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Posts posted by crazyarashi
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Did you check the format of the NPC
it should be
new_zone01<TAB>script<TAB>soldier<tab>105,{ -
1 minute ago, skymia said:
prontera,145,173,4 script Wise Ninja 637,{ if( !application ) { goto Intro; } if( application == 1 ) { goto Challenge; } if ( application && explanation == 1) { goto Challenge2; } if ( application && explanation && challenge == 1){ goto Quiz; } if ( application && explanation && challenge && passed == 1){ goto Reward; } if ( application && explanation && challenge && passed && reward == 1){ goto Finish; } Intro: mes .npc$; mes "Hello, I am travelling shinobi. I am looking for a wise people"; mes "who can answer all my questions"; next; mes .npc$; mes "If you can finish my challenges and answer all my questions"; mes "I will make you a genin and reward you with a special item"; next; mes .npc$; mes "But of course its not for free"; mes "The application fee for one try is ^FF0000" + .zeny + " z^000000."; next; mes .npc$; mes "Do you want to try answering my questions?"; next; switch(select("Yes I Do!:No Thanks:Ignore Him")) { case 1: mes .npc$; mes "The Application Fee is ^FF0000" + .amount[0] + " z^000000"; next; switch(select("Pay!:I will get the money first")) { case 1: if(Zeny < .zeny){ mes .npc$; mes "Kid this is not enough!"; mes "You need^FF0000 " + .zeny$ + " for the application fee^000000"; close; } else { mes .npc$; set Zeny, Zeny - .zeny[0]; mes "Okay, This is enough"; set application,1; next; mes .npc$; mes "I will think about your challenge"; mes "come talk to me again in a bit"; end; } case 2: mes .npc$; mes "Okay, come back to me anytime"; close; } case 2: mes .npc$; mes "Are you sure kid?"; mes "It's once in a lifetime offer"; close; case 3: mes .npc$; mes "......"; close; } Challenge: set explanation,1; mes .npc$; mes "So for your challenge, I want you to get me a"; mes "^00FF005"+ getitemname(.item[0]) +" "+.item_amount[0]+"^000000 "; close; Challenge2: if(countitem(.item[0]) == .item_amount){ mes .npc$; delitem .item[0],.item_amount[0]; mes "Oh, I see you have collected all the items for the challenge"; next; mes .npc$; mes "Give them to me"; next; mes .npc$; mes "You may now take the quiz"; mes "Talk to me anytime you're ready"; set challenge,1; close; } else { mes .npc$; mes "So for your challenge, I want you to get me a"; mes "^00FF005"+ getitemname(.item[0]) +" "+.item_amount[0]+"^000000 "; close; } Quiz: mes .npc$; mes "Are you ready?"; next; switch(select("Yes!:No")) { case 1: mes .npc$; mes "Okay, let's start"; goto Quiz02; case 2: mes .npc$; mes "Okay, whenever youre ready"; close; } Quiz02: set .@correct$, .answers[.@i]; mes .npc$; mes "1st Question"; mes ".questions[0]"; input .@a1$; if (.@correct$ == .@a1$) { set score, +1; } end; next; mes .npc$; mes "2nd Question"; mes ".questions[1]"; input .@a2$; if (.@correct$ == .@a2$) { set score, +1; } next; mes .npc$; mes "3rd Question"; mes ".questions[2]"; input .@a3$; if (.@correct$ == .@a3$) { set score, +1; } next; mes .npc$; mes "4th Question"; mes ".questions[3]"; input .@a4$; if (.@correct$ == .@a4$) { set score, +1; } next; mes .npc$; mes "5th Question"; mes ".questions[4]"; input .@a5$; if (.@correct$ == .@a5$) { set score, +1; } next; mes .npc$; mes "6th Question"; mes ".questions[5]"; input .@a6$; if (.@correct$ == .@a6$) { set score, +1; } next; mes .npc$; mes "7th Question"; mes ".questions[6]"; input .@a7$; if (.@correct$ == .@a7$) { set score, +1; } next; mes .npc$; mes "8th Question"; mes ".questions[7]"; input .@a8$; if (.@correct$ == .@a8$) { set score, +1; } next; mes .npc$; mes "9th Question"; mes ".questions[8]"; input .@a9$; if (.@correct$ == .