I have an instance
I've been inside but then I die,
how to return to the instance?
Is there a script command that can be given to npc
thx
i'm use instance simple script
//===== rAthena Script =======================================
//= Sample: Instancing
//===== By: ==================================================
//= Euphy
//===== Last Updated: ========================================
//= 20140129
//===== Description: =========================================
//= Contains elements of a basic instance script.
//============================================================
// Before running this script, add the entry below to
// 'db/(pre-)re/instance_db.txt':
// 100,Abyss Lake Instance,3600,300,abyss_03,160,155
// Instance Creation
//============================================================
prontera,151,190,6 script Sample Instance 101,{
.@instance$ = "Rent Location";
if (instance_id()) { // ignore the console debug message (harmless)
mes "[Sample Instance]";
mes "You are already part of an instance.";
next;
switch(select("Enter Instance.:Cancel.")) {
case 1:
break;
case 2:
mes "[Sample Instance]";
mes "You don't want to try again?";
emotion ET_CRY;
close;
}
} else {
mes "[Sample Instance]";
mes "Would you like to try the sample instance in Abyss Lake 3?";
next;
switch(select("Create Instance.:Cancel.")) {
case 1:
.@create = instance_create(.@instance$);
if (.@create < 0) {
mes "[Sample Instance]";
switch (.@create) {
case -1: mes "ERROR: Invalid type."; break;
case -2: mes "ERROR: Party not found."; break;
case -3: mes "ERROR: Instance already exists."; break;
case -4: mes "ERROR: No free instances."; break;
}
mes " ";
mes "Instance creation ^FF0000failed^000000.";
emotion ET_HUK;
close;
}
mes "[Sample Instance]";
mes "Instance created.";
mes " ";
mes "Now entering the instance...";
next;
break;
case 2:
mes "[Sample Instance]";
mes "Okay. Maybe next time!";
close;
}
}
.@enter = instance_enter(.@instance$);
if (.@enter != 0) {
mes "[Sample Instance]";
switch (.@enter) {
case 1: mes "ERROR: Party not found."; break;
case 2: mes "ERROR: Party does not have an instance."; break;
case 3: mes "ERROR: Unknown error."; break;
}
mes " ";
mes "Instance entry ^FF0000failed^000000.";
emotion ET_HUK;
close;
}
close;
}
// Instance Scripts
//============================================================
abyss_03,154,159,6 script Instance NPC#start 101,{
mes "[Instance NPC]";
mes "Are you ready to begin?";
next;
switch(select("Yes.:No.")) {
case 1:
mes "[Instance NPC]";
mes "Good luck.";
close2;
donpcevent instance_npcname("#ins_abyss03_mobs")+"::OnEnable";
delwaitingroom;
disablenpc instance_npcname(strnpcinfo(0));
end;
case 2:
mes "[Instance NPC]";
mes "Take your time.";
close;
}
end;
OnInit: // hide the NPC on the normal map
disablenpc strnpcinfo(0);
end;
OnInstanceInit: // initialize the NPC when the instance is created
disablenpc instance_npcname("abysslakedunwarp004"); // disable original warp portal (currently buggy)
waitingroom "Click here to start!",0;
end;
}
abyss_03,0,0,0 script #ins_abyss03_mobs -1,{
end;
OnEnable:
initnpctimer;
end;
OnTimer1000: //strnpcinfo(4) will retrieve the instanced map name
mapannounce strnpcinfo(4),"Instance NPC: The Abyss Lake instance has begun.",bc_all;
end;
OnTimer4000:
mapannounce strnpcinfo(4),"Instance NPC: Smash the Treasure Chest in the center of the map for a prize.",bc_all;
end;
OnTimer5000:
stopnpctimer;
// spawn mobs
.@map$ = instance_mapname("abyss_03");
.@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
.@label_boss$ = instance_npcname(strnpcinfo(0))+"::OnMyBossDead";
monster .@map$,0,0,"Huge Poring",1002,20,.@label$,2;
monster .@map$,0,0,"Huge Drops",1113,15,.@label$,2;
