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Capuche

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Posts posted by Capuche

  1. I don't see effective way to do that by NPC script. You need to change the behaviour of aggressive monster moving through unitwalk in src. This modification is required for wave mode instance so it will be implemented one day or another anyway.

    • Like 1
  2. izlude,128,124,0	script	dumb menu A	4_F_01,{
    	mes "what do you want to do";
    	while (true) {
    		next;
    		if (select( "^FF0000Add an item^000000", "Close" ) == 2)
    			end;
    		mes "Input Item ID :";
    		input [email protected]_item;
    		if (getitemname([email protected]_item) == "null") {
    			mes "Invalid item ID " + [email protected]_item;
    			continue;
    		}
    		mes "Input Amount :";
    		input [email protected]_amount;
    		if ([email protected]_amount == 0) {
    			mes "Invalid amount.";
    			continue;
    		}
    		[email protected]_id[ [email protected] ] = [email protected]_item;
    		[email protected][ [email protected] ] = [email protected]_amount;
    		[email protected]++;
    
    		mes "Item list :";
    		for ( [email protected] = 0; [email protected] < [email protected]; [email protected]++ )
    			mes ([email protected]+1) + "/ x" + [email protected][[email protected]] + " ^ff0000" + getitemname([email protected]_id[[email protected]]) + "^000000";
    	}
    }

     

    • MVP 2
  3. Call the corresponding shop ID in your npcs

    // Shop NPCs -- supplying no argument displays entire menu.
    //	callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}};
    //============================================================
    prontera,164,167,4	script	Quest Gears#h1	998,{ callfunc "qshop2",1; }	// call shop 1
    prontera,164,168,4	script	Quest Gears#h2	998,{ callfunc "qshop2",2; }	// call shop 2
    // -----------------------------------------------------------
    //  Shop IDs -- to add shops, copy dummy data at bottom of file.
    //	setarray .Shops$[1],"<Shop 1>","<Shop 2>"{,...};
    // -----------------------------------------------------------
    
    	setarray .Shops$[1],"Headgears","Midgears","Lowergears","Accessory";
    
    // -----------------------------------------------------------
    //  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(1,26037,1,0,0,1022,300,1068,300,7043,300,969,3000);			// shop 1
    	Add(1,26036,1,0,0,952,300,1037,300,950,300,969,3000);
    	Add(1,26053,1,0,0,951,300,922,300,954,300,969,3000);
    	Add(1,26082,1,0,0,711,300,7006,300,951,300,969,3000);
    	Add(1,26028,1,0,0,7110,300,7097,300,952,300,969,3000);
    	Add(1,5374,1,0,0,1039,300,1044,300,7507,300,969,3000);
    	Add(1,5138,1,0,0,1095,300,7567,300,921,300,969,3000);
    	sleep 10;
    	Add(2,26181,1,0,0,7293,3,7227,50,4140,50,969,1500);				// shop 2
    	Add(2,26095,1,0,0,7291,3,7227,50,4140,50,969,1500);
    	Add(2,26057,1,0,0,7292,3,7227,50,4140,50,969,1500);	

     

    • MVP 1
  4. https://github.com/rathena/rathena/commit/ea88ea50546fd140bda875056f83a60b6b0bef96

    This PR change the emoticons constant name to match emoticonlist from client side.
    Note: the previous emoticons names are now deprecated.
    
    Additionnally emotion and unitemote scripts commands are being merged together to the new format
    -> emotion <emotion number>{,<target>};
    Where target use the target Game ID (GID) of the unit (npc, pet, character etc..).
    
    * unitemote is now deprecated.
    emotion [email protected]+57,0,"Gm Dice";

    is now :

    emotion ([email protected]+57), getnpcid(0,"Gm Dice");

    You can run https://github.com/rathena/rathena/blob/master/tools/convert_emotions.py to convert your script.

    • MVP 1
    • Like 1
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