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Everything posted by NANORAY
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ponyvps
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Cutins do appear when using @relog, and I sobt understand what you mean about auto trade, can you reword? im using latest rev but when i use @relog cutins don't appear. im using rest = 60 and show cutin. about the @at, for those using @at (auto trade) i dont want them to get the rewards. auto trade: those merchant continue vending.
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request: master stolao, can you please add a feature when using @relog command the cutin will appear and also, for those players using @at command they will not receive rewards. thanks in advance!
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request: master stolao, can you please add a feature when using @relog command the cutin will appear and also, for those players using @at command they will not receive rewards. thanks in advance!
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paki check message ko sa forum add me nlang. upper right yung may small envelop
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subukan natin later sir nasa labas pa kasi ako. baka sakaling makatulong mga 6 PM ph time
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laptop or desktop sir? naka wifi ka or naka rekta internet mo sa pc mo or latop mo? baka sakaling makatulong.
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npc that gives 3rd job hat for free. if i click the npc the npc will give the following items if rune knight he/she receive: 5746 15002 2140 2795 warlock: 2795 5753 ranger: 5748 2795 mechanic: 2795 5749 Guillotine: 5755 2795 Archbishop 5747 2795 royal guard 5757 2795 sorcerer 5756 2795 Wanderer(girl) 5758 2795 Maestro(boy) 5751 2795 Geneticist 5752 2795 shadow chaser 2795 5750 6121 6122 sura 5754 2795 thanks in advance!
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but when i use the default value for rest which is 0. the script works fine. so it means there is a bug?
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do i need to change that section? i mean im using your script i add 31 days of rewards. because i notice that in 1 day i can get many rewards
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about stolao daily reward // Minimum minutes between collecting daily reward // Day: 22*60 - 24*60 // Week: 10080 .MinWait = 1440; // Minutes before losing the consecutive reward // Day: 48*60 - 50*60 // Week: 20160 .MaxWait = 2880; what are these for?
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prontera,156,184,6 script ใช้ใบตีบวก 10010,{ disable_items; mes "[มดแดง]"; mes "ไม่ต้องพูดมาก"; mes "มีอะไรให้ข้าเสริมแกร่งแบบพิเศษ"; setarray .@indices[1], EQI_HEAD_TOP, EQI_ARMOR, EQI_HAND_L, EQI_HAND_R, EQI_GARMENT, EQI_SHOES, EQI_ACC_L, EQI_ACC_R, EQI_HEAD_MID, EQI_HEAD_LOW; next; for(set .@i,1; .@i<=10; set .@i,.@i+1) { if (getequipisequiped(.@indices[.@i])) { set .@menu$, .@menu$ + F_getpositionname(.@indices[.@i]) + "-[" + getequipname(.@indices[.@i]) + "]"; set .@equipped,1; } set .@menu$, .@menu$ + ":"; } if ( !.@equipped ) { mes "[มดแดง]"; mes "เจ้าไม่มีอะไรต้องเสริมแกร่งอีกแล้ว"; close; } set .@part, .@indices[ select(.@menu$) ]; if ( !getequipisequiped(.@part) ) close; if ( !getequipisenableref(.@part) ) { mes "[มดแดง]"; mes "เจ้าไม่มีอะไรต้องเสริมแกร่งอีกแล้ว"; close; } if (getequiprefinerycnt(.@part) >= 20) { mes "[มดแดง]"; mes "เจ้าไม่มีอะไรต้องเสริมแกร่งอีกแล้ว"; close; } switch(getequipweaponlv(.@part)) { case 1: callsub S_RefineValidate,1,501,0,.@part; break; case 2: callsub S_RefineValidate,2,501,0,.@part; break; case 3: callsub S_RefineValidate,3,501,0,.@part; break; case 4: callsub S_RefineValidate,4,501,0,.@part; break; default: callsub S_RefineValidate,0,501,0,.@part; break; } downrefitem .@part,20; successrefitem .@part,@item_tarts; emotion e_no1; mes "[มดแดง]"; mes "ได้แล้ว"; close; S_RefineValidate: .@weapon_lvl = getarg(0); menu " +6", L_1, " +7", L_2, " +8", L_3, " +9", L_4, " +11", L_5, " +13", L_6, " +14", L_7, " +15", L_8, " +16", L_9, " +17", L_10, " +18", L_11, " +19", L_12; L_1: if(.