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Everything posted by Quesooo
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good day please help me how to fix this we already tried opensetup already try all settings but still getting this black screen
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[Collection+DL] Custom Towns (Updated: 18/12/2011)
Quesooo replied to Najara's topic in Maps & 3D Modeling Showcase
i was using this maps where can i get bmp files and bgm files of this maps?? thank you so much -
enchant_faw.txt
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wait let me find my echant npc for that
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is this FAW enchant npc?
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where did you get extended vending version?
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this is working but 1 problem only we see when the item is on character equipment its also exchange for energy debris how to make it on inventory item only
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trunk > npc > re > quests > eden you can check all script there to check all your problem
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this is great thank you so much +100%
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this is not working just getting the item then nothing to be exchange for
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nothing thank you ma friend i already finish the npc for what i wanted to be ./no1
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btw is it complete on the end script?
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i like this i will finish this thank you
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yeah something like that example on the script the npc have list of weapons inside it > dagger / stelleto / katar / axe / staff / bow / etc. and then when you talk to npc the npc will said i can trade different weapon to jellopy what weapon would you like to be exchange for?> then after choosing the weapon in the list the weapon choosen will gone and it becomes jellopy
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@Aureon the script working properly and do as my plan but when player is died he/she can spin continuously must be not and cannot be spin
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good day can i request a npc that can exchange several weapons to 1 item only for example a katar can be exchange for 1 jellopy in random amount a dagger that can exchange for jellopy in random amount etc. etc. i think this is more different than master euphy or emistry exchange npc all items listen at the npc can be exchange only in 1 item in random amount thank you
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ohw quest delay not working
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oh i think i sa it at line 264 and 265 please close this topic i think i already see the answer
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good day i want to ask where do i put the script that enable the npc make a cooldown before talking the quest again where do i place it ? if possible please tell me what the codes is i want to put 1 hr cooldown on this script //===== rAthena Script ======================================= //= tr0n's Questboard //===== By: ================================================== //= tr0n //===== Current Version: ===================================== //= 1.4.4 //===== Compatible With: ===================================== //= rAthena Project //===== Description: ========================================= //= Easily add collection and hunting quests. //===== Additional Comments: ================================= // 1.0.0 Release // 1.1.0 Added zeny reward // 1.2.0 Rewrote checkmob and killcounter // 1.3.1 Added level restriction // 1.3.4 Added Reward Item Amount // 1.4.4 Added Quest delay //============================================================ prt_in,72,104,2 script Begginer Board 1-20#prt 837,{ if(c_run==1){ mes "[^FF7700Questboard^000000]"; mes "^0000FF"+getd("." + currentquest$ + "_collectionname$")+"^000000"; mes "--------------------------------"; for( set .@j, 0; .@j < getarraysize(getd("."+ currentquest$ + "_collectionitem")); set .@j,.@j+2) { mes "^FF0000"+getitemname(getd("."+currentquest$+"_collectionitem["+.@j+"]"))+" - "+countitem(getd("."+currentquest$+"_collectionitem["+.@j+"]"))+"/"+getd("."+currentquest$+"_collectionitem["+(.@j+1)+"]")+" ea.^000000"; } mes "--------------------------------"; mes "[Reward]"; mes "Item: ^0000FF"+((getd("." +currentquest$+"_collectionprize"))?getitemname(getd("." +currentquest$+"_collectionprize"))+" - "+getd("." +currentquest$+"_collectionamount")+" ea.^000000":"Nothing^000000"); mes "Zeny: ^0000FF"+getd("." +currentquest$+"_collectionzeny")+"^000000"; mes "Base EXP: ^0000FF"+getd("." +currentquest$+"_collectionexp["+0+"]")+"^000000"; mes "Job EXP: ^0000FF"+getd("." +currentquest$+"_collectionexp["+1+"]")+"^000000"; next; if(select("Finish:Abort") == 2){ mes "[^FF7700Questboard^000000]"; mes "Quest aborted."; set currentquest$, ""; set c_run, 0; close; } goto L_checkitems; } if(h_run==1){ mes "[^FF7700Questboard^000000]"; mes "^0000FF"+getd("." + currentquest$ + "_huntingname$")+"^000000"; mes "--------------------------------"; for( set .@j, 0; .@j < getarraysize(getd("."+ currentquest$ + "_huntingmob")); set .@j,.@j+2) { set .@currentmob, getd("."+currentquest$+"_huntingmob["+(.@j)+"]"); mes "^FF0000"+strmobinfo(1,getd("."+currentquest$+"_huntingmob["+.@j+"]"))+" - "+getd(currentquest$+"_"+.@currentmob+"_"+(.@j+1)+"_killcount")+"/"+getd("."+currentquest$+"_huntingmob["+(.@j+1)+"]")+" ea.^000000"; } mes "--------------------------------"; mes "[Reward]"; mes "Item: ^0000FF"+((getd("." +currentquest$+"_huntingprize"))?getitemname(getd("." +currentquest$+"_huntingprize"))+" - "+getd("." +currentquest$+"_huntingamount")+" ea.^000000":"Nothing^000000"); mes "Zeny: ^0000FF"+getd("." +currentquest$+"_huntingzeny")+"^000000"; mes "Base EXP: ^0000FF"+getd("." +currentquest$+"_huntingexp["+0+"]")+"^000000"; mes "Job EXP: ^0000FF"+getd("." +currentquest$+"_huntingexp["+1+"]")+"^000000"; next; if(select("Finish:Abort") == 2){ mes "[^FF7700Questboard^000000]"; mes "Quest aborted."; for(set .@x, 1; .@x < getarraysize(getd("."+currentquest$+"_huntingmob")); set .@x,.@x+2){ set .@currentmob, getd("."+currentquest$+"_huntingmob["+(.@x-1)+"]"); setd(currentquest$+"_"+.@currentmob+"_"+.@x+"_killcount", 0); } set currentquest$, ""; set h_run, 0; close; } goto L_checkmobs; } L_questmenu: mes "[^FF7700Questboard^000000]"; mes "Select category:"; next; switch(select((.collection)?"Collection Quests":"", (.hunting)?"Hunting Quests":"", "Exit")) { case 1: set .@collectmenu$, ""; for( set .@i,0; .@i < .collectionquestcount; set .@i,.@i+1) { if (.@i) set .@collectmenu$,.@collectmenu$+":"; set .@collectmenu$, .@collectmenu$ + "[" + getd("." +(.@i+1)+"_collectionmin") + " - " + getd("." +(.