnpctimer; end;
  14. Your script already run every hour. Replace this: quiz_02,55,84,3 script Claim Your Prize!#dice 904,{ // -- set #EVENTPOINTS,#EVENTPOINTS+1; announce strcharinfo(0)+" won the Dice Event!",bc_all; disablenpc "Claim Your Prize!#dice"; disablenpc "Dice Event Warper#dice"; // -- dispbottom "You now have "+#EVENTPOINTS+" Event Point(s)."; getitem 20078,1; dispbottom "Blah Blah something in here! "+getitemname(20078)+""; warp "prontera",0,0; set $@diceon,0; close; end; }
  15. If your idea is good and posible, then I will give my time to help you. And of course your idea must with a full plan ( story line, npc message, items and mobs or something like thats! ) Beside, I hope you will be more serious, please don't use the emotion "=))" when asking someone for help, it make other feel disrespected. Regards.
  16. I'm looking for infos about some maps and mobs in new version. I believe that I saw some link that let you link to site database of kRO in eathena but i don't remember (it is not ratemyserver or iRO wiki ), just was in korean. But it's not the matter, if you know about it, can you tell me about the link please? Beside I need some items for Ranger on iRO server to test ep 14.1, if you have zeny or items, can you give me or lend me please? ><~ I have finished ep 13.3 with only set items eden group, but it's impossible for 14.1 because the mobs there is too strong but I'm too weak... I dont have time to sit hours and hours to hunt items an zeny to buy equipment, my only reason to play iRO is for info and to work on my project, so I hope you could help me. Thanks alot about that.
  17. que_moc_16,70,88,3 script Coin Trader 908,{ set .@npc$,"^0000FFCoin Trader^000000"; mes "[ "+.@npc$+" ]"; mes "Welcome, honey!"; mes "I am ^0000FFJoann, the Coin Trader^000000!"; next; mes "[ "+.@npc$+" ]"; mes "My services are available 24 Hours a Day, 7 Days a Week and 365 Days of the Year!"; menu "Continue Talking",-,"Quit",l_quit; next; mes "[ "+.@npc$+" ]"; mes "Which coins do you wish to trade?"; next; menu "Hollow Coin > Event Coin",l_hollowtoevent,"Poring Coin > Gold Coin",l_poringtogold,"Gold Coin > Mithril Coin",l_goldtomithril; l_hollowtoevent: if( countitem(21037) < 10 ) { mes "[ "+.@npc$+" ]"; mes "You do not have enough Hollow Coins to continue with the procedure."; next; mes "[ "+.@npc$+" ]"; mes "Please, get at least 10 Hollow Coins to be able to trade."; close; } else { mes "[ "+.@npc$+" ]"; mes "^FF000010 Hollow Coins^000000 = ^00FF001 Event Coin^000000"; next; mes "[ "+.@npc$+" ]"; mes "How many ^00FF00Event Coins^000000 would you like to have?"; next; l_eventcoin: input .@event; } if( .@event == 0 ) { mes "[ "+.@npc$+" ]"; mes "You cannot trade 10 Hollow Coins into 0 Event Coins."; mes "Select a value higher than 0 to continue."; next; goto l_eventcoin; } else { set .@eventmulti, .@event * 10; mes "[ "+.@npc$+" ]"; mes "To get your "+.@event+" Event Coins, you must trade in "+.@eventmulti+" Hollow Coins."; next; mes "[ "+.@npc$+" ]"; mes "Do you have that amount of Hollow Coins?"; next; menu "Yes",l_yeseventcoin,"No",l_noeventcoin; } l_yeseventcoin: if( countitem(21037) < .@eventmulti ) { mes "[ "+.@npc$+" ]"; mes "You do not have my "+@eventmulti+" Hollow Coins."; mes "Come back when you do."; close; } else { mes "[ "+.@npc$+" ]"; mes "Converting your Hollow Coins into Event Coins..."; next; sleep2 5000; delitem 21037,.@eventmulti; getitem 19344,.@event; mes "I have succesfully converted your Hollow Coins into Event Coins."; next; mes "[ "+.@npc$+" ]"; mes "Have a nice day, "+(Sex?"Mr.":"Mrs.")