@weapon_lvl == 0) { if (countitem(6235) > 0) { delitem 6235,1; @item_tarts = 6; return; } else { mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } } else { if (countitem(6231) > 0) { delitem 6231,1; @item_tarts = 6; return; } else { mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } } L_2: if(.@weapon_lvl == 0) { if (countitem(6234) > 0) { delitem 6234,1; @item_tarts = 7; return; } else { mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } } else { if (countitem(6230) > 0) { delitem 6230,1; @item_tarts = 7; return; } else { mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } } L_3: if(.@weapon_lvl == 0) { if (countitem(6233) > 0) { delitem 6233,1; @item_tarts = 8; return; } else { mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } } else { if (countitem(6229) > 0) { delitem 6229,1; @item_tarts = 8; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } } L_4: if(.@weapon_lvl == 0){ if (countitem(6232) > 0) { delitem 6232,1; @item_tarts = 9; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } }else{ if (countitem(6228) > 0) { delitem 6228,1; @item_tarts = 9; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } } L_5: if(.@weapon_lvl == 0){ if (countitem(6239) > 0) { delitem 6239,1; @item_tarts = 11; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } }else{ if (countitem(6238) > 0) { delitem 6238,1; @item_tarts = 11; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } } L_6: if(.@weapon_lvl == 0){ if (countitem(6876) > 0) { delitem 6876,1; @item_tarts = 13; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } }else{ if (countitem(6870) > 0) { delitem 6870,1; @item_tarts = 13; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } } L_7: if(.@weapon_lvl == 0){ if (countitem(6877) > 0) { delitem 6877,1; @item_tarts = 14; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } }else{ if (countitem(6871) > 0) { delitem 6871,1; @item_tarts = 14; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } } L_8: if(.@weapon_lvl == 0){ if (countitem(6878) > 0) { delitem 6878,1; @item_tarts = 15; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } }else{ if (countitem(6872) > 0) { delitem 6872,1; @item_tarts = 15; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } } L_9: if(.@weapon_lvl == 0){ if (countitem(6879) > 0) { delitem 6879,1; @item_tarts = 16; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } }else{ if (countitem(6873) > 0) { delitem 6873,1; @item_tarts = 16; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } } L_10: if(.@weapon_lvl == 0){ if (countitem(6880) > 0) { delitem 6880,1; @item_tarts = 17; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } }else{ if (countitem(6874) > 0) { delitem 6874,1; @item_tarts = 17; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } } L_11: if(.@weapon_lvl == 0){ if (countitem(6881) > 0) { delitem 6881,1; @item_tarts = 18; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } }else{ if (countitem(6875) > 0) { delitem 6875,1; @item_tarts = 18; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } } L_12: if(.@weapon_lvl == 0){ if (countitem(6865) > 0) { delitem 6865,1; @item_tarts = 19; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } }else{ if (countitem(6864) > 0) { delitem 6864,1; @item_tarts = 19; return; }else{ mes "[มดแดง]"; mes "เจ้าไม่มีใบตีบวกตามที่เจ้าเลือก"; close; } } }
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1. npc location: iz_int 2. when the player is on the range of the npc it will auto talk 3. npc will give a freebies with qty 4. after freebies had given player will be warped to prontera and save.
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kRO Full Client - 2023-04-04 - Includes BGM & RSU
NANORAY replied to Akkarin's topic in Client Releases
just asking what is the difference between this kro to kro released by nickyzai host? -
can someone help me i need: 1. a warp portal will appear in certain coordinate point in prontera (for example in the middle of prontera) (onclock) 2. that warp portal will warp players to a specific map (for example izlude) 3. then after 5 mins all players in that specific map will be sent to their respective save point or specific coordinate point. 4. then the warp portal summoned on the first step will be invisible.