monster .@map$,0,0,"Huge Poporing",1031,10,.@label$,2;
monster .@map$,0,0,"Huge Marin",1242,10,.@label$,2;
monster .@map$,0,0,"Tiny Zombie",1015,30,.@label$,1;
monster .@map$,0,0,"Huge Mime Monkey",1585,2,.@label$,2;
monster .@map$,97,102,"Treasure Chest",1732,1,.@label_boss$,2;
end;
OnMyMobDead: // normal mobs
dispbottom "What am I doing? I should be attacking the Treasure Chest!";
viewpoint 0,97,102,0,0xFF0000;
switch (rand(6)) { // for fun (:
case 0: sc_start SC_STONE,5000,0; break;
case 1: sc_start SC_FREEZE,5000,0; break;
case 2: sc_start SC_STUN,5000,0; break;
case 3: sc_start SC_SLEEP,5000,0; break;
case 4: sc_start SC_CONFUSION,5000,0; break;
case 5: sc_start SC_BLIND,5000,0; break;
}
end;
OnMyBossDead: // treasure chest
specialeffect2 EF_MVP;
getitem 512,1; //Apple
// trigger other events
.@map$ = instance_mapname("abyss_03");
.@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead";
killmonster .@map$,.@label$;
mapannounce .@map$,"Instance NPC: Good work! Please speak to me as soon as possible.",bc_all;
donpcevent instance_npcname("Instance NPC#finish")+"::OnEnable";
end;
}
abyss_03,97,102,4 script Instance NPC#finish 101,{
mes "[Instance NPC]";
mes "Congratulations! You've finished the instance.";
mes "I'll send you back to town now.";
emotion ET_BEST;
close2;
warp "prontera",156,191;
instance_destroy();
end;
OnInit:
disablenpc strnpcinfo(0);
end;
OnInstanceInit:
disablenpc instance_npcname(strnpcinfo(0));
end;
OnEnable:
enablenpc instance_npcname(strnpcinfo(0));
specialeffect EF_HIDING;
end;
}
abyss_03,115,26,0 script #ins_abyss03_warp 45,5,5,{
end;
OnTouch:
mes "Are you sure you want to leave?";
next;
switch(select("Leave.:Stay.")) {
case 1:
warp "prontera",156,191;
break;
case 2:
warp strnpcinfo(4),160,155;
break;
}
close;
OnInit:
disablenpc strnpcinfo(0);
end;
}
Question
Akbare
I have an instance
I've been inside but then I die,
how to return to the instance?
Is there a script command that can be given to npc
thx
i'm use instance simple script
//===== rAthena Script ======================================= //= Sample: Instancing //===== By: ================================================== //= Euphy //===== Last Updated: ======================================== //= 20140129 //===== Description: ========================================= //= Contains elements of a basic instance script. //============================================================ // Before running this script, add the entry below to // 'db/(pre-)re/instance_db.txt': // 100,Abyss Lake Instance,3600,300,abyss_03,160,155 // Instance Creation //============================================================ prontera,151,190,6 script Sample Instance 101,{ .@instance$ = "Rent Location"; if (instance_id()) { // ignore the console debug message (harmless) mes "[Sample Instance]"; mes "You are already part of an instance."; next; switch(select("Enter Instance.:Cancel.")) { case 1: break; case 2: mes "[Sample Instance]"; mes "You don't want to try again?"; emotion ET_CRY; close; } } else { mes "[Sample Instance]"; mes "Would you like to try the sample instance in Abyss Lake 3?"; next; switch(select("Create Instance.:Cancel.")) { case 1: .@create = instance_create(.@instance$); if (.@create < 0) { mes "[Sample Instance]"; switch (.@create) { case -1: mes "ERROR: Invalid type."; break; case -2: mes "ERROR: Party not found."; break; case -3: mes "ERROR: Instance already exists."; break; case -4: mes "ERROR: No free instances."; break; } mes " "; mes "Instance creation ^FF0000failed^000000."; emotion ET_HUK; close; } mes "[Sample Instance]"; mes "Instance created."; mes " "; mes "Now entering the instance..."; next; break; case 2: mes "[Sample Instance]"; mes "Okay. Maybe next time!"; close; } } .