@i+1)+"_collectionmax") + "] " + getd("." + (.@i+1) + "_collectionname$"); } set .@selection,select(.@collectmenu$); if(gettimetick(2) < getd(.@selection + "_collection_delay")){ set .@time_left, getd(.@selection + "_collection_delay")-gettimetick(2); mes "[^FF7700Questboard^000000]"; if(.@time_left < 60) mes "You have to wait ^0000FF"+.@time_left+" seconds^000000 to do this quest again."; if(.@time_left < 3600) mes "You have to wait ^0000FF"+.@time_left/60+" minutes^000000 to do this quest again."; mes "You have to wait ^0000FF"+.@time_left/60/60+" hours^000000 to do this quest again."; close; } mes "[^FF7700Questboard^000000]"; mes "^0000FF"+getd("." + .@selection + "_collectionname$")+"^000000"; mes "--------------------------------"; for( set .@j, 0; .@j < getarraysize(getd("."+ .@selection + "_collectionitem")); set .@j,.@j+2) { mes "^FF0000"+getitemname(getd("."+.@selection+"_collectionitem["+.@j+"]"))+" - "+getd("."+.@selection+"_collectionitem["+(.@j+1)+"]")+" ea.^000000"; } mes "--------------------------------"; mes "[Reward]"; mes "Item: ^0000FF"+((getd("." +.@selection+"_collectionprize"))?getitemname(getd("." +.@selection+"_collectionprize"))+" - "+getd("." +.@selection+"_collectionamount")+" ea.^000000":"Nothing^000000"); mes "Zeny: ^0000FF"+getd("." +.@selection+"_collectionzeny")+"^000000"; mes "Base EXP: ^0000FF"+getd("." +.@selection+"_collectionexp["+0+"]")+"^000000"; mes "Job EXP: ^0000FF"+getd("." +.@selection+"_collectionexp["+1+"]")+"^000000"; next; if(select("Accept:Decline") == 2){ close; } if(BaseLevel >= getd("." +.@selection+"_collectionmin") && BaseLevel <= getd("." +.@selection+"_collectionmax")) { mes "[^FF7700Questboard^000000]"; mes "Quest accepted."; set c_run, 1; set currentquest$, .@selection; close; } else { mes "[^FF7700Questboard^000000]"; mes "You don't have the required"; mes "level to do this quest."; close; } case 2: set .@huntmenu$, ""; for( set .@i,0; .@i < .huntingquestcount; set .@i,.@i+1) { if (.@i) set .@huntmenu$,.@huntmenu$+":"; set .@huntmenu$, .@huntmenu$ + "[" + getd("." +(.@i+1)+"_huntingmin") + " - " + getd("." +(.@i+1)+"_huntingmax") + "] " + getd("." + (.@i+1) + "_huntingname$"); } set .@selection,select(.@huntmenu$); if(gettimetick(2) < getd(.@selection + "_hunting_delay")){ set .@time_left, getd(.@selection + "_hunting_delay")-gettimetick(2); mes "[^FF7700Questboard^000000]"; if(.@time_left < 60) mes "You have to wait ^0000FF"+.@time_left+" seconds^000000 to do this quest again."; if(.@time_left < 3600) mes "You have to wait ^0000FF"+.@time_left/60+" minutes^000000 to do this quest again."; mes "You have to wait ^0000FF"+.@time_left/60/60+" hours^000000 to do this quest again."; close; } mes "[^FF7700Questboard^000000]"; mes "^0000FF"+getd("." + .@selection + "_huntingname$")+"^000000"; mes "--------------------------------"; for( set .@j, 0; .@j < getarraysize(getd("."+ .@selection + "_huntingmob")); set .@j,.@j+2) { mes "^FF0000"+strmobinfo(1,getd("."+.@selection+"_huntingmob["+.@j+"]"))+" - "+getd("."+.@selection+"_huntingmob["+(.@j+1)+"]")+" ea.^000000"; } mes "--------------------------------"; mes "[Reward]"; mes "Item: ^0000FF"+((getd("." +.@selection+"_huntingprize"))?getitemname(getd("." +.@selection+"_huntingprize"))+" - "+getd("." +.@selection+"_huntingamount")+" ea.^000000":"Nothing^000000"); mes "Zeny: ^0000FF"+getd("." +.@selection+"_huntingzeny")+"^000000"; mes "Base EXP: ^0000FF"+getd("." +.@selection+"_huntingexp["+0+"]")+"^000000"; mes "Job EXP: ^0000FF"+getd("." +.