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c2greentea

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  1. Any reply to this topic? I also need this
  2. I need a script where players can have (any of the PVP category 1vs1, 2vs2, 3vs3, 4vs4, and 5vs5) a custom PVP event. When NPC is clicked, any GM can configure what time slot, what map, PVP category, how many rounds, players involved (maybe by entering exact character name), fixed bet price and minimum registered players who want to view the pvp event. The NPC must also let the GM enable/disable winning PVP players' rewards and set it ofcourse. Now once a pvp event is configured, players can bet a fixed price set by the gm which of course will be deducted in their total zeny and can register in the npc to be able to be warped to the pvp event map at the configured time. The npc will broadcast a day before the time slot reminding about the pvp event, GM who's hosting the event (the one who configured the pvp event session), its exact time and players involved. 1 hour before the pvp event, the script must announce again reminding about the event. 15 minutes before the PVP event, registered players who want to view the pvp event must click the NPC again to be warped while waiting for the pvp event to start. Same with the involved PVP players, they must click the NPC again to be warped to the map. If one of the players involved (1vs1, 2vs2, 3vs3, 4vs4, and 5vs5) is not present at the exact time of pvp event, it will not start unless there is a replacement. GM can reenter what he configured in the npc and replace player character names. Every each round, the npc must broadcast the score. After all the rounds, the script must broadcast the PVP winner/s as well as how many winning and losing bettors for this pvp event session. After this, winning bettors must claim their zeny winnings (of course zeny they bet must be doubled) when the npc is clicked within 5 days or it will be forfeited. Is this ever possible?
  3. Thanks, now working! Sent you also a tip! FANTASTIC SCRIPTER!!!
  4. Can I also replace OnMinute30 to the ff? OnClock0037: OnClock0230: OnClock0430: OnClock0630: OnClock0830: OnClock1030: OnClock1230: OnClock1430: OnClock1630: OnClock1830: OnClock2030: OnClock2330: I need to do it like that because i am monitoring how it goes, if OnMinute30 is enabled I won't know what time to check. Did you receive $** in your PP acct I sent just a minute ago? It's for the help you're offering me. Pls check and thank you!
  5. But in that script, the respective town from the 3 towns in the script won't be named, it will just broadcast "in this town" because it wasn't scripted, right? Can I also replace OnMinute30 to the ff? OnClock0037: OnClock0230: OnClock0430: OnClock0630: OnClock0830: OnClock1030: OnClock1230: OnClock1430: OnClock1630: OnClock1830: OnClock2030: OnClock2330:
  6. No Emistry, the "but" word is a contradicting statement. This is what I said: What i mean is when you put 20 pcs ITEM A in the npc, and the npc returned 3 as the rate, the player receives 6 pcs ITEM B right? But the npc takes ALL 20 pcs ITEM A instead of just 18 pcs. So 20 pcs item A gets deleted instead of just 18 pcs. Because 6 pcs item B is just equal to 18 pcs ITEM A, given that the player entered 20 pcs and the rate is 3. Can we still script it? Also, when the player enters 3 pcs ITEM A and the script returned 4 as the rate, the player gets nothing and the 3pcs ITEM A is deleted. Can we still do this?
  7. Left "+mobcount( strcharinfo(3),.npc_name$+"::OnPoringDead" )+" Porings in this town Does this translate to this for example? "Left 5 Porings in this town"? Thanks for further helping, Emistry
  8. Emistry, what if the player enters an EVEN number with 2 and 4 as the only rate, the NPC will still get all ITEM A? For example, the player inputs 7 to be exchanged, and the script returned 2 as the rate, so obviously he'll just get 3 pcs ITEM B right? But the NPC will delete or get all 7 pcs ITEM A instead of just 6 pcs? How to fix it?
  9. Sorry Emistry. Let me try that. Also, how to change .@rate = rand( 1,3 ); if I only want 2 and 4 as the choices?
  10. Emistry, can we do something like this? http://pastebin.com/PRQWtZYZ There will be special porings and normal porings. Special porings hold the special item and normal porings dont have. And they must be scattered randomized number all over all maps that I put in the script.
