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xflavio

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  1. Opa mano, eu não me preocupei em tentar resolver esse problema porque meu servidor é caseiro pra brincar com uns amigos, apenas queria corrigir o problema da duração. Mais uma vez muito obrigado meu mano! tu é foda
  2. Opa man blz ? Só consegui testar agora que cheguei do serviço, eu alterei, durou exatamente 2 minutos, logo entendo que esses 120 é os segundos que tá durando, vou criar uma regra em cima dele pra 7 dias e deixar descrito no NPC, muito obrigado pela ajuda meu mano tu ganhou do chatgpt ! // Apply bonus bonus_script(.@bonus_string$ + .@bonus_value + ";",120, 512);
  3. Foi mal, achei que você era gringo kkkk Então o código que você comentou está lá o 512 que indica ser permanente, mas in-game ele simplesmente fica uns 5 minutos e some do nada, eu consegui utilizar o sc_ mas os bonus que tem lá não serve pra mim Critical + 7(demorou 10 minutos)
  4. Oi, I have a question about the script, I have an option written // Apply bonus bonus_script(.@bonus_string$ + .@bonus_value + ";", 512); Would this be the option? I couldn't find the field you provided
  5. PCmedias has several good scripts, but I don't understand the translation part and I believe it costs a lot to acquire the scripts.
  6. Hello, I'm using the author's script @Louis T Steinhil, I made a change to get more effects, I came across a problem, the bonus that the NPC gives lasts a few minutes, I would like it to last 7 days or be permanent, can anyone help me? NOTE: I already tried via chatgpt and was unsuccessful. //============================================================ //===== rAthena Script ======================================= //= Card Collection Quest NPC //= By: Louis T Steinhil //= Mostly ChatGPT v 1.0 //= v1.1 Added Alias Name to bonuses for better readability. //= v1.2 Added Cards submission even if the player doesn't //= have the right amount it will still submit regardless. //= v1.3 Initialization and resetting of arrays and variables: //= Ensure that arrays and variables are properly initialized //= and reset to avoid data from previous iterations. //= Avoiding nested loops with the same loop counter: //= The loop counter for the outer and inner loops should be //= different to prevent conflicts. //= v1.4 Rearranged for better readability. Replaced getiteminfo //= on submit with getitemname. //============================================================ yuno_in02,93,207,5 script Card Album 4_ENERGY_WHITE,{ switch (select("Start Card Collection:Reset:Cancel")) { case 1: // Main GM OPTION // Main GM OPTION if (!getd("card_list")) { // Define the fixed number of cards to collect set .@num_cards_to_select, 5; // Display the card collection quest dialogue mes "[Card Collection NPC]"; mes "Welcome to the Card Collection Quest!"; mes "Please submit the following [ " + .@num_cards_to_select + " ] different card/s to receive rewards."; next; mes "You must collect the following cards:"; // Fetch random card IDs for the collection if (checkre(0)) { .@mob_db$ = "mob_db_re"; .@item_db$ = "item_db_re"; } else { .@mob_db$ = "mob_db"; .@item_db$ = "item_db"; } freeloop 1; for (set .@i, 0; .@i < .@num_cards_to_select; set .@i, .@i + 1) { .@string$ = "( `name_aegis` IN ( SELECT DISTINCT `drop1_item` FROM `" + .@mob_db$ + "` ) " + "OR `name_aegis` IN ( SELECT DISTINCT `drop2_item` FROM `" + .