@selection+"_huntingexp["+1+"]")+"^000000"; next; if(select("Accept:Decline") == 2){ close; } if(BaseLevel >= getd("." +.@selection+"_huntingmin") && BaseLevel <= getd("." +.@selection+"_huntingmax")) { mes "[^FF7700Questboard^000000]"; mes "Quest accepted."; set h_run, 1; set currentquest$, .@selection; close; } else { mes "[^FF7700Questboard^000000]"; mes "You don't have the required"; mes "level to do this quest."; close; } case 3: close; } L_checkitems: for( set .@k,0; .@k < getarraysize(getd("."+currentquest$+"_collectionitem")); set .@k,.@k+2) { if(countitem(getd("."+currentquest$+"_collectionitem["+.@k+"]"))>=getd("."+currentquest$+"_collectionitem["+(.@k+1)+"]")){ set .@checkitem,.@checkitem+2; } } if(.@checkitem<getarraysize(getd("."+currentquest$+"_collectionitem"))){ mes "[^FF7700Questboard^000000]"; mes "You don't have everything."; close; } for( set .@delcount,0; .@delcount < getarraysize(getd("."+currentquest$+"_collectionitem")); set .@delcount,.@delcount+2) { delitem getd("."+currentquest$+"_collectionitem["+.@delcount+"]"),getd("."+currentquest$+"_collectionitem["+(.@delcount+1)+"]"); } mes "[^FF7700Questboard^000000]"; mes "Congratulation! Here is your Reward."; if(getd("." +currentquest$+"_collectionprize")!=0) getitem(getd("." +currentquest$+"_collectionprize"),getd("." +currentquest$+"_collectionamount")); set Zeny,Zeny+getd("." +currentquest$+"_collectionzeny"); getexp getd("." +currentquest$+"_collectionexp["+0+"]"),getd("." +currentquest$+"_collectionexp["+1+"]"); setd(currentquest$ + "_collection_delay"),gettimetick(2)+.quest_delay; set currentquest$, ""; set c_run, 0; close; L_checkmobs: set .@goal, (getarraysize(getd("."+currentquest$+"_huntingmob"))/2); for(set .@i, 1; .@i < getarraysize(getd("."+currentquest$+"_huntingmob")); set .@i,.@i+2){ set .@currentmob, getd("."+currentquest$+"_huntingmob["+(.@i-1)+"]"); if(getd(currentquest$+"_"+.@currentmob+"_"+.@i+"_killcount")==getd("."+currentquest$+"_huntingmob["+.@i+"]")){ set .@checkmonster, .@checkmonster+1; if(.@checkmonster==.@goal){ goto L_checkmobs2; } continue; } goto L_checkmobs2; } L_checkmobs2: if(.@checkmonster<.@goal){ mes "[^FF7700Questboard^000000]"; mes "You didn't kill everything."; close; } mes "[^FF7700Questboard^000000]"; mes "Congratulation! Here is your Reward."; for(set .@x, 1; .@x < getarraysize(getd("."+currentquest$+"_huntingmob")); set .@x,.@x+2){ set .@currentmob, getd("."+currentquest$+"_huntingmob["+(.@x-1)+"]"); setd(currentquest$+"_"+.@currentmob+"_"+.@x+"_killcount", 0); } if(getd("." +currentquest$+"_huntingprize")!=0) getitem(getd("." +currentquest$+"_huntingprize"),getd("." +currentquest$+"_huntingamount")); set Zeny, Zeny+getd("." +currentquest$+"_huntingzeny"); getexp getd("." +currentquest$+"_huntingexp["+0+"]"),getd("." +currentquest$+"_huntingexp["+1+"]"); setd(currentquest$ + "_hunting_delay"),gettimetick(2)+.quest_delay; set currentquest$, ""; set h_run, 0; close; OnNPCKillEvent: if(h_run!=1) end; for(set .@i, 1; .@i < getarraysize(getd("."+currentquest$+"_huntingmob")); set .@i,.@i+2){ if(killedrid==getd("."+currentquest$+"_huntingmob["+(.@i-1)+"]")){ set .@currentmob, getd("."+currentquest$+"_huntingmob["+(.@i-1)+"]"); if(getd(currentquest$+"_"+.@currentmob+"_"+.@i+"_killcount")>=getd("."+currentquest$+"_huntingmob["+.@i+"]")) end; setd(currentquest$+"_"+.@currentmob+"_"+.@i+"_killcount", getd(currentquest$+"_"+.@currentmob+"_"+.@i+"_killcount")+1); dispbottom getd("."+currentquest$+"_huntingname$")+": ["+strmobinfo(1,.@currentmob)+"] ("+ getd(currentquest$+"_"+.