@a9$) { set score, +1; } next; mes .npc$; mes "10th Question"; mes ".questions[9]"; input .@a10$; if (.@correct$ == .@a10$) { set score, +1; } next; mes .npc$; mes "The Quiz is done"; mes "Let me check your answers"; goto Checking; next; Checking: if( score > 7 ){ mes .npc$; mes "Congratulations you passed the quiz"; set passed, 1; close; } else { mes .npc$; set score, 0; mes "You Failed the quiz"; mes "Feel free to try again"; close; } Reward: mes .npc$; mes "Congratulations for passing my challenge"; mes "As a promise here is your reward"; mes "Select Carefully for your reward"; next; .@menu_item_size = getarraysize(.@rewardname$); for (.@i = 0; .@i < .@menu_item_size; .@i++) { .@menu$ = .@menu$ + (.@i > 0 ? ":" : "") + .@rewardname$[.@i]; } .@i = select( .@menu$ ) - 1; mes "You selected : "+ .@menu_item$[.@i]; getitem .rewardid$[.@i],1; set reward,1; end; Finish: mes .npc$; mes "Congratulations on finishing my challenge"; mes "I hope you have a nice day"; close; OnInit: set .npc$ = "[ ^0000FFWise Ninja^000000 ]" setarray .zeny, 5000000 //zeny setarray .item, 5160; // challenge item id setarray .item_amount, 5; //challenge item amount setarray .questions, What is the special source of energy used by ninjas ?, What is the name of the special eye of the Uchiha clan ? , What is the name of the secret village of the country of Fire ? , What is the prefered jutsu of Naruto ?, How many villages are there in total ?, What is the name of the 'star looking' weapon of the ninjas ?, What is the name of the ultimate warrior/ninja in a particular village ?, What is the name of Kiba's dog ?, Who is the master of Naruto, Sasuke and Sakura ?, What is the name of the nine-tailed demon fox ?; setarray .answers, Chakra, Sharingan, Konoha, Kage bunshin no jutsu, 10, Shuriken, Kage, Akamaru, Kakashi, Kurama; setarray .@rewardname$, "Country of Fire", "Country of Wind", "Country of Water", "Country of Lightning", "Country of Earth", "Country of Sound"; setarray .rewardid$, 33001, 33002, 33003, 33004, 33005, 33006; setarray .effect$, "+10 STR HP", "+10 AGI HP", "+10 INT HP", "+10 LUK HP", "+10 VIT HP", "+10 DEX HP"; .totalreward = 6; end; }
I check all Quiz2 and change them all to Quiz02
and here's the new error sir
I will up a test server and test it :))
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Try again :))
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4359,B_Eremes_Card,Assassin Cross Card,6,20,,10,,,,,,,,2,,,,,{ if(Class == Paladin || Class == Champion) {} else { bonus3 bAutoSpell,378,3,30; },{},{}
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3 minutes ago, skymia said:
Test agaiiiin :))
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Just now, skymia said:
its not working sir
can you send errors :))
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2 hours ago, skymia said:
does anyone have here a script like this?
I saw this npc in Dark-Ro Force...credits to them...I hope someone have this type of script...thanks
- Pay an application Fee (5 Milion Zenies).
- Show your survival skills (hunt 5 Majestic Goats).
- Do a knowledge Test.
- After paying the fees you need to delivery 5 Majestic Goats (They can be bought at @mall).
- The last step is the test, you can either answer in small letter (test), in capital letters (TEST), or the normal way (Test), but nothing else will work (i.e teSt). You need at least a 8/10 score to pass the exam. You can't quit the exam before answering all questions. Here are the questions:
- What is the special source of energy used by ninjas ?
- What is the name of the special eye of the Uchiha clan ?
- What is the name of the secret village of the country of Fire ?
- What is the prefered jutsu of Naruto ?
- How many villages are there in total ?
