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Cyborg

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  1. how to fix this timer because it doesn't work the time in the game is always at zero can you help me for this so that it works ma_in01,49,99,3 script Fallen Hero#main 651,{ cutin "3rd_rune_knight",2; .Fneed_minute = 480; .@remain = (.Fneed_minute - #daily_minute_count); mes "[ ^0000FFFallen Hero^000000 ]"; if (.@remain > 60) { mes "You Have ^FF0000"+#daily_minute_count+"^000000 "+ ( ( #daily_minute_count < .Fneed_minute )?" hours left to get your reward.":"Completed" ); if ( #daily_minute_count < .Fneed_minute ) { close2; cutin "",255; end; } else next; if(gettimetick(2) - #lastpickfallen > (60 * 60 * 24)) { cutin "3rd_rune_knight",2; mes "[ ^0000FFFallen Hero^000000 ]"; mes "Hello "+strcharinfo(0)+" "; mes "Get free items every day."; mes "Let's hope that this day will get something"; next; mes "[ ^0000FFFallen Hero^000000 ]"; mes "Random Item"; mes "For Today..."; if (rand(100) < 10) setarray .@i[0],6232,6228,13710,12916,5184,5199,5209,5762,5467; // 10% chance else if (rand(100) < 20) setarray .@i[0],12884,12885,12886,12887,35078; // 20% chance else setarray .@i[0],13698,13697,14175,14587,12920,12921,14192,16504,12922,7776,12412,35111; // 70% chance set FHitem,.@i[rand(getarraysize(.@i))]; getitem FHitem,1; announce strcharinfo(0)+" has obtained "+getitemname(FHitem)+" from our Fallen Hero!",bc_all,0x00FFFF,FW_NORMAL,15; mes "You get "+getitemname(FHitem)+""; set #lastpickfallen,gettimetick(2); next; mes "[ ^0000FFFallen Hero^000000 ]"; mes "To come back to win new"; close2; cutin "",255; } else if (.@remain > 0) { mes "[ ^0000FFFallen Hero^000000 ]"; cutin "3rd_rune_knight",2; mes "You have ^FF0000"+.@remain+"^000000 minute left to get your reward."; close2; cutin "",255; } } }
  2. //===== rAthena Script ======================================= //= Job Master //===== Description: ========================================= //= A fully functional job changer. //===== Additional Comments: ================================= //= 1.0 Initial script. [Euphy] //= 1.1 Fixed reset on Baby job change. //= 1.2 Added Expanded Super Novice support and initial Kagerou/Oboro support. //= 1.3 Kagerou/Oboro added. //= 1.4 Rebellion added. //= 1.5 Added option to disable RebirthClass. [mazvi] //= 1.6 Added option to get job related equipment on change. [Braniff] //= 1.7 Readability changes. Also added BabyExpanded and BabySummoner classes. [Jey] //= 1.8 Added option to disable Baby Novice Only but Baby Class can be Enabled [mazvi] //= 1.9 Migrate/Integrate to Global Functions Platinum Skills. [mazvi] //============================================================ prontera,153,193,6 script Job Master 123,{ function Get_Job_Equip; // Checks if the Player has the required level. // closes if not, returns if yes function Require_Level { if (BaseLevel < getarg(0) || JobLevel < getarg(1)) { .@blvl = getarg(0) - BaseLevel; .@jlvl = getarg(1) - JobLevel; mes "Level requirement:"; mes ((getarg(0)>1)? "^bb0000"+getarg(0)+"^000000 (^bb0000Base^000000) / ":"")+"^00bb00"+ getarg(1)+"^000000 (^00bb00Job^000000)"; mes "You need " + ((.@blvl > 0) ? "^bb0000"+.@blvl+"^000000 more base levels " + ((.@jlvl > 0) ? "and " : "") : "") + ((.@jlvl > 0) ? "^00bb00"+.