Question

Eu utilizo este script:

//===== rAthena Script =======================================
//= Euphy's Quest Shop
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.6b
//===== Compatible With: =====================================
//= rAthena SVN r16862+
//===== Description: =========================================
//= A dynamic quest shop based on Lunar's, with easier config.
//= Includes support for multiple shops & cashpoints.
//= Item Preview script by ToastOfDoom.
//===== Additional Comments: =================================
//= 1.0 Initial script.
//= 1.2 Added category support.
//= 1.3 More options and fixes.
//= 1.4 Added debug settings.
//= 1.5 Replaced categories with shop IDs.
//= 1.6 Added support for purchasing stackables.
//= 1.6a Added support for previewing costumes and robes.
//= 1.6b Added 'disable_items' command.
//============================================================

// Shop NPCs -- supplying no argument displays entire menu.
//	callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}};
//============================================================
prontera,164,171,3	script	Quest Shop#1	998,{ callfunc "qshop",1; }
prontera,0,0,3	script	Loja Evento#2	494,{ callfunc "qshop",2; }
prontera,164,168,3	script	Loja MVP#3	873,{ callfunc "qshop",2; }


// Script Core
//============================================================
-	script	quest_shop	-1,{ 
function Add; function Chk; function Slot; function A_An;
OnInit:


// -----------------------------------------------------------
//  Basic shop settings.
// -----------------------------------------------------------

	set .Announce,1;	// Announce quest completion? (1: yes / 0: no)
	set .ShowSlot,1;	// Show item slots? (2: all equipment / 1: if slots > 0 / 0: never)
	set .ShowID,1;  	// Show item IDs? (1: yes / 0: no)
	set .ShowZeny,1;	// Show Zeny cost, if any? (1: yes / 0: no)
	set .MaxStack,100;	// Max number of quest items purchased at one time.

// -----------------------------------------------------------
//  Points variable -- optional quest requirement.
//	setarray .Points$[0],"<variable name>","<display name>";
// -----------------------------------------------------------

	setarray .Points$[0],"#CASHPOINTS","Cash Points";

// -----------------------------------------------------------
//  Shop IDs -- to add shops, copy dummy data at bottom of file.
//	setarray .Shops$[1],"<Shop 1>","<Shop 2>"{,...};
// -----------------------------------------------------------

	setarray .Shops$[1],"Topo","Meio","Baixo";

// -----------------------------------------------------------
//  Quest items -- do NOT use a reward item more than once!
//	Add(<shop ID>,<reward ID>,<reward amount>,
//	    <Zeny cost>,<point cost>,
//	    <required item ID>,<required item amount>{,...});
// -----------------------------------------------------------


	//quest
	Add(1,5137,1,0,0,4523,10,7047,50,5141,1,1060,100);
	Add(1,5170,1,0,0,5172,1,7063,100,982,1);
	Add(1,5360,1,0,0,919,100,1096,100,7171,50,2213,1);
	Add(1,5480,1,0,0,2233,1,916,100,983,10,982,10,976,10,975,10,978,10);
	Add(1,18550,1,0,0,5170,1,7297,10,7291,10,7292,10);
	Add(1,18561,1,0,0,5170,1,7297,5,7291,5,7292,5);
	Add(1,5376,1,0,0,2255,1,983,10,7511,35,7340,35,923,25,1039,25);
	Add(1,5361,1,0,0,5096,1,2218,1,911,10,507,75,7216,75,7563,150);
	Add(1,5325,1,0,0,2263,5,2296,5,719,100,640,125);
	Add(1,5463,1,0,0,975,5,976,5,978,5,979,5,981,5,983,5,982,5,980,5,1045,125);
	