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edit: open trunk folder > open conf folder > open char conf > find char_del_delay: > change value to 0
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how? can you help me?
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/* ============================================================= /* Slot Machine - Triple Slot Machine /* ============================================================= /* Version: v0.7 /* v0.1 - Original Script Created. /* v0.2 - Added Option for Triple Slot Machine with animations. /* v0.3 - Added support for item pricing &/or zeny pricing. /* v0.4 - Cleaned up script variables for easy editing. /* v0.5 - Tested out some new scripting methods with IF(THEN). /* v0.6 - Added option to change slot machine modes ingame. /* v0.7 - Added optional sound effects to slot machines. - NOTE /* ============================================================= /* Description /* ============================================================= /* This script will allow users to spend zeny &/or an item for a /* chance to win a prize from the slot machine. Currently there /* are 2 versions. First is a Single Slot Machine, where only 1 /* slot is rolled. Second is the Triple Slot machine, where 3 /* slots are rolled. For either version, SUCCESS must be the /* only thing displayed in order to win. /* ============================================================= /* NOTE - If using soundeffects you must add the ".wav" files /* provided in the ".rar" file to your: data/wav folder located /* in either your: ( Ragnarok folder ) OR ( .grf file ) /* ============================================================= /* Created By: GmOcean /* ===========================================================*/ prontera,152,176,4 script SlotMachine::1slot 563,{ if( getgmlevel() == 99 ) { mes "Welcome Administrator.","What would you like to do?"; menu "Play Game",-,"Change Slot Machine Mode",iMode; next; } switch( getd(".mode"+strnpcinfo(3)+"") ){ case 0: // Single Slot machine mode. mes "Do you want to play a game?"; if( !.payment ) { mes "It costs: "+ .ssm_payment_message$[0] +" to play."; } else if ( .payment == 1 ) { mes "It costs: "+ .ssm_payment_message$[1] +" to play."; } else if ( .payment == 2 ) { mes "It costs: "+ .ssm_payment_message$[0] +" & "+ .payment_message$[1] +" to play."; } if( select("YES:NO") == 2 || Zeny < .ssm_payment[0] && ( !.payment || .payment == 2 ) || countitem(.ssm_payment[1]) < .ssm_payment[2] && .payment ){ close; } while( @menu == 1 ){ if( !.payment || .payment == 2 ) { Zeny -= .ssm_payment[0]; } if( .payment ) { delitem( .ssm_payment[1], .ssm_payment[2] ); } if( .soundeffects ) { soundeffect "se_cash_provider.wav",0; } .@a = rand(1,100); if( .@a < atoi(.ssm_animate$[0]) ){ .@a = 1; } else { .@a = 2; } .@b = 1; while( .@b < atoi(.ssm_animate$[.@a]) ) { cutin .ssm_animate$[3] + .@b,4; sleep2 ( ( atoi(.ssm_animate$[4]) * 1000 ) / atoi(.ssm_animate$[.@a]) ); .@b++; } if( .@a == 1 ){ cutin .ssm_animate$[3] + atoi(.ssm_animate$[.@a]),4; dispbottom "Failed"; } else { cutin .ssm_animate$[3] + atoi(.ssm_animate$[.