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iraciz

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Posts posted by iraciz

  1. On 1/27/2020 at 9:31 PM, Frost Diver said:

    Sorry, let me rephrase

    I need @autopot to block usage in pvp,gvg and woe map. Other map are fine. Can be used normally. I saw a script that block @storage to be used in certain maps. But i dont have any idea how to edit that to work for @autopot just like what i want. I dont need @storage because that command is disabled in my server. Just use @storage script as my guidance to edit. But still, i have no idea..

     

    Yes, im using rathena provided autopot. Ok mate, i'll that. Thanks

     

    okay mate. It worked. Thanks alot 

    could you share your script? I want to block that command too In bg and woe maps.

  2. On 10/10/2020 at 11:09 AM, AnnieRuru said:

    simple, why not just disable `@autopot` in a pvp/gvg/battleground maps ?
    save a lot of time doing so

    after all I think autopot feature should only use on pve = player vs monsters, its broken in player vs player situations

    Hi dear AnnieRuru, I'm happy to see you back here, could you guide me please, how to disable that comamand in those maps?

    remember that this command is binded via script and not by flag.

     

  3. This is Damm messed Up....

    the first stage mobs are spawning continuously even after defeating the first two

    CONFIRMED!!!!! MY USERS SEND ME THIS SCREENSHOT WITH THE ISSUE!

    Temple.thumb.png.2faf41a721477540aa04a45ab36942db.png

     

     

    FIRST:
    - The first two announcements are not displayed when entering the map! I suspect those are trigered just after generating the instance and not when the party leader put a foot in that map! 


    instance_id(), "[Temple of Demon God] Eliminate the Demon God's Apostles, Ahat and Shnaim.",bc_map,0x00ff99;
    sleep 1500;
    instance_announce instance_id(), "[Temple of Demon God] Then collect their Souls. Those are the key to open the Temple.",bc_map,0x00ff99;

    From this part!:

    OnInstanceInit:
    	set .@map$, strnpcinfo(4);
    	//disable unused npcs for now
    	disablenpc instance_npcname( "tdgWarp#1" );
    	disablenpc instance_npcname( "tdgWarp#2" );
    	disablenpc instance_npcname( "tdgWarp#3" );
    	disablenpc instance_npcname( "tdgWarp#4" );
    	disablenpc instance_npcname( "tdgWarp#5" );
    	
    	set 'instance_tdg_level, 0;
    	set .max_tdg_level, 6;
    	
    	set .moroccId, -1;
    	
    	instance_announce instance_id(), "[Temple of Demon God] Eliminate the Demon God's Apostles, Ahat and Shnaim.",bc_map,0x00ff99;
    	sleep 1500;
    	instance_announce instance_id(), "[Temple of Demon God] Then collect their Souls. Those are the key to open the Temple.",bc_map,0x00ff99;

    Any Idea how to send those broadcast once Inside the map? and Not once the instance init? Because those are sent before the party arrives the instance map, causing players to lose instructions on what to do

    Maybe is In wrong Order, because I made a @reloadscript while in instance  and then it shows the messages, and that is because I was in the map, But when I enter from a diferent map those messages are not even displayed in my regular chat display box. 

    SECOND:    Where is AHAT?

    He/She/It Should appear,to challenge the party to desist from continuing the incursion to the temple, then Hide himself, and then goes the Apostoles spawns... but because of the first point.. everything happens before the people arrive into the map.

    Also give this quest to the leader, and this quest should be removed if the instance is destroyed:

        [7596] = {
            Title = "Qualifications of the Guests",
            Description = {
                "To enter the Temple of the Demon God, you need a key. Defeat Gatekeeper Ahat and Shnayim, and use their souls to open the temple entrance."
            },
            Summary = "1 Ahat's Soul, 1 Shnayim's Soul"
        },

    ukjh.thumb.png.d599e8806988d0a994227a0161c4f535.png

    THIRD:    Where are the Effects?
    The Soul Globe should spawn this effect continously when the two apostoles are defeated,
    EF_SPHERE;
    and turn the effect off once the temple door is opened, Also once the door Is opened for the instance duration, This menu should be skipped and not showed again and again and again every time it triggers the ontouch label.