@jlvl+"^000000 more job levels " : "") + "to continue."; close; } return; } // Checks if the given eac is a baby class function Is_Baby { return ((getarg(0, eaclass())&EAJL_BABY)>0); } // Checks if the player can change to third class. // Note: This does not include the level checks. function Can_Change_Third { // To change to third class you either need to be: // * Second Class // * Transcendent Second Class // * Baby Second Class if( !.ThirdClass ) return false; // Third job change disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&EAJL_THIRD ) return false; // Already Third Class if( roclass(eaclass()|EAJL_THIRD) < 0 ) return false; // Job has no third Class if( (eaclass()&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE ) return false; // Exp. Super Novice equals 3rd Cls, but has it's own case if( Is_Baby() && (!.BabyClass || !.BabyThird) ) return false; // No Baby (Third) change allowed return true; } function Can_Rebirth { // To rebirth, you need to be: // * Second Class if( !.RebirthClass ) return false; // Rebirth disabled if( !(eaclass()&EAJL_2) ) return false; // Not second Class if( eaclass()&(EAJL_UPPER|EAJL_THIRD) ) return false; // Already Rebirthed/ Third Class if( roclass(eaclass()|EAJL_UPPER) < 0 ) return false; // Job has no transcended class if( Is_Baby() && !.BabyClass ) return false; // No Baby changes allowed return true; } // Checks if the given eac is a first class function Is_First_Cls { return (getarg(0) <= EAJ_TAEKWON); } function Check_Riding { // Note: Why we should always check for Riding: // Mounts are considered as another class, which // would make this NPC bigger just to handle with // those special cases. if (checkfalcon() || checkcart() || checkriding() || ismounting()) { mes "Please remove your ^ff0000" + ((checkfalcon()) ? "falcon" : "") + ((checkcart()) ? "cart" : "") + ((checkriding()) ? "Peco" : "") + ((ismounting()) ? "mount" : "") + "^000000 before proceeding."; close; } return; } function Check_SkillPoints { if (.SkillPointCheck && SkillPoint) { mes "Please use all your ^ff0000skill points^000000 before proceeding."; close; } return; } // addJobOptions is essentially the same like // setarray .@array[getarraysize(.@array)],opt1,opt2,...; // It's just easier to read, since we're using it very often function Job_Options { .@argcount = getargcount(); .@arr_size = getarraysize(getarg(0)); for( .@i = 1; .@i < .@argcount; .@i++) { setarray getelementofarray(getarg(0), .@arr_size++),getarg(.@i); } } // Begin of the NPC mes .NPCName$; Check_Riding(); Check_SkillPoints(); // initialisation .@eac = eaclass(); .@third_possible = Can_Change_Third(); .@rebirth_possible = Can_Rebirth(); .@first_eac = .@eac&EAJ_BASEMASK; .@second_eac = .@eac&EAJ_UPPERMASK; // Note: These are already set in pc.cpp // BaseClass = roclass(.@eac&EAJ_BASEMASK) which is the players First Class // BaseJob = roclass(.@eac&EAJ_UPPERMASK) which is the players Second Class //dispbottom "Debug: eac ("+.@eac+"), third ("+.@third_possible+"), rebirth("+.@rebirth_possible+"), BaseClass ("+BaseClass+"), BaseJob ("+BaseJob+")"; // From here on the jobmaster checks the current class // and fills the the array `.@job_opt` with possible // job options for the player. if( .@rebirth_possible ) { // Rebirth option (displayed on the top of the menu) Require_Level(.Req_Rebirth[0], .Req_Rebirth[1]); Job_Options(.@job_opt, Job_Novice_High); } if( .@third_possible ) { // Third Job change (displayed below rebirth) Require_Level(.Req_Third[0], .Req_Third[1]); Job_Options(.@job_opt, roclass(.@eac|EAJL_THIRD)); } if (.SecondExpanded && (.@eac&EAJ_UPPERMASK) == EAJ_SUPER_NOVICE && // is Super Novice !(eaclass()&EAJL_THIRD) ) { // not already Expanded SN // (Baby) Super Novice to Expanded (Baby) Super Novice if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_SNOVI[0], .Req_Exp_SNOVI[1]); Job_Options(.@job_opt,roclass(.@eac|EAJL_THIRD)); // Expanded SN is "third" cls } } if (.SecondExpanded && ((.@eac&(~EAJL_BABY)) == EAJ_NINJA || // is (Baby) Ninja (.@eac&(~EAJL_BABY)) == EAJ_GUNSLINGER)) { // is (Baby) Gunslinger // (Baby) Ninja to (Baby) Kagerou / Oboro // (Baby) Gunslinger to (Baby) Rebellion if( !Is_Baby(.