@a]),4; if( !.prize || .prize == 2 ) { Zeny += .ssm_prize[0]; } if( .prize ) { getitem .ssm_prize[1], .ssm_prize[2]; } if( .soundeffects ){ soundeffect "rog_steal coin.wav",0; } } if( select("Another Round:I'm done") == 2 || Zeny < .ssm_payment[0] && ( !.payment || .payment == 2 ) || countitem(.ssm_payment[1]) < .ssm_payment[2] && .payment ){ cutin "",255; close; } } end; case 1: // Triple Slot machine mode. mes "Do you want to play a game?"; if( !.payment ) { mes "It costs: "+ .tsm_payment_message$[0] +" to play."; } else if ( .payment == 1 ) { mes "It costs: "+ .tsm_payment_message$[1] +" to play."; } else if ( .payment == 2 ) { mes "It costs: "+ .tsm_payment_message$[0] +" & "+ .tsm_payment_message$[1] +" to play."; } if( select("YES:NO") == 2 || Zeny < .tsm_payment[0] && ( !.payment || .payment == 2 ) || countitem(.tsm_payment[1]) < .tsm_payment[2] && .payment ){ close; } while( @menu == 1 ){ if( !.payment || .payment == 2 ) { Zeny -= .tsm_payment[0]; } if( .payment ) { delitem( .tsm_payment[1], .tsm_payment[2] ); } if( .soundeffects ) { soundeffect "se_cash_provider.wav",0; } // Slot 1 = 100% Chance for success. (Because I didn't make a fail animation for it. .@2 = rand(1,100); //Rolls dice for Slot 2 .@3 = rand(1,100); //Rolls dice for Slot 3 if( .@2 <= atoi(.tsm_animate$[0]) && .@3 <= atoi(.tsm_animate$[1]) ){ .@a = 8; } else if( .@2 <= atoi(.tsm_animate$[0]) && .@3 > atoi(.tsm_animate$[1]) ){ .@a = 6; } else if( .@2 > atoi(.tsm_animate$[0]) && .@3 <= atoi(.tsm_animate$[1]) ){ .@a = 4; } else { .@a = 2; } .@b = 1; while( .@b < atoi(.tsm_animate$[.@a+1]) ) { cutin .tsm_animate$[.@a] + .@b,4; sleep2 ( ( atoi(.tsm_animate$[10]) * 1000 ) / atoi(.tsm_animate$[.@a+1]) ); .@b++; } cutin .tsm_animate$[.@a] + atoi(.tsm_animate$[.@a+1]),4; if( .@a == 2 ){ if( !.prize || .prize == 2 ) { Zeny += .tsm_prize[0]; } if( .prize ) { getitem .tsm_prize[1], .tsm_prize[2]; } if( .soundeffects ){ soundeffect "rog_steal_coin.wav",1; } } else { dispbottom "Failed"; } if( select("Another Round:I'm done") == 2 || Zeny < .tsm_payment[0] && ( !.payment || .payment == 2 ) || countitem(.tsm_payment[1]) < .tsm_payment[2] && .payment ){ cutin "",255; close; } } end; } OnSingleSlot: setd ".mode"+strnpcinfo(3)+"",0; end; OnTripleSlot: setd ".mode"+strnpcinfo(3)+"",1; end; iMode: next; mes "Which did you want to do?"; menu "Change THIS machine's mode:Change ALL machine's mode",-; if( @menu == 1 ) { next; mes "What mode would you like this machine to have?"; menu "Single Slot Machine Mode:Triple Slot Machine Mode",-; if( @menu == 1 ) { setd ".mode"+strnpcinfo(3)+"",0; } else { setd ".mode"+strnpcinfo(3)+"",1; } close; } else { next; mes "What mode would you like to change all slot machines to?"; menu "Single Slot Machine Mode:Triple Slot Machine Mode",-; if( @menu == 1 ) { donpcevent "::OnSingleSlot"; } else { donpcevent "::OnTripleSlot"; } close; } OnInit: // 0 = Disabled, 1 = Enabled. .soundeffects = 1; //[ 0 = Single Slot Machine Mode ]_[ 1 = Triple Slot Machine Mode ] setd ".mode"+strnpcinfo(3)+"",0; //[0] = Fail Rate //[1] = Fail (Do not change) //[2] = Success (Do not change) //[3] = File Name (Do not change) //[4] = Animation Time (Do not change, for best results ) setarray .ssm_animate$[0],"30","29","33","slot_","3"; //[0] = Fail Rate "Slot 2" //[1] = Fail Rate "Slot 3" //[2] = SSS (Do not change) //[3] = SSS_Count (Do not change) //[4] = SSF (Do not change) //[5] = SSF_Count (Do not change) //[6] = SFS (Do not change) //[7] = SFS_Count (Do not