    Also the leader can be able to open it's dialog by clicking on it, and not only Triggering it  on touch.
    ukjh.png.b0c2178b399d147e69890ff9e3f0783a.png

    Where is the Warp Portal effect to the center of this map? 
    It says the Door was opened... But Bro! AT LEAST Display a warp portal effect, so the players will know that they should step there, and not guessing or loosing time  wandering around whitout knowing.

    ukjh.thumb.png.3857a47adb9bded62e814e14739f61be.png

    FOURTH:  THE QUEST'S
    Abidal sprite is 4_M_SAGE_C    or    ID 755

    Since there's no quest cooldown, a new one can be taken imediately after being completed.!

    Making this dialog in script useless:

    	else
    	{
    		mes "Now that we've taken care of the main body, we can take things slow.";
    		mes "Why don't you go rest for now? Leave the rest to us.";
    	}
    	cutin "", 255;
    	close;

    The correct way is to give a new quest for the cooldown, to make use of that dialoge. Once passed the time, the player can take again the hunting quest.

    Also the original quest id's are those and already exist in client luafiles and emulator yml files:

      - Id: 7594
        Title: Frost Spider and Fire Wolf
        Targets:
          - Mob: MM_BRINARANEA
            Count: 1
          - Mob: MM_MUSPELLSKOLL
            Count: 1
      - Id: 7597
        Title: Fall of the False God
     

    Ongoinquestinfolist.lub:
     

    	[7597] = {
    		Title = "Fall of the False God",
    		Description = {
    			"You defeated Demon God Morocc, who wanted to create a new world and play God. Report to Commander Hiva Agip."
    		},
    		Summary = "Report to the Commander",
    		NpcSpr = "4_M_REDSWORD",
    		NpcNavi = "moro_vol",
    		NpcPosX = 108,
    		NpcPosY = 88,
    		RewardEXP = "1000000",
    		RewardJEXP = "500000",
    		RewardItemList = {
    			{ ItemID = 22567, ItemNum = 1 }
    		}
    	},
    	[7598] = {
    		Title = "Caged God",
    		Description = {
    			"Confined in his own world, the Demon God is cursed to suffer for eternity. Come back tomorrow and put him out of his misery once more."
    		},
    		Summary = "Come back tomorrow"
    	},


    PLEASE PROVIDE AND SHARE CONTENT TO THE USERS WITH THE CORRECT STUFF!

  4. How to check this status via script?

    PCBLOCK_SKILL

    I'm using this line in autopot script to disable it in WoE, and it is working.

    OnStart:
    if (agitcheck() || agitcheck2()) {dispbottom "[Autopot Disabled During WoE Time.]";
    end;
    }


    But, In a custom Battleground, when a player carries a Flag or a Stone, they can still consume the autopot item, 

    when that happen, this status is triggered:
    setpcblock(PCBLOCK_SKILL|PCBLOCK_COMMANDS|PCBLOCK_USEITEM,true);
     

    Is possible to check the status? and end the script of the autopot? something like this?:

    if PCBLOCK_SKILL {dispbottom "[Autopot disabled at your current condition.]";
    end;
    }

    Thanks in advance.

     

     

  5. Solved, 

    CastDelayFlags:
    IgnoreStatus: true
    IgnoreItemBonus: true

    NOTE:

    The default structure of Sonic Blow Skill comes without cooldown, so the castdelay flags are useless!, unless you add a cooldown to force a delay and avoid the skill being casted twice or triple in an instant.