@eac) || (.BabyClass && .BabyExpanded) ) { // .BabyClass & .BabyExpanded must be enabled if the is a baby Require_Level(.Req_Exp_NJ_GS[0], .Req_Exp_NJ_GS[1]); // Kagerou, Oboro, Rebellion are considered as a 2-1 class Job_Options(.@job_opt, roclass(.@eac|EAJL_2_1)); } } // Player is Job_Novice, Job_Novice_High or Job_Baby if (.@first_eac == EAJ_NOVICE && .@second_eac != EAJ_SUPER_NOVICE) { // MAPID_NOVICE, MAPID_SUPER_NOVICE, MAPID_NOVICE_HIGH, MAPID_BABY Require_Level(.Req_First[0], .Req_First[1]); switch(Class) { case Job_Novice: // First job change Job_Options(.@job_opt,Job_Swordman, Job_Mage, Job_Archer, Job_Acolyte, Job_Merchant, Job_Thief, Job_Super_Novice, Job_Taekwon, Job_Gunslinger, Job_Ninja); if( .BabyNovice ) Job_Options(.@job_opt, Job_Baby); break; case Job_Novice_High: // Job change after rebirth if( .LastJob && lastJob ) Job_Options(.@job_opt, roclass((eaclass(lastJob)&EAJ_BASEMASK)|EAJL_UPPER)); else Job_Options(.@job_opt, Job_Swordman_High, Job_Mage_High, Job_Archer_High, Job_Acolyte_High, Job_Merchant_High, Job_Thief_High); break; case Job_Baby: if( !.BabyClass ) break; // First job change as a baby Job_Options(.@job_opt, Job_Baby_Swordman, Job_Baby_Mage, Job_Baby_Archer,Job_Baby_Acolyte, Job_Baby_Merchant, Job_Baby_Thief); if( .BabyExpanded ) Job_Options(.@job_opt, Job_Super_Baby, Job_Baby_Taekwon, Job_Baby_Gunslinger, Job_Baby_Ninja); if( .BabySummoner ) Job_Options(.@job_opt, Job_Baby_Summoner); break; default: mes "An error has occurred."; close; } } else if( Is_First_Cls(.@eac) || // First Class Is_First_Cls(.@eac&(~EAJL_UPPER)) || // Trans. First Cls (.BabyClass && Is_First_Cls(.@eac&(~EAJL_BABY))) ) { // Baby First Cls // Player is First Class (not Novice) // most jobs should have two options here (2-1 and 2-2) .@class1 = roclass(.@eac|EAJL_2_1); // 2-1 .@class2 = roclass(.@eac|EAJL_2_2); // 2-2 // dispbottom "Debug: Classes: class1 ("+.@class1+"), class2 ("+.@class2+")"; if(.LastJob && lastJob && (.@eac&EAJL_UPPER)) { // Player is rebirth Cls and linear class changes are enforced Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, lastJob + Job_Novice_High); } else { // Class is not enforced, player can decide. if( .@class1 > 0 ) { // 2-1 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, .@class1); } if( .@class2 > 0 ) { // 2-2 Require_Level(.Req_Second[0], .Req_Second[1]); Job_Options(.@job_opt, .@class2); } } } // Displaying the Job Menu defined by .@job_opt. // .@job_opt should not be changed below this line. function Job_Menu; Job_Menu(.@job_opt); close; // Displays the job menu function Job_Menu { function Confirm_Change; while(true) { mes "I can train you to get stronger ^008aff"+strcharinfo(0)+"^000000!."; mes "You don't even have to complete a quest!"; mes "..."; next; mes .NPCName$; mes "Prices:^ff0000$^000000"; mes "- First Class = ^ff0000"+.cost[0]+"^000000z"; mes "- Second Class = ^ff0000"+.cost[1]+"^000000z"; mes "- Third Class = ^ff0000"+.cost[2]+"^000000z"; mes "- Rebirth = ^ff0000"+getitemname(.rebirthRequiredItemId[0])+"^000000 & ^ff0000"+.cost[3]+"^000000z."; next; Check_Riding(); Check_SkillPoints(); // getarg(0) is the .@job_opt array holding all available job changes. .@opt_cnt = getarraysize(getarg(0)); if( .@opt_cnt <= 0 ) { mes .NPCName$; mes "No more jobs are available."; close; } .@selected = 0; // Just a single job class given, no select needed if (.@opt_cnt > 1) { // Multiple job classes given. Select one and save it to .@class // After that confirm .@class mes .NPCName$; mes "Select a job."; .@menu$ = ""; for (.@i = 0; .@i < .@opt_cnt; .@i++) { if( getelementofarray(getarg(0), .@i) == Job_Novice_High) .@jobname$ = "^0055FFRebirth^000000"; else .@jobname$ = jobname(getelementofarray(getarg(0), .@i)); .@menu$ = .@menu$ + .bcor$+" " + .@jobname$ + ":"; } .@menu$ = .