  11. What i mean is when you put 20 pcs ITEM A in the npc, and the npc returned 3 as the rate, the player receives 6 pcs ITEM B right? But the npc takes ALL 20 pcs ITEM A instead of just 18 pcs. So 20 pcs item A gets deleted instead of just 18 pcs. Because 6 pcs item B is just equal to 18 pcs ITEM A, given that the player entered 20 pcs and the rate is 3. I hope you got what Im trying to say. T_T
  12. Wow fantastic work. O.O Thanks Emistry! However, I noticed one small detail getitem .@item_id[1],.@rate; This code above is problematic. I exchanged 20 pcs ITEM A, but accdg to the screenshot below i only exchanged 18 pcs? Also, the rate that turned out is the same amount of ITEM B I got which is not supposed to be that way. Must be AMT OF ITEM A divided by EXCHANGE RATE, right? So for example I exchanged 20 pcs ITEM A, and the rate is 3, I must get 9pcs ITEM B and have 2 pcs ITEM A left in my inventory because the NPC will only get 18pcs ITEM A due to the rate. Pls check this screenshot below I'm very ready to give a tip. I hope you can further help. TY Ok I have modified it and now it's partially working, calculation is 100% correct with this code: gonryun,172,132,5 script Exchanger#rand_exchange 757,{ setarray .@item_id, 111, // item give 222; // item gain mes "You currently have ^ff0000"+countitem(111)+"^000000 ITEM A."; mes " "; mes "^777777Exchange rate of ITEM A to ITEM B are random to 1-3.^000000"; if( select( "Exchange","Cancel" ) == 1 ){ next; .@current_count = countitem( .@item_id[0] ); if( .@current_count ){ mes "How many "+getitemname( .@item_id[0] )+" do you want to exchange?"; input .@amount,0,.@current_count; if( .@amount ){ .@rate = rand( 1,3 ); .@amount = ( .@amount ); if( .@amount ){ delitem .@item_id[0],( .@amount * .@rate ); getitem .@item_id[1],( .@amount / .@rate ); mes "[Randomized exchange rate for this session: ^777777"+.@rate+":1^000000]"; mes "Exchanged "+( .@amount )+"x "+getitemname( .@item_id[0] )+" to "+( .@amount / .@rate )+"x "+getitemname( .@item_id[1] )+" ."; } } } else{ mes "You didnt have any "+getitemname( .@item_id[0] )+" to exchange."; } } close; } But my problem is, I want to retain the left ITEM A in the inventory if the computation didn't equal to @amount. For example, I input 20pcs ITEM A, and the rate turned to be 3. So 20 divided by 3 = 6 pcs ITEM B to be added in the inventory, 6 x 3 = 18 pcs ITEM A to be removed in the inventory, and there will be 2pcs left of ITEM A needed to remain, on the other hand . So I guess the ff code must be edited? delitem .@item_id[0],( .@amount * .@rate );
  13. I'm not really knowledgeable in editing the codes. Can you help me? How do I edit that rand stuff if I only want to have total of 30 porings to be summoned in maximum 5 towns? Ready to tip!
  14. - script PoringEvent -1,{ OnClock0030: OnClock0230: OnClock0430: OnClock0630: OnClock0830: OnClock1030: OnClock1230: OnClock1430: OnClock1630: OnClock1830: OnClock2030: OnClock2330: monster .maps$[(rand(getarraysize(.maps$)))],0,0,"Poring",1002,5,strnpcinfo(3)+"::OnPoringDead"; announce "Five special Porings have spawned in random town maps!",0; end; OnPoringDead: announce strcharinfo(0)+" has killed the Poring!",0; getitem 6153,30; end; OnInit: setarray .maps$[0],"prontera","morocc","payon"; end; } I want that a random number of Porings be summoned in different random maps, not just in one map. Not all porings shall be summoned in just one random map, but they must be spread in all random maps. I tried this script and players told me they all just spawned in Prontera. Pls help. Willing to pay
  15. prontera,196,141,4 script POD 831,{ mes "[Trader]"; mes "Hello dear! I exchange your ITEM A to ITEM B."; mes " "; mes "You currently have ^ff0000"+countitem(itema)+"^000000 ITEM A."; menu "Exchange ITEM A to "+getitemname(itemb)+"", L_PODS, "Nevermind", L_Cancel; close; L_PODS: next; mes "[Trader]"; mes "How many ITEM B you want to get?"; mes "^ff0000Note^000000: 1 "+getitemname(itemb)+" = 5 "+getitemname(itemb)+""; input .@count; if (.@count == 0) close; if (countitem(itemb) < .@count*1) goto L_Noitem; delitem itema,.@count*5; getitem itemb,.@count*1; close; L_Noitem: next; mes "[Trader]"; mes "You dont have enough "+getitemname(itema)+""; close; L_Cancel: mes "[Trader]"; mes "Come back anytime!"; close; end; } This script is working but I want to have a random rate of ITEM A to be exchanged to ITEM B. Numbers are 1, 2 or 3 maximum. So for example, the script returned 1 as the exchange rate, it would be like this: 1 ITEM A = 1 ITEM B. Then another session if the script returned 3 as the exchange rate, then 3 ITEM A = 1 ITEM B. The npc must show the random rate after the player has got the exchanged item. I can pay to have something like this. EXAMPLE: When the npc is clicked, it will ask how many ITEM A the player wants to exchange. So for example, if the player has 20 pcs ITEM A, and he puts all 20 to exchange and the script gave him 3 as the exchange rate, he will only receive 6 ITEM B and only 18 ITEM A will be decreased in his inventory. Meaning, 2 ITEM A will be left. Alternatively, if the player puts 20 to exchange and the script gave him 1 as the exchange rate, then he will receive 20 ITEM B all in all with no ITEM A left in his inventory.
