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Hijirikawa

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Everything posted by Hijirikawa

  1. Hijirikawa

    HARMONY

    If you are willing to pay, might as well get Gepard.
  2. Better look for a source coder first, they'll know how much they'll charge. Usually it depends on complexity, and since this was already done via the KS Protection thingy, it shouldn't cost that much.
  3. Source edit. Do-able since this would work the same way as the KS protection system they have in place.
  4. You're welcome, please mark the topic as answered. Cheers!
  5. The script above is just bare bones, you'd have to fill it in to make it more presentable.
  6. This is gnna be out of topic, but are those auras the ones that functor has as well? xD
  7. Use OnPCLoadMapEvent and addtimer - script asdfjkl -1,{ end; OnTick: getitem itm,itm_qty; dispbottom .sec+" second(s) has passed."; addtimer .time,"asdfjkl::OnTick"; end; OnPCLoadMapEvent: dispbottom "You have entered a special zone."; addtimer .time,"asdfjkl::OnTick"; end; OnInit: .time = 3000; .sec = .time/1000; .itm = 501; .itm_qty = 1; end; } prontera mapflag loadevent Untested.
  8. - script asdfjkl -1,{ if(pvp_announce) .@menu$ = "Warp:[^00ff00Enabled^000000]Announce:Close"; else .@menu$ = "Warp:[^ff0000Disabled^000000]Announce:Close"; mes "[ PVP Warper ]"; mes "Warp?"; switch(select(.@menu$)){ case 1: close2; warp "prontera",0,0; .@enter$ = strcharinfo(0); addrid(0); if(pvp_announce){ announce "[ PvP Announcement ]: "+.@enter$+" has entered the PvP Room",bc_blue|bc_self; } end; case 2: if(pvp_announce){ pvp_announce = 0; mes "Announce disabled"; close; } else{ pvp_announce = 1; mes "Announce enabled"; close; } case 3: break; } end; OnInit: .announce = 1; // 0 = off end; } Untested.
  9. This is do-able via script. However you need to create two Berzebub cards, one that is bound, and one that is not bound in the database. You can do this by adding item restrictions via db/pre-(re)/item_trade.txt - script asdfasdf -1,{ mes "[ Trade ]"; mes "Need "+getitemname(.req_itm)+" x"+.req_amt; menu "Yes",-; if(countitem(.req_itm) < .req_amt || countitem(.bnd_itm) < 1){ mes "No pods"; mes "No card"; close; } mes "Got pods"; delitem .req_itm,.req_amt; getitem .get_itm,1; close; OnInit: .bnd_itm = 503; .req_itm = 501; .req_amt = 1000; .get_itm = 502; end; }
  10. - script asdfjkl -1,{ mes "[ PVP Warper ]"; mes "Warp?"; menu "Yeshhhh",-; close2; if(.announce){ announce strcharinf(0)+" has entered the PvP Room",0; } warp "prontera",0,0; end; OnInit: .announce = 1; // 0 = off end; } If you want players to be able to control it, that would be chaotic since they can just turn it off when someone turns it on, so I'm not gonna even go there since that just sounds silly.
  11. if(BaseLevel < .@MaxBLevel && JobLevel < .@MaxJLevel ) { mes "You don't have the required level yet."; mes "Come back when you reached it - Base Level "+.@MaxBLevel+" - Job Level "+.@MaxJLevel+"!"; close; } to if(BaseLevel < .@MaxBLevel || JobLevel < .@MaxJLevel ) { mes "You don't have the required level yet."; mes "Come back when you reached it - Base Level "+.@MaxBLevel+" - Job Level "+.@MaxJLevel+"!"; close; }
  12. What are the files that I can put them in?
  13. How do I add another variable to the guild? And how do I make a script command for it? I Just want to access a guild variable via script command. For instance I wanna check the experience how do I do so?
  14. I need a shop that adds items depending on the player's level. For instance I'm a level 1 Novice, so I can only buy Red potions, when I get to level 5, I can now buy Blue and Orange Potions. Items add into the shop automatically when I have enough levels available. If possible usage of arrays for easier shop manipulation.
  15. 2607,Clip,Clip,4,30000,,100,,0,,1,0xFFFFFFFF,7,2,136,,0,0,0,{ atcommand "@autoloot"; },{},{ atcommand "@autoloot";}
  16. I need something to check if the item's name is the same as the item holder. For instance Poring's Apple. Poring is carrying Poring's Apple -> NPC "Yeah, you have your apple" Poporing is carrying Poring's Apple -> NPC "Nope, not your apple" I've checked everywhere else, seems like it's not possible at this point.
  17. Thanks, but no it doesn't really get it done. I was wondering if there's any way to identify the item. Named items to be exact. For instance "Hijirikawa's Knife" when you create something from the produce command.
  18. Is there a way to check a named item's name? If the holder has the same name as the item? For instance I picked up X's Axe, and I went to the NPC it would say "You are not holding your Axe" or something.
  19. prontera,150,180,4 script GC Exchanger 100,{ mes .n$; mes "I can exchange your "+getitemname(.exc_id)+"s for other items."; mes "Please select from the list what you want."; mes "( ) = Price per Exchange"; next; for ( set .@m,0; .@m < getarraysize(.item); set .@m,.@m + 1) set .@g_menu$,.@g_menu$ + "- "+getitemname(.item[.@m])+" ("+.cost[.@m]+")" + ( (.item[.@m+1] != 0)?":":""); set .@g,select(.@g_menu$) - 1; mes .n$; mes "You have chosen "+getitemname(.item[.@g])+" for the price of "+.cost[.@m]+" "+getitemname(.exc_id)+"s."; mes "Is that correct?"; if(select("- Yes:- No") - 1) close; next; mes .n$; if(countitem(.exc_id) < .cost[.@g]) { mes "I'm sorry, but you don't have enough "+getitemname(.exc_id)+", please come back when you have enough."; close; } getitem .item[.@g],1; delitem .exc_id,.cost[.@g]; mes "Exchange complete."; close; OnInit: set .n$,"["+strnpcinfo(0)+"]"; //= Items: Old Blue Box, Oridecon Box (10pcs), Elunium Box (10pcs), Old Purple Box, Old Card Album setarray .item[0],603,13890,13889,618,616; setarray .cost[0],250,500,500,750,2500; set .exc_id,7517; // Gold Coin end; }
  20. mes "You have chosen "+getitemname(.item[.@g])+" for the price of "+.cost[.@m]+" "+getitemname(.exc_id)+"s"."; to mes "You have chosen "+getitemname(.item[.@g])+" for the price of "+.cost[.@m]+" "+getitemname(.exc_id)+"s.";
  21. - itemshop -1,7517,603:250,13890:500,13889:500,618:750,616:2500 Utilizes the itemshop and does the same thing that you want it to do, exchange gold coins for certain items.
  22. You can just use Euphy's Quest shop and add those items with required item as GC.
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