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Bluenote

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Posts posted by Bluenote

  1.  

    Can we request about the Weapon mastery "per weapon" i mean is it even possible that instead of leveling it per class then we are going to imply it per weapon.. and kindly add some instructions how could we edit the effects per weapon we are kinda new so kindly be nice with us thank you!

    With its current format the only possible way I see would be replace the refine system as a weapon mastery level, and increasing max refine to 100 at the same time removing all other types of refine from weapons. But personally I'm against that. Another possible way would be rewriting the uid but that's alot more complex which is why I went with the style I did.

     

     

     

    i see thank you.. anyways can you make a beginner guide how could we edit the effects per level? we are new and we barely understand how scripts work so if ever you have time guides would be so helpful for us thank you!

  2.  

    (countitem2(.@q[.@i]),.@q[.@i+1],0,10,0,0,0,0,0

     

     

    We have tried on using this but its not working ... our NPC is not functioning after we replace the countitem with countitem2

     

    anyone who could help?

     

    we are using this script from euphy

     

    Because of the way countitem2 works items that have added attributes or cards won't count...

    Anyways this should work but it's untested.

    //===== rAthena Script =======================================
    //= Euphy's Quest Shop
    //===== By: ==================================================
    //= Euphy
    //===== Current Version: =====================================
    //= 1.6b
    //===== Compatible With: =====================================
    //= rAthena SVN r16862+
    //===== Description: =========================================
    //= A dynamic quest shop based on Lunar's, with easier config.
    //= Includes support for multiple shops & cashpoints.
    //= Item Preview script by ToastOfDoom.
    //===== Additional Comments: =================================
    //= 1.0 Initial script.
    //= 1.2 Added category support.
    //= 1.3 More options and fixes.
    //= 1.4 Added debug settings.
    //= 1.5 Replaced categories with shop IDs.
    //= 1.6 Added support for purchasing stackables.
    //= 1.6a Added support for previewing costumes and robes.
    //= 1.6b Added 'disable_items' command.
    //============================================================
    
    // Shop NPCs -- supplying no argument displays entire menu.
    //	callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}};
    //============================================================
    prontera,164,203,6	script	Quest Shop#1	998,{ callfunc "qshop"; }
    
    
    // Script Core
    //============================================================
    -	script	quest_shop	-1,{ 
    function Add; function Chk; function Slot; function A_An;
    OnInit:
    	freeloop(1);
    
    // -----------------------------------------------------------
    //  Basic shop settings.
    // -----------------------------------------------------------
    
    	set .Announce,1;	// Announce quest completion? (1: yes / 0: no)
    	set .ShowSlot,1;	// Show item slots? (2: all equipment / 1: if slots > 0 / 0: never)
    	set .ShowID,0;  	// Show item IDs? (1: yes / 0: no)
    	set .ShowZeny,0;	// Show Zeny cost, if any? (1: yes / 0: no)
    	set .MaxStack,100;	// Max number of quest items purchased at one time.
    
    // -----------------------------------------------------------
    //  Points variable -- optional quest requirement.
    //	setarray .Points$[0],"<variable name>","<display name>";
    // -----------------------------------------------------------
    
    	setarray .Points$[0],"#CASHPOINTS","Cash Points";
    
    // -----------------------------------------------------------
    //  Shop IDs -- to add shops, copy dummy data at bottom of file.
    //	setarray .Shops$[1],"<Shop 1>","<Shop 2>"{,...};
    // -----------------------------------------------------------
    
    	setarray .Shops$[1],"Headgears","Weapons","Other";
    
    // -----------------------------------------------------------
    //  Quest items -- do NOT use a reward item more than once!
    //	Add(<shop ID>,<reward ID>,<reward amount>,
    //	    <Zeny cost>,<point cost>,
    //	    <required item ID>,<required item amount>,<required refine>{,...});
    // -----------------------------------------------------------
    
    	Add(1,5022,1,0,0,7086,1,0,969,10,0,999,40,0,1003,50,0,984,2,0);
    	Add(1,5032,1,0,0,1059,250,0,2221,1,0,2227,1,0,7063,600,0);
    	Add(1,5027,1,0,0,2252,1,0,1036,400,0,7001,50,0,4052,1,0);
    	Add(1,5045,1,0,0,2252,1,0,1054,450,0,943,1200,0);
    
    	Add(2,1224,1,0,0,7297,30,0,969,10,0,999,50,0,714,10,0);
    	Add(2,1225,1,0,0,7292,30,0,969,10,0,999,50,0,714,10,0);
    
    	Add(3,531,1,3,0,512,1,0,713,1,0);
    	Add(3,532,1,3,0,513,1,0,713,1,0);
    	Add(3,533,1,3,0,514,1,0,713,1,0);
    	Add(3,534,1,3,0,515,1,0,713,1,0);
    
    // -----------------------------------------------------------
    
    	freeloop(0);
    	set .menu$,"";
    	for(set .@i,1; .@i<=getarraysize(.Shops$); set .@i,.@i+1) {
    		set .menu$, .menu$+.Shops$[.@i]+":";
    		npcshopdelitem "qshop"+.@i,909;
    	}
    	end;
    
    OnMenu:
    	set .@size, getarraysize(@i);
    	if (!.@size) set .@i, select(.menu$);
    	else if (.@size == 1) set .@i, @i[0];
    	else {
    		for(set .@j,0; .@j<.@size; set .@j,.@j+1)
    			set .@menu$, .@menu$+.Shops$[@i[.@j]]+":";
    		set .@i, @i[select(.@menu$)-1];
    	}
    	deletearray @i[0],getarraysize(@i);
    	if (.Shops$[.@i] == "") {
    		message strcharinfo(0),"An error has occurred.";
    		end;
    	}
    	dispbottom "Select one item at a time.";
    	callshop "qshop"+.@i,1;
    	npcshopattach "qshop"+.@i;
    	end;
    