change) //[8] = SFF (Do not change) //[9] = SFF_Count (Do not change) //[10] = Animation Time (Do not change, for best results ) setarray .tsm_animate$[0],"30","30","SSS_","41","SSF_","37","SFS_","41","SFF_","45","3"; // Prize Settings // Prize Type // 0 = Zeny, 1 = Item, 2 = Zeny&Item .prize = 2; // [0] = Zeny, [1] = Item ID, [2] = Item Amount; setarray .ssm_prize[0],125,501,10; setarray .tsm_prize[0],450,501,30; // Payment Settings // Payment Type // 0 = Zeny, 1 = Item, 2 = Zeny&Item .payment = 2; // [0] = Zeny, [1] = Item ID, [2] = Item Amount; setarray .ssm_payment[0],100,501,1; // Single Slot Machine Payment Price setarray .tsm_payment[0],300,501,3; // Triple Slot Machine Payment Price // DO NOT CHANGE BELOW // Payment Text Syntax setarray .ssm_payment_message$[0],""+ .ssm_payment[0] +" zeny",""+ getitemname(.ssm_payment[1]) +" x"+ .ssm_payment[2] +""; setarray .tsm_payment_message$[0],""+ .tsm_payment[0] +" zeny",""+ getitemname(.tsm_payment[1]) +" x"+ .tsm_payment[2] +""; end; } //Duplicates prontera,154,176,4 duplicate(1slot) SlotMachine#2slot 563 prontera,156,176,4 duplicate(1slot) SlotMachine#3slot 563 how to make this script hide when server starts? then specific time it will appear then after 5 mins it will literaly hide and stop. emistry send me a code OnClockXXXX: hideoffnpc strnpcinfo(3); sleep ( 5 * 60000 ); OnInit: hideonnpc strnpcinfo(3); end; but when i tried it, yes it is invisible, then on a specific time it appears but after 5 mins i can still use the npc even the npc are already invisible. scenario: 1. npc hide 2. npc appeared on specific time set 3. im using the npc continuously (enter yes enter yes.....) 4. 5 mins later the npc hides 5. i can still use the npc. 6. the only way i can stop it is by using cancel selection.
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if your using 2015 11 04 above there is a command in game /quake
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im only using triple slot machine.
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this script is what im using right now /* ============================================================= /* Slot Machine - Triple Slot Machine /* ============================================================= /* Version: v0.7 /* v0.1 - Original Script Created. /* v0.2 - Added Option for Triple Slot Machine with animations. /* v0.3 - Added support for item pricing &/or zeny pricing. /* v0.4 - Cleaned up script variables for easy editing. /* v0.5 - Tested out some new scripting methods with IF(THEN). /* v0.6 - Added option to change slot machine modes ingame. /* v0.7 - Added optional sound effects to slot machines. - NOTE /* ============================================================= /* Description /* ============================================================= /* This script will allow users to spend zeny &/or an item for a /* chance to win a prize from the slot machine. Currently there /* are 2 versions. First is a Single Slot Machine, where only 1 /* slot is rolled. Second is the Triple Slot machine, where 3 /* slots are rolled. For either version, SUCCESS must be the /* only thing displayed in order to win. /* ============================================================= /* NOTE - If using soundeffects you must add the ".wav" files /* provided in the ".rar" file