@currentmob+"_"+.@i+"_killcount")+"/"+getd("."+currentquest$+"_huntingmob["+.@i+"]")+")"; end; } continue; } end; OnInit: function AddCollection; function AddHunting; //Activate/Deactive quest categories here set .collection, 0; set .hunting, 1; //Quest Delay (seconds) //24 hours = 86400 seconds set .quest_delay, 0; //Checks if quests are loaded (prevents out of index) if(.questsloaded==1) end; set .questsloaded, 1; //Add Collection Quests here //AddCollection("<Quest Name>",<Min Lvl>,<Max Lvl>,<Reward|Item ID>,<Reward|Item Amount>,<Zeny Reward>,<Base EXP>,<Job EXP>,<Item ID>,<Item Amount>,...); //Add Hunting Quests here //AddHunting("<Quest Name>",<Min Lvl>,<Max Lvl>,<Reward|Item ID>,<Reward|Item Amount>,<Zeny Reward>,<Base EXP>,<Job EXP>,<Monster ID>,<Monster Amount>,...); AddHunting("Missing Monster",1,20,7720,7,300,88000,86500,1010,10); AddHunting("Come Again",1,20,7720,7,500,87000,89675,1014,12); AddHunting("The Force",1,20,7720,7,700,813050,815000,1025,10); AddHunting("Force",1,20,7720,7,1000,812000,813900,1063,15); AddHunting("Ambermite",1,20,7720,7,5000,813050,815675,1094,15); end; function AddCollection { set .collectionquestcount,.collectionquestcount+1; setd ("." +.collectionquestcount+"_collectionname$", getarg(0)); setd ("." +.collectionquestcount+"_collectionmin", getarg(1)); setd ("." +.collectionquestcount+"_collectionmax", getarg(2)); setd ("." +.collectionquestcount+"_collectionprize", getarg(3)); setd ("." +.collectionquestcount+"_collectionamount", getarg(4)); setd ("." +.collectionquestcount+"_collectionzeny", getarg(5)); set .@argcount, 6; set .@size, getarraysize(getd("."+ .collectionquestcount + "_collectionexp")); setd ("." +.collectionquestcount+"_collectionexp["+.@size+"]",getarg(.@argcount)); setd ("." +.collectionquestcount+"_collectionexp["+(.@size+1)+"]",getarg(.@argcount+1)); set .@argcount, .@argcount+2; while(getarg(.@argcount,-1)!=-1 && getarg(.@argcount+1,-1)!=-1) { set .@size, getarraysize(getd("."+ .collectionquestcount + "_collectionitem")); setd ("."+.collectionquestcount+"_collectionitem["+.@size+"]",getarg(.@argcount)); setd ("."+.collectionquestcount+"_collectionitem["+(.@size+1)+"]",getarg(.@argcount+1)); set .@argcount,.@argcount+2; } return; } function AddHunting { set .huntingquestcount,.huntingquestcount+1; setd ("." +.huntingquestcount+"_huntingname$", getarg(0)); setd ("." +.huntingquestcount+"_huntingmin", getarg(1)); setd ("." +.huntingquestcount+"_huntingmax", getarg(2)); setd ("." +.huntingquestcount+"_huntingprize", getarg(3)); setd ("." +.huntingquestcount+"_huntingamount", getarg(4)); setd ("." +.huntingquestcount+"_huntingzeny", getarg(5)); set .@size, getarraysize(getd("."+ .huntingquestcount + "_huntingexp")); set .@argcount, 6; setd ("." +.huntingquestcount+"_huntingexp["+.@size+"]",getarg(.@argcount)); setd ("." +.huntingquestcount+"_huntingexp["+(.@size+1)+"]",getarg(.@argcount+1)); set .@argcount, .@argcount+2; while(getarg(.@argcount,-1)!=-1 && getarg(.@argcount+1,-1)!=-1) { set .@size, getarraysize(getd("."+ .huntingquestcount + "_huntingmob")); setd ("."+.huntingquestcount+"_huntingmob["+.@size+"]",getarg(.@argcount)); setd ("."+.huntingquestcount+"_huntingmob["+(.@size+1)+"]",getarg(.@argcount+1)); set .@argcount, .@argcount+2; } return; } } prontera mapflag loadevent credits to owner of this script
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thank you so much
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there is no script for this you need to modify it if you like both temporal non sloted and sloted to be enchanted or just sloted temporal