- What is the name of the 'star looking' weapon of the ninjas ?
- What is the name of the ultimate warrior/ninja in a particular village ?
- What is the name of Kiba's dog ?
- Who is the master of Naruto, Sasuke and Sakura ?
- What is the name of the nine-tailed demon fox ?
Answers to the question:- chakra
- sharingan
- konoha
- kage bunshin no jutsu
- 10
- shuriken
- kage
- akamaru
- kakashi
- kurama
- Once you passed on the exam you can choose to be a genin of one country, each country gives a different Head Protector with different status:
- Country of Fire (+10 STR HP)
- Country of Wind (+10 AGI HP)
- Country of Water. (+10 INT HP)
- Country of Lightning. (+10 LUK HP)
- Country of Earth. (+10 VIT HP)
- Country of Sound. (+10 DEX HP)
Hello please try this i made it for you :))
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22 hours ago, sethacuestapro said:
How to make ninja ammunitionslike flamestone unlimited also just like other ammunitions...
arrow_decrement: 0
already did that...
Change Item Type to etc item to. ///////// etc type 7521,Flame_Stone,Flame Stone,3,150,,10,,,,,,,,,,,,,{},{},{} 7522,Ice_Stone,Ice Stone,3,150,,10,,,,,,,,,,,,,{},{},{} 7523,Wind_Stone,Wind Stone,3,150,,10,,,,,,,,,,,,,{},{},{} 7524,Shadow_Orb,Shadow Orb,3,300,,20,,,,,,,,,,,,,{},{},{} ///////// ammo type 7521,Flame_Stone,Flame Stone,10,150,,10,,,,,,,,,,,,,{},{},{} 7522,Ice_Stone,Ice Stone,10,150,,10,,,,,,,,,,,,,{},{},{} 7523,Wind_Stone,Wind Stone,10,150,,10,,,,,,,,,,,,,{},{},{} 7524,Shadow_Orb,Shadow Orb,10,300,,20,,,,,,,,,,,,,{},{},{}
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45 minutes ago, ToiletMaster said:
Thanks for the script! i've tried and unfortunately only this part doesn't work after tinkering around, it looks like it only allows 1 variable from 1 NPC rather than many, is there a possibility to get multiple variables from multiple NPCs? i could do multiple ifs as a workaround as such if within another if.
if(getvariableofnpc(.pillar1,"pillar#1") == 1){ mes "You done it!"; close; } else mes "You've not done it :("; close;
However thanks alot for the help though! your initial script had a few errors but i've fixed them all so it's all good
Edit:
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as a workaround i did this instead which worked great.
if(getvariableofnpc(.pillar1,"pillar#1") == 1){ //&& .pillar2,"pillar#2" && .pillar3,"pillar#3" ) if(getvariableofnpc(.pillar2,"pillar#2") == 1){ if(getvariableofnpc(.pillar3,"pillar#3") == 1){ mapannounce instance_mapname("prontera"), "Guy - All 3 Pillars has been activated, to the activators please talk to me.",bc_all; donpcevent instance_npcname("guy#1")+"::OnDisable"; //donpcevent instance_npcname("guy#2")+"::OnEnable"; end; } } }
Thats good then! :))
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31 minutes ago, wut751 said:
could you please advice me how to restrict the player that not in transcendent class cannot join the event.
- script Rebirth -1,{ OnPCLoadMapEvent: @eac = roclass(@eac|EAJL_UPPER); if (@eac != -1) { mes "[Event Manager]"; mes "Only transcendent classes can join the event."; warp "SavePoint",0,0; end; } end; } //Mapflags prontera mapflag loadevent //your event map here
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22 minutes ago, melv0 said:
yeah, i know about that, but player still must have 5 porco to appear that menu right???
