prt_fild08,240,263,3 script Little Annie 716,{
// INITIAL ENCOUNTER
if (FirstEncounter == 0) {
if(1) {
mes .npc$;
mes "Hi, mister...";
emotion e_sob,0,"Little Annie";
}
else {
mes .npc$;
mes "Hi, miss...";
emotion e_sob,0,"Little Annie";
}
next;
mes "["+strcharinfo(0)+"]";
mes "What's wrong?";
next;
mes .npc$;
mes "My little Okja here is being bullied by Porings!";
next;
mes "["+strcharinfo(0)+"]";
mes "Do you want me to teach them a lesson?";
next;
mes .npc$;
mes "You'd do that for us?";
next;
mes "["+strcharinfo(0)+"]";
mes "Yes I would, so don't be sad anymore.";
next;
mes .npc$;
mes "If you could, please kill 10 Porings to teach them not to bully my little Okja anymore.";
next;
mes "["+strcharinfo(0)+"]";
mes "I'll go and teach them a lesson, cheer-up!";
next;
mes .npc$;
mes "Please teach those bullies a lesson for us...";
set FirstEncounter, 1;
close;
}
// SUCCEEDING ENCOUNTERS
{
if ((FirstEncounter == 1) && (PoringKills < 10)) {
mes .npc$;
mes "Please, punish those bullies for us.";
}
else {
if ((FirstEncounter == 1) && (PoringKills >= 10))
mes .npc$;
mes "You've done it! You punished those Poring Bullies!";
next;
mes .npc$;
mes "I hope you don't mind, but little Okja tells me that we should give you a reward for your assistance.";
next;
mes .npc$;
mes "You see, I make hats adorned with ears resembling those of my cute little Okja, and I want to make one for you as a form of recompense.";
next;
mes .npc$;
mes "Speak to me again if you're interested!";
set killingdone, 1;
close;
}
//
if (killingdone == 1) {
mes .npc$;
mes "As I've already mentioned, I can make you a hat adorned with replicas of my cute little Okja's ears.";
next;
mes .npc$;
mes "I'll need materials to make it for you though, so please gather them for me~";
next;
mes .npc$;
mes "I'll need 10,000 Zenies, 50 Animal Skins, 25 Green Herbs, and a Sweet Milk for my consumption, Hee~hee~.";
next;
mes "["+strcharinfo(0)+"]";
mes "Make it for me then!";
next;
if ((Zeny >= 10000) && (countitem(919) >= 50) && (countitem(511) >= 25) && (countitem(627) >= 1)) {
delitem 919,50;
delitem 511,25;
delitem 627,1;
set Zeny, Zeny-10000;
set PoringKills,PoringKills - 10;
set oquest, 1;
mes .npc$;
mes "Here you are, thank you again!";
emotion e_no1,0,"Little Annie";
getitem 5407,1;
}
else {
mes .npc$;
mes "Come on, "+strcharinfo(0)+", I can't make the hat for you if you don't bring me what I need.";
close;
}
}
//
OnNPCKillEvent:
if( killedrid == 1002 ){
set PoringKills,PoringKills +1;
dispbottom "You have killed "+PoringKills+" Porings.";
}
end;
//
OnInit:
.npc$ = "[^51ba31Little Annie^000000]";
while(1){
npctalk "Don't worry Okja, we'll punish them soon enough!";
sleep 30000;
}
end;
}
}
prt_fild08 mapflag loadevent
Like here, I want the OnNPCKillEvent to activate only after line 37, then deactivate after line 59?
Question
Kidlatsv
How do I activate and deactivate OnNPCKillEvent?
prt_fild08,240,263,3 script Little Annie 716,{ // INITIAL ENCOUNTER if (FirstEncounter == 0) { if(1) { mes .npc$; mes "Hi, mister..."; emotion e_sob,0,"Little Annie"; } else { mes .npc$; mes "Hi, miss..."; emotion e_sob,0,"Little Annie"; } next; mes "["+strcharinfo(0)+"]"; mes "What's wrong?"; next; mes .npc$; mes "My little Okja here is being bullied by Porings!"; next; mes "["+strcharinfo(0)+"]"; mes "Do you want me to teach them a lesson?"; next; mes .npc$; mes "You'd do that for us?"; next; mes "["+strcharinfo(0)+"]"; mes "Yes I would, so don't be sad anymore."; next; mes .npc$; mes "If you could, please kill 10 Porings to teach them not to bully my little Okja anymore."; next; mes "["+strcharinfo(0)+"]"; mes "I'll go and teach them a lesson, cheer-up!"; next; mes .npc$; mes "Please teach those bullies a lesson for us..."; set FirstEncounter, 1; close; } // SUCCEEDING ENCOUNTERS { if ((FirstEncounter == 1) && (PoringKills < 10)) { mes .npc$; mes "Please, punish those bullies for us."; } else { if ((FirstEncounter == 1) && (PoringKills >= 10)) mes .npc$; mes "You've done it! You punished those Poring Bullies!"; next; mes .npc$; mes "I hope you don't mind, but little Okja tells me that we should give you a reward for your assistance."; next; mes .npc$; mes "You see, I make hats adorned with ears resembling those of my cute little Okja, and I want to make one for you as a form of recompense."; next; mes .npc$; mes "Speak to me again if you're interested!"; set killingdone, 1; close; } // if (killingdone == 1) { mes .npc$; mes "As I've already mentioned, I can make you a hat adorned with replicas of my cute little Okja's ears."; next; mes .npc$; mes "I'll need materials to make it for you though, so please gather them for me~"; next; mes .npc$; mes "I'll need 10,000 Zenies, 50 Animal Skins, 25 Green Herbs, and a Sweet Milk for my consumption, Hee~hee~."; next; mes "["+strcharinfo(0)+"]"; mes "Make it for me then!"; next; if ((Zeny >= 10000) && (countitem(919) >= 50) && (countitem(511) >= 25) && (countitem(627) >= 1)) { delitem 919,50; delitem 511,25; delitem 627,1; set Zeny, Zeny-10000; set PoringKills,PoringKills - 10; set oquest, 1; mes .npc$; mes "Here you are, thank you again!"; emotion e_no1,0,"Little Annie"; getitem 5407,1; } else { mes .npc$; mes "Come on, "+strcharinfo(0)+", I can't make the hat for you if you don't bring me what I need."; close; } } // OnNPCKillEvent: if( killedrid == 1002 ){ set PoringKills,PoringKills +1; dispbottom "You have killed "+PoringKills+" Porings."; } end; // OnInit: .npc$ = "[^51ba31Little Annie^000000]"; while(1){ npctalk "Don't worry Okja, we'll punish them soon enough!"; sleep 30000; } end; } } prt_fild08 mapflag loadevent
Like here, I want the OnNPCKillEvent to activate only after line 37, then deactivate after line 59?
Edited by Cyrocode box
Link to comment
Share on other sites
1 answer to this question
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.