    Cooldown: 1000

    example:

      - Id: 136
        Name: AS_SONICBLOW
        Description: Sonic Blow
        MaxLevel: 10
        Type: Weapon
        TargetType: Attack
        Range: 1
        Hit: Multi_Hit
        HitCount: -8
        Element: Weapon
        CopyFlags:
          Skill:
            Plagiarism: true
            Reproduce: true
            RemoveRequirement: true
        AfterCastActDelay: 2000
        AfterCastWalkDelay: 2000
        Cooldown: 1000
        Duration2: 5000
        CastDelayFlags:
          IgnoreStatus: true
          IgnoreItemBonus: true
        Requires:
          SpCost:
            - Level: 1
              Amount: 16
            - Level: 2
              Amount: 18
            - Level: 3
              Amount: 20
            - Level: 4
              Amount: 22
            - Level: 5
              Amount: 24
            - Level: 6
              Amount: 26
            - Level: 7
              Amount: 28
            - Level: 8
              Amount: 30
            - Level: 9
              Amount: 32
            - Level: 10
              Amount: 34
          Weapon:
            Katar: true

     

  6. Good day,

    My users are complainting the sonic blow behaviour in poem of bragi, assassi cross can cast 2 or even 3 sonics at once, because the skill is being affected by poem, and cast delay reduce gear, please how can I make sonic blow delay not be affected by songs or gears?  

    here's the skill structure:

      - Id: 136
        Name: AS_SONICBLOW
        Description: Sonic Blow
        MaxLevel: 10
        Type: Weapon
        TargetType: Attack
        Range: 1
        Hit: Multi_Hit
        HitCount: -8
        Element: Weapon
        CopyFlags:
          Skill:
            Plagiarism: true
            Reproduce: true
        AfterCastActDelay: 2000
        AfterCastWalkDelay: 2000
        Duration2: 5000
        CastDelayFlags:
          IgnoreStatus: true
        Requires:
          SpCost:
            - Level: 1
              Amount: 16
            - Level: 2
              Amount: 18
            - Level: 3
              Amount: 20
            - Level: 4
              Amount: 22
            - Level: 5
              Amount: 24
            - Level: 6
              Amount: 26
            - Level: 7
              Amount: 28
            - Level: 8
              Amount: 30
            - Level: 9
              Amount: 32
            - Level: 10
              Amount: 34
          Weapon:
            Katar: true

     

  7. Good day Dear members...

    As the tittle say's

    What is this skill for? it's Passive and was inherit from a pair of shoes that i got in  box  of halloween.

    I can't find any information about this skill in any official Site!

    sample2.png.fe7d86c44c14acc8384e854677bd5ff2.png

    I need answers, how do this skills works, benefits, what triggers it, etc! please... 

  8. 1 hour ago, Kreustoo said:

    @iraciz

    
    @@ -125,7 +126,7 @@ prontera,149,150,4	script	Ninja Click	637,{ //!!Modify!! Position
     		end;
     	}
     	npctalk "Training Ninja: Damn! "+strcharinfo(0)+" got me!";
    -	disablenpc strnpcinfo(3);
    +	hideonnpc strnpcinfo(3);
     	for(.@i = 0;.@i< getarraysize(.Rewards);.@i =.@i +2){
     		getitem .Rewards[.@i],.Rewards[.@i+1];
     	}

    I relaunched the game to test and this little fix should fix the crash, tell me if it does the job or not

    Ninja spawn now in hinding status, and players can't see them.hwnn.thumb.png.a13d03d4704752aaea7cbcdcf789f567.png

  9. What about this? Do you think this would make the trick?

    40500,Partners Potion,Partners Potion,2,3000,,10,,,,,0xFFFFFFFF,7,2,,,1,,,{ set #brothers,1; },{},{}

    + bool brothers;
    if (sd->state.brothers) { // bypass the duplicate
        i = bg_queue_member_add(qd, sd);
        sprintf(output, "You have joined %s queue at position %d.", qd->queue_name, i);
        clif_displaymessage(sd->fd, output);
        return 1;
    
  10. I came here, and this site is my last hope! 


    I want to create a variable, example: #trusted  in order  to  allow accounts with the #variable bypass the double login check filter for battlegrounds.  (intented for couples or brothers that share same connection) 

     