prontera,172,182,5 script Suit Changer 123,{ @eac = eaclass(); mes .npc$; mes "Hello "+strcharinfo(0)+". mes "I am the Suit Changer"; next; mes .npc$; mes "You need ^00FF005"+ getitemname(.item[0]) +" "+.amount[0]+"^000000 "; mes "To use my service."; mes "Note - Resetting is free"; next; mes "How can I help you today?"; next; switch(select("Change to 3rd Class Suit:Reset Appearance:Special Suits:Nothing")) { case 1: if(countitem(.item[0]) < .amount[0]){ goto NotEnough; } else { changebase(roclass(@eac|EAJL_THIRD)); goto Payment; } end; case 2: changebase Class; end; case 3: switch(select("Xmas Suit:Summer Suit")) { case 1: if(countitem(.item[0]) < .amount[0]){ goto NotEnough; } else { changebase 26; goto Payment; end; case 2: if(countitem(.item[0]) < .amount[0]){ goto NotEnough; } else { changebase 27; goto Payment; end; } case 4: mes .npc$; mes "Okay, Have a nice day"; close; } } Payment: delitem .item[0],.amount[0]; end; NotEnough: mes .npc$; mes "You don't have enough ^00FF005"+ getitemname(.item[0]) +"^000000"; next; mes "Come back if you have ^00FF005"+ getitemname(.item[0]) +" "+.amount[0]+"^000000"; close; OnInit: .npc$ = "[Suit Changer]"; setarray .item, 7539; setarray .amount, 5; }
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3 minutes ago, melv0 said:
thx bro, but how to make function reset appearance it's free ??
just remove the goto Payment; in case 2 :))
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prontera,172,182,5 script Suit Changer 123,{ @eac = eaclass(); mes .npc$; mes "Hello "+strcharinfo(0)+". mes "I am the Suit Changer"; next; if(countitem(.item[0]) < .amount[0]){ mes .npc$; mes "You need ^00FF005"+ getitemname(.item[0]) +" "+.amount[0]+"^000000 "; mes "To use my service"; next; mes .npc$; mes "Come back if you have ^00FF005"+ getitemname(.item[0]) +" "+.amount[0]+"^000000"; close; } else { mes "How can I help you today?"; next; switch(select("Change to 3rd Class Suit:Reset Appearance:Special Suits:Nothing")) { case 1: changebase(roclass(@eac|EAJL_THIRD)); goto Payment; end; case 2: changebase Class; goto Payment; end; case 3: switch(select("Xmas Suit:Summer Suit")) { case 1: changebase 26; goto Payment; end; case 2: changebase 27; goto Payment; end; } case 4: mes .npc$; mes "Okay, Have a nice day"; close; } } Payment: delitem .item[0],.amount[0]; end; OnInit: .npc$ = "[Suit Changer]"; setarray .item, 7539; setarray .amount, 5; }
Try this, Not sure if it will work XD
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33 minutes ago, NotKappa said:
I have tested with with this commit https://github.com/rathena/rathena/commit/8310253b8413252a7d7be6ffcbbb80ce6a761dea
and it seems as the skill cloaking and cloaking Exceed stops HP and SP recovery when they shouldn't be stopping them
You should file an issue in github about this :)) so that people can try reproduce errors and fix it :))
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48 minutes ago, ToiletMaster said:
Yes! That would be correct, once all 3 are activated by different people, they should all the different conversation from there.
Since this is an instance, therefore whoever finishes the activation of pillar will add 1 count to the final npc and once it reaches 3, all of them should see the new conversation.
Similar to malangdo culvert, but I noticed malangdo culvert uses a timer instead which might work, but I wanted to know if it's possible without a timer for this to happen.
Thanks for replying!