to your: data/wav folder located /* in either your: ( Ragnarok folder ) OR ( .grf file ) /* ============================================================= /* Created By: GmOcean /* ===========================================================*/ prontera,152,176,4 script SlotMachine::1slot 563,{ if( getgmlevel() == 99 ) { mes "Welcome Administrator.","What would you like to do?"; menu "Play Game",-,"Change Slot Machine Mode",iMode; next; } switch( getd(".mode"+strnpcinfo(3)+"") ){ case 0: // Single Slot machine mode. mes "Do you want to play a game?"; if( !.payment ) { mes "It costs: "+ .ssm_payment_message$[0] +" to play."; } else if ( .payment == 1 ) { mes "It costs: "+ .ssm_payment_message$[1] +" to play."; } else if ( .payment == 2 ) { mes "It costs: "+ .ssm_payment_message$[0] +" & "+ .payment_message$[1] +" to play."; } if( select("YES:NO") == 2 || Zeny < .ssm_payment[0] && ( !.payment || .payment == 2 ) || countitem(.ssm_payment[1]) < .ssm_payment[2] && .payment ){ close; } while( @menu == 1 ){ if( !.payment || .payment == 2 ) { Zeny -= .ssm_payment[0]; } if( .payment ) { delitem( .ssm_payment[1], .ssm_payment[2] ); } if( .soundeffects ) { soundeffect "se_cash_provider.wav",0; } .@a = rand(1,100); if( .@a < atoi(.ssm_animate$[0]) ){ .@a = 1; } else { .@a = 2; } .@b = 1; while( .@b < atoi(.ssm_animate$[.@a]) ) { cutin .ssm_animate$[3] + .@b,4; sleep2 ( ( atoi(.ssm_animate$[4]) * 1000 ) / atoi(.ssm_animate$[.@a]) ); .@b++; } if( .@a == 1 ){ cutin .ssm_animate$[3] + atoi(.ssm_animate$[.@a]),4; dispbottom "Failed"; } else { cutin .ssm_animate$[3] + atoi(.ssm_animate$[.@a]),4; if( !.prize || .prize == 2 ) { Zeny += .ssm_prize[0]; } if( .prize ) { getitem .ssm_prize[1], .ssm_prize[2]; } if( .soundeffects ){ soundeffect "rog_steal coin.wav",0; } } if( select("Another Round:I'm done") == 2 || Zeny < .ssm_payment[0] && ( !.payment || .payment == 2 ) || countitem(.ssm_payment[1]) < .ssm_payment[2] && .payment ){ cutin "",255; close; } } end; case 1: // Triple Slot machine mode. mes "Do you want to play a game?"; if( !.payment ) { mes "It costs: "+ .tsm_payment_message$[0] +" to play."; } else if ( .payment == 1 ) { mes "It costs: "+ .tsm_payment_message$[1] +" to play."; } else if ( .payment == 2 ) { mes "It costs: "+ .tsm_payment_message$[0] +" & "+ .tsm_payment_message$[1] +" to play."; } if( select("YES:NO") == 2 || Zeny < .tsm_payment[0] && ( !.payment || .payment == 2 ) || countitem(.tsm_payment[1]) < .tsm_payment[2] && .payment ){ close; } while( @menu == 1 ){ if( !.payment || .payment == 2 ) { Zeny -= .tsm_payment[0]; } if( .payment ) { delitem( .tsm_payment[1], .tsm_payment[2] ); } if( .soundeffects ) { soundeffect "se_cash_provider.wav",0; } // Slot 1 = 100% Chance for success. (Because I didn't make a fail animation for it. .@2 = rand(1,100); //Rolls dice for Slot 2 .@3 = rand(1,100); //Rolls dice for Slot 3 if( .@2 <= atoi(.tsm_animate$[0]) && .@3 <= atoi(.tsm_animate$[1]) ){ .@a = 8; } else if( .@2 <= atoi(.tsm_animate$[0]) && .@3 > atoi(.tsm_animate$[1]) ){ .@a = 6; } else if( .@2 > atoi(.tsm_animate$[0]) && .@3 <= atoi(.tsm_animate$[1]) ){ .@a = 4; } else { .@a = 2; } .@b = 1; while( .@b < atoi(.tsm_animate$[.@a+1]) ) { cutin .tsm_animate$[.@a] + .@b,4; sleep2 ( ( atoi(.tsm_animate$[10]) * 1000 ) / atoi(.tsm_animate$[.@a+1]) ); .