@menu$+ .rcor$+" ^777777Cancel^000000"; .@selected = select(.@menu$) - 1; if( .@selected < 0 || .@selected >= .@opt_cnt ) close; next; } .@class = getelementofarray(getarg(0), .@selected); if ((.@class == Job_Super_Novice || .@class == Job_Super_Baby) && BaseLevel < .SNovice) { // Special Level Requirement because Super Novice and // Super Baby can both be selected in one of the first class // changes. That's why the Level Requirement is after and not before // the selection. mes .NPCName$; mes "A base level of ^ff0000" + .SNovice + "^000000 is required to turn into a ^008aff" + jobname(.@class) + "^000000."; return; } // Confirm the Class Confirm_Change(.@class, .@opt_cnt > 1); next; mes .NPCName$; } return; } // Executes the actual jobchange and closes. function Job_Change { .@previous_class = Class; .@to_cls = getarg(0); if ( (.@to_cls >= Job_Swordman && .@to_cls <= Job_Thief) || (.@to_cls >= Job_Gunslinger && .@to_cls <= Job_Ninja) || .@to_cls == Job_Taekwon || (.@to_cls >= Job_Swordman_High && .@to_cls <= Job_Thief_High) || (.@to_cls >= Job_Baby && .@to_cls <= Job_Baby_Thief) || .@to_cls == Job_Baby_Gunslinger || .@to_cls == Job_Baby_Ninja || .@to_cls == Job_Baby_Taekwon ) { .costamount = .cost[0]; } else if ( (.@to_cls >= Job_Knight && .@to_cls <= Job_Crusader2) || (.@to_cls >= Job_Lord_Knight && .@to_cls <= Job_Paladin2) || (.@to_cls >= Job_Star_Gladiator && .@to_cls <= Job_Soul_Linker) || (.@to_cls >= Job_Kagerou && .@to_cls <= Job_Rebellion) || .@to_cls == Job_SuperNovice || (.@to_cls >= Job_Baby_Knight && .@to_cls <= Job_Super_Baby) ) { .costamount = .cost[1]; } else { .costamount = .cost[2]; } if ( (.@to_cls == Job_Novice_High && .LastJob) ) { .costamount = .cost[3]; } if ( Zeny < .costamount ) { next; mes .NPCName$; mes "You don't have ^ff0000"+.costamount+"^000000 Zeny!"; close; } next; mes .NPCName$; mes "You are now ^008aff" + callfunc("F_InsertArticle", jobname(.@to_cls)) + "^000000!"; if (.@to_cls == Job_Novice_High && .LastJob) { lastJob = Class; // Saves the lastJob for rebirth } Zeny -= .costamount; jobchange .@to_cls; if (.@to_cls == Job_Novice_High) resetlvl(1); else if (.@to_cls == Job_Baby) { resetstatus; resetskill; set SkillPoint,0; } specialeffect2 EF_ANGEL2; specialeffect2 EF_ELECTRIC; if (.@previous_class != Class) { if (.Platinum) callfunc "F_GetPlatinumSkills"; if (.GetJobEquip) Get_Job_Equip(); } close; // Always closes after the change } function Confirm_Change { // Player confirms he want to change into .@class .@class = getarg(0, -1); .@back = getarg(1, false); if( .@class < 0 || eaclass(.@class) == -1 ) { mes .NPCName$; mes "Unknown Class Error."; close; } mes .NPCName$; mes "Do you want to change into ^0055FF"+jobname(.@class)+"^000000 class?"; .@job_option$ = .bcor$+" Change into ^0055FF"+jobname(.@class)+"^000000 class"; if( .@class == Job_Novice_High) .@job_option$ = .bcor$+" ^0055FFRebirth^000000"; if (select(.@job_option$+ ":" + ((.@back) ?.rcor$+"^777777Go back^000000" : .rcor$+"^777777Cancel^000000") + "") == 1) { if( .@class == Job_Novice_High) { if(getarraysize(.rebirthRequiredItemId) > (Class - 7)) //check if required item id have been provided { if ( Zeny < .cost[3] ) { next; mes .NPCName$; mes "You don't have ^ff0000" + callfunc("F_InsertComma",.cost[3]) + "^000000z!"; close; } if(countitem(.rebirthRequiredItemId[Class - 7]) > 0) { next; mes .NPCName$; mes "I see if you have ^ff0000" + getitemname(.rebirthRequiredItemId[0]) + "^000000 + ^ff0000" + callfunc("F_InsertComma",.cost[3]) + "^000000z. ^0055FFGood^000000."; delitem .rebirthRequiredItemId[Class - 7], 1; Job_Change(.@class); } else { next; mes .NPCName$; mes "You don't have ^ff0000" + getitemname(.rebirthRequiredItemId[0]) + "^000000. Come back with it before asking for ^0055FFRebirth^000000."; close; } } } Job_Change(.