+" "+strcharinfo(0)+""; close; } l_noeventcoin: mes "[ "+.@npc$+" ]"; mes "Oh well. Come back If you do have them!"; close; l_poringtogold: if( countitem(7539) < 5 ) { mes "[ "+.@npc$+" ]"; mes "You do not have enough Poring Coins to continue with the procedure."; next; mes "[ "+.@npc$+" ]"; mes "Please, get at least 10 Poring Coins to be able to trade."; close; } else { mes "[ "+.@npc$+" ]"; mes "^FF00FF5 Poring Coins^000000 = ^FFA5001 Gold Coin^000000"; next; mes "[ "+.@npc$+" ]"; mes "How many ^FFA500Gold Coins^000000 would you like to have?"; next; l_goldcoin: input .@gold; } if( .@gold == 0 ) { mes "[ "+.@npc$+" ]"; mes "You cannot trade 5 Poring Coins into 0 Gold Coins."; mes "Select a value higher than 0 to continue."; next; goto l_goldcoin; } else { set .@goldmulti, .@gold * 5; mes "[ "+.@npc$+" ]"; mes "To get your "+@gold+" Gold Coins, you must trade in "+.@goldmulti+" Poring Coins."; next; mes "[ "+.@npc$+" ]"; mes "Do you have that amount of Poring Coins?"; next; menu "Yes",l_yesporingcoin,"No",l_noporingcoin; } l_yesporingcoin: if( countitem(7539) < .@goldmulti ) { mes "[ "+.@npc$+" ]"; mes "You do not have my "+@goldmulti+" Poring Coins."; mes "Come back when you do."; close; } else { mes "[ "+.@npc$+" ]"; mes "Converting your Poring Coins into Gold Coins..."; next; sleep2 5000; delitem 7539,"+@goldmulti+"; getitem 7517,"+@gold+"; mes "I have succesfully converted your Poring Coins into Gold Coins."; next; mes "[ "+.@npc$+" ]"; mes "Have a nice day, "+(Sex?"Mr.":"Mrs.")+" "+strcharinfo(0)+""; close; } l_noporingcoin: mes "[ "+.@npc$+" ]"; mes "Oh well. Come back If you do have them!"; close; l_goldtomithril: if( countitem(7517) < 8 ) { mes "[ "+.@npc$+" ]"; mes "You do not have enough Gold Coins to continue with the procedure."; next; mes "[ "+.@npc$+" ]"; mes "Please, get at least 8 Gold Coins to be able to trade."; close; } else { mes "[ "+.@npc$+" ]"; mes "^FFA50010 Gold Coins^000000 = ^808080 Mithril Coin^000000"; next; mes "[ "+.@npc$+" ]"; mes "How many ^808080Mithril Coins^000000 would you like to have?"; next; l_mithrilcoin: input .@mithril; } if( .@mithril == 0 ) { mes "[ "+.@npc$+" ]"; mes "You cannot trade 8 Gold Coins into 0 Mithril Coins."; mes "Select a value higher than 0 to continue."; next; goto l_mithrilcoin; } else { set .@mithrilmulti, .@mithril * 8; mes "[ "+.@npc$+" ]"; mes "To get your "+@mithril+" Mithril Coins, you must trade in " + .@mithrilmulti + " Gold Coins."; next; mes "[ "+.@npc$+" ]"; mes "Do you have that amount of Gold Coins?"; next; menu "Yes",l_yesgoldcoin,"No",l_nogoldcoin; } l_yesgoldcoin: if( countitem(7517) < .@mithrilmulti ) { mes "[ "+.@npc$+" ]"; mes "You do not have my "+@mithrilmulti+" Gold Coins."; mes "Come back when you do."; close; } else { mes "[ "+.@npc$+" ]"; mes "Converting your Gold Coins into Mithril Coins..."; next; sleep2 5000; delitem 7517,.@mithrilmulti; getitem 674,.@mithril; mes "I have succesfully converted your Gold Coins into Event Coins."; next; mes "[ "+.@npc$+" ]"; mes "Have a nice day, "+(Sex?"Mr.":"Mrs.")+" "+strcharinfo(0)+""; close; } l_nogoldcoin: mes "[ "+.@npc$+" ]"; mes "Oh well. Come back If you do have them!"; close; l_quit: close; } Some point you need to know: 1. > do not use sleep 'cause: *sleep {<milliseconds>}; pause the script for x seconds and ditch the RID (so no player is attached anymore) > use sleep2 'cause: sleep2 {<milliseconds>}; pause the script for x seconds, and continue with the RID attached. -------------------- 2. Check post #2 ( Emistry ) and #6 ( Joseph ) -------------------- 3. ^o^~ hope it help.