@enter = instance_enter(.@instance$); if (.@enter != 0) { mes "[Sample Instance]"; switch (.@enter) { case 1: mes "ERROR: Party not found."; break; case 2: mes "ERROR: Party does not have an instance."; break; case 3: mes "ERROR: Unknown error."; break; } mes " "; mes "Instance entry ^FF0000failed^000000."; emotion ET_HUK; close; } close; } // Instance Scripts //============================================================ abyss_03,154,159,6 script Instance NPC#start 101,{ mes "[Instance NPC]"; mes "Are you ready to begin?"; next; switch(select("Yes.:No.")) { case 1: mes "[Instance NPC]"; mes "Good luck."; close2; donpcevent instance_npcname("#ins_abyss03_mobs")+"::OnEnable"; delwaitingroom; disablenpc instance_npcname(strnpcinfo(0)); end; case 2: mes "[Instance NPC]"; mes "Take your time."; close; } end; OnInit: // hide the NPC on the normal map disablenpc strnpcinfo(0); end; OnInstanceInit: // initialize the NPC when the instance is created disablenpc instance_npcname("abysslakedunwarp004"); // disable original warp portal (currently buggy) waitingroom "Click here to start!",0; end; } abyss_03,0,0,0 script #ins_abyss03_mobs -1,{ end; OnEnable: initnpctimer; end; OnTimer1000: //strnpcinfo(4) will retrieve the instanced map name mapannounce strnpcinfo(4),"Instance NPC: The Abyss Lake instance has begun.",bc_all; end; OnTimer4000: mapannounce strnpcinfo(4),"Instance NPC: Smash the Treasure Chest in the center of the map for a prize.",bc_all; end; OnTimer5000: stopnpctimer; // spawn mobs .@map$ = instance_mapname("abyss_03"); .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; .@label_boss$ = instance_npcname(strnpcinfo(0))+"::OnMyBossDead"; monster .@map$,0,0,"Huge Poring",1002,20,.@label$,2; monster .@map$,0,0,"Huge Drops",1113,15,.@label$,2; monster .@map$,0,0,"Huge Poporing",1031,10,.@label$,2; monster .@map$,0,0,"Huge Marin",1242,10,.@label$,2; monster .@map$,0,0,"Tiny Zombie",1015,30,.@label$,1; monster .@map$,0,0,"Huge Mime Monkey",1585,2,.@label$,2; monster .@map$,97,102,"Treasure Chest",1732,1,.@label_boss$,2; end; OnMyMobDead: // normal mobs dispbottom "What am I doing? I should be attacking the Treasure Chest!"; viewpoint 0,97,102,0,0xFF0000; switch (rand(6)) { // for fun (: case 0: sc_start SC_STONE,5000,0; break; case 1: sc_start SC_FREEZE,5000,0; break; case 2: sc_start SC_STUN,5000,0; break; case 3: sc_start SC_SLEEP,5000,0; break; case 4: sc_start SC_CONFUSION,5000,0; break; case 5: sc_start SC_BLIND,5000,0; break; } end; OnMyBossDead: // treasure chest specialeffect2 EF_MVP; getitem 512,1; //Apple // trigger other events .@map$ = instance_mapname("abyss_03"); .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; killmonster .@map$,.@label$; mapannounce .@map$,"Instance NPC: Good work! Please speak to me as soon as possible.",bc_all; donpcevent instance_npcname("Instance NPC#finish")+"::OnEnable"; end; } abyss_03,97,102,4 script Instance NPC#finish 101,{ mes "[Instance NPC]"; mes "Congratulations! You've finished the instance."; mes "I'll send you back to town now."; emotion ET_BEST; close2; warp "prontera",156,191; instance_destroy(); end; OnInit: disablenpc strnpcinfo(0); end; OnInstanceInit: disablenpc instance_npcname(strnpcinfo(0)); end; OnEnable: enablenpc instance_npcname(strnpcinfo(0)); specialeffect EF_HIDING; end; } abyss_03,115,26,0 script #ins_abyss03_warp 45,5,5,{ end; OnTouch: mes "Are you sure you want to leave?"; next; switch(select("Leave.:Stay.")) { case 1: warp "prontera",156,191; break; case 2: warp strnpcinfo(4),160,155; break; } close; OnInit: disablenpc strnpcinfo(0); end; }
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