	
	//EVENTO
	Add(2,2957,1,30,0,674,30);
	Add(2,2958,1,30,0,674,30);
	Add(2,2967,1,25,0,674,25);
	Add(2,2969,1,25,0,674,25);
	Add(2,5377,1,20,0,674,20);
	Add(2,2985,1,35,0,674,35);
	Add(2,2936,1,40,0,674,40);
	Add(2,15052,1,30,0,674,30);
	Add(2,2573,1,30,0,674,30);
	Add(2,2589,1,45,0,674,45);
	Add(2,18918,1,30,0,674,30);
	Add(2,18859,1,30,0,674,30);
	Add(2,18844,1,30,0,674,30);
	Add(2,5495,1,30,0,674,30);
	Add(2,2481,1,25,0,674,25);
	Add(2,18522,1,38,0,674,38);
	Add(2,18543,1,25,0,674,25);
	Add(2,18892,1,30,0,674,30);
	Add(2,18541,1,30,0,674,30);
	Add(2,5374,1,35,0,674,35);
	Add(2,18574,1,25,0,674,25);
	Add(2,2177,1,23,0,674,23);
	Add(2,2189,1,40,0,674,40);
	Add(2,18910,1,27,0,674,27);
	Add(2,18908,1,27,0,674,27);
	Add(2,18507,1,40,0,674,40);
	Add(2,19156,1,35,0,674,35);
	Add(2,2782,1,10,0,674,10);
	Add(2,20718,1,10,0,674,5);
	
	//MVP
	Add(3,2957,1,30,0,28370,30);
	Add(3,2958,1,30,0,28370,30);
	Add(3,2967,1,25,0,28370,25);
	Add(3,2969,1,25,0,28370,25);
	Add(3,5377,1,20,0,28370,20);
	Add(3,2985,1,35,0,28370,35);
	Add(3,2936,1,40,0,28370,40);
	Add(3,15052,1,30,0,28370,30);
	Add(3,2573,1,30,0,28370,30);
	Add(3,2589,1,45,0,28370,45);
	Add(3,18918,1,30,0,28370,30);
	Add(3,18859,1,30,0,28370,30);
	Add(3,18844,1,30,0,28370,30);
	Add(3,5495,1,30,0,28370,30);
	Add(3,2481,1,25,0,28370,25);
	Add(3,18522,1,38,0,28370,38);
	Add(3,18543,1,25,0,28370,25);
	Add(3,18892,1,30,0,28370,30);
	Add(3,18541,1,30,0,28370,30);
	Add(3,5374,1,35,0,28370,35);
	Add(3,18574,1,25,0,28370,25);
	Add(3,2177,1,23,0,28370,23);
	Add(3,2189,1,40,0,28370,40);
	Add(3,18910,1,27,0,28370,27);
	Add(3,18908,1,27,0,28370,27);
	Add(3,18507,1,40,0,28370,40);
	Add(3,19156,1,35,0,28370,35);
	Add(3,2782,1,10,0,28370,10);
	Add(3,20718,1,10,0,28370,5);
	
	
// -----------------------------------------------------------

	freeloop(0);
	set .menu$,"";
	for(set .@i,1; .@i<=getarraysize(.Shops$); set .@i,.@i+1) {
		set .menu$, .menu$+.Shops$[.@i]+":";
		npcshopdelitem "qshop"+.@i,909;
	}
	end;

OnMenu:
	set .@size, getarraysize(@i);
	if (!.@size) set .@i, select(.menu$);
	else if (.@size == 1) set .@i, @i[0];
	else {
		for(set .@j,0; .@j<.@size; set .@j,.@j+1)
			set .@menu$, .@menu$+.Shops$[@i[.@j]]+":";
		set .@i, @i[select(.@menu$)-1];
	}
	deletearray @i[0],getarraysize(@i);
	if (.Shops$[.@i] == "") {
		message strcharinfo(0),"An error has occurred.";
		end;
	}
	dispbottom "Select one item at a time.";
	callshop "qshop"+.@i,1;
	npcshopattach "qshop"+.@i;
	end;