  18. http://www.eathena.ws/board/index.php?showtopic=246304
  19. Nothing much to says >.<~ Things to know: All message logs i've got from iRO, and i don't use any custom message in my script. 2nd release, follow with my first release ( dewata island ) All El Dicastes Quest and Features ( with quest log ): Department Quests Document Quests Doha's Secret Orders Frede's Request Sapha's Visit Cheshire's Call Cat Hand Service: Equipment Enchanting And All Basic NPC in El Dicastes are included in this release. That made up of <Warp Point>, <Mob Spawn> <Mapflags> ( From iRO Wiki Database ), other things like <Mob DB>, <Skill DB>, <Item DB> are already in rAthena Revision. // -- Ep13_3_invite , Ep13_3_secret ¿¡ÇǼҵå 13.3 »ÇÆÄÀÇ ÃÊû, ºñ¹ÐÀÓ¹« 7182,0,0,0,0,0,0,0,"Sapha's Visit" 7183,0,0,0,0,0,0,0,"Invitation from Sapha" 7184,0,0,0,0,0,0,0,"To El Dicastes!" 7185,0,0,0,0,0,0,0,"Inspector Doha" 7186,0,0,0,0,0,0,0,"Secret Order from Doha - Investigation" 7187,0,0,0,0,0,0,0,"Secret Order from Doha - Shay" 7188,0,0,0,0,0,0,0,"Information Gathering - in the Plaza" 7189,0,0,0,0,0,0,0,"Information Gathering - in the Factory" 7190,0,0,0,0,0,0,0,"Information Gathering - at the Guards" 7191,0,0,0,0,0,0,0,"Shay's designation - BK" 7192,0,0,0,0,0,0,0,"BK's Information" 7193,0,0,0,0,0,0,0,"Dimensional Crack Investigation" 7194,0,0,0,0,0,0,0,"What's this bloodstain?" 7195,0,0,0,0,0,0,0,"What's this skin piece?" 7196,0,0,0,0,0,0,0,"What's this suspicious magic power?" 7197,0,0,0,0,0,0,0,"Sapha Certifications?" 7198,0,0,0,0,0,0,0,"Audience with Ahat" 7199,0,0,0,0,0,0,0,"Secret Order from Ahat" 7200,82800,0,0,0,0,0,0,"Cheshire's call" 7201,0,0,0,0,0,0,0,"Removing traces" 7202,0,0,0,0,0,0,0,"Secret order from Doha - Collect proof" 7203,0,0,0,0,0,0,0,"Secret order from Doha - Final Report" // -- Ep13.3 ¿¡ÇǼҵå 13.3 11159,0,0,0,0,0,0,0,"Story of Brian" 11160,0,0,0,0,0,0,0,"Story of John" 11161,0,0,0,0,0,0,0,"Story of Tyler" 11162,0,0,0,0,0,0,0,"Story of Rose" 11163,0,0,0,0,0,0,0,"Story of Bain" 11164,0,0,0,0,0,0,0,"Story of Lash" 11165,0,0,0,0,0,0,0,"Delivered to Brian" 11166,0,0,0,0,0,0,0,"Delivered to John" 11167,0,0,0,0,0,0,0,"Delivered to Tyler" 11168,0,0,0,0,0,0,0,"Delivered to Rose" 11169,0,0,0,0,0,0,0,"Delivered to Bain" 11170,0,0,0,0,0,0,0,"Delivered to Lash" 11171,0,0,0,0,0,0,0,"Request from Frede" 11172,0,0,0,0,0,0,0,"Request from Frede" 11173,0,0,0,0,0,0,0,"Request from Frede" 11174,0,0,0,0,0,0,0,"Supply Shortage" 