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Kawacito

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About Kawacito

  • Birthday 01/11/1993

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  1. thank you very much it worked for me! Now I have a new question, in the event that I have 100 different items, how can I summarize this part to have a (set #POINTS) without having to do 1 x 1 if (.@item_id = 42000){ set #ONE, #ONE+ 1; mes "You have a total of"+ #ONE+" Points"; } if (.@item_id = 42005){ set #TWO, #TWO+ 1; mes "You have a total of"+ #TWO+" Points"; } if (.@item_id = 42010){ set #THREE, #THREE + 1; mes "You have a total of"+ #THREE +" Points"; } This is the question. I have more than 100 items and I would like for example: When I get the item 40000 I get 1 point and I save it, so for each item that comes out of the box I would like to summarize that part without having to do 1 x 1
  2. My question is how do I get the NAME and ID of the item that this function gives me and then add it to the npc dialog? function script Omegabox { specialeffect2 39; setarray .Omega[0],42000,42005,42010; set .Random, getarraysize( .Omega); rentitem .Omega[ rand( .Random) ], 1 * 259200; mes" Congratulations, you get a "NAME ITEM" "; if ("ID ITEM" = 42000){ set #ONE, #ONE+ 1; mes "You have a total of"+ #ONE+" Points"; } if ("ID ITEM" = 42005){ set #TWO, #TWO+ 1; mes "You have a total of"+ #TWO+" Points"; } if ("ID ITEM" = 42010){ set #THREE, #THREE + 1; mes "You have a total of"+ #THREE +" Points"; } close; end; }
  3. I would like to change the following script so that it can be used in a consumable item that calls the function to perform the spin without asking for anything in return, since the item that is consumed is the item in charge of performing the spin, the idea is that when using the item instantly start spinning the spin, I would like to remove the npc conversations and not ask for gold or anything, only that when using the item I turn the spin and give the prize nothing more function script spin_basico { OnTalk: if (!countitem(671) && #freewheelfortunespin < 0) { mes("[^0055FFLucky Spin^000000]", .EventName$); mes("You are out of Gold Coins"); mes("and have no more"); mes("free spins. Come back"); mes("next time for more!"); close(); } .@mes$ = (#freewheelfortunespin > 0) ? sprintf(", but you, my friend, have %d free spin%s!", #freewheelfortunespin, (#freewheelfortunespin == 1) ? "" : "s") : "."; addtimer(1, sprintf("%s::OnEnd", strnpcinfo(NPC_NAME))); while (true) { if (!countitem(671) && #freewheelfortunespin < 0) callsub(S_End); switch (select( (#freewheelfortunespin > 0) ? sprintf("Yes! Use free spin! (%d left)", #freewheelfortunespin) : "", (countitem(671)) ? "Si!. ( 1 gold coin)" : "", "Cancelar" )) { // pay with free spin case 1: if (#freewheelfortunespin > 0) { if ((#freewheelfortunespin -= 1) < 0) #freewheelfortunespin = 0; callsub(S_Spin); } else callsub(S_End); break; // Pay with zeny case 2: if (countitem(671)) { delitem 671,1; callsub(S_Spin); } else { cutin("aca_salim02", 2); mes("[^0055FFLucky Spin^000000]", .EventName$); mes("Awww, you don't have enough to gamble..."); mes(" "); mes("Have you ever heard?"); mes("'Money isn't all that matters' Got it?"); mes("Byeeeeeeeeeeeeee ;)"); callsub(S_End); } break; default: close; } } // Wheel spin animation S_Spin: .@Sector = rand(.Sector_Range[0], .Sector_Range[1]); .@Display = .@Sector * 2 - 1; .@Speed = .Spin_Speed; for (.@i = 0; .@i < .nbTurns; .@i++) { .@b = .Cutin_Range[0]; while (.@b <= .Cutin_Range[1]) { cutin(sprintf("%s%d", .Cutin$, .@b), 4); sleep2(.@Speed); .@b++; .@Speed += 1; // not ++, because you may want to adjust the stopping +1 +2 +3 } } .@b = .Cutin_Range[0]; while (.@b < .@Display) { cutin(sprintf("%s%d", .Cutin$, .@b), 4); sleep2(.@Speed); .@b++; } cutin(sprintf("%s%d", .Cutin$, .@b), 4); if (.Prize_ID[.@Sector] == -1) { // Free spin if (.Sound_Effects) soundeffect("wheel_jackpot.wav", 0); announce(sprintf("[%s] : Wow, %dx more Free spins!!!", .EventName$, .Prize_Qty[.@Sector]), bc_blue | bc_self); #freewheelfortunespin = #freewheelfortunespin == 0 ? .Prize_Qty[.@Sector] : #freewheelfortunespin + .Prize_Qty[.@Sector]; } else if (.Prize_ID[.