    OnBuyItem:
    	// .@q[] : RewardID, BoughtAmt, RewardAmt, BaseAmt, ReqZeny, ReqPts, { ReqItem, ReqAmt, ... }
    	setarray .@q[0],@bought_nameid[0],((@bought_quantity[0] > .MaxStack)?.MaxStack:@bought_quantity[0]);
    	copyarray .@q[3],getd(".q_"+.@q[0]+"[0]"),getarraysize(getd(".q_"+.@q[0]));
    	set .@q[2],.@q[1]*.@q[3];
    	if (!.@q[2] || .@q[2] > 30000) {
    		message strcharinfo(0),"You can't purchase that many "+getitemname(.@q[0])+".";
    		end;
    	}
    	mes "[Quest Shop]";
    	mes "Reward: ^0055FF"+((.@q[2] > 1)?.@q[2]+"x ":"")+Slot(.@q[0])+"^000000";
    	mes "Requirements:";
    	disable_items;
    	if (.@q[4]) mes " > "+Chk(Zeny,.@q[4]*.@q[1])+(.@q[4]*.@q[1])+" Zeny^000000";
    	if (.@q[5]) mes " > "+Chk(getd(.Points$[0]),.@q[5]*.@q[1])+(.@q[5]*.@q[1])+" "+.Points$[1]+" ("+getd(.Points$[0])+"/"+(.@q[5]*.@q[1])+")^000000";
    	if (.@q[6]) for(set .@i,6; .@i<getarraysize(.@q); set .@i,.@i+3)
    		mes " > "+Chk( countitem2(.@q[.@i],0,.@q[.@i+2],0,0,0,0,0),.@q[.@i+1]*.@q[1] )+((.ShowID)?"{"+.@q[.@i]+"} ":"")+Slot(.@q[.@i])+" ("+countitem2(.@q[.@i],0,.@q[.@i+2],0,0,0,0,0)+"/"+(.@q[.@i+1]*.@q[1])+")^000000";
    	next;
    	setarray @qe[1], getiteminfo(.@q[0],5), getiteminfo(.@q[0],11);
    	if (@qe[2] > 0 && ((@qe[1] & 1) || (@qe[1] & 256) || (@qe[1] & 512) || (@qe[1] & 1024) || (@qe[1] & 2048) || (@qe[1] & 4096) || (@qe[1] & 4) || (@qe[1] & 8192)))
    		set .@preview,1;
    	addtimer 1000, strnpcinfo(0)+"::OnEnd";
    	while(1) {
    		switch(select(" ~ Purchase ^0055FF"+getitemname(.@q[0])+"^000000:"+((.@preview && !@qe[7])?" ~ Preview...":"")+": ~ ^777777Cancel^000000")) {
    		case 1:
    			if (@qe[0]) { 
    				mes "[Quest Shop]";
    				mes "You're missing one or more quest requirements.";
    				close;
    			}
    			if (!checkweight(.@q[0],.@q[2])) {
    				mes "[Quest Shop]";
    				mes "^FF0000You need "+(((.@q[2]*getiteminfo(.@q[0],6))+Weight-MaxWeight)/10)+" additional weight capacity to complete this trade.^000000";
    				close;
    			}
    			if (.@q[4]) set Zeny, Zeny-(.@q[4]*.@q[1]);
    			if (.@q[5]) setd .Points$[0], getd(.Points$[0])-(.@q[5]*.@q[1]);
    			if (.@q[6]) for(set .@i,6; .@i<getarraysize(.@q); set .@i,.@i+2)
    				delitem .@q[.@i],.@q[.@i+1]*.@q[1];
    			getitem .@q[0],.@q[2];
    			if (.Announce) announce strcharinfo(0)+" has created "+((.@q[2] > 1)?.@q[2]+"x "+getitemname(.@q[0]):A_An(getitemname(.@q[0])))+"!",0;
    			specialeffect2 EF_FLOWERLEAF;
    			close;
    		case 2:
    			setarray @qe[3], getlook(LOOK_HEAD_BOTTOM), getlook(LOOK_HEAD_TOP), getlook(LOOK_HEAD_MID), getlook(LOOK_ROBE), 1;
    			if ((@qe[1] & 1) || (@qe[1] & 4096)) changelook LOOK_HEAD_BOTTOM, @qe[2];
    			else if ((@qe[1] & 256) || (@qe[1] & 1024)) changelook LOOK_HEAD_TOP, @qe[2];
    			else if ((@qe[1] & 512) || (@qe[1] & 2048)) changelook LOOK_HEAD_MID, @qe[2];
    			else if ((@qe[1] & 4) || (@qe[1] & 8192)) changelook LOOK_ROBE, @qe[2];
    			break;
    		case 3:
    			close;
    		}
    	}
    
    OnEnd:
    	if (@qe[7]) {
    		changelook LOOK_HEAD_BOTTOM, @qe[3];
    		changelook LOOK_HEAD_TOP, @qe[4];
    		changelook LOOK_HEAD_MID, @qe[5];
    		changelook LOOK_ROBE, @qe[6];
    	}
    	deletearray @qe[0],8;
    	end;
    
    function Add {
    	if (getitemname(getarg(1)) == "null") {
    		debugmes "Quest reward #"+getarg(1)+" invalid (skipped).";
    		return;
    	}
    	setarray .@j[0],getarg(2),getarg(3),getarg(4);
    	for(set .@i,5; .@i<getargcount(); set .@i,.@i+2) {
    		if (getitemname(getarg(.@i)) == "null") {
    			debugmes "Quest requirement #"+getarg(.@i)+" invalid (skipped).";
    			return;
    		} else
    			setarray .@j[.@i-2],getarg(.@i),getarg(.@i+1);
    	}
    	copyarray getd(".q_"+getarg(1)+"[0]"),.@j[0],getarraysize(.@j);
    	npcshopadditem "qshop"+getarg(0),getarg(1),((.ShowZeny)?getarg(3):0);
    	return;
    }
    
    function Chk {
    	if (getarg(0) < getarg(1)) {
    		set @qe[0],1;
    		return "^FF0000";
    	} else
    		return "^00FF00";
    }
    