11175,7200,0,0,0,0,0,0,"Supply Shortage" 11176,0,0,0,0,0,0,0,"For my friends" // -- Ep. 13.3 --- ÀÏÀÏÄù½ºÆ® Daily Quest 12099,0,2014,10,0,0,0,0,"Remove Root Cause" 12100,0,1994,12,0,0,0,0,"Violent Winged Insect" 12101,0,2013,5,0,0,0,0,"Work Interference" 12102,0,1993,10,0,0,0,0,"Intelligent Snakes" 12103,0,1992,1,0,0,0,0,"Legendary Creature" 12104,0,1987,15,0,0,0,0,"Insects with an Appetite" 12105,0,2024,10,0,0,0,0,"Moving Rocks" 12106,0,1995,15,0,0,0,0,"A child on a flower" 12107,0,2015,10,0,0,0,0,"Twisted Love" 12108,0,1988,12,0,0,0,0,"Dangerous Plant Removal" 12109,0,1999,14,0,0,0,0,"Larva Extermination" 12110,0,2016,7,0,0,0,0,"Demon of Water" 12111,0,1986,10,0,0,0,0,"Bird with ugly face" 12117,0,0,0,0,0,0,0,"Withered Flower" 12118,0,0,0,0,0,0,0,"Welcomed Mineral" 12119,0,0,0,0,0,0,0,"Valuable Textile" 12120,0,0,0,0,0,0,0,"Curious Meat" 12121,0,0,0,0,0,0,0,"Materials to Clear Snow" 12122,0,0,0,0,0,0,0,"Best Cooler Material" 12123,0,0,0,0,0,0,0,"Best Paint" 12124,0,0,0,0,0,0,0,"Rare Valuable" 12125,0,0,0,0,0,0,0,"Armory Material" 12126,0,0,0,0,0,0,0,"Advanced Armory Material" 12127,0,0,0,0,0,0,0,"Supervisor's Tool" 12128,0,0,0,0,0,0,0,"Preparation for Heating" 12129,0,0,0,0,0,0,0,"Suspicious Food" 12130,0,0,0,0,0,0,0,"Useful Material" 12131,0,0,0,0,0,0,0,"Essential Material for Construction" 12132,0,0,0,0,0,0,0,"Essential Material for Construction 2" 12133,0,0,0,0,0,0,0,"Decoration arrangement" 12134,0,0,0,0,0,0,0,"Instant Receptacle" 12135,0,0,0,0,0,0,0,"Not enough medicine" 12136,0,0,0,0,0,0,0,"Honey robber" 12137,0,0,0,0,0,0,0,"Tools for Experiment" 12138,0,0,0,0,0,0,0,"Fine Gift Samples" 12139,0,0,0,0,0,0,0,"Respect for Taste!" 12140,0,0,0,0,0,0,0,"Courtesy for Regulars" 12141,0,0,0,0,0,0,0,"Special Package" 12142,0,0,0,0,0,0,0,"Dangerous Request" 12143,0,0,0,0,0,0,0,"Strange Trend" 12144,0,0,0,0,0,0,0,"Unknown Usage" 12145,0,0,0,0,0,0,0,"Other World Cuisine" 12146,0,0,0,0,0,0,0,"Filling in Cracks" 12147,0,0,0,0,0,0,0,"Adhesive Material" 12148,0,0,0,0,0,0,0,"Bait for Tatacho Hunting" 12149,0,0,0,0,0,0,0,"Swordmanship Practice" 12150,0,0,0,0,0,0,0,"Pretty reddish vegetable" 12151,0,0,0,0,0,0,0,"Tenacity of the pub owner" 12152,0,0,0,0,0,0,0,"Tastes like home cooking" 12153,0,0,0,0,0,0,0,"Hazardous plant when burnt" 12154,0,0,0,0,0,0,0,"Unexpectedly Normal" 12155,0,0,0,0,0,0,0,"Gift with heart" 12156,0,0,0,0,0,0,0,"Respect personal appetite!" 