@Sector] == 0) { // Nothing if (.Sound_Effects) soundeffect("wheel_lost.wav", 0); announce(sprintf("[%s] : Awwww, no hay suerte en tu apuesta, más suerte en el amor...", .EventName$), bc_blue | bc_self); } else { // Item if (.Sound_Effects) soundeffect("wheel_won.wav", 0); announce(sprintf("[%s] : %dx %s - enjoy your prize!", .EventName$, .Prize_Qty[.@Sector], getitemname(.Prize_ID[.@Sector])), bc_blue | bc_self); getitem(.Prize_ID[.@Sector], .Prize_Qty[.@Sector]); } sleep2(1000); if (!countitem(671) && #freewheelfortunespin < 0) { mes("[^0055FFLucky Spin^000000]", .EventName$); mes("You are out of Gold Coins"); mes("and have no more"); mes("free spins. Come back"); mes("next time for more!"); close(); } return; S_End: close2(); OnEnd: cutin("", 255); end; OnInit: .EventName$ = "Wheel Of Fortune"; bindatcmd("wheel_of_fortune", "Wheel_of_Fortune::OnCommand", 98,false); .Spin_Speed = 10; // What is the base spin speed? (ms) .nbTurns = 3; // How many times the arrow makes a complete turn, before entering the stopping routine .Sound_Effects = false; // Enable sound effects? (true/false) // You must have a total of 10 prizes. DO NOT remove 0 or -1 from the array and do not // change their order. setarray(.Prize_ID[1], 0, 40147, 12103, 40182, 40300, 671, -1, 40183, 40100, 40180); setarray(.Prize_Qty[1], 0, 1, 3, 3, 3, 1, 2, 1, 1, 1); // Don't touch below .Cutin$ = "WheelOfFortune_"; setarray(.Sector_Range, 0, 10); // Sector range setarray(.Cutin_Range, 1, 19); // Cutin range }
  4. What I am looking to create is very basic but unfortunately I cannot solve the problem, what I need to create is an NPC that gives me a list of the items that I have equipped and a menu for each item that I have equipped to perform other functions. In my case through an npc that allows the battle teams to evolve with a specific item, when speaking to the npc I get the option of which equipped item I want to evolve, example: [NPC] You have equipped: *Devil Hat *Devil Armor Which do you want to evolve? menu: Devil's Hat Devil Armor basically it is that the npc gives me the name of the item that I have equipped and gives me the option to select which one I want to select for future actions
  5. I did not find the download link, can you share the clean exe if you have it?
  6. I didn't do anything like that, just add in the folder Texture/effect/customeffect the effect with .str with the corresponding images in .bmp format and then in the file luafiles512/hateeffectinfo/hateeffectinfo.lub add the following lines: HAT_EF_nameeffect = 124, hatEffectTable = { [HatEFID.HAT_EF_nameeffect] = { resourceFileName = "customeffect\\nameeffect.str", hatEffectPos = 0, hatEffectPosX = 0, isRenderBeforeCharacter = true, isIgnoreRiding = true },
  7. I try to create my own aura since I can't open a .tga file with that program
  8. Do you happen to have the link to the program? I'll try to do what I can and see how it turns out
  9. I was able to achieve the Hat Effect, but the files I have to add are .tga and I think that for that reason it does not allow me to add it as a Hat Effect, look for guides and add my own Hat Effect but it does not work and I think it is because of the format already that in Hat Effect .str is used, any suggestions to be able to implement my 6 auras?
  10. Activate it and it doesn't work, which exe do you recommend if it works?
  11. The letter K is not visible on my server, how do I activate it?
  12. Hello good! I tell you that I have 6 auras (aura_float) that I would like to add to my server, the problem is that I don't know how to add the 6 auras together and then through an NPC that gives me the option to use any of these 6 previously added auras. Help.
  13. debes tener diffeado el exe, habilita la opción de custom aura o referentes a las auras
  14. The following script generates points when eliminating an MVP from the list it contains, but I would also like it to subtract points when being eliminated by an MVP... - script RankingMvP -1,{ OnInit: setarray $mobs[0],1096,1388,1648,1917,1832; end; OnNPCKillEvent: for ( set .@i, 0; .@i < getarraysize( $mobs ); set .@i, .@i + 1) { if( killedrid == $mobs[.@i] ) { dispbottom " Has obtenido 1 Punto de Clasificatoria"; end; } } }
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