@mob_db$ + "` ) " + "OR `name_aegis` IN ( SELECT DISTINCT `drop3_item` FROM `" + .@mob_db$ + "` ) " + "OR `name_aegis` IN ( SELECT DISTINCT `drop4_item` FROM `" + .@mob_db$ + "` ) " + "OR `name_aegis` IN ( SELECT DISTINCT `drop5_item` FROM `" + .@mob_db$ + "` ) " + "OR `name_aegis` IN ( SELECT DISTINCT `drop6_item` FROM `" + .@mob_db$ + "` ) " + "OR `name_aegis` IN ( SELECT DISTINCT `drop7_item` FROM `" + .@mob_db$ + "` ) " + "OR `name_aegis` IN ( SELECT DISTINCT `drop8_item` FROM `" + .@mob_db$ + "` ) " + "OR `name_aegis` IN ( SELECT DISTINCT `drop9_item` FROM `" + .@mob_db$ + "` ) " + "OR `name_aegis` IN ( SELECT DISTINCT `drop10_item` FROM `" + .@mob_db$ + "` ) )"; .@sql_query$ = "SELECT DISTINCT `id` FROM `" + .@item_db$ + "` WHERE `type` = 'Card' AND " + .@string$ + " ORDER BY RAND()"; .@nb = query_sql(.@sql_query$, .@id[0]); freeloop 0; if (.@nb < 1) { mes "[Card Collection NPC]"; mes "There are not enough valid cards in the database."; close; } // Find a valid card that is not an enchant card for ( .@j = 0; .@j < .@nb; .@j++ ) { if (getiteminfo(.@id[.@j], ITEMINFO_SUBTYPE) != CARD_ENCHANT) { // Save the card ID setd("Card" + .@i, .@id[.@j]); break; // Exit the loop once a valid card is found } } // Check if all cards fetched are enchant cards if (.@j >= .@nb) { mes "[Card Collection NPC]"; mes "There are not enough valid cards in the database."; close; } // Generate a random number of cards to collect (between 1 and 10) set .@cards_to_collect, rand(1, 10); setd("Card" + .@i + "_", 0); setd("Collect" + .@i + "_", .@cards_to_collect); } // Clear the array for generating bonuses deletearray .@j[0], getarraysize(.@j); deletearray .@used_bonus_index[0], getarraysize(.@used_bonus_index); // Generate bonus array with bonus strings setarray .@bonus_string$, "bonus bStr,", "bonus bAgi,", "bonus bVit,", "bonus bInt,", "bonus bDex,", "bonus bLuk,", // Atributos "bonus bCritical,", "bonus bFlee,", "bonus bHit,", "bonus bMaxHPrate,", "bonus bMaxSPrate,", // Crítico, esquiva, precisão, HP/SP "bonus2 bAddRace,RC_Human,", "bonus bAtkRate,"; // Dano contra humanóides e dano físico geral // Generate corresponding alias array setarray .@bonus_alias$, "Str +", "Agi +", "Vit +", "Int +", "Dex +", "Luk +", // Atributos "Critical +", "Flee +", "Hit +", "Max HP% +", "Max SP% +", // Outros bônus "Damage vs Human +", "Atk % +"; // Dano adicional setarray .@used_bonus_index[0], false, false, false, false, false, false, false, false, false, false, false, false, false; // Display submitted cards and their statuses for (set .@i, 0; .@i < .@num_cards_to_select; set .@i, .@i + 1) { do { set .@random_bonus_index, rand(0, getarraysize(.@bonus_string$) - 1); } while (.@used_bonus_index[.@random_bonus_index]); set .@used_bonus_index[.@random_bonus_index], true; set .@random_number_bonus, rand(1, 10); // Store the generated bonus and its value setd("Bonus" + .@i + "_String$", .@bonus_string$[.@random_bonus_index]); setd("Bonus" + .@i + "_Alias$", .@bonus_alias$[.@random_bonus_index]); setd("Bonus" + .@i + "_Value", .@random_number_bonus); .@j[.@i] = getd("Card" + .@i); mes "(" + getd("Card" + .@i + "_") + " / " + getd("Collect" + .@i + "_") + ") - " + mesitemlink(.@j[.@i]); mes "> Deposit Reward: " + getd("Bonus" + .@i + "_Alias$") + " " + .@random_number_bonus; dispbottom("(" + getd("Card" + .@i + "_") + " / " + getd("Collect" + .@i + "_") + ") - " + itemlink(.@j[.@i]) + " > Deposit Reward: " + getd("Bonus" + .@i + "_Alias$") + " " + .