OnBuyItem:
	// [email protected][] : RewardID, BoughtAmt, RewardAmt, BaseAmt, ReqZeny, ReqPts, { ReqItem, ReqAmt, ... }
	setarray .@q[0],@bought_nameid[0],((@bought_quantity[0] > .MaxStack)?.MaxStack:@bought_quantity[0]);
	copyarray .@q[3],getd(".q_"+.@q[0]+"[0]"),getarraysize(getd(".q_"+.@q[0]));
	set .@q[2],.@q[1]*.@q[3];
	if (!.@q[2] || .@q[2] > 30000) {
		message strcharinfo(0),"You can't purchase that many "+getitemname(.@q[0])+".";
		end;
	}
	mes "[Quest Shop]";
	mes "Reward: ^0055FF"+((.@q[2] > 1)?.@q[2]+"x ":"")+Slot(.@q[0])+"^000000";
	mes "Requirements:";
	disable_items;
	if (.@q[4]) mes " > "+Chk(Zeny,.@q[4]*.@q[1])+(.@q[4]*.@q[1])+" Zeny^000000";
	if (.@q[5]) mes " > "+Chk(getd(.Points$[0]),.@q[5]*.@q[1])+(.@q[5]*.@q[1])+" "+.Points$[1]+" ("+getd(.Points$[0])+"/"+(.@q[5]*.@q[1])+")^000000";
	if (.@q[6]) for(set .@i,6; .@i<getarraysize(.@q); set .@i,.@i+2)
		mes " > "+Chk(countitem(.@q[.@i]),.@q[.@i+1]*.@q[1])+((.ShowID)?"{"+.@q[.@i]+"} ":"")+Slot(.@q[.@i])+" ("+countitem(.@q[.@i])+"/"+(.@q[.@i+1]*.@q[1])+")^000000";
	next;
	setarray @qe[1], getiteminfo(.@q[0],5), getiteminfo(.@q[0],11);
	if (@qe[2] > 0 && ((@qe[1] & 1) || (@qe[1] & 256) || (@qe[1] & 512) || (@qe[1] & 1024) || (@qe[1] & 2048) || (@qe[1] & 4096) || (@qe[1] & 4) || (@qe[1] & 8192)))
		set .@preview,1;
	addtimer 1000, strnpcinfo(0)+"::OnEnd";
	while(1) {
		switch(select(" ~ Purchase ^0055FF"+getitemname(.@q[0])+"^000000:"+((.@preview && !@qe[7])?" ~ Preview...":"")+": ~ ^777777Cancel^000000")) {
		case 1:
			if (@qe[0]) { 
				mes "[Quest Shop]";
				mes "You're missing one or more quest requirements.";
				close;
			}
			if (!checkweight(.@q[0],.@q[2])) {
				mes "[Quest Shop]";
				mes "^FF0000You need "+(((.@q[2]*getiteminfo(.@q[0],6))+Weight-MaxWeight)/10)+" additional weight capacity to complete this trade.^000000";
				close;
			}
			if (.@q[4]) set Zeny, Zeny-(.@q[4]*.@q[1]);
			if (.@q[5]) setd .Points$[0], getd(.Points$[0])-(.@q[5]*.@q[1]);
			if (.@q[6]) for(set .@i,6; .@i<getarraysize(.@q); set .@i,.@i+2)
				delitem .@q[.@i],.@q[.@i+1]*.@q[1];
			getitem .@q[0],.@q[2];
			if (.Announce) announce strcharinfo(0)+" has created "+((.@q[2] > 1)?.@q[2]+"x "+getitemname(.@q[0]):A_An(getitemname(.@q[0])))+"!",0;
			specialeffect2 EF_FLOWERLEAF;
			close;
		case 2:
			setarray @qe[3], getlook(LOOK_HEAD_BOTTOM), getlook(LOOK_HEAD_TOP), getlook(LOOK_HEAD_MID), getlook(LOOK_ROBE), 1;
			if ((@qe[1] & 1) || (@qe[1] & 4096)) changelook LOOK_HEAD_BOTTOM, @qe[2];
			else if ((@qe[1] & 256) || (@qe[1] & 1024)) changelook LOOK_HEAD_TOP, @qe[2];
			else if ((@qe[1] & 512) || (@qe[1] & 2048)) changelook LOOK_HEAD_MID, @qe[2];
			else if ((@qe[1] & 4) || (@qe[1] & 8192)) changelook LOOK_ROBE, @qe[2];
			break;
		case 3:
			close;
		}
	}