    function Slot {
    	set .@s$,getitemname(getarg(0));
    	switch(.ShowSlot) {
    		case 1: if (!getitemslots(getarg(0))) return .@s$;
    		case 2: if (getiteminfo(getarg(0),2) == 4 || getiteminfo(getarg(0),2) == 5) return .@s$+" ["+getitemslots(getarg(0))+"]";
    		default: return .@s$;
    	}
    }
    
    function A_An {
    	setarray .@A$[0],"a","e","i","o","u";
    	set .@B$, "_"+getarg(0);
    	for(set .@i,0; .@i<5; set .@i,.@i+1)
    		if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0);
    	return "a "+getarg(0);
    }
    }
    
    function	script	qshop	{
    	deletearray @i[0],getarraysize(@i);
    	for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
    		set @i[.@i],getarg(.@i);
    	doevent "quest_shop::OnMenu";
    	end;
    }
    
    
    // Dummy shop data -- copy as needed.
    //============================================================
    -	shop	qshop1	-1,909:-1
    -	shop	qshop2	-1,909:-1
    -	shop	qshop3	-1,909:-1
    -	shop	qshop4	-1,909:-1
    -	shop	qshop5	-1,909:-1
    

    Thank you

  3. (countitem2(.@q[.@i]),.@q[.@i+1],0,10,0,0,0,0,0

     

     

    We have tried on using this but its not working ... our NPC is not functioning after we replace the countitem with countitem2

     

    anyone who could help?

    //===== rAthena Script =======================================
    //= Euphy's Quest Shop
    //===== By: ==================================================
    //= Euphy
    //===== Current Version: =====================================
    //= 1.6b
    //===== Compatible With: =====================================
    //= rAthena SVN r16862+
    //===== Description: =========================================
    //= A dynamic quest shop based on Lunar's, with easier config.
    //= Includes support for multiple shops & cashpoints.
    //= Item Preview script by ToastOfDoom.
    //===== Additional Comments: =================================
    //= 1.0 Initial script.
    //= 1.2 Added category support.
    //= 1.3 More options and fixes.
    //= 1.4 Added debug settings.
    //= 1.5 Replaced categories with shop IDs.
    //= 1.6 Added support for purchasing stackables.
    //= 1.6a Added support for previewing costumes and robes.
    //= 1.6b Added 'disable_items' command.
    //============================================================
    
    // Shop NPCs -- supplying no argument displays entire menu.
    //	callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}};
    //============================================================
    prontera,164,203,6	script	Quest Shop#1	998,{ callfunc "qshop"; }
    
    
    // Script Core
    //============================================================
    -	script	quest_shop	-1,{ 
    function Add; function Chk; function Slot; function A_An;
    OnInit:
    	freeloop(1);
    
    // -----------------------------------------------------------
    //  Basic shop settings.
    // -----------------------------------------------------------
    
    	set .Announce,1;	// Announce quest completion? (1: yes / 0: no)
    	set .ShowSlot,1;	// Show item slots? (2: all equipment / 1: if slots > 0 / 0: never)
    	set .ShowID,0;  	// Show item IDs? (1: yes / 0: no)
    	set .ShowZeny,0;	// Show Zeny cost, if any? (1: yes / 0: no)
    	set .MaxStack,100;	// Max number of quest items purchased at one time.
    
    // -----------------------------------------------------------
    //  Points variable -- optional quest requirement.
    //	setarray .Points$[0],"<variable name>","<display name>";
    // -----------------------------------------------------------
    
    	setarray .Points$[0],"#CASHPOINTS","Cash Points";
    
    // -----------------------------------------------------------
    //  Shop IDs -- to add shops, copy dummy data at bottom of file.
    //	setarray .Shops$[1],"<Shop 1>","<Shop 2>"{,...};
    // -----------------------------------------------------------
    
    	setarray .Shops$[1],"Headgears","Weapons","Other";
    
    // -----------------------------------------------------------
    //  Quest items -- do NOT use a reward item more than once!
    //	Add(<shop ID>,<reward ID>,<reward amount>,
    //	    <Zeny cost>,<point cost>,
    //	    <required item ID>,<required item amount>{,...});
    // -----------------------------------------------------------
    
    	Add(1,5022,1,0,0,7086,1,969,10,999,40,1003,50,984,2);
    	Add(1,5032,1,0,0,1059,250,2221,1,2227,1,7063,600);
    	Add(1,5027,1,0,0,2252,1,1036,400,7001,50,4052,1);
    	Add(1,5045,1,0,0,2252,1,1054,450,943,1200);
    
    	Add(2,1224,1,0,0,7297,30,969,10,999,50,714,10);
    	Add(2,1225,1,0,0,7292,30,969,10,999,50,714,10);
    
    	Add(3,531,1,3,0,512,1,713,1);
    	Add(3,532,1,3,0,513,1,713,1);
    	Add(3,533,1,3,0,514,1,713,1);
    	Add(3,534,1,3,0,515,1,713,1);
    
    // -----------------------------------------------------------
    
    	freeloop(0);
    	set .menu$,"";
    	for(set .@i,1; .@i<=getarraysize(.Shops$); set .@i,.@i+1) {
    		set .menu$, .menu$+.Shops$[.@i]+":";
    		npcshopdelitem "qshop"+.@i,909;
    	}
    	end;
    
    OnMenu:
    	set .@size, getarraysize(@i);
    	if (!.@size) set .@i, select(.menu$);
    	else if (.@size == 1) set .@i, @i[0];
    	else {
    		for(set .@j,0; .@j<.@size; set .@j,.@j+1)
    			set .@menu$, .@menu$+.Shops$[@i[.@j]]+":";
    		set .@i, @i[select(.@menu$)-1];
    	}
    	deletearray @i[0],getarraysize(@i);
    	if (.Shops$[.@i] == "") {
    		message strcharinfo(0),"An error has occurred.";
    		end;
    	}
    	dispbottom "Select one item at a time.";
    	callshop "qshop"+.@i,1;
    	npcshopattach "qshop"+.@i;
    	end;
    