@random_number_bonus); } // Set the card list flag setd("card_list", 1); close; } else { // Display regular options for starting the card collection or choosing "No" switch (select("See List:Submit Cards:Retrieve Card/s:Cancel")) { case 1: // See List // Check if bonuses have been generated before mes "[Card Collection NPC]"; mes "Here are your previously generated cards list & bonuses:"; for (set .@i, 0; .@i < 5; set .@i, .@i + 1) { // Clear the array deletearray .@j[0], getarraysize(.@j); set .@bonus_alias$, getd("Bonus" + .@i + "_Alias$"); set .@bonus_value, getd("Bonus" + .@i + "_Value"); // Display submitted cards and their statuses .@j[.@i] = getd("Card" + .@i); mes "(" + getd("Card" + .@i + "_") + " / " + getd("Collect" + .@i + "_") + ") - " + mesitemlink(.@j[.@i]); mes "> Deposit Reward: " + getd("Bonus" + .@i + "_Alias$") + " " + .@random_number_bonus; dispbottom("(" + getd("Card" + .@i + "_") + " / " + getd("Collect" + .@i + "_") + ") - " + itemlink(.@j[.@i]) + " > Deposit Reward: " + getd("Bonus" + .@i + "_Alias$") + " " + .@random_number_bonus); .@j[5] = .@j[5] + getiteminfo(.@j[.@i], ITEMINFO_AEGISNAME); } close; break; case 2: // Submit Cards // Initialize the menu string set .@menu$, ""; // Loop through the list of card IDs to populate the menu for (set .@i, 0; .@i < 5; set .@i, .@i + 1) { // Get the card name using its ID set .@card_name$, getitemname(getd("Card" + .@i)); // Get the submission count using dedicated variable set .@submission_count, getd("Card" + .@i + "_"); // Retrieve the required number of cards to collect for the chosen slot set .@required_cards, getd("Collect" + .@i + "_"); // Determine the submission status of the card set .@submission_status$, " (" + .@submission_count + " / " + .@required_cards + ")"; // Append the card name and submission status to the menu string .@menu$ += .@submission_status$ + " - " +.@card_name$ + ":"; } mes "[Card Collection NPC]"; mes "Which card would you like to submit?"; // Display the menu and handle player selection set .@selection, select(.@menu$) - 1; set .@selectedCardId, getd("Card" + .@selection); // Retrieve the submission count set .@submission_count, getd("Card" + .@selection + "_"); // Retrieve the required number of cards to collect for the chosen slot set .@required_cards, getd("Collect" + .@selection + "_"); // Calculate the number of cards to submit set .@cards_needed, .@required_cards - .@submission_count; // Get the player's inventory getinventorylist; // Check if the player has the selected card in their inventory set .@player_card_count, 0; for(set .@j, 0; .@j < @inventorylist_count; set .@j, .@j + 1) { if(@inventorylist_id[.@j] == .@selectedCardId) { set .@player_card_count, @inventorylist_amount[.@j]; break; } } // If player has no cards, inform and exit if (.@player_card_count == 0) { mes "[Card Collection NPC]"; mes "You do not have any of this card."; close; } // Calculate the actual number of cards to submit (up to the needed amount) set .@cards_to_submit, min(.@cards_needed, .@player_card_count); // Update submission count setd("Card" + .@selection + "_", .@submission_count + .@cards_to_submit); // Remove the cards from the player's inventory delitem .@selectedCardId, .@cards_to_submit; mes "[Card Collection NPC]"; mes "Card submitted successfully!"; // If the card collection is complete for this card, apply the bonus if (getd("Card" + .@selection + "_") >= getd("Collect" + .@selection + "_")) { // Retrieve the stored bonus and its value set .@bonus_string$, getd("Bonus" + .