@class); } if (!.@back) close; // "Cancel" pressed return; } // Function which gives a job related item to the player // the items are the rewards from the original job change quests function Get_Job_Equip { // Note: The item is dropping, when the player can't hold it. // But that's better than not giving the item at all. .@eac = eaclass(); if( .@eac&EAJL_THIRD ) { // Third Class Items getitem 2795,1; // Green Apple Ring for every 3rd Class switch(BaseJob) { // BaseJob of Third Cls // For Normal Third, Baby Third and Transcended Third Cls case Job_Knight: getitem 5746,1; break; // Rune Circlet [1] case Job_Wizard: getitem 5753,1; break; // Magic Stone Hat [1] case Job_Hunter: getitem 5748,1; break; // Sniper Goggle [1] case Job_Priest: getitem 5747,1; break; // Mitra [1] case Job_Blacksmith: getitem 5749,1; break; // Driver Band [1] case Job_Assassin: getitem 5755,1; break; // Silent Executor [1] case Job_Crusader: getitem 5757,1; break; // Dip Schmidt Helm [1] case Job_Sage: getitem 5756,1; break; // Wind Whisper [1] case Job_Bard: getitem 5751,1; break; // Maestro Song's Hat [1] case Job_Dancer: getitem 5758,1; break; // Dying Swan [1] case Job_Monk: getitem 5754,1; break; // Blazing Soul [1] case Job_Alchemist: getitem 5752,1; break; // Midas Whisper[1] case Job_Rogue: getitem 5750,1; // Shadow Handicraft [1] getitem 6121,1; // Makeover Brush getitem 6122,1; break; // Paint Brush } } else if ( !(.@eac&EAJL_2) && !(.@eac&EAJL_UPPER) ) { // Not Second Job AND not Rebirth/Third if ( (.@eac&EAJ_UPPERMASK) == EAJ_SWORDMAN ) { getitem 1101,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_MAGE ) { getitem 1601,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_ARCHER ) { getitem 1701,1; getitem 1750,500; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_ACOLYTE ) { getitem 1501,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_MERCHANT ) { getitem 1301,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_THIEF ) { getitem 1201,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_GUNSLINGER ) { getitem 13100,1; getitem 13200,500; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_NINJA ) { getitem 13010,1; getitem 2101,1; } else if ( (.@eac&EAJ_UPPERMASK) == EAJ_TAEKWON ) { getitem 2101,1; } } return; } OnInit: // Initialisation, do not edit these .NPCName$ = "^FF7F00[ Job Master ]^000000"; .bcor$ = "^008aff[>]^000000 "; // Option Button Symbol; .rcor$ = "^ff0000[>]^000000 "; // Cancel button symbol; // Settings .ThirdClass = false; // Enable third classes? .RebirthClass = false; // Enable rebirth classes? .SecondExpanded = false; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? .BabyNovice = false; // Enable Baby novice classes? Disable it if you like player must have parent to get job baby. .BabyClass = false; // Enable Baby classes? .BabyThird = false; // Enable Baby third classes? .BabyExpanded = false; // Enable Baby Expanded classes: Ex. Baby Ninja, Baby Taekwon, etc. .BabySummoner = false; // Enable Baby Summoner? .LastJob = false; // Enforce linear class changes? .SkillPointCheck = true; // Force player to use up all skill points? .Platinum = false; // Get platinum skills automatically? .GetJobEquip = false; // Get job equipment (mostly weapons) on job change? // Level Requirements setarray .Req_First[0],1,10; // Minimum base level, job level to turn into 1st class setarray .Req_Second[0],1,40; // Minimum base level, job level to turn into 2nd class setarray .Req_Rebirth[0],99,50; // Minimum base level, job level to rebirth setarray .Req_Third[0],99,50; // Minimum base level, job level to change to third class setarray .Req_Exp_NJ_GS[0],99,70; // Minimum base level, job level to turn into Expanded Ninja and Gunslinger setarray .Req_Exp_SNOVI[0],99,99; // Minimum base level, job level to turn into Expanded Super Novice .SNovice = 45; // Minimum base level to turn into Super Novice setarray .cost, // Cost for Jobchange 15000, // To First Job 250000, // To Second Job 1000000, // To Third Job 1285000; // To Rebirth setarray .rebirthRequiredItemId[0],7825,7825,7825,7825,7825,7825,7825,7825,7825,7825,7825,7825,7825,7825; // Item Requeriment for Rebirth. // Setting adjustments by PACKETVER if( PACKETVER < 20161207 ) { if( .BabyExpanded ) debugmes "jobmaster: BabyExpanded is disabled due to outdated PACKETVER."; if( .BabySummoner ) debugmes "jobmaster: BabySummoner is disabled due to outdated PACKETVER."; .BabyExpanded = false; .BabySummoner = false; } end; } why did I fake him but he doesn't work in game those ninja job are still there
  3. pa tulog naman po ako 1: paano po siya malalagyan ng branch shop 2: saka auto kick out po sa room prontera,146,164,6 script Dead Branch Room 721,{ setarray $@maps$[1], "ordeal_1-1", "06guild_01", "06guild_02", "06guild_03", "06guild_04", "06guild_05", "06guild_06", "06guild_07", "06guild_08"; setarray .@price[1], 200, 2000000, 2000000, 2000000, 2000000, 2000000, 2000000, 2000000, 2000000; for(set .@b,1; .@b < getarraysize($@maps$); set .@b,.@b + 1) { if(.@b==1){ set .@menu$, .@menu$ + "Public- "+((getmapusers($@maps$[.@b])>=30)?"^CD0000Closed^000000("+getmapusers($@maps$[.@b])+")":"^007700Open^000000("+getmapusers($@maps$[.@b])+") ["+.@price[.@b]+" zeny]")+":"; } else { set .@menu$, .@menu$ + "Private["+(.@b-1)+"]- "+((getmapusers(""+$@maps$[.@b]+"")>=5)?"^CD0000Closed^000000("+getmapusers($@maps$[.@b])+")":"^007700Open^000000("+getmapusers($@maps$[.@b])+") ["+.@price[.@b]+" zeny]")+":"; } } if(select(.@menu$)) { if(Zeny<.@price[@menu]){mes "I'm sorry but you don't have enough Zeny, please come back later."; close;} if(getmapusers($@maps$[@menu])<=30&&@menu==1){ set Zeny,Zeny-.@price[@menu]; set $@maps$,$@maps$[@menu]; setnpctimer 0; attachnpctimer(strcharinfo(0)); startnpctimer; warp $@maps$[@menu],150,148; end; } if(!getmapusers($@maps$[@menu])){ mes "Input a new password."; input($password$[@menu]); set Zeny,Zeny-.@price[@menu]; set $@maps$,$@maps$[@menu]; next; setnpctimer 0; attachnpctimer(strcharinfo(0)); startnpctimer; warp $@maps$[@menu],50,50; end; } if(getmapusers($@maps$[@menu])<=5&&@menu!=1) { mes "This room is password protected please input the password now."; input(@name$); if(@name$==$password$[@menu]){ set Zeny,Zeny-.@price[@menu]; set $@maps$,$@maps$[@menu]; mes "correct!"; next; setnpctimer 0; attachnpctimer(strcharinfo(0)); startnpctimer; warp $@maps$[@menu],50,50; end; } else { mes "Incorrect!"; close; } } else { mes "I'm sorry this room is full."; close; } } OnTimer3600000: if(strcharinfo(3)==$@maps$){ warp "prontera",156,181; end; }
  4. old pa rin yun rathena ko kaya siguro my error hindi ganyan bale papalitan yun timer nya ibang format
  5. meron ako error at paturo na rin saan ko ilalagay yun code para dun sa quest parse_callfunc: expected ')' to close argument list 32 : if (gettimetick(2) - credscd < (3600 * 24 * credsdays)) { 33 : mes .@npcname$; 34 : //Basic notification na gamit na ung npc today 35 : // -> mes "You've already used your chance today."; 36 : //Notification with date and time until next usage * 37 : mes "Exchange again in : "+gettimestr("%m-%d-%Y %I:%M:%S %p",23','.creds); 38 : mes "Time left : "+callfunc("Time2Str",.creds); 39 : close; 40 : } 41 : mes .@npcname$; 42 : mes "I Can Change Credits to Zeny";
  6. okay salamat sa tip try ko nalang ito sa other day kung meron error post ko ulit dito happy new year
  7. saan ko part ito ilalagay ito code na ito para iwas error na rin?
  8. paano siya lagyan ng requirments po parang quest bago po nila gamit ito?