@b++; } cutin .tsm_animate$[.@a] + atoi(.tsm_animate$[.@a+1]),4; if( .@a == 2 ){ if( !.prize || .prize == 2 ) { Zeny += .tsm_prize[0]; } if( .prize ) { getitem .tsm_prize[1], .tsm_prize[2]; } if( .soundeffects ){ soundeffect "rog_steal_coin.wav",1; } } else { dispbottom "Failed"; } if( select("Another Round:I'm done") == 2 || Zeny < .tsm_payment[0] && ( !.payment || .payment == 2 ) || countitem(.tsm_payment[1]) < .tsm_payment[2] && .payment ){ cutin "",255; close; } } end; } OnSingleSlot: setd ".mode"+strnpcinfo(3)+"",0; end; OnTripleSlot: setd ".mode"+strnpcinfo(3)+"",1; end; iMode: next; mes "Which did you want to do?"; menu "Change THIS machine's mode:Change ALL machine's mode",-; if( @menu == 1 ) { next; mes "What mode would you like this machine to have?"; menu "Single Slot Machine Mode:Triple Slot Machine Mode",-; if( @menu == 1 ) { setd ".mode"+strnpcinfo(3)+"",0; } else { setd ".mode"+strnpcinfo(3)+"",1; } close; } else { next; mes "What mode would you like to change all slot machines to?"; menu "Single Slot Machine Mode:Triple Slot Machine Mode",-; if( @menu == 1 ) { donpcevent "::OnSingleSlot"; } else { donpcevent "::OnTripleSlot"; } close; } OnInit: // 0 = Disabled, 1 = Enabled. .soundeffects = 1; //[ 0 = Single Slot Machine Mode ]_[ 1 = Triple Slot Machine Mode ] setd ".mode"+strnpcinfo(3)+"",1; //[0] = Fail Rate //[1] = Fail (Do not change) //[2] = Success (Do not change) //[3] = File Name (Do not change) //[4] = Animation Time (Do not change, for best results ) setarray .ssm_animate$[0],"30","29","33","slot_","3"; //[0] = Fail Rate "Slot 2" //[1] = Fail Rate "Slot 3" //[2] = SSS (Do not change) //[3] = SSS_Count (Do not change) //[4] = SSF (Do not change) //[5] = SSF_Count (Do not change) //[6] = SFS (Do not change) //[7] = SFS_Count (Do not change) //[8] = SFF (Do not change) //[9] = SFF_Count (Do not change) //[10] = Animation Time (Do not change, for best results ) setarray .tsm_animate$[0],"30","30","SSS_","41","SSF_","37","SFS_","41","SFF_","45","3"; // Prize Settings // Prize Type // 0 = Zeny, 1 = Item, 2 = Zeny&Item .prize = 1; // [0] = Zeny, [1] = Item ID, [2] = Item Amount; setarray .ssm_prize[0],125,501,10; setarray .tsm_prize[0],450,12429,10,12430,10,12431,10; // Payment Settings // Payment Type // 0 = Zeny, 1 = Item, 2 = Zeny&Item .payment = 1; // [0] = Zeny, [1] = Item ID, [2] = Item Amount; setarray .ssm_payment[0],100,501,1; // Single Slot Machine Payment Price setarray .tsm_payment[0],300,501,1; // Triple Slot Machine Payment Price // DO NOT CHANGE BELOW // Payment Text Syntax setarray .ssm_payment_message$[0],""+ .ssm_payment[0] +" zeny",""+ getitemname(.ssm_payment[1]) +" x"+ .ssm_payment[2] +""; setarray .tsm_payment_message$[0],""+ .tsm_payment[0] +" zeny",""+ getitemname(.tsm_payment[1]) +" x"+ .tsm_payment[2] +""; end; } //Duplicates prontera,154,176,4 duplicate(1slot) SlotMachine#2slot 563 prontera,156,176,4 duplicate(1slot) SlotMachine#3slot 563
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giving 1 item only
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still not working
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i want mutiple items in this script i can see you can only get item number 501. i want to add more like for example ill add +10 foods, healing items, some custom items and it will get randomly