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Selerie

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Santa Poring

Santa Poring (3/15)

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  1. mes "Monster ID: "+getmonsterinfo(.@mob_id,MOB_NAME)+"'"; if (getmobdrops(.@mob_id)) { // 'getmobdrops' returns 1 on success // immediately copy global temporary variables into scope variables, // since we don't know when 'getmobdrops' will get called again for // another mob, overwriting your global temporary variables .@count = $@MobDrop_count; copyarray .@item[0],$@MobDrop_item[0],.@count; copyarray .@rate[0],$@MobDrop_rate[0],.@count; mes getmonsterinfo(.@mob_id,MOB_NAME) + " - " + .@count + " drops found:"; for( .@i = 0; .@i < .@count; .@i++ ) { .@menu$ = .@menu$ + .@item[.@i] + " (" + getitemname(.@item[.@i]) + ") " + .@rate[.@i]/100 + ((.@rate[.@i]%100 < 10) ? ".0":".") + .@rate[.@i]%100 + "%"; } .@menu$ = .@menu$ + ":"; } else { mes "Unknown monster ID."; } .@part = .@count[select(.@menu$)]; Can someone help me separate the menu instead of 1 line?
  2. May i request a script for this NPC? 1.) An NPC that lets you input a mob ID 2.) Shows a menu of that mob's drop item IDs 3.) After you pick the desired drop item ID. 4.) NPC will guarantee you that item after killing 100 said mob.
  3. I have purchased a Navi System Editor Tool for download last Tuesday, and it's still pending for approval. Are purchases here takes time to be approved most of the time? It's been more than 48 hours. I'm not questioning how they run the site but I'm just disappointed purchasing here.
  4. L_dungeon: callfunc "QWS_Darray"; freeloop(1); set .@menu$,""; for(set .@i,0; .@i<35; set .@i,.@i+1) // Expected maximum is 35 set .@menu$,.@menu$+@Dmenulist$[.@i]+":"; freeloop(0); set @DWMenu,select(.@menu$); if (@Dmenuref[@DWMenu-1] == 57005) goto L_end; // 57005='dead' in hex set @DwarpMenu, (@Dmenuref[@DWMenu-1]); callfunc "QWS_DLarray"; next; mes "[Warpra]"; mes "Please select where you want to go:"; freeloop(1); set .@menu$,""; for(set .@i,0; .@i<18; set .@i,.@i+1) // Expected maximum is 18 set .@menu$,.@menu$+@DWLmenulist$[.@i]+":"; freeloop(0); set @DWLMenu,select(.@menu$); if (@DWLmenuref[@DWLMenu-1] == 57005) goto L_end; // 57005='dead' in hex set @Darrayref, @DWLmenuref[@DWLMenu-1]; set @warpprice, @pDprice[@Dmenuref[@DWMenu-1]]+(getd(@pDfee$[@Dmenuref[@DWMenu-1]])*(@DDepth[@Darrayref])); if(Zeny<@warpprice) callsub L_Short_on_zeny,1; set Zeny, Zeny-(@warpprice); if ($QW_KPoint == 1) set RESRVPTS, RESRVPTS + (@warpprice/16); warp @DGat$[@Darrayref],@DXcoords[@Darrayref],@DYcoords[@Darrayref]; close2; set Zeny, Zeny+@pTprice[@Tmenuref[@DWMenu-1]]; end; Even with the Dungeon depth is set to 0, it still shows a menu of choosing a dungeon. for eg. [Unlocked Dungeons] --> [Toy Factory Dungeon] --> [Dungeon Level 1] Please help me remove the option of [Dungeon Level 1] and automatically warp at the entrance when choosing [Toy Factory Dungeon]. just like how the Town options work.
  5. for (.@i=0; .@i < @inventorylist_count; .@i++) { if( @inventorylist_attribute[.@i] ){ .@items[.@broken] = @inventorylist_id[.@i]; .@menu$ = .@menu$ + getitemname(@inventorylist_id[.@i]) + ":"; .@broken++; } } if (!.@broken) { mes "["+ .@npc_name$ +"]"; mes "Oh wow, this is incredible!"; mes "You must take very good care of your things. None of your items are damaged!"; } next; .@select = select(.@menu$) - 1; mes "["+ .@npc_name$ +"]"; mes "You are trying to repair the item "+getitemname(.@items[.@select]); next; if( select( "Yes","No" ) == 2 ) end; !!! repair (Help with the Formula of the specific/selected broked id?) mes "["+ .@npc_name$ +"]"; mes "Okay! All done. Now, try to be a little more careful. Items have lives too you know."; close; I need help in identifying the correct formula in repairing a selected broken item from the menu. I tried... but it's not quite right.. the repaired item is the wrong selection... Anyhelp is appreciated.