  9. hindi siya gumana my kailangan bagohin dito tsaka paano dagdag siya code para sa quest? if (creds < gettimetick(2)) goto C_creds; { mes "[^000088 Mr. Credit ^000000]"; mes "Are you sure you want to exchange your Zeny to Credits?"; menu "Yes",-,"No",G_no; next; mes "[^000088 Mr. Credit ^000000"; mes "How many Credits do you want to exchange?"; next; input .@t; if(Zeny < 10000000*.@t) goto L_NOTENOUGH2; mes "[^000088 Mr. Credit ^000000]"; mes "Thanks. . See you again. . . !"; set Zeny,Zeny-10000000*.@t; getitem 8055,.@t; creds = gettimetick(2); close; }
  10. ang gusto sana kapag ng quest sila ang cooldown yun timer 24 hour kada palit nila ng credit o zeny sa npc kada character 24 hour saka ulit sila makapag pagpapalit ng credit o zeny sa npc. salamat testing ko nalang ito dalawa script kung ano ang maganda
  11. opo per day lang po buong services nya kada papalit po ng credit o zeny po sa npc po.
  12. pa tulong naman po ako paano lagyan po ito ng timer na 24 hours kada normal character and quest na rin salamat po sa tutulong. prontera,138,184,5, script Credit Agent 828,{ mes "[^000088 Mr. Credit ^000000]"; mes "I Can Change Credits to Zeny"; mes "and Zeny to Credits"; mes "Remember 1 Credit = ^64000010,000,000z^000000."; mes "Max Zeny is ^6400002,000,000,000z^000000 so be careful with your Credits"; mes "Exchanging Credits with Max Zeny your Credits will be Wasted"; mes "So what do you want?"; menu "Credits To Zeny",-,"Zeny To Credits",ztc; next; mes "[^000088 Mr. Credit ^000000]"; mes "Are you sure you want to exchange your Credits to Zeny?"; menu "Yes",-,"No",G_no; next; mes "[^000088 Mr. Credit ^000000]"; mes "How many Credits do you want to exchange?"; next; input .@t; if(countitem(8055) < .@t) goto L_NOTENOUGH; mes "[^000088 Mr. Credit ^000000]"; mes "Thanks. . See you again. . . !"; delitem 8055,.@t; set Zeny,Zeny+10000000*.@t; close; ztc: next; mes "[^000088 Mr. Credit ^000000]"; mes "Are you sure you want to exchange your Zeny to Credits?"; menu "Yes",-,"No",G_no; next; mes "[^000088 Mr. Credit ^000000"; mes "How many Credits do you want to exchange?"; next; input .@t; if(Zeny < 10000000*.@t) goto L_NOTENOUGH2; mes "[^000088 Mr. Credit ^000000]"; mes "Thanks. . See you again. . . !"; set Zeny,Zeny-10000000*.@t; getitem 8055,.@t; close; L_NOTENOUGH: next; mes "[^000088 ^000088 Mr. Credit ^000000]"; mes "You are lacking some credits."; close; L_NOTENOUGH2: next; mes "[^000088 ^000088 Mr. Credit ^000000]"; mes "You are lacking some Zeny."; close; G_no: next; mes "[^000088 ^000088 Mr. Credit ^000000]"; mes "Please use my service next time"; close; end; }
  13. help me how to input this script for 24 hour timer per character prontera,138,184,5, script Credit Agent 828,{ mes "[^000088 Mr. Credit ^000000]"; mes "I Can Change Credits to Zeny"; mes "and Zeny to Credits"; mes "Remember 1 Credit = ^64000010,000,000z^000000."; mes "Max Zeny is ^6400002,000,000,000z^000000 so be careful with your Credits"; mes "Exchanging Credits with Max Zeny your Credits will be Wasted"; mes "So what do you want?"; menu "Credits To Zeny",-,"Zeny To Credits",ztc; next; mes "[^000088 Mr. Credit ^000000]"; mes "Are you sure you want to exchange your Credits to Zeny?"; menu "Yes",-,"No",G_no; next; mes "[^000088 Mr. Credit ^000000]"; mes "How many Credits do you want to exchange?"; next; input .@t; if(countitem(8055) < .@t) goto L_NOTENOUGH; mes "[^000088 Mr. Credit ^000000]"; mes "Thanks. . See you again. . . !"; delitem 8055,.