    OnBuyItem:
    	// .@q[] : RewardID, BoughtAmt, RewardAmt, BaseAmt, ReqZeny, ReqPts, { ReqItem, ReqAmt, ... }
    	setarray .@q[0],@bought_nameid[0],((@bought_quantity[0] > .MaxStack)?.MaxStack:@bought_quantity[0]);
    	copyarray .@q[3],getd(".q_"+.@q[0]+"[0]"),getarraysize(getd(".q_"+.@q[0]));
    	set .@q[2],.@q[1]*.@q[3];
    	if (!.@q[2] || .@q[2] > 30000) {
    		message strcharinfo(0),"You can't purchase that many "+getitemname(.@q[0])+".";
    		end;
    	}
    	mes "[Quest Shop]";
    	mes "Reward: ^0055FF"+((.@q[2] > 1)?.@q[2]+"x ":"")+Slot(.@q[0])+"^000000";
    	mes "Requirements:";
    	disable_items;
    	if (.@q[4]) mes " > "+Chk(Zeny,.@q[4]*.@q[1])+(.@q[4]*.@q[1])+" Zeny^000000";
    	if (.@q[5]) mes " > "+Chk(getd(.Points$[0]),.@q[5]*.@q[1])+(.@q[5]*.@q[1])+" "+.Points$[1]+" ("+getd(.Points$[0])+"/"+(.@q[5]*.@q[1])+")^000000";
    	if (.@q[6]) for(set .@i,6; .@i<getarraysize(.@q); set .@i,.@i+2)
    		mes " > "+Chk(countitem(.@q[.@i]),.@q[.@i+1]*.@q[1])+((.ShowID)?"{"+.@q[.@i]+"} ":"")+Slot(.@q[.@i])+" ("+countitem(.@q[.@i])+"/"+(.@q[.@i+1]*.@q[1])+")^000000";
    	next;
    	setarray @qe[1], getiteminfo(.@q[0],5), getiteminfo(.@q[0],11);
    	if (@qe[2] > 0 && ((@qe[1] & 1) || (@qe[1] & 256) || (@qe[1] & 512) || (@qe[1] & 1024) || (@qe[1] & 2048) || (@qe[1] & 4096) || (@qe[1] & 4) || (@qe[1] & 8192)))
    		set .@preview,1;
    	addtimer 1000, strnpcinfo(0)+"::OnEnd";
    	while(1) {
    		switch(select(" ~ Purchase ^0055FF"+getitemname(.@q[0])+"^000000:"+((.@preview && !@qe[7])?" ~ Preview...":"")+": ~ ^777777Cancel^000000")) {
    		case 1:
    			if (@qe[0]) { 
    				mes "[Quest Shop]";
    				mes "You're missing one or more quest requirements.";
    				close;
    			}
    			if (!checkweight(.@q[0],.@q[2])) {
    				mes "[Quest Shop]";
    				mes "^FF0000You need "+(((.@q[2]*getiteminfo(.@q[0],6))+Weight-MaxWeight)/10)+" additional weight capacity to complete this trade.^000000";
    				close;
    			}
    			if (.@q[4]) set Zeny, Zeny-(.@q[4]*.@q[1]);
    			if (.@q[5]) setd .Points$[0], getd(.Points$[0])-(.@q[5]*.@q[1]);
    			if (.@q[6]) for(set .@i,6; .@i<getarraysize(.@q); set .@i,.@i+2)
    				delitem .@q[.@i],.@q[.@i+1]*.@q[1];
    			getitem .@q[0],.@q[2];
    			if (.Announce) announce strcharinfo(0)+" has created "+((.@q[2] > 1)?.@q[2]+"x "+getitemname(.@q[0]):A_An(getitemname(.@q[0])))+"!",0;
    			specialeffect2 EF_FLOWERLEAF;
    			close;
    		case 2:
    			setarray @qe[3], getlook(LOOK_HEAD_BOTTOM), getlook(LOOK_HEAD_TOP), getlook(LOOK_HEAD_MID), getlook(LOOK_ROBE), 1;
    			if ((@qe[1] & 1) || (@qe[1] & 4096)) changelook LOOK_HEAD_BOTTOM, @qe[2];
    			else if ((@qe[1] & 256) || (@qe[1] & 1024)) changelook LOOK_HEAD_TOP, @qe[2];
    			else if ((@qe[1] & 512) || (@qe[1] & 2048)) changelook LOOK_HEAD_MID, @qe[2];
    			else if ((@qe[1] & 4) || (@qe[1] & 8192)) changelook LOOK_ROBE, @qe[2];
    			break;
    		case 3:
    			close;
    		}
    	}
    
    OnEnd:
    	if (@qe[7]) {
    		changelook LOOK_HEAD_BOTTOM, @qe[3];
    		changelook LOOK_HEAD_TOP, @qe[4];
    		changelook LOOK_HEAD_MID, @qe[5];
    		changelook LOOK_ROBE, @qe[6];
    	}
    	deletearray @qe[0],8;
    	end;
    
    function Add {
    	if (getitemname(getarg(1)) == "null") {
    		debugmes "Quest reward #"+getarg(1)+" invalid (skipped).";
    		return;
    	}
    	setarray .@j[0],getarg(2),getarg(3),getarg(4);
    	for(set .@i,5; .@i<getargcount(); set .@i,.@i+2) {
    		if (getitemname(getarg(.@i)) == "null") {
    			debugmes "Quest requirement #"+getarg(.@i)+" invalid (skipped).";
    			return;
    		} else
    			setarray .@j[.@i-2],getarg(.@i),getarg(.@i+1);
    	}
    	copyarray getd(".q_"+getarg(1)+"[0]"),.@j[0],getarraysize(.@j);
    	npcshopadditem "qshop"+getarg(0),getarg(1),((.ShowZeny)?getarg(3):0);
    	return;
    }
    