1@instance,123,123,4 script guy#1 791,{ if( getvariableofnpc (.pillar1,"pillar#1" && .pillar2,"pillar#2" && .pillar3,"pillar#3" )) { mapannounce "1@instance", "Guy - All 3 Pillars has been activated, to the activators please talk to me." donpcevent instance_npcname("guy#1")+"::OnDisable"; donpcevent instance_npcname("guy#2")+"::OnEnable"; end; } else { mes "Guy"; mes "I want you talk to the 3 pillars first"; close; donpcevent instance_npcname("pillar#1")+"::OnEnable"; donpcevent instance_npcname("pillar#2")+"::OnEnable"; donpcevent instance_npcname("pillar#3")+"::OnEnable"; end; OnInstanceInit: OnDisable: hideonnpc instance_npcname("guy#1"); end; OnEnable: hideoffnpc instance_npcname("guy#1"); end; } 1@instance,123,123,4 script guy#2 791,{ if(.clicker1$ == 1){ mes "Number 1"; close; } else { if(.clicker2$ == 1) mes "Number 2"; close; } else { if(.clicker3$ == 1) mes "Number 3"; close; } } 1@instance,124,124,4 script pillar#1 791,{ progressbar "0xFFFF00",10; set .pillar1, 1; set .clicker1$, strcharinfo(0); donpcevent instance_npcname("pillar#1")+"::OnDisable"; end; OnInstanceInit: OnDisable: hideonnpc instance_npcname("pillar#1"); end; OnEnable: hideoffnpc instance_npcname("pillar#1"); end; } 1@instance,125,125,4 script pillar#2 791,{ progressbar "0xFFFF00",10; set .pillar2, 1; set .clicker2$, strcharinfo(0); donpcevent instance_npcname("pillar#2")+"::OnDisable"; end; OnInstanceInit: OnDisable: hideonnpc instance_npcname("pillar#2"); end; OnEnable: hideoffnpc instance_npcname("pillar#2"); end; } 1@instance,126,126,4 script pillar#3 791,{ progressbar "0xFFFF00",10; set .pillar3, 1; set .clicker3$, strcharinfo(0); donpcevent instance_npcname("pillar#3")+"::OnDisable"; end; OnInstanceInit: OnDisable: hideonnpc instance_npcname("pillar#3"); end; OnEnable: hideoffnpc instance_npcname("pillar#3"); end; }
Try this haven't tried im only on mobile phone :))
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1 hour ago, ToiletMaster said:
Hi guys,
i'm currently developing a small little instance script, but frankly i'm not sure how do i set this to work. currently the main goal is to get 3 progressbar done and talking to the initial NPC should then give you a different conversation
this is what i'm currently envisioning it at the moment.
prontera,150,150,4 script guy#1 791,{ if(pillar == 3) { mes "you've finished all 3 pillars!"; close; } mes "talk to the 3 pillars first"; close; } prontera,151,151,4 script pillar#1 791,{ progressbar "0xFFFF00",10; set pillar++; disablenpc instance_npcname(strnpcinfo(0)); end; } prontera,152,152,4 script pillar#2 791,{ progressbar "0xFFFF00",10; set pillar++; disablenpc instance_npcname(strnpcinfo(0)); end; } prontera,153,153,4 script pillar#3 791,{ progressbar "0xFFFF00",10; set pillar++; disablenpc instance_npcname(strnpcinfo(0)); end; }
But the issue with this variable will be passed only to that particular character that talked to the pillar NPC, how do i make in a way where no matter which player talks to the pillar, it would then be recognized by the first npc? Thus having 3 different people talking to 3 different pillar would then complete this portion of the quest perhaps.
Question:
3 Different People Should Activate the pillar And Each People Have different conversation after activating the pillar? :)) -
4347
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1 hour ago, DimarypEvans said:
Hey, guys. Can anyone tell me who to spawn the improved version of monsters with the tags like Furious, Ringleader, Elusive, etc?
They have different ID's/Stats from normal ones
//example
2611,C4_WOOTAN_FIGHTER,Furious Wootan Fighter,Furious Wootan Fighter,67,11635,1,1860,5985,1,374,497,103,8,63,18,36,5,62,15,10,12,1,7,43,0x3885,200,912,1344,480,0,0,0,0,0,0,0,517,4500,7196,4000,1801,3,1812,1,7939,100,7198,1000,5116,5,0,0,0,0,4261,1
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40 minutes ago, Z3R0 said:
Chapter 2 variables should be released tomorrow night I will be in production tomorrow hopefully
Still long way to go for chapter 10 T_T
Script isn't loading?
in Scripting Support
Posted · Edited by crazyarashi
You have 2 extra curly == } on L_help2 :))