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Phenomena

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  1. Phenomena's post in Request > Ore exchanger NPC scripts was marked as the answer   
    Hm... How does this script must look like? Any suggestions or anything else? And 50 mithril = 1 mithril coin?? What the crap?
     
    so, simple exchanger:
    // Simple Ore Excange to coconutswt, user of rAthena community // ============================================================ prontera,155,170,4 script Ore Exchanger 100,{ mes "^3363A6[ Ore Exchanger ]^000000"; mes "Hello, dear Adventure! How can i help you?"; next; menu "Exchange Bronze Coins 2 Silver Coins", BrC2SiC, "Exchange Silver Coins 2 Gold Coins", SiC2GoC, "Exchange Gold Coins 2 Platinum Coins", GoC2PlC; BrC2SiC: mes "^3363A6[ Ore Exchanger ]^000000"; mes "I want to note, that 1 Silver Coin cost 10 Brozne Coins, so do you want to continue?"; next; if( select( "No, i want to leave", "Yes, exchange please" ) == 1 ) { mes "^3363A6[ Ore Exchanger ]^000000"; mes "So, see you next time, and good luck!"; close; } if( countitem(673) < 1 ) { mes "^3363A6[ Ore Exchanger ]^000000"; mes "Excuse me, but you have no even 1 Bronze Coin... Come back later."; emotion e_sry; close; } if( countitem(673) < 10 ) { mes "^3363A6[ Ore Exchanger ]^000000"; mes "Excuse me, but you dont have enought Bronze Coins to exchange for our today course. You must have at least 10 Bronze Coins."; close; } mes "^3363A6[ Ore Exchanger ]^000000"; mes "Do you want to exchange all your Bronze Coins or just step by step 10 to 1?"; next; switch( select( "Exchange all my Bronze Coins", "Exchange 10 to 1" ) ) { case 1: //set .@curr_bc_count, countitem(673); set .@exchanged_coins, ( countitem(673) / 10 ); mes "^3363A6[ Ore Exchanger ]^000000"; mes "Here you are!"; delitem 673, .@exchanged_coins * 10; getitem 675, .@exchanged_coins; close; case 2: mes "^3363A6[ Ore Exchanger ]^000000"; mes "Here you are!"; delitem 673, 10; getitem 675, 1; close; } SiC2GoC: mes "^3363A6[ Ore Exchanger ]^000000"; mes "I want to note, that 1 Gold Coin cost 10 Silver Coins, so do you want to continue?"; next; if( select( "No, i want to leave", "Yes, exchange please" ) == 1 ) { mes "^3363A6[ Ore Exchanger ]^000000"; mes "So, see you next time, and good luck!"; close; } if( countitem(675) < 1 ) { mes "^3363A6[ Ore Exchanger ]^000000"; mes "Excuse me, but you have no even 1 Bronze Coin... Come back later."; emotion e_sry; close; } if( countitem(675) < 10 ) { mes "^3363A6[ Ore Exchanger ]^000000"; mes "Excuse me, but you dont have enought Silver Coins to exchange for our today course. You must have at least 10 Silver Coins."; close; } mes "^3363A6[ Ore Exchanger ]^000000"; mes "Do you want to exchange all your Bronze Coins or just step by step 10 to 1?"; next; switch( select( "Exchange all my Silver Coins", "Exchange 10 to 1" ) ) { case 1: //set .@curr_gc_count, countitem(675); set .@exchanged_coins, ( countitem(675) / 10 ); mes "^3363A6[ Ore Exchanger ]^000000"; mes "Here you are!"; delitem 675, .@exchanged_coins * 10; getitem 671, .@exchanged_coins; close; case 2: mes "^3363A6[ Ore Exchanger ]^000000"; mes "Here you are!"; delitem 675, 10; getitem 671, 1; close; } GoC2PlC: mes "^3363A6[ Ore Exchanger ]^000000"; mes "I want to note, that 1 Platinum Coin cost 10 Gold Coins, so do you want to continue?"; next; if( select( "No, i want to leave", "Yes, exchange please" ) == 1 ) { mes "^3363A6[ Ore Exchanger ]^000000"; mes "So, see you next time, and good luck!"; close; } if( countitem(671) < 1 ) { mes "^3363A6[ Ore Exchanger ]^000000"; mes "Excuse me, but you have no even 1 Bronze Coin... Come back later."; emotion e_sry; close; } if( countitem(671) < 10 ) { mes "^3363A6[ Ore Exchanger ]^000000"; mes "Excuse me, but you dont have enought Silver Coins to exchange for our today course. You must have at least 10 Silver Coins."; close; } mes "^3363A6[ Ore Exchanger ]^000000"; mes "Do you want to exchange all your Gold Coins or just step by step 10 to 1?"; next; switch( select( "Exchange all my Gold Coins", "Exchange 10 to 1" ) ) { case 1: //set .@curr_pc_count, countitem(671); set .@exchanged_coins, ( countitem(671) / 10 ); mes "^3363A6[ Ore Exchanger ]^000000"; mes "Here you are!"; delitem 671, .@exchanged_coins * 10; getitem 677, .@exchanged_coins; close; case 2: mes "^3363A6[ Ore Exchanger ]^000000"; mes "Here you are!"; delitem 671, 10; getitem 677, 1; close; } }
  2. Phenomena's post in quests account bound was marked as the answer   
    This variable MUST present after you FINISH quest.
     
    Example: you made quest to Amatsu Dungeon. Your character successfully take variable ( amatsu.... X ). After that line add
    set #amatsu_dangeon_q, 1;
     
    So, next time if any players of this account will try use warper to Amatsu Dungeon, it will check first this:
     
    if( #amatsu_dangeon_q == 1 ) { // Teleport to Amatsu Dungeon }
     
    So, you need make it for every quest and this #Var must be unique, as #amatsu_dungeon, #lhz_dungeon and etc.
     
    I suggest you to make custom quest to enter dungeons, and after making this quest player will take set #account_variable, 1;
    So, you will no need make quest at all and other characters on this account also will can enter to dungeons.
  3. Phenomena's post in Pre-Renewal data (idnumdesctable) was marked as the answer   
    Pre-Renewal idnum2itemdesctable.txt
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