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Penicilina

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Everything posted by Penicilina

  1. From the documentation, pasted only parts referring to the discussed topic: <map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite id>,<triggerX>,<triggerY>,{<code>} A '-1' Sprite ID will make the NPC invisible (and unclickable). TriggerX and triggerY, if given, will define an area, centered on NPC and spanning triggerX cells in every direction across X and triggerY in every direction across Y. Walking into that area will trigger the NPC. If no 'OnTouch:' special label is present in the NPC code, the execution will start from the beginning of the script, otherwise, it will start from the 'OnTouch:' label. Monsters can also trigger the NPC, though the label 'OnTouchNPC:' is used in this case. Thus, taking @Poring King's first example, you would declare the NPC like this I think prontera,0,0,3 script TouchMe -1,11,11{
  2. This will give away the item everytime though. You will probably want to add a check to avoid that. I would go with making one of the given items transaction restricted so it is always being carried and can look for it like this: if(countitem(7227)==0) getitem 7227,1;
  3. I went ahead and slightly modified buraquera's script map,x,y,pos script Prontera Warper::PrtWarper SPRITE_ID,{ if(getgmlevel()==99){ switch(select("Warp to Prontera","Change Password")){ case 1: mes "Enter Password"; input .@pass$; if (.@pass$ == $pass$){ warp "prontera",0,0; end; } mes "Wrong Password"; close; break; case 2: mes "Enter new Password"; input $pass$; mes "Password updated"; close; break; } } end; } Try this Of course remember to edit the map, coordinates and sprite in order for the NPC to appear Also note that this will warp into a random position because of 0,0 coordinates please let me know if it works
  4. Hi As it has been stated this seems rather complex as it is more than just a couple of NPCs, but I'm interested nonetheless. I can help you develop and implement such system, at least in the early stages as my scripting knowledge may come short at some point. But first I need to know: do you have any means for testing this stuff? Because I don't really have free access to a server myself and this will obviously require a lot of trial and error. Regards
  5. Penicilina

    @storecard

    Hi try adding an extra innerly nested if statement if(sd->inventory.u.items_inventory[i].card[0] || sd->inventory.u.items_inventory[i].type == 6){ storage_storageadd(sd, &sd->storage, i, sd->inventory.u.items_inventory[i].amount); } although i think this may send to storage blacksmith forged weapons if you test it please let me know wether it works byes
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