    function Chk {
    	if (getarg(0) < getarg(1)) {
    		set @qe[0],1;
    		return "^FF0000";
    	} else
    		return "^00FF00";
    }
    
    function Slot {
    	set .@s$,getitemname(getarg(0));
    	switch(.ShowSlot) {
    		case 1: if (!getitemslots(getarg(0))) return .@s$;
    		case 2: if (getiteminfo(getarg(0),2) == 4 || getiteminfo(getarg(0),2) == 5) return .@s$+" ["+getitemslots(getarg(0))+"]";
    		default: return .@s$;
    	}
    }
    
    function A_An {
    	setarray .@A$[0],"a","e","i","o","u";
    	set .@B$, "_"+getarg(0);
    	for(set .@i,0; .@i<5; set .@i,.@i+1)
    		if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0);
    	return "a "+getarg(0);
    }
    }
    
    function	script	qshop	{
    	deletearray @i[0],getarraysize(@i);
    	for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
    		set @i[.@i],getarg(.@i);
    	doevent "quest_shop::OnMenu";
    	end;
    }
    
    
    // Dummy shop data -- copy as needed.
    //============================================================
    -	shop	qshop1	-1,909:-1
    -	shop	qshop2	-1,909:-1
    -	shop	qshop3	-1,909:-1
    -	shop	qshop4	-1,909:-1
    -	shop	qshop5	-1,909:-1
    

    we are using this script from euphy

  4. *failedrefitem <equipment slot>{,<char_id>};
    
    This command will fail to refine an item in the specified equipment slot of the 
    invoking character. The item will be destroyed. This will also display a 'refine 
    failure' effect on the character and put appropriate messages into their chat 
    window.
    
    That exist in most refine scripts also that's not the full refine code.

    https://github.com/rathena/rathena/blob/master/npc/merchants/refine.txt

     

    We are going to try this out ! I am also some of your release in our server thank you! 

  5. Good day i would like to request a Quest NPC that asks like this:


    Quest Item: Rod [4]

     

    Recipe: 3 pcs of Any +10 Quest item in Category A


    Category A:

    Sword[3]

    Rod

    Mace[3]

    Jacket[1]

    Ring

    Valk Helm

    etc..

     

     

    The NPC will accept any +10 items on Category A as a recipe requirements to make Rod[4]

     

     

    Server: Rathena

     

    Note:

    If ever someone will do something like this kindly Include some instructions or notes for us to edit it thank you!

     

    Please include at least 5 Categories thank you

  6. Yes, there are ways this could be done, most likely with a combination of variables and map flags. Also, I could probably fudge it up using "atcommand @warpto" or something along those lines.

     

    The possibilities of this script are endless. The flexibility of having a re-usable item with scripts attached is incredible. My own personal version of this script is over 1000 lines long and is riddled with features like a built-in chat network, a reputation system, a support panel, etc. If you or anyone else were interested in having it, let me know, I'd be willing to give it to a few people if I think it is going to be used for a good cause, but I probably will never release it publicly.

     

     

    Could you send it to me? i really want to try it out! about this script i am going to post some photos later. :)

  7. Just add these stuff at the normal NPCs you see around.

     

    if(countitem(item_number_here) != 0){
    
    do npc stuff here
    }
    
    else{
    you dont have enough item_name_here
    }
    

    As for the buffs, you can refer to Healer NPC something like this

     

    sc_start 30,1200000,10; specialeffect2 42; //Blessing
    sc_start 32,1200000,10; specialeffect2 37; //Agi Up
    ...
    

    VIP Quest Giver, use Euphy's and then add the check above, the countitem thing.

    Vague, but you should get the picture. If you can't I'll try helping though kinda busy with some of my scripts too.

     

     

     

    We are going to try this out! i am going to post some pictures later thank you!

  8. Give me your script i try to fix

    //===== rAthena Script =======================================
    //= Euphy's Quest Shop
    //===== By: ==================================================
    //= Euphy
    //===== Current Version: =====================================
    //= 1.6b
    //===== Compatible With: =====================================
    //= rAthena SVN r16862+
    //===== Description: =========================================
    //= A dynamic quest shop based on Lunar's, with easier config.
    //= Includes support for multiple shops & cashpoints.
    //= Item Preview script by ToastOfDoom.
    //===== Additional Comments: =================================
    //= 1.0 Initial script.
    //= 1.2 Added category support.
    //= 1.3 More options and fixes.
    //= 1.4 Added debug settings.
    //= 1.5 Replaced categories with shop IDs.
    //= 1.6 Added support for purchasing stackables.
    //= 1.6a Added support for previewing costumes and robes.
    //= 1.6b Added 'disable_items' command.
    //============================================================
    
    // Shop NPCs -- supplying no argument displays entire menu.
    //	callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}};
    //============================================================
    prontera,164,203,6	script	Quest Shop#1	998,{ callfunc "qshop"; }
    
    
    // Script Core
    //============================================================
    -	script	quest_shop	-1,{ 
    function Add; function Chk; function Slot; function A_An;
    OnInit:
    	freeloop(1);
    
    // -----------------------------------------------------------
    //  Basic shop settings.
    // -----------------------------------------------------------
    
    	set .Announce,1;	// Announce quest completion? (1: yes / 0: no)
    	set .ShowSlot,1;	// Show item slots? (2: all equipment / 1: if slots > 0 / 0: never)
    	set .ShowID,0;  	// Show item IDs? (1: yes / 0: no)
    	set .ShowZeny,0;	// Show Zeny cost, if any? (1: yes / 0: no)
    	set .MaxStack,100;	// Max number of quest items purchased at one time.
    