@t; set Zeny,Zeny+10000000*.@t; close; ztc: next; mes "[^000088 Mr. Credit ^000000]"; mes "Are you sure you want to exchange your Zeny to Credits?"; menu "Yes",-,"No",G_no; next; mes "[^000088 Mr. Credit ^000000"; mes "How many Credits do you want to exchange?"; next; input .@t; if(Zeny < 10000000*.@t) goto L_NOTENOUGH2; mes "[^000088 Mr. Credit ^000000]"; mes "Thanks. . See you again. . . !"; set Zeny,Zeny-10000000*.@t; getitem 8055,.@t; close; L_NOTENOUGH: next; mes "[^000088 ^000088 Mr. Credit ^000000]"; mes "You are lacking some credits."; close; L_NOTENOUGH2: next; mes "[^000088 ^000088 Mr. Credit ^000000]"; mes "You are lacking some Zeny."; close; G_no: next; mes "[^000088 ^000088 Mr. Credit ^000000]"; mes "Please use my service next time"; close; end; }
  14. paano po ito bagohin na soul link ka ng ibang character na hindi po siya use kailangan mang pa link ka muna sa iba para link ka, pa tulong naman po ako sa encode na ito // SOUL LINK SCROLLS // 20500,Spirit_of_Alchemist,Spirit of Alchemist,2,2,,10,,,,,0x00040000,7,2,,,,,,{ skilleffect "SL_ALCHEMIST",0; sc_start4 SC_SPIRIT,350000,5,445,0,0; },{},{} 20501,Spirit_of_Monk,Spirit of Monk,2,2,,10,,,,,0x00008000,7,2,,,,,,{ skilleffect "SL_MONK",0; sc_start4 SC_SPIRIT,350000,5,447,0,0; },{},{} 20502,Spirit_of_Star_Gladiator,Spirit of Star Gladiator,2,2,,10,,,,,0x00400000,7,2,,,,,,{ skilleffect "SL_STAR",0; sc_start4 SC_SPIRIT,350000,5,448,0,0; },{},{} 20503,Spirit_of_Sage,Spirit of Sage,2,2,,10,,,,,0x00010000,7,2,,,,,,{ skilleffect "SL_SAGE",0; sc_start4 SC_SPIRIT,350000,5,449,0,0; },{},{} 20504,Spirit_of_Crusader,Spirit of Crusader,2,2,,10,,,,,0x00004000,7,2,,,,,,{ skilleffect "SL_CRUSADER",0; sc_start4 SC_SPIRIT,350000,5,450,0,0; },{},{} 20505,Spirit_of_Super_Novice,Spirit of Super Novice,2,2,,10,,,,,0x00000001,7,2,,,,,,{ skilleffect "SL_SUPERNOVICE",0; sc_start4 SC_SPIRIT,350000,5,451,0,0; },{},{} 20506,Spirit_of_Knight,Spirit of Knight,2,2,,10,,,,,0x00000080,7,2,,,,,,{ skilleffect "SL_KNIGHT",0; sc_start4 SC_SPIRIT,350000,5,452,0,0; },{},{} 20507,Spirit_of_Wizard,Spirit of Wizard,2,2,,10,,,,,0x00000200,7,2,,,,,,{ skilleffect "SL_WIZARD",0; sc_start4 SC_SPIRIT,350000,5,453,0,0; },{},{} 20508,Spirit_of_Priest,Spirit of Priest,2,2,,10,,,,,0x00000100,7,2,,,,,,{ skilleffect "SL_PRIEST",0; sc_start4 SC_SPIRIT,350000,5,454,0,0; },{},{} 20509,Spirit_of_Artist,Spirit of Artist,2,2,,10,,,,,0x00080000,7,2,,,,,,{ skilleffect "SL_BARDDANCER",0; sc_start4 SC_SPIRIT,350000,5,455,0,0; },{},{} 20510,Spirit_of_Rogue,Spirit of Rogue,2,2,,10,,,,,0x00020000,7,2,,,,,,{ skilleffect "SL_ROGUE",0; sc_start4 SC_SPIRIT,350000,5,456,0,0; },{},{} 20511,Spirit_of_Assassin,Spirit of Assassin,2,2,,10,,,,,0x00001000,7,2,,,,,,{ skilleffect "SL_ASSASIN",0; sc_start4 SC_SPIRIT,350000,5,457,0,0; },{},{} 20512,Spirit_of_Blacksmith,Spirit of Blacksmith,2,2,,10,,,,,0x00000400,7,2,,,,,,{ skilleffect "SL_BLACKSMITH",0; sc_start4 SC_SPIRIT,350000,5,458,0,0; },{},{} 20513,Spirit_of_Hunter,Spirit of Hunter,2,2,,10,,,,,0x00000800,7,2,,,,,,{ skilleffect "SL_HUNTER",0; sc_start4 SC_SPIRIT,350000,5,460,0,0; },{},{} 20514,Spirit_of_Soul_Linker,Spirit of Soul Linker,2,2,,10,,,,,0x00800000,7,2,,,,,,{ skilleffect "SL_SOULLINKER",0; sc_start4 SC_SPIRIT,350000,5,461,0,0; },{},{}
  15. paano po maglagay ng timer sa buffer npc po ng 20 minutes sc_start SC_BLESSING,360000,10; salamat po sa sasagot...
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