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hi good day where can i add nuke or kill player if she/he get a 3x slot failed? also a special effect that he/she explode? thank you this is the script prontera,163,161,4 script SlotMachine 563,{ if( getgmlevel() == 99 ) { mes "Welcome Administrator.","What would you like to do?"; menu "Play Game",-,"Change Slot Machine Mode",iMode; next; } switch( getd(".mode"+strnpcinfo(3)+"") ){ case 0: // Single Slot machine mode. mes "Do you want to play a game?"; if( !.payment ) { mes "It costs: "+ .ssm_payment_message$[0] +" to play."; } else if ( .payment == 1 ) { mes "It costs: "+ .ssm_payment_message$[1] +" to play."; } else if ( .payment == 2 ) { mes "It costs: "+ .ssm_payment_message$[0] +" & "+ .payment_message$[1] +" to play."; } if( select("YES:NO") == 2 || Zeny < .ssm_payment[0] && ( !.payment || .payment == 2 ) || countitem(.ssm_payment[1]) < .ssm_payment[2] && .payment ){ close; } while( @menu == 1 ){ if (.EventON == 0) {mes "Slot Machine already finished"; cutin "",255; end;} if( !.payment || .payment == 2 ) { Zeny -= .ssm_payment[0]; } if( .payment ) { delitem( .ssm_payment[1], .ssm_payment[2] ); } if( .soundeffects ) { soundeffect "slot_jackpot.wav",0; } .@a = rand(1,100); if( .@a < atoi(.ssm_animate$[0]) ){ .@a = 1; } else { .@a = 2; } .@b = 1; while( .@b < atoi(.ssm_animate$[.@a]) ) { cutin .ssm_animate$[3] + .@b,4; sleep2 ( ( atoi(.ssm_animate$[4]) * 1000 ) / atoi(.ssm_animate$[.@a]) ); .@b++; } if( .@a == 1 ){ cutin .ssm_animate$[3] + atoi(.ssm_animate$[.@a]),4; dispbottom "Failed"; } else { cutin .ssm_animate$[3] + atoi(.ssm_animate$[.@a]),4; switch(rand(5)) { case 0: getitem 603,5; specialeffect2 10; break; case 1: getitem 617,5; specialeffect2 10; break; case 2: getitem 644,5; specialeffect2 10; break; case 3: getitem 616,1; specialeffect2 10; break; case 4: getitem 7776,2; specialeffect2 10; break; case 5: getitem 18571,1; specialeffect2 10; break; } } if( select("Another Round:I'm done") == 2 || Zeny < .ssm_payment[0] && ( !.payment || .payment == 2 ) || countitem(.ssm_payment[1]) < .ssm_payment[2] && .payment ){ cutin "",255; close; } } end; case 1: // Triple Slot machine mode. mes "Do you want to play a game?"; if( !.payment ) { mes "It costs: "+ .tsm_payment_message$[0] +" to play."; } else if ( .payment == 1 ) { mes "It costs: "+ .tsm_payment_message$[1] +" to play."; } else if ( .payment == 2 ) { mes "It costs: "+ .tsm_payment_message$[0] +" & "+ .tsm_payment_message$[1] +" to play."; } if( select("YES:NO") == 2 || Zeny < .tsm_payment[0] && ( !.payment || .payment == 2 ) || countitem(.tsm_payment[1]) < .tsm_payment[2] && .payment ){ close; } while( @menu == 1 ){ if (.EventON == 0) {mes "Slot Machine already finished"; cutin "",255; end;} if( !.payment || .payment == 2 ) { Zeny -= .tsm_payment[0]; } if( .payment ) { delitem( .tsm_payment[1], .tsm_payment[2] ); } if( .soundeffects ) { soundeffect "slot_jackpot.wav",0; } // Slot 1 = 100% Chance for success. (Because I didn't make a fail animation for it. .@2 = rand(1,100); //Rolls dice for Slot 2 .@3 = rand(1,100); //Rolls dice for Slot 3 if( .@2 <= atoi(.tsm_animate$[0]) && .@3 <= atoi(.tsm_animate$[1]) ){ .@a = 8; } else if( .@2 <= atoi(.tsm_animate$[0]) && .@3 > atoi(.tsm_animate$[1]) ){ .@a = 6; } else if( .@2 > atoi(.tsm_animate$[0]) && .@3 <= atoi(.tsm_animate$[1]) ){ .@a = 4; } else { .@a = 2; } .@b = 1; while( .@b < atoi(.tsm_animate$[.