    // -----------------------------------------------------------
    //  Points variable -- optional quest requirement.
    //	setarray .Points$[0],"<variable name>","<display name>";
    // -----------------------------------------------------------
    
    	setarray .Points$[0],"#CASHPOINTS","Cash Points";
    
    // -----------------------------------------------------------
    //  Shop IDs -- to add shops, copy dummy data at bottom of file.
    //	setarray .Shops$[1],"<Shop 1>","<Shop 2>"{,...};
    // -----------------------------------------------------------
    
    	setarray .Shops$[1],"Headgears","Weapons","Other";
    
    // -----------------------------------------------------------
    //  Quest items -- do NOT use a reward item more than once!
    //	Add(<shop ID>,<reward ID>,<reward amount>,
    //	    <Zeny cost>,<point cost>,
    //	    <required item ID>,<required item amount>{,...});
    // -----------------------------------------------------------
    
    	Add(1,5022,1,0,0,7086,1,969,10,999,40,1003,50,984,2);
    	Add(1,5032,1,0,0,1059,250,2221,1,2227,1,7063,600);
    	Add(1,5027,1,0,0,2252,1,1036,400,7001,50,4052,1);
    	Add(1,5045,1,0,0,2252,1,1054,450,943,1200);
    
    	Add(2,1224,1,0,0,7297,30,969,10,999,50,714,10);
    	Add(2,1225,1,0,0,7292,30,969,10,999,50,714,10);
    
    	Add(3,531,1,3,0,512,1,713,1);
    	Add(3,532,1,3,0,513,1,713,1);
    	Add(3,533,1,3,0,514,1,713,1);
    	Add(3,534,1,3,0,515,1,713,1);
    
    // -----------------------------------------------------------
    
    	freeloop(0);
    	set .menu$,"";
    	for(set .@i,1; .@i<=getarraysize(.Shops$); set .@i,.@i+1) {
    		set .menu$, .menu$+.Shops$[.@i]+":";
    		npcshopdelitem "qshop"+.@i,909;
    	}
    	end;
    
    OnMenu:
    	set .@size, getarraysize(@i);
    	if (!.@size) set .@i, select(.menu$);
    	else if (.@size == 1) set .@i, @i[0];
    	else {
    		for(set .@j,0; .@j<.@size; set .@j,.@j+1)
    			set .@menu$, .@menu$+.Shops$[@i[.@j]]+":";
    		set .@i, @i[select(.@menu$)-1];
    	}
    	deletearray @i[0],getarraysize(@i);
    	if (.Shops$[.@i] == "") {
    		message strcharinfo(0),"An error has occurred.";
    		end;
    	}
    	dispbottom "Select one item at a time.";
    	callshop "qshop"+.@i,1;
    	npcshopattach "qshop"+.@i;
    	end;
    
    OnBuyItem:
    	// .@q[] : RewardID, BoughtAmt, RewardAmt, BaseAmt, ReqZeny, ReqPts, { ReqItem, ReqAmt, ... }
    	setarray .@q[0],@bought_nameid[0],((@bought_quantity[0] > .MaxStack)?.MaxStack:@bought_quantity[0]);
    	copyarray .@q[3],getd(".q_"+.@q[0]+"[0]"),getarraysize(getd(".q_"+.@q[0]));
    	set .@q[2],.@q[1]*.@q[3];
    	if (!.@q[2] || .@q[2] > 30000) {
    		message strcharinfo(0),"You can't purchase that many "+getitemname(.@q[0])+".";
    		end;
    	}
    	mes "[Quest Shop]";
    	mes "Reward: ^0055FF"+((.@q[2] > 1)?.@q[2]+"x ":"")+Slot(.@q[0])+"^000000";
    	mes "Requirements:";
    	disable_items;
    	if (.@q[4]) mes " > "+Chk(Zeny,.@q[4]*.@q[1])+(.@q[4]*.@q[1])+" Zeny^000000";
    	if (.@q[5]) mes " > "+Chk(getd(.Points$[0]),.@q[5]*.@q[1])+(.@q[5]*.@q[1])+" "+.Points$[1]+" ("+getd(.Points$[0])+"/"+(.@q[5]*.@q[1])+")^000000";
    	if (.@q[6]) for(set .@i,6; .@i<getarraysize(.@q); set .@i,.@i+2)
    		mes " > "+Chk(countitem(.@q[.@i]),.@q[.@i+1]*.@q[1])+((.ShowID)?"{"+.@q[.@i]+"} ":"")+Slot(.@q[.@i])+" ("+countitem(.@q[.@i])+"/"+(.@q[.@i+1]*.@q[1])+")^000000";
    	next;
    	setarray @qe[1], getiteminfo(.@q[0],5), getiteminfo(.@q[0],11);
    	if (@qe[2] > 0 && ((@qe[1] & 1) || (@qe[1] & 256) || (@qe[1] & 512) || (@qe[1] & 1024) || (@qe[1] & 2048) || (@qe[1] & 4096) || (@qe[1] & 4) || (@qe[1] & 8192)))
    		set .@preview,1;
    	addtimer 1000, strnpcinfo(0)+"::OnEnd";
    	while(1) {
    		switch(select(" ~ Purchase ^0055FF"+getitemname(.@q[0])+"^000000:"+((.@preview && !@qe[7])?" ~ Preview...":"")+": ~ ^777777Cancel^000000")) {
    		case 1:
    			if (@qe[0]) { 
    				mes "[Quest Shop]";
    				mes "You're missing one or more quest requirements.";
    				close;
    			}
    			if (!checkweight(.@q[0],.@q[2])) {
    				mes "[Quest Shop]";
    				mes "^FF0000You need "+(((.@q[2]*getiteminfo(.@q[0],6))+Weight-MaxWeight)/10)+" additional weight capacity to complete this trade.^000000";
    				close;
    			}
    			if (.@q[4]) set Zeny, Zeny-(.@q[4]*.@q[1]);
    			if (.@q[5]) setd .Points$[0], getd(.Points$[0])-(.@q[5]*.@q[1]);
    			if (.@q[6]) for(set .@i,6; .@i<getarraysize(.@q); set .@i,.@i+2)
    				delitem .@q[.@i],.@q[.@i+1]*.@q[1];
    			getitem .@q[0],.@q[2];
    			if (.Announce) announce strcharinfo(0)+" has created "+((.@q[2] > 1)?.@q[2]+"x "+getitemname(.@q[0]):A_An(getitemname(.@q[0])))+"!",0;
    			specialeffect2 EF_FLOWERLEAF;
    			close;
    		case 2:
    			setarray @qe[3], getlook(LOOK_HEAD_BOTTOM), getlook(LOOK_HEAD_TOP), getlook(LOOK_HEAD_MID), getlook(LOOK_ROBE), 1;
    			if ((@qe[1] & 1) || (@qe[1] & 4096)) changelook LOOK_HEAD_BOTTOM, @qe[2];
    			else if ((@qe[1] & 256) || (@qe[1] & 1024)) changelook LOOK_HEAD_TOP, @qe[2];
    			else if ((@qe[1] & 512) || (@qe[1] & 2048)) changelook LOOK_HEAD_MID, @qe[2];
    			else if ((@qe[1] & 4) || (@qe[1] & 8192)) changelook LOOK_ROBE, @qe[2];
    			break;
    		case 3:
    			close;
    		}
    	}
    