    This is the Whole code of the bg Join structure, it is source coded, and there is no way possible via script, to ignore or bypass the ip check.  I don't want disable the check in battle.conf

    int bg_queue_join(struct map_session_data *sd, int q_id)
    {
    	char output[128];
    	struct queue_data *qd;
    	int i;
    
    	if (battle_config.bg_queue_onlytowns && !map_getmapflag(sd->bl.m, MF_TOWN))
    	{
    		clif_displaymessage(sd->fd, "You only can join BG queues from Towns or BG Waiting Room.");
    		return 0;
    	}
    
    	if (sd->bg_id)
    	{
    		clif_displaymessage(sd->fd, "You cannot join queues when already playing Battlegrounds.");
    		return 0;
    	}
    
    	if (sd->sc.data[SC_JAILED])
    	{
    		clif_displaymessage(sd->fd, "You cannot join queues when jailed.");
    		return 0;
    	}
    
    	if ((qd = sd->qd) != NULL)
    	{ // You cannot join a Queue if you are already on one.
    		i = bg_queue_member_search(qd, sd->bl.id);
    		sprintf(output, "You are already on %s queue at position %d.", qd->queue_name, i);
    		clif_displaymessage(sd->fd, output);
    		return 0;
    	}
    
    	if ((qd = bg_queue_search(q_id)) == NULL)
    		return 0; // Current Queue don't exists
    
    	if (qd->min_level && sd->status.base_level < qd->min_level)
    	{
    		sprintf(output, "You cannot join %s queue. Required min level is %d.", qd->queue_name, qd->min_level);
    		clif_displaymessage(sd->fd, output);
    		return 0;
    	}
    	if( bg_countlogin(sd,false) > 0 && battle_config.bg_double_login)
    	{
    		sprintf(output,"You cannot join %s queue. Double Login detected.", qd->queue_name);
    		clif_displaymessage(sd->fd,output);
    		return 0;
    	}
    	i = bg_queue_member_add(qd, sd);
    	sprintf(output, "You have joined %s queue at position %d.", qd->queue_name, i);
    	clif_displaymessage(sd->fd, output);
    
    	if (qd->join_event[0]) npc_event_do(qd->join_event);
    	return 1;
    }

     

    This is the part that give me the most headache

        if( bg_countlogin(sd,false) > 0 && battle_config.bg_double_login)
        {
            sprintf(output,"You cannot join %s queue. Double Login detected.", qd->queue_name);
            clif_displaymessage(sd->fd,output);
            return 0;
        }

     

    This is the atcommand structure for @joinbg

       // Player Commands
        bindatcmd "joinbg","BG_Queue_Join::OnDoJoin",0,99;
        bindatcmd "leavebg","BG_Queue_Join::OnDoLeave",0,99;
        end;
    
    OnDoJoin: // @joinbg
        if (getbattleflag("bg_eAmod_mode") == 0) {
            message strcharinfo(0),"Battlegrounds are currently disabled.";
            end;
        } else if (agitcheck() || agitcheck2()) {
            dispbottom "[Battleground is currently disabled for this moment due to War of Emperium.]";
            end;
        } else if (checkquest(8600,PLAYTIME) == 2) {
            erasequest 8600;
        } else if (checkquest(8600,PLAYTIME) == 0) {
            dispbottom "[You are a Deserter. You can't participate until the indicator goes off]";
            end;
        }
    
        bg_queue_join .BG_Queue;
        end;

     

    Please I beg you!

    What do I have to edit! In order to make acocunts with a #var ignore the ip check and join the bg?

  11. Good day, I need a capable Hand to help me with this event, Well, I made this NPC who says a riddle, and the player have to find out wich item is the npc thinking about, Are five questions in total, if the player passes all trials he will be rewarded generously.  

    The issue Here is that the player is farming twice or  several times more the correct item, trading it with their other accounts,  and exploting the reward because of this.

    The Global limit I set for the rewards are 20, and is not fair that only one dude gather all of them in their acounts. Please help with that part, Npc must store the rewarded ip and once rewarded avoid the same adress to collect the rewards again.  Need to be by ip adress, account bound is useless because he can make a new account and trade the items.