@a+1]) ) { cutin .tsm_animate$[.@a] + .@b,4; sleep2 ( ( atoi(.tsm_animate$[10]) * 1000 ) / atoi(.tsm_animate$[.@a+1]) ); .@b++; } cutin .tsm_animate$[.@a] + atoi(.tsm_animate$[.@a+1]),4; if( .@a == 2 ){ switch(rand(5)) { case 0: getitem 603,5; specialeffect2 10; break; case 1: getitem 617,5; specialeffect2 10; break; case 2: getitem 644,5; specialeffect2 10; break; case 3: getitem 616,1; specialeffect2 10; break; case 4: getitem 7776,2; specialeffect2 10; break; case 5: getitem 18571,1; specialeffect2 10; break; } } else { dispbottom "Failed"; } if( select("Another Round:I'm done") == 2 || Zeny < .tsm_payment[0] && ( !.payment || .payment == 2 ) || countitem(.tsm_payment[1]) < .tsm_payment[2] && .payment ){ cutin "",255; close; } } end; } OnSingleSlot: setd ".mode"+strnpcinfo(3)+"",0; end; OnTripleSlot: setd ".mode"+strnpcinfo(3)+"",1; end; iMode: next; mes "Which did you want to do?"; menu "Change THIS machine's mode:Change ALL machine's mode",-; if( @menu == 1 ) { next; mes "What mode would you like this machine to have?"; menu "Single Slot Machine Mode:Triple Slot Machine Mode",-; if( @menu == 1 ) { setd ".mode"+strnpcinfo(3)+"",0; } else { setd ".mode"+strnpcinfo(3)+"",1; } close; } else { next; mes "What mode would you like to change all slot machines to?"; menu "Single Slot Machine Mode:Triple Slot Machine Mode",-; if( @menu == 1 ) { donpcevent "::OnSingleSlot"; } else { donpcevent "::OnTripleSlot"; } close; } OnClock0000: OnClock1000: OnClock1600: announce "Mysterious Slot Machine will begin at prontera 163 161 in 1 minute.", bc_all; sleep 60000; announce "Slot machine event has begun at prontera 163 161", bc_all; set .EventON,1; hideoffnpc strnpcinfo(3); sleep 225000; announce "Mysterious Slot Machine event is over thank you for playing", bc_all; set .EventON,0; hideonnpc strnpcinfo(3); end; OnInit: hideonnpc strnpcinfo(3); //[ 0 = Single Slot Machine Mode ]_[ 1 = Triple Slot Machine Mode ] setd ".mode"+strnpcinfo(3)+"",1; //[0] = Fail Rate //[1] = Fail (Do not change) //[2] = Success (Do not change) //[3] = File Name (Do not change) //[4] = Animation Time (Do not change, for best results :D) setarray .ssm_animate$[0],"30","29","33","slot_","3"; //[0] = Fail Rate "Slot 2" //[1] = Fail Rate "Slot 3" //[2] = SSS (Do not change) //[3] = SSS_Count (Do not change) //[4] = SSF (Do not change) //[5] = SSF_Count (Do not change) //[6] = SFS (Do not change) //[7] = SFS_Count (Do not change) //[8] = SFF (Do not change) //[9] = SFF_Count (Do not change) //[10] = Animation Time (Do not change, for best results :D) setarray .tsm_animate$[0],"30","30","SSS_","41","SSF_","37","SFS_","41","SFF_","45","3"; // Payment Settings // Payment Type // 0 = Zeny, 1 = Item, 2 = Zeny&Item .payment = 1; // [0] = Zeny, [1] = Item ID, [2] = Item Amount; setarray .ssm_payment[0],100000,7720,3; // Single Slot Machine Payment Price setarray .tsm_payment[0],100000,7720,3; // Triple Slot Machine Payment Price // DO NOT CHANGE BELOW // Payment Text Syntax setarray .ssm_payment_message$[0],""+ .ssm_payment[0] +" zeny",""+ getitemname(.ssm_payment[1]) +" x"+ .ssm_payment[2] +""; setarray .tsm_payment_message$[0],""+ .tsm_payment[0] +" zeny",""+ getitemname(.tsm_payment[1]) +" x"+ .tsm_payment[2] +""; end; } credits to owner of this released @hendra814
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how to reset the random option of the item?
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i think he is using 2 client.info inside grf and data folder i also encounter this on mine