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Duplicating Quest NPC


AinsLord

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So im planning to add new NPC for this script

this is the 1st NPC 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>{,...}}};
//============================================================
prt_in,32,114,5	script	Tier 1 Quest#1	998,{ callfunc "qshop"; }


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

// -----------------------------------------------------------
//  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,0;	// 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],"Headgears[T1]","Mid HG[T1]","Lower[T1]","Accessory[T1]","Commander Set[T1]","Defender Set[T1]";

// -----------------------------------------------------------
//  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>{,...});
// -----------------------------------------------------------

	Add(1,32000,1,0,100,7086,1,969,10,999,40,1003,50,984,2);
	Add(1,32001,1,0,0,1059,250,2221,1,2227,1,7063,600);
	Add(1,32002,1,0,0,2252,1,1036,400,7001,50,4052,1);
	Add(1,32003,1,0,0,2252,1,1054,450,943,1200);
	Add(1,32004,1,0,0,2252,1,1054,450,943,1200);
	Add(1,32005,1,0,0,2252,1,1054,450,943,1200);

	Add(2,32006,1,0,0,7297,30,969,10,999,50,714,10);
	Add(2,32007,1,0,0,7292,30,969,10,999,50,714,10);
	Add(2,32009,1,0,0,7292,30,969,10,999,50,714,10);
	Add(2,32011,1,0,0,7292,30,969,10,999,50,714,10);
	Add(2,32008,1,0,0,7297,30,969,10,999,50,714,10);
	Add(2,32012,1,0,0,7292,30,969,10,999,50,714,10);

	Add(3,32014,1,0,0,7292,30,969,10,999,50,714,10);
	Add(3,32015,1,0,0,7297,30,969,10,999,50,714,10);
	Add(3,32021,1,0,0,7292,30,969,10,999,50,714,10);
	Add(3,32018,1,0,0,7292,30,969,10,999,50,714,10);
	Add(3,32020,1,0,0,7292,30,969,10,999,50,714,10);
	Add(3,32019,1,0,0,7292,30,969,10,999,50,714,10);

	Add(4,34000,1,0,0,7292,30,969,10,999,50,714,10);
	Add(4,34001,1,0,0,7297,30,969,10,999,50,714,10);
	Add(4,34005,1,0,0,7292,30,969,10,999,50,714,10);
	Add(4,34003,1,0,0,7292,30,969,10,999,50,714,10);
	Add(4,34002,1,0,0,7292,30,969,10,999,50,714,10);
	Add(4,34004,1,0,0,7292,30,969,10,999,50,714,10);

	Add(5,35000,1,0,0,7292,30,969,10,999,50,714,10);
	Add(5,35001,1,0,0,7297,30,969,10,999,50,714,10);
	Add(5,35002,1,0,0,7292,30,969,10,999,50,714,10);
	Add(5,35003,1,0,0,7292,30,969,10,999,50,714,10);

	Add(6,35004,1,0,0,7292,30,969,10,999,50,714,10);
	Add(6,35005,1,0,0,7297,30,969,10,999,50,714,10);
	Add(6,35006,1,0,0,7292,30,969,10,999,50,714,10);
	Add(6,35007,1,0,0,7292,30,969,10,999,50,714,10);







// -----------------------------------------------------------

	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:
	// .@q[] : 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
-	shop	qshop4	-1,909:-1
-	shop	qshop5	-1,909:-1
-	shop	qshop6	-1,909:-1

and im plannig to create another NPC using the same script but the 2nd NPC keep on showing whats on the 1st NPC anyone can help me with this

Heres the 2nd NPC 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>{,...}}};
//============================================================
prt_in,34,114,5	script	Quest Mats#1	998,{ callfunc "qshop"; }


// Script Core
//============================================================
-	script	quest_shop1	-1,{ 
function Add; function Chk; function Slot; function A_An;
OnInit:
	freeloop(1);

// -----------------------------------------------------------
//  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,0;	// 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],"Figures";

// -----------------------------------------------------------
//  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>{,...});
// -----------------------------------------------------------

	Add(7,2767,1,0,0,7086,1,969,10,999,40,1003,50,984,2);
	Add(7,2769,1,0,0,1059,250,2221,1,2227,1,7063,600);
	Add(7,2768,1,0,0,2252,1,1036,400,7001,50,4052,1);
	Add(7,2771,1,0,0,2252,1,1054,450,943,1200);
	Add(7,2766,1,0,0,2252,1,1036,400,7001,50,4052,1);
	Add(7,2770,1,0,0,2252,1,1054,450,943,1200);


// -----------------------------------------------------------

	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:
	// .@q[] : 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_shop1::OnMenu";
	end;
}


// Dummy shop data -- copy as needed.
//============================================================
-	shop	qshop7	-1,909:-1
-	shop	qshop8	-1,909:-1
-	shop	qshop9	-1,909:-1
-	shop	qshop10	-1,909:-1
-	shop	qshop11	-1,909:-1

i actually did it before wayback 2016 hahaha and i forgot how to do it again

thanks in advance it was @Euphy script credit to this person

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If you only read the script carefully, you should be able to do make as much duplicates as you want without duplicating the whole script.