OnEnd:
	if (@qe[7]) {
		changelook LOOK_HEAD_BOTTOM, @qe[3];
		changelook LOOK_HEAD_TOP, @qe[4];
		changelook LOOK_HEAD_MID, @qe[5];
		changelook LOOK_ROBE, @qe[6];
	}
	deletearray @qe[0],8;
	end;

function Add {
	if (getitemname(getarg(1)) == "null") {
		debugmes "Quest reward #"+getarg(1)+" invalid (skipped).";
		return;
	}
	setarray .@j[0],getarg(2),getarg(3),getarg(4);
	for(set .@i,5; .@i<getargcount(); set .@i,.@i+2) {
		if (getitemname(getarg(.@i)) == "null") {
			debugmes "Quest requirement #"+getarg(.@i)+" invalid (skipped).";
			return;
		} else
			setarray .@j[.@i-2],getarg(.@i),getarg(.@i+1);
	}
	copyarray getd(".q_"+getarg(1)+"[0]"),.@j[0],getarraysize(.@j);
	npcshopadditem "qshop"+getarg(0),getarg(1),((.ShowZeny)?getarg(3):0);
	return;
}

function Chk {
	if (getarg(0) < getarg(1)) {
		set @qe[0],1;
		return "^FF0000";
	} else
		return "^00FF00";
}

function Slot {
	set .@s$,getitemname(getarg(0));
	switch(.ShowSlot) {
		case 1: if (!getitemslots(getarg(0))) return .@s$;
		case 2: if (getiteminfo(getarg(0),2) == 4 || getiteminfo(getarg(0),2) == 5) return .@s$+" ["+getitemslots(getarg(0))+"]";
		default: return .@s$;
	}
}

function A_An {
	setarray .@A$[0],"a","e","i","o","u";
	set .@B$, "_"+getarg(0);
	for(set .@i,0; .@i<5; set .@i,.@i+1)
		if (compare(.@B$,"_"+.@A$[.@i])) return "an "+getarg(0);
	return "a "+getarg(0);
}
}

function	script	qshop	{
	deletearray @i[0],getarraysize(@i);
	for(set .@i,0; .@i<getargcount(); set .@i,.@i+1)
		set @i[.@i],getarg(.@i);
	doevent "quest_shop::OnMenu";
	end;
}
// Dummy shop data -- copy as needed.
//============================================================
-	shop	qshop1	-1,909:-1
-	shop	qshop2	-1,909:-1
-	shop	qshop3	-1,909:-1

Quero que o npc: Loja Evento#2 exija id 674, npc: Loja MVP#3 exije id 28370 para equipamentos iguais.

Ou algum script que posso substituir um dos dois npc.

Translate english:

I use this

<SCRIPT>

 

require another item for different equipament

npc Loja Evento#2 require  id 674,  npc Loja MVP#3 require  id 28370 for same equipaments.

Or some script replace 

 

 

Edited by spawnn

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6 answers to this question

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  • 0

Não entendi. Você quer que um NPC tenha a opção pra abrir as duas lojas? É isso?

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1 hour ago, Tanlor said:

Não entendi. Você quer que um NPC tenha a opção pra abrir as duas lojas? É isso?

Estou tentando fazer com que o script haja 3 npcs com a mesma função qshop, 1° quest shop, 2° loja de moeda evento id 674, 3° loja de fragmento mvp id 28370.