  16. prontera,196,141,4 script POD 831,{ mes "[Trader]"; mes "Hello dear! I exchange your ITEM A to ITEM B."; mes " "; mes "You currently have ^ff0000"+countitem(itema)+"^000000 ITEM A."; menu "Exchange ITEM A to "+getitemname(itemb)+"", L_PODS, "Nevermind", L_Cancel; close; L_PODS: next; mes "[Trader]"; mes "How many ITEM B you want to get?"; mes "^ff0000Note^000000: 1 "+getitemname(itemb)+" = 5 "+getitemname(itemb)+""; input .@count; if (.@count == 0) close; if (countitem(itemb) < .@count*1) goto L_Noitem; delitem itema,.@count*5; getitem itemb,.@count*1; close; L_Noitem: next; mes "[Trader]"; mes "You dont have enough "+getitemname(itema)+""; close; L_Cancel: mes "[Trader]"; mes "Come back anytime!"; close; end; } This script is working but I want to have a random rate of ITEM A to be exchanged to ITEM B. Numbers are 1, 2 or 3 maximum. So for example, the script returned 1 as the exchange rate, it would be like this: 1 ITEM A = 1 ITEM B. Then another session if the script returned 3 as the exchange rate, then 3 ITEM A = 1 ITEM B. The npc must show the random rate after the player has got the exchanged item. I can pay to have something like this. EXAMPLE: When the npc is clicked, it will ask how many ITEM A the player wants to exchange. So for example, if the player has 20 pcs ITEM A, and he puts all 20 to exchange and the script gave him 3 as the exchange rate, he will only receive 6 ITEM B and only 18 ITEM A will be decreased in his inventory. Meaning, 2 ITEM A will be left. Alternatively, if the player puts 20 to exchange and the script gave him 1 as the exchange rate, then he will receive 20 ITEM B all in all with no ITEM A left in his inventory.
  17. - script PoringEvent -1,{ OnClock0030: OnClock0230: OnClock0430: OnClock0630: OnClock0830: OnClock1030: OnClock1230: OnClock1430: OnClock1630: OnClock1830: OnClock2030: OnClock2330: monster .maps$[(rand(getarraysize(.maps$)))],0,0,"Poring",1002,5,strnpcinfo(3)+"::OnPoringDead"; announce "Five special Porings have spawned in random town maps!",0; end; OnPoringDead: announce strcharinfo(0)+" has killed the Poring!",0; getitem 6153,30; end; OnInit: setarray .maps$[0],"prontera","morocc","payon"; end; } I want that a random number of Porings be summoned in different random maps, not just in one map. Not all porings shall be summoned in just one random map, but they must be spread in all random maps. I tried this script and players told me they all just spawned in Prontera. Pls help.
  18. On the first click if I don't click next immediately (or within 1 min), it turns out like this after clicking next. How to fix? I tried to add close; after menu "Exchange "+getitemname(7179)+" to "+getitemname(9524)+"", L_PODS, "Nevermind", L_Cancel; and it worked!
  19. I need script for PVP. The PVP system needs to have achievement points. So for example, every time a player kills another, they get achievement points. For them not to cheat the points, the script will broadcast the losing player provided he reached minimum amount of deaths and sort of embarass him once broadcasted. Then there will be minimum lvl in order to be eligible for the achievement point (AP) system. When a player reaches a specific number of deaths, he will not be able to get in the PVP for a number of hrs/days. Also, to quickly access the leaderboard, there will be an npc in prontera where players can easily view the powerful and the weak. Willing to pay for this. Pls let me know your skype id fast. Thank you
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