    ?????????

    prontera,183,157,4	script	Laurert#ltrivia	554,{
    
    if($culmin > 19){
    mes "^b330ffLaurert^000000";
    mes "Ya se reclamaron suficientes premios!";
    mes "Solo podiamos entregar 20 recompensas a cuentas distintas, pronto volveremos con mas acertijos";
    end;
    }
    
    if(#trivia == 0){
    soundeffectall "wild_rose_die.wav",0;
    mes "^b330ffLaurert^000000";
    mes "Quieres jugar a resolver acetijos?";
    mes "Yo te dare una pista y tu deberas traerme el objeto relacionado!";
    next;
    mes "^b330ffLaurert^000000";
    mes "Con cada paso completado irán apareciendo estas imagenes.";
    sleep2 500; specialeffect 18;
    cutin "177_01",2;
    sleep2 500; specialeffect 18;
    cutin "177_02",2;
    sleep2 500; specialeffect 18;
    cutin "177_03",2;
    sleep2 500; specialeffect 18;
    cutin "177_04",2;
    sleep2 500; specialeffect 18;
    cutin "177_05",2;
    next;
    cutin "",255;
    mes "^b330ffLaurert^000000";
    mes "Podrás consultar siempre volviendo a hablar conmigo!";
    mes "Asi que empezemos entonces con el desafío!";
    next;
    set #trivia, 1;
    mes "^b330ffLaurert^000000";
    mes "PRIMERA ADIVINANZA!";
    mes "^FF0000UN OJO PLATEADO QUE PREVIENE EL ENVENENAMIENTO! QUE ES?^000000";
    mes "Ve y trae lo que creas que sea!";
    end;
    }
    
    if(#trivia == 1){
    if(countitem(2614) < 1) callsub Falta1;
    soundeffectall "wild_rose_die.wav",0;
    emotion ET_HUK;
    mes "^b330ffLaurert^000000";
    mes "No puede ser... Que inteligente eres! Felicidades haz resuelto la primera y mas facil de las 5 trivias.!";
    specialeffect 18; cutin "177_01",2;
    delitem 2614,1;
    announce ""+strcharinfo(0)+" Supero la Primera pregunta del Gato! no vayas a revelar el secreto!.",bc_all,0xFFFF00;
    atcommand "@npctalk Velon#vetrivia,Muy impresionante Mi querido Laurert! Estos chicos estan haciendo sus tareas!"; 
    next;
    set #trivia, 2;
    mes "^b330ffLaurert^000000";
    mes "No cantes victoria aun! todavia faltan 4 preguntas más por averiguar. Permiteme darte tu próxima pregunta!";
    next;
    mes "^b330ffLaurert^000000";
    mes "Lee atentamente y con mucho cuidado presta atencion a esta!";
    mes "^FF0000FRÍO TODO POR ARRIBA, Y MUCHO CALOR POR DEBAJO!.^000000";
    next;
    mes "^b330ffLaurert^000000";
    mes "Me vas a traer 50 items, de lo que creas corresponden al acertijo!";
    close3;
    }
    
    if(#trivia == 2){
    if(countitem(7031) < 50) callsub Falta2;
    soundeffectall "wild_rose_die.wav",0;
    emotion ET_HUK;
    mes "^b330ffLaurert^000000";
    mes "No puede ser... Como dedujiste la segunda prueba? Adivinaste que me referia a sartenes no?! HAHA!";
    specialeffect 18; cutin "177_02",2;
    delitem 7031,50;
    announce ""+strcharinfo(0)+" Supero la Segunda pregunta del Gato! no vayas a revelar el secreto!.",bc_all,0xFFFF00;
    atcommand "@npctalk Velon#vetrivia,WoA Laurert! Mejor haz preguntas mas dificiles porque vamos a quedar en la ruina!"; 
    next;
    set #trivia, 3;
    mes "^b330ffLaurert^000000";
    mes "No cantes victoria aun! todavia faltan 3 preguntas mas por averiguar. Permiteme darte tu proxima pregunta!";
    next;
    mes "^b330ffLaurert^000000";
    mes "Lee atentamente y con mucho cuidado presta atencion a esta!";
    mes "^FF0000LOS PERROS LO ADORAN!.^000000";
    next;
    mes "^b330ffLaurert^000000";
    mes "Me vas a traer 10 items, de lo que creas corresponden al acertijo!";
    close3;
    }
    