Quero vender os mesmos itens nas 3 lojas porem cada uma exigindo itens diferentes. Da forma que esta o script que postei o npc de loja de moeda eventa que exigiria o id 674 para fazer tal item esta exigindo o mesmo item da loja mvp o id 28370, isso so acontece quando repito os itens a ser vendido nas mesmas lojas, ex:

Quest:

Alice, id x, itens requeridos x, x, x, x;

Loja evento

Alice, id x, itens requeridos 674, quantidade 40

Loja mvp

Alice, id x, itens requeridos 28370, quantidade requerida 40

Eu modifiquei para isto porem in-game clico no npc loja evento esta exigindo o mesmo item da loja mvp para fazer Alice, sendo que os ids estao diferente para cada npc.

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  • 0

Tenta criar seu próprio script usando pointshop e itemshop nativo do emulador. Tenta e posta aqui que eu te ajudo. Ou se não da uma procurada no forúm que você acha um monte de script usando esses comandos pra você ter como exemplo.

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  • 0

Mude isso:

prontera,164,168,3	script	Loja MVP#3	873,{ callfunc "qshop",2; }

Pra isso:

prontera,164,168,3	script	Loja MVP#3	873,{ callfunc "qshop,3"; }

 

Sugestão minha:

Se você quiser as duas lojas no mesmo NPC - já que os itens são os mesmos, você quer apenas que o jogador selecione a "moeda de troca" - mude isso:

prontera,164,168,3	script	Loja MVP#3	873,{ callfunc "qshop",2; }

Pra isso:

prontera,164,168,3	script	Loja MVP#3	873,{ callfunc "qshop",2,3; }

E renomeie as lojas pro nome da moeda de Troca. Por exemplo, se os dois itens forem "Moeda Gato" e "Moeda Cachorro", sugiro que renomeie o nome das lojas disso:

setarray .Shops$[1],"Topo","Meio","Baixo";

Pra isso:

setarray .Shops$[1],"Topo","Trocar por: Moeda Gato","Trocar por: Moeda Cachorro";

 

Assim, quando o jogador clicar no NPC "Loja MVP" em prontera,164.168 , vai aparecer um Select com as opções: Trocar por: Moeda Gato  e Trocar por: Moeda Cachorro, e o jogador vai se orientar melhor.

Se consegui te ajudar, só dar um Upvote pra reforçar. 😉

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17 hours ago, Tanlor said:

Mude isso:

prontera,164,168,3	script	Loja MVP#3	873,{ callfunc "qshop",2; }

Pra isso:

prontera,164,168,3	script	Loja MVP#3	873,{ callfunc "qshop,3"; }

 

Sugestão minha:

Se você quiser as duas lojas no mesmo NPC - já que os itens são os mesmos, você quer apenas que o jogador selecione a "moeda de troca" - mude isso:

prontera,164,168,3	script	Loja MVP#3	873,{ callfunc "qshop",2; }

Pra isso:

prontera,164,168,3	script	Loja MVP#3	873,{ callfunc "qshop",2,3; }

E renomeie as lojas pro nome da moeda de Troca. Por exemplo, se os dois itens forem "Moeda Gato" e "Moeda Cachorro", sugiro que renomeie o nome das lojas disso:

setarray .Shops$[1],"Topo","Meio","Baixo";

Pra isso:

setarray .Shops$[1],"Topo","Trocar por: Moeda Gato","Trocar por: Moeda Cachorro";

 

Assim, quando o jogador clicar no NPC "Loja MVP" em prontera,164.168 , vai aparecer um Select com as opções: Trocar por: Moeda Gato  e Trocar por: Moeda Cachorro, e o jogador vai se orientar melhor.

Se consegui te ajudar, só dar um Upvote pra reforçar. 😉

Não funcionou:  https://prnt.sc/mey7sw

Edited by spawnn

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  • 0

Deixa eu ver como tá seu Script atual, por favor.

 

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