@selection + "_String$"); set .@bonus_alias$, getd("Bonus" + .@selection + "_Alias$"); set .@bonus_value, getd("Bonus" + .@selection + "_Value"); // Apply bonus bonus_script(.@bonus_string$ + .@bonus_value + ";", 512); // Display the bonus received mes "[Bonus " + (.@selection + 1) + "]: " + .@bonus_alias$ + " " + .@bonus_value; } close; break; case 3: // Retrieve Cards // Check if any cards have been submitted set .@cards_submitted, 0; for (set .@i, 0; .@i < 5; set .@i, .@i + 1) { if (getd("Card" + .@i + "_") == getd("Card" + .@i + "_")) { set .@cards_submitted, .@cards_submitted + 1; } } if (.@cards_submitted == 0) { mes "[Card Collection NPC]"; mes "You haven't submitted any cards yet."; close; } // Check if the player has already started the card collection if (getd("card_list") == 1) { mes "[Card Collection NPC]"; mes "^FF0000Warning: Retrieving cards will reset the card/s submitted and revoke any bonuses generated.^000000"; next; } // Retrieve submitted cards for 1 million zeny if (Zeny < 1000000) { mes "[Card Collection NPC]"; mes "You need 1,000,000 Zeny to retrieve the cards."; close; } // Deduct 1 million zeny set Zeny, Zeny - 1000000; // Neutralize the granted bonuses for (set .@i, 0; .@i < 5; set .@i, .@i + 1) { if (getd("Card" + .@i + "_") == getd("Card" + .@i + "_")) { // Retrieve the stored bonus and its value set .@bonus_string$, getd("Bonus" + .@i + "_String$"); set .@bonus_value, getd("Bonus" + .@i + "_Value"); // Apply reverse bonus to neutralize the effect //bonus_script(.@bonus_string$ + (-.@bonus_value) + ";", 512); //bugged stats won't be applied on the second try bonus_script_clear 1; } } // Return the cards to the player for (set .@i, 0; .@i < 5; set .@i, .@i + 1) { if (getd("Card" + .@i + "_") == getd("Card" + .@i + "_")) { getitem getd("Card" + .@i), getd("Card" + .@i + "_"); setd("Card" + .@i + "_", 0); } } mes "[Card Collection NPC]"; mes "You have retrieved your submitted cards and your bonus has been neutralized."; close; break; default: mes "[Card Collection NPC]"; mes "Alright, have a great day!"; close; break; } } case 2: // Check if the player has enough Zeny if (zeny < 5000000) { mes "[Card Collection NPC]"; mes "You don't have enough Zeny to restart the card collection."; close; } else { mes "[Card Collection NPC]"; mes "^FF0000Are you sure you want to restart the card collection? This action will deduct 5 million Zeny from your account^000000"; mes "^FF0000and the submitted card will be gone forever!^000000"; switch (select("Yes:No")) { case 1: // Deduct 5 million Zeny from the player zeny -= 5000000; // Start Card Collection again setd("card_list", 0); // Reset the flag to allow new bonuses to be generated set .BonusesGenerated, 0; next; mes "[Card Collection NPC]"; mes "Card list and Bonus Stats have been reset. 5 million Zeny has been deducted from your account."; close; break; case 2: mes "[Card Collection NPC]"; mes "Card collection reset cancelled."; close; break; } } break; default: mes "[Card Collection NPC]"; mes "Alright, have a great day!"; close; break; } OnInit: setunitdata( getnpcid(0), UNPC_GROUP_ID,6 ); setunittitle( getnpcid(0), "Universal" ); end; }
  7. Hello! Can I modify this script? I took one of yours from Hercules and transformed myself into Rathena and I didn't know it existed. It was well done but chatgpt helped a lot, it is functional but I wanted to use the same pattern as Hercules. Sorry bad english
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