  6. Please help me with a query_sql command. Basically a command variable that randomly select a monster from mob_db that has a card ID (so that colored plants and mushrooms will not be selected) to hunt for the current week. e.g .motw$ = (query_sql... command here.); announce "The monster of the week is " + .motw$, 0; Any guidance is much appreciated. Thanks
  7. I got the Identifier NPC to apply a 1st RandOpt once the item is identified.. now im stuck how to enchant a 2nd RandOpt with 30% chance. Any Help will be appreciated... getinventorylist; for(.@i = 0; .@i < @inventorylist_count; .@i++) { if (!@inventorylist_identify[.@i]) { if (getiteminfo(@inventorylist_id[.@i],5) == 16){ //Unidentified Armor set .@opt,F_rand(3,4,5,6,7,8,9,10,11,12); //1st ROA if(.@opt == 9 || .@opt == 10) set .@val,rand(3,7); //Values else if(.@opt == 11 || .@opt == 12) set .@val,rand(1,20); else set .@val,rand(1,4); set .@indx,0; //IT WORKS UP UNTIL HERE... //HOW TO APPLY THIS ONE THOUGH? if(rand(100)<=30){ // 30% chance to apply 2nd Enchant set .@opt,F_rand(1,2,17,19,20,21,26,27,28,29,30,31,32,33,34); if(.@opt == 1) set .@val,rand(1,500); if(.@opt == 2) set .@val,rand(1,100); if(.@opt == 17 || .@opt == 19) set .@val,rand(1,20); if(.@opt == 20 || .@opt == 21) set .@val,rand(1,10); else set .@val,rand(1,20); set .@indx,1; } } delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0; getitem3 @inventorylist_id[.@i],1,1,0,0,0,0,0,0,.@opt,.@val,.@indx;
  8. So I made it to work!! But only for the Armor type atm. Can someone help me Optimize it more and help me how to add a 2nd enchant?? getinventorylist; for(.@i = 0; .@i < @inventorylist_count; .@i++) { if (!@inventorylist_identify[.@i]) { if (getiteminfo(@inventorylist_id[.@i],5) == 16){ //Unidentified Armor set .@opt,F_rand(3,4,5,6,7,8,9,1,2,11,12); //1st enchant ID if(.@opt == 1 || .@opt == 2) set .@val,rand(3,7);//~1st enchant VALUES else if(.@opt == 11) set .@val,rand(1,40); //~ else if(.@opt == 12) set .@val,rand(1,20); //~ else set .@val,rand(1,4); //~ set .@indx,1; //param } delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0; getitem3 @inventorylist_id[.@i],1,1,0,0,0,0,0,0,.@opt,.@val,.@indx; } } end;
  9. Is it possible to enchant a Random Option to an item after its identified by an NPC or using a magnifier? for ex. a Poring drop an unidentified "knife" and I'll use a magnifier recognizing it as a "physical weapon category".. once it's identified it now has a 1-2 random option based on that category? this was posted by Emistry to keep a random option once identified.. I would like some help with producing a random option once identified.. Any help will be very much appreciated.. getinventorylist; for(.@i = 0; .@i < @inventorylist_count; .@i++) { for (.@r = 1; .@r <= 5; .@r++) { .@random_bonus_id_array[.@r] = getd("inventorylist_option_id"+.@r+"["+.@i+"]"); .@random_bonus_value_array[.@r] = getd("inventorylist_option_value"+.@r+"["+.@i+"]"); .@random_bonus_param_array[.@r] = getd("inventorylist_option_parameter"+.@r+"["+.@i+"]"); } if (!@inventorylist_identify[.@i]) { delitem3 @inventorylist_id[.@i], 1, 0, @inventorylist_refine[.@i], @inventorylist_attribute[.@i], @inventorylist_card1[.@i], @inventorylist_card2[.@i], @inventorylist_card3[.@i], @inventorylist_card4[.@i], .@random_bonus_id_array, .@random_bonus_value_array, .@random_bonus_param_array; getitem3 @inventorylist_id[.@i], 1, 1, @inventorylist_refine[.@i], @inventorylist_attribute[.@i], @inventorylist_card1[.@i], @inventorylist_card2[.@i], @inventorylist_card3[.@i], @inventorylist_card4[.@i], .@random_bonus_id_array, .@random_bonus_value_array, .@random_bonus_param_array; .@count++; } } if (.@count) dispbottom .@count +" items identified.";
  10. .@today = atoi( gettimestr( "%Y%m%d", 9 ) ); Whats the number 9 stands for? And i noticed some uses 21? which parameter i should use?
  11. What's the proper command for it to show the monster name (instead of null) of the following Mob ID in the column above? Im lost after "for (.@i = 4; .@i < getargcount(); .@i += 4)". Apologies for a noob question over a simple matter.
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