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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$)]; Can someone help me separate the menu instead of 1 line?
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May i request a script for this NPC? 1.) An NPC that lets you input a mob ID 2.) Shows a menu of that mob's drop item IDs 3.) After you pick the desired drop item ID. 4.) NPC will guarantee you that item after killing 100 said mob.
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[Quest Warper] instant Dungeon warp instead of Level 1 Option
Selerie posted a question in Scripting Support
L_dungeon: callfunc "QWS_Darray"; freeloop(1); set .@menu$,""; 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. -
i got it figured out. ?
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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.
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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
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Identify NPC/Magnifier script with Random Option?
Selerie replied to Selerie's question in Scripting Support
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; -
Identify NPC/Magnifier script with Random Option?
Selerie replied to Selerie's question in Scripting Support
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; -
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.";
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.@today = atoi( gettimestr( "%Y%m%d", 9 ) ); Whats the number 9 stands for? And i noticed some uses 21? which parameter i should use?
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Thank you
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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.