    OnEnd:
    	if (@qe[7]) {
    		changelook LOOK_HEAD_BOTTOM, @qe[3];
    		changelook LOOK_HEAD_TOP, @qe[4];
    		changelook LOOK_HEAD_MID, @qe[5];
    		changelook LOOK_ROBE, @qe[6];
    	}
    	deletearray @qe[0],8;
    	end;
    
    function Add {
    	if (getitemname(getarg(1)) == "null") {
    		debugmes "Quest reward #"+getarg(1)+" invalid (skipped).";
    		return;
    	}
    	setarray .@j[0],getarg(2),getarg(3),getarg(4);
    	for(set .@i,5; .@i<getargcount(); set .@i,.@i+2) {
    		if (getitemname(getarg(.@i)) == "null") {
    			debugmes "Quest requirement #"+getarg(.@i)+" invalid (skipped).";
    			return;
    		} else
    			setarray .@j[.@i-2],getarg(.@i),getarg(.@i+1);
    	}
    	copyarray getd(".q_"+getarg(1)+"[0]"),.@j[0],getarraysize(.@j);
    	npcshopadditem "qshop"+getarg(0),getarg(1),((.ShowZeny)?getarg(3):0);
    	return;
    }
    
    function Chk {
    	if (getarg(0) < getarg(1)) {
    		set @qe[0],1;
    		return "^FF0000";
    	} else
    		return "^00FF00";
    }
    
    function Slot {
    	set .@s$,getitemname(getarg(0));
    	switch(.ShowSlot) {
    		case 1: if (!getitemslots(getarg(0))) return .@s$;
    		case 2: if (getiteminfo(getarg(0),2) == 4 || getiteminfo(getarg(0),2) == 5) return .@s$+" ["+getitemslots(getarg(0))+"]";
    		default: return .@s$;
    	}
    }
    
    function A_An {
    	setarray .@A$[0],"a","e","i","o","u";
    	set .@B$, "_"+getarg(0);
    	for(set .@i,0; .@i<5; set .@i,.@i+1)
    		if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0);
    	return "a "+getarg(0);
    }
    }
    
    function	script	qshop	{
    	deletearray @i[0],getarraysize(@i);
    	for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
    		set @i[.@i],getarg(.@i);
    	doevent "quest_shop::OnMenu";
    	end;
    }
    
    
    // Dummy shop data -- copy as needed.
    //============================================================
    -	shop	qshop1	-1,909:-1
    -	shop	qshop2	-1,909:-1
    -	shop	qshop3	-1,909:-1
    -	shop	qshop4	-1,909:-1
    -	shop	qshop5	-1,909:-1
    

    This is Euphy's Script 

  9. Put it in a card...? I'm not exactly sure what you were trying to do, but this doesn't have anything to do with a card. You need to make a new custom item, and then have that item call on the YourGuide.txt script that I uploaded. Follow these exact instructions:

     

    1) Open item_db2.txt

    2) Add this code:

    14815,YOURGUIDE,Your Guide,11,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ callfunc "F_WARP"; },{},{}
    

    3) Next, download the YourGuide.txt script I uploaded before.

    4) Open your npc folder. Inside that folder, make a new folder called "custom1".

    5) Place YourGuide.txt inside the custom1 folder.

    5) Now, open npc/scripts_custom.

    5) Add this line: npc: npc/custom1/YourGuide.txt.

    6) Now you need to make your custom item. I'm assuming you know how to do this. If you don't, you need to do some research and figure out how. You need to edit files in your data folder. You also need to make sure that you've done everything correctly and that you have the right item ID.

     

    If you follow all of the steps I just gave you, and you know how to make a custom item, then this should 100% work. I know because I tested it myself on my own server and it works perfectly, so if something is wrong, re-examine your steps. Keep at it, good luck!

     

     

     

    i see... an apology for that we just replaced the scripts with this now i guess we could do this.. I am going to post the update tomorrow or later! Thanks man !

  10. No problem, hope it all works for you. Let me know how it goes!

     

     

    Good day man , We tried to put it in a card and follow the instructions but whenever we are using the item there's nothing happened .. we don't know what's wrong

  11. /db/(pre)re/refine.txt

    As for the not break open your refine NPC and change failrefine to downrefine or just // it out.

    i will test thank you for the help !!!! +5

    /db/(pre)re/refine.txt

    As for the not break open your refine NPC and change failrefine to downrefine or just // it out.

     

     

    We can't see the Failrefine here is the NPC Script where are we going to change it?