// Shop NPCs -- supplying no argument displays entire menu.
//	callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}};
//============================================================
prt_in,32,114,5	script	Tier 1 Quest#1	998,{ callfunc "qshop"; }

 

If you want the npc to load only SHOP ID 1, you should do something like :

map,x,y,f	script	Tier 1 Quest#1	998,{ callfunc "qshop", 1; } // Shows SHOP ID 1 only

 

Then for more examples:

map,x,y,f	script	Tier 2 Quest#1	998,{ callfunc "qshop", 1, 2; } // Shows SHOP ID 1 and 2
map,x,y,f	script	Tier 3 Quest#1	998,{ callfunc "qshop", 1, 3; } // Shows SHOP ID 1 and 3
.....

 

And so on...

 

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13 minutes ago, Mabuhay said:

If you only read the script carefully, you should be able to do make as much duplicates as you want without duplicating the whole script.


// Shop NPCs -- supplying no argument displays entire menu.
//	callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}};
//============================================================
prt_in,32,114,5	script	Tier 1 Quest#1	998,{ callfunc "qshop"; }

 

If you want the npc to load only SHOP ID 1, you should do something like :


map,x,y,f	script	Tier 1 Quest#1	998,{ callfunc "qshop", 1; } // Shows SHOP ID 1 only

 

Then for more examples:


map,x,y,f	script	Tier 2 Quest#1	998,{ callfunc "qshop", 1, 2; } // Shows SHOP ID 1 and 2
map,x,y,f	script	Tier 3 Quest#1	998,{ callfunc "qshop", 1, 3; } // Shows SHOP ID 1 and 3
.....

 

And so on...

 

doesnt open the NPC after clicked

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7 minutes ago, AinsLord said:

doesnt open the NPC after clicked

There should be an error. Its a waste of time to guess the problem.

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got it thnxxxx a lot

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On 6/19/2020 at 9:30 PM, Mabuhay said:

If you only read the script carefully, you should be able to do make as much duplicates as you want without duplicating the whole script.


// Shop NPCs -- supplying no argument displays entire menu.
//	callfunc "qshop"{,<shop ID>{,<shop ID>{,...}}};
//============================================================
prt_in,32,114,5	script	Tier 1 Quest#1	998,{ callfunc "qshop"; }

 

If you want the npc to load only SHOP ID 1, you should do something like :


map,x,y,f	script	Tier 1 Quest#1	998,{ callfunc "qshop", 1; } // Shows SHOP ID 1 only

 

Then for more examples:


map,x,y,f	script	Tier 2 Quest#1	998,{ callfunc "qshop", 1, 2; } // Shows SHOP ID 1 and 2
map,x,y,f	script	Tier 3 Quest#1	998,{ callfunc "qshop", 1, 3; } // Shows SHOP ID 1 and 3
.....

 

And so on...

 

try follow this one, my "Weapons" , "Other" and "NewShop" , the item become together with "Hat Maker" 

any clue how to fix it ? i try want make 1 npc  like UpperMiddle , Lower different NPC but same script

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On 3/7/2021 at 1:11 PM, ManokStreZ said:

try follow this one, my "Weapons" , "Other" and "NewShop" , the item become together with "Hat Maker" 

any clue how to fix it ? i try want make 1 npc  like UpperMiddle , Lower different NPC but same script

if you want multiple NPC

map,x,y,f    script    NPC1#1    603,{ callfunc "qshop",1,2,3; }
map,x,y,f    script    NPC2#1    603,{ callfunc "qshop",4,5,6,7; }

    setarray .Shops$[1],
    setarray .Shops$[1],
        "Headgears",    // Shop NPC1
        "Midgear",        // Shop NPC1
        "Wings",        // Shop NPC1
        "Evolve II",    // Shop NPC2
        "Evolve III",        // Shop NPC2
        "Evolve IV",        // Shop NPC2
        "Evolve V";        // Shop NPC2

    Add(1,ITEM,1,0,0,601,1);

    Add(2,ITEM,1,0,0,601,1);

    Add(3,ITEM,1,0,0,601,1);

    Add(4,ITEM,1,0,0,601,1);

    Add(5,ITEM,1,0,0,601,1);

    Add(6,ITEM,1,0,0,601,1);

    Add(7,ITEM,1,0,0,601,1);

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