12157,0,0,0,0,0,0,0,"Resolution of the pub owner" 12158,0,0,0,0,0,0,0,"Rage of the pub owner" 12159,82800,0,0,0,0,0,0,"Quest record from Laponte" 12160,82800,0,0,0,0,0,0,"Quest record from Kalipo" 12161,82800,0,0,0,0,0,0,"Quest record from Pura" 12162,82800,0,0,0,0,0,0,"Quest record from Tragis" 12163,82800,0,0,0,0,0,0,"Quest record from Calyon" 12164,82800,0,0,0,0,0,0,"Quest record from Moltuka" 12165,21600,0,0,0,0,0,0,"Dizziness" 12166,0,0,0,0,0,0,0,"Tree Root Doc." 12167,0,0,0,0,0,0,0,"Reptile Tongue Doc." 12168,0,0,0,0,0,0,0,"Scorpion Tail Doc." 12169,0,0,0,0,0,0,0,"Stem Doc." 12170,0,0,0,0,0,0,0,"Pointed Scale Doc." 12171,0,0,0,0,0,0,0,"Resin Doc." 12172,0,0,0,0,0,0,0,"Spawn Doc." 12173,0,0,0,0,0,0,0,"Jellopy Doc." 12174,0,0,0,0,0,0,0,"Fish Tail Doc." 12175,0,0,0,0,0,0,0,"Worm Peeling Doc." 12176,0,0,0,0,0,0,0,"Gill Doc." 12177,0,0,0,0,0,0,0,"Tooth of Bat Doc." 12178,0,0,0,0,0,0,0,"Fluff Doc." 12179,0,0,0,0,0,0,0,"Chrysalis Doc." 12180,0,0,0,0,0,0,0,"Feather of Birds Doc." 12181,0,0,0,0,0,0,0,"Talon Document Doc." 12182,0,0,0,0,0,0,0,"Sticky Webfoot Doc." 12183,0,0,0,0,0,0,0,"Animal Skin Doc." 12184,0,0,0,0,0,0,0,"Wolf Claw Doc." 12185,0,0,0,0,0,0,0,"Mushroom Spore Doc." 12186,0,0,0,0,0,0,0,"Orc's Fang Doc." 12187,0,0,0,0,0,0,0,"Evil Horn Doc." 12188,0,0,0,0,0,0,0,"Powder of Butterfly Doc." 12189,0,0,0,0,0,0,0,"Bill of Birds Doc." 12190,0,0,0,0,0,0,0,"Snake Scale Doc." 12191,0,0,0,0,0,0,0,"Insect Feeler Doc." 12192,0,0,0,0,0,0,0,"Immortal Heart Doc." 12193,0,0,0,0,0,0,0,"Rotten Bandage Doc." 12194,0,0,0,0,0,0,0,"Decayed Nail Doc." 12195,0,0,0,0,0,0,0,"Horrendous Mouth Doc." 12196,0,0,0,0,0,0,0,"Tentacle Doc." 12197,0,0,0,0,0,0,0,"Shell Doc." 12198,0,0,0,0,0,0,0,"Scale Shell Doc." 12199,0,0,0,0,0,0,0,"Venom Canine Doc." 12200,0,0,0,0,0,0,0,"Sticky Mucus Doc." 12201,0,0,0,0,0,0,0,"Bee Sting Doc." 12202,0,0,0,0,0,0,0,"Grasshopper's Leg Doc." 12203,0,0,0,0,0,0,0,"Royal Jelly Doc." 12204,0,0,0,0,0,0,0,"Yoyo Tail Doc." 12205,0,0,0,0,0,0,0,"Solid Shell Doc." 12206,0,0,0,0,0,0,0,"Yam Doc." 12207,0,0,0,0,0,0,0,"Raccoon Leaf Doc." 12208,0,0,0,0,0,0,0,"Snail's Shell Doc." 12209,0,0,0,0,0,0,0,"Horn Doc." 12210,0,0,0,0,0,0,0,"Bear's Footskin Doc." 12211,0,0,0,0,0,0,0,"Feather Doc." 12212,0,0,0,0,0,0,0,"Red Herb Doc." 12213,0,0,0,0,0,0,0,"Carrot Doc." 12214,0,0,0,0,0,0,0,"Cactus Needle Doc." 12215,0,0,0,0,0,0,0,"Stone Heart Doc." Update 17/2/2012: Fix bug cat_hands_enchant.txt, please re-download.
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