     

    function	script	refinemain	{
    	disable_items;
    	set .@features,getarg(1);
    	mes "[" + getarg(0) + "]";
    	mes "I'm the Armsmith.";
    	mes "I can refine all kinds of weapons, armor and equipment, so let me";
    	mes "know what you want me to refine.";
    	next;
    
    	setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
    	set .@menu$,"";
    	for(set .@i,1; .@i<=10; set .@i,.@i+1) {
    		if(getequipisequiped(.@i)) {
    			set .@menu$, .@menu$ + .@position$[.@i] + "-" + "[" + getequipname(.@i) + "]";
    			set .@equipped,1;
    		}
    		set .@menu$, .@menu$ + ":";
    	}
    	if (.@equipped == 0) {
    		mes "[" + getarg(0) + "]";
    		mes "I don't think I can refine any items you have...";
    		close;
    	}
    	set .@part, select(.@menu$);
    
    	if(!getequipisequiped(.@part)) { //custom check
    		mes "[" + getarg(0) + "]";
    		mes "You're not wearing";
    		mes "anything there that";
    		mes "I can refine.";
    		emotion e_an;
    		close;
    	}
    	//Check if the item is refinable...
    	if(!getequipisenableref(.@part)) {
    		mes "[" + getarg(0) + "]";
    		mes "I don't think I can";
    		mes "refine this item at all...";
    		close;
    	}
    	//Check to see if the items is already +10
    	if(getequiprefinerycnt(.@part) >= 10) {
    		mes "[" + getarg(0) + "]";
    		mes "I can't refine this";
    		mes "any more. This is as";
    		mes "refined as it gets!";
    		close;
    	}
    	set .@refineitemid, getequipid(.@part); // save id of the item
    	set .@refinerycnt, getequiprefinerycnt(.@part); //save refinery count
    	switch(getequipweaponlv(.@part)){
    	case 0: 	//Refine Armor
    		set .@price,2000;
    		set .@material,985; //Elunium
    		set .@safe,4;
    		break;
    	case 1: 	//Refine Level 1 Weapon
    		set .@price,50;
    		set .@material,1010; //Phracon
    		set .@safe,7;
    		break;
    	case 2: 	//Refine Level 2 Weapon
    		set .@price,200;
    		set .@material,1011; //Emveretarcon
    		set .@safe,6;
    		break;
    	case 3: 	//Refine Level 3 Weapon
    		set .@price,5000;
    		set .@material,984; //Oridecon
    		set .@safe,5;
    		break;
    	case 4: 	//Refine Level 4 Weapon
    		set .@price,20000;
    		set .@material,984; //Oridecon
    		set .@safe,4;
    		break;
    	case 5: 	//Refine other stuff?
    		set .@price,2000;
    		set .@material,985; //Elunium
    		set .@safe,4;
    		break;
    	}
    
  12. I've attached the file. All you need to do is create an item with that item script and add this new script to your custom npc folder and it should work. Don't forget to enable it in scripts_custom.

     

    This new one I designed for your player not only warp to specific locations, but also view some character information such as the amount of zeny in their bank account, their character name, guild, ID number, and also the real time and date.

     

    Again, if you have any trouble getting it to work let me know. Best of luck.

    I OWE YOU 1 man! i will test this one later and we are going to post some results after

  13. Iv'ed seen too many VIP systems but the only thing we want is an NPC that will work if you have a certain item..

     

    Please Be noted that the item that the NPC asked will not be confiscated to the owner ( it will still remain in the owners inventory )

     

    Thank you very much, kindly post a complete script for it..

     

     

    VIP Warper, VIP Healer ( Heal, blessings, Agi up, Improve Concentration, Endure , and Stat foods +10 ), VIP Quest Giver.

     

     

    (please be noted that these are in 3 different forms of NPC thank you)

     

     

    Server: Rathena

  14. I'm not sure what you're asking mate. If you need a script that will let you warp to specific areas so the item will work, then I can make it for you, just give me the name of the maps you want players to warp to, and the coordinates.

     

     

    Man it is like this

    Name of the item: Your Guide

     

    When i use the item the name of the places will be listed (like in a regular warper NPC's) With also small introduction Box about our server..

    "Welcome to My RO This item will be your Guide for this server. Kindly check them all out before Leveling up! -Admin"

    -Main town ( Coordinates: prontera 156, 180 )

    -Quest Area ( Coordinates: turbo_room 100, 100 )

    -Refining Area ( prt_in 60, 64 )

    -Prontera Guild Area ( prt_gld 153, 135 )

    Thank you very much for such help we are going to give you credits on your codes on our server! Cheers!

  15. This can be done with using callfunc I believe? Though it is one time use only, I might be wrong though.

     

    it's fine man thank you for helping us out 

    This can be done, in fact, I've already created this myself. All you need to do is create an item which isn't destroyed upon use, and then have it call on a function, like a warper. In result, when you click on that item, it will bring up the NPC that you've set it to call upon, so if your NPC is nothing but a box with a list of warp options, then you're good to go.

     

    Firstly, go to your item_db2.txt or wherever you keep your custom items and add this line of code:

    14815,WARPCARD,Warp Card,11,50,,70,,,,,0xFFFFFFFF,7,2,,,,,,{ callfunc "F_WARP"; },{},{}
    

    This is the code for the custom item that's going to let you use this feature. I'm assuming you know how to make this item exist in the game, so just give it the item name and ID you desire and create it. When the user clicks on the item it won't be destroyed, making it a permanently usable way for warping or doing anything else you desire.

     

    Now that you have the code for the item, you want to set the function that the item is going to call upon. Go into the script you want to invoke, and add this to the very top of the script:

    function	script	F_WARP	{
    

    Now, any time a player clicks on your warp card, it will execute the script that you've placed that function in. So, if you placed that code at the top of the standard Warper.txt script, it would open up the warper each time your player uses the card.

     

    I hope this helps, if you have further need of assistance, let me know! Best of luck.

     

     

    I will try it later but to clear things out, is this function has labels? like

    CARD WARPER:

    Prontera

    Payon Dungeon

    Alberta

     

     

    When i click Payon dungeon the character will be warped there.. so is this script work this way?

  16. Good day! I am requesting a script where whenever i click my item an option box will pop out and will list our important warping points.. Like instead we are going to have a warpra, we are just going to have an item on which can do its job. Thank you!

     

    Server: rathena

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