    if(#trivia == 3){
    if(countitem(628) < 10) callsub Falta3;
    soundeffectall "wild_rose_die.wav",0;
    emotion ET_HUK;
    mes "^b330ffLaurert^000000";
    mes "No puede ser... Adiviaste la tercera pregunta! HAHA! Te costo sacar esos miserables Huesillos no?";
    specialeffect 18; cutin "177_03",2;
    delitem 628,10;
    announce ""+strcharinfo(0)+" Supero la Tercera pregunta del Gato! no vayas a revelar el secreto!.",bc_all,0xFFFF00;
    atcommand "@npctalk Velon#vetrivia,Maldita Sea.. Al menos tengo la satisfaccion de que le costo trabajo farmear esa shit!"; 
    next;
    set #trivia, 4;
    mes "^b330ffLaurert^000000";
    mes "No cantes victoria aun! todavia faltan 2 preguntas mas por averiguar. Permiteme darte tu proxima pregunta!";
    next;
    mes "^b330ffLaurert^000000";
    mes "Lee atentamente y con mucho cuidado presta atencion a esta!";
    mes "^FF0000SE ENCUENTRA EN LA MAYORIA DE LOS DESAYUNOS!.^000000";
    next;
    mes "^b330ffLaurert^000000";
    mes "Me vas a traer 50 items, de lo que creas corresponden al acertijo!";
    close3;
    }
    
    if(#trivia == 4){
    if(countitem(574) < 50) callsub Falta4;
    soundeffectall "wild_rose_die.wav",0;
    emotion ET_HUK;
    mes "^b330ffLaurert^000000";
    mes "No puede ser... OH NO ... Descubrió que los huevos se sirven en muchos desayunos!";
    specialeffect 18; cutin "177_04",2;
    delitem 574,50;
    announce ""+strcharinfo(0)+" Supero la Cuarta pregunta del Gato! no vayas a revelar el secreto!.",bc_all,0xFFFF00;
    atcommand "@npctalk Velon#vetrivia,Carajo Laurert! diste un acertijo demasiado facil!... No lo arrunies con la última pregunta"; 
    next;
    set #trivia, 5;
    mes "^b330ffLaurert^000000";
    mes "No cantes victoria aun! todavia falta 1 Pregunta. Permiteme darte la pregunta!";
    next;
    mes "^b330ffLaurert^000000";
    mes "Lee atentamente y con mucho cuidado presta atencion a esta!";
    mes "^FF0000EL INGREDIENTE PRINCIPAL PARA UNA GOLOSINA.^000000";
    next;
    mes "^b330ffLaurert^000000";
    mes "Me vas a traer 200 items, de lo que creas corresponden al acertijo!";
    close3;
    }
    
    if(#trivia == 5){
    if(countitem(7182) < 200) callsub Falta5;
    soundeffectall "wild_rose_die.wav",0;
    emotion ET_HUK;
    mes "^b330ffLaurert^000000";
    mes "AJAJAJA... TE COSTO TRABAJO?!";
    set #trivia, 6;
    specialeffect2 18; sleep2 300; cutin "177_04",2;
    specialeffect2 18; sleep2 300; cutin "177_05",2;
    specialeffect2 18; sleep2 300; cutin "177_04",2;
    specialeffect2 18; sleep2 300; cutin "177_05",2;
    specialeffect2 18; sleep2 300; cutin "177_04",2;
    specialeffect2 18; sleep2 300; cutin "177_05",2;
    delitem 7182,200;
    getitem 7539,100; getitem 40080,1; getitem 40004,3; getitem 12259,10;
    getitem 13995,10; getitem 25655,25; getitem 25290,200; getitem 12210,1;
    getitem 7776,3; set Zeny,Zeny+2000000; 
    
