Penicilina
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Posts posted by Penicilina
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13 minutes ago, Poring King said:
prontera,0,0,3 script TouchMe -1,{ OnTouch: getitem 7227,1; dispbottom "You just receive an item from GameMaster Team"; }
Not tested just made this from phone
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;
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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
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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
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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
pass through a cell buff or with pop up mes
in Script Requests
Posted
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