    
    $culmin++;
    announce ""+strcharinfo(0)+" Ha Superado las Preguntas del Gato! Felicidades.",bc_all,0xFFFF00;
    atcommand "@npctalk Velon#vetrivia,Que remedio! no queda mas que aceptar la derrota!"; 
    next;
    mes "^b330ffLaurert^000000";
    mes "Felicidades, espero que te hayas divertido con nosotros!.";
    close3;
    }
    
    if(#trivia == 6){
    mes "^b330ffLaurert^000000";
    mes "FELICIDADES POR COMPLETAR ESTA PRUEBA! Espero que te haya tomado tiempo descubrirlas jehehe!";
    next;
    mes "^b330ffLaurert^000000";
    mes "Este evento solo aplica una vez por cuenta!, Por favor se conciente y permite que otros jugadores tengan la oportunidad de realizarla! Estare entregando unicamente 20 recompensas!";
    next;
    mes "^b330ffLaurert^000000";
    mes "Despues de entregar las 20 recompensas a lo largo del servidor! deshabilitaremos los juegos automaticamente!.";
    end;
    }
    
    Falta1:
    mes "^b330ffLaurert^000000";
    soundeffectall "wild_rose_attack.wav",0;
    emotion ET_SMILE;
    mes "Eres malo jugando esto!";
    mes "Ningun item de tu inventario corresponde a mi adivinanza!";
    next;
    mes "^b330ffLaurert^000000";
    mes "Te repito el acertijo!";
    mes "^FF0000UN OJO PLATEADO QUE PREVIENE EL ENVENENAMIENTO! QUE ES?^000000";
    end;
    
    Falta2:
    cutin "177_01",2;
    mes "^b330ffLaurert^000000";
    soundeffectall "wild_rose_attack.wav",0;
    emotion ET_SMILE;
    mes "Eres malo jugando esto!";
    mes "Ningun item de tu inventario corresponde a mi adivinanza!";
    next;
    mes "^b330ffLaurert^000000";
    mes "Te repito el acertijo!";
    mes "^FF0000FRÍO TODO POR ARRIBA, Y MUCHO CALOR POR DEBAJO!.^000000";
    mes "Recuerda que son 50 de estos objetos los que debes traer!";
    close3;
    
    Falta3:
    cutin "177_02",2;
    mes "^b330ffLaurert^000000";
    soundeffectall "wild_rose_attack.wav",0;
    emotion ET_SMILE;
    mes "Eres malo jugando esto!";
    mes "Ningun item de tu inventario corresponde a mi adivinanza!";
    next;
    mes "^b330ffLaurert^000000";
    mes "Te repito el acertijo!";
    mes "^FF0000LOS PERROS LO ADORAN!.^000000";
    mes "Recuerda que son 10 de estos objetos los que debes traer!";
    close3;
    
    Falta4:
    cutin "177_03",2;
    mes "^b330ffLaurert^000000";
    soundeffectall "wild_rose_attack.wav",0;
    emotion ET_SMILE;
    mes "Eres malo jugando esto!";
    mes "Ningun item de tu inventario corresponde a mi adivinanza!";
    next;
    mes "^b330ffLaurert^000000";
    mes "Te repito el acertijo!";
    mes "^FF0000SE ENCUENTRA EN LA MAYORIA DE LOS DESAYUNOS!.^000000";
    mes "Recuerda que son 50 de estos objetos los que debes traer!";
    end;
    
    Falta5:
    cutin "177_04",2;
    mes "^b330ffLaurert^000000";
    soundeffectall "wild_rose_attack.wav",0;
    emotion ET_SMILE;
    mes "Eres malo jugando esto!";
    mes "Ningun item de tu inventario corresponde a mi adivinanza!";
    next;
    mes "^b330ffLaurert^000000";
    mes "Te repito el acertijo!";
    mes "^FF0000EL INGREDIENTE PRINCIPAL PARA UNA GOLOSINA.^000000";
    mes "Recuerda que son 100 de estos objetos los que debes traer!";
    end;
    }
    
    
    prontera,180,156,6	script	Velon#vetrivia	876,{
    soundeffectall "wild_rose_die.wav",0;
    mes "^b330ffGato Velon^000000";
    mes "No se que mosca lo picó! Ahora le dio por hacer preguntas y regalar objetos!";
    end;
    }

     

     

     

     

     

     

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