deso Posted June 23, 2013 Group: Members Topic Count: 36 Topics Per Day: 0.01 Content Count: 80 Reputation: 0 Joined: 04/22/12 Last Seen: August 21, 2013 Share Posted June 23, 2013 Request a npc if you talk to it will give you the requirements for the item and if he/she finish the quest it will be announce. thx Quote Link to comment Share on other sites More sharing options...
Jaburak Posted June 23, 2013 Group: Members Topic Count: 48 Topics Per Day: 0.01 Content Count: 1125 Reputation: 236 Joined: 07/30/12 Last Seen: April 13 Share Posted June 23, 2013 prontera,150,150,0 script Test 123,{ mes "Do you want to make Baseball Cap?"; menu "Sure!",-; next; mes "You have to bring me these ingredients!"; menu "Okay",-; next; mes "50 Moth Wings"; mes "35 Sharp Leaf"; mes "50 Snail Shells"; mes "10 Gold"; menu "I have them",-; if(countitem(1058) < 50 || countitem(7100) < 35 || countitem(946) < 50 || countitem(969) < 10) goto Lne; next; mes "Okay, here you go!"; delitem 1058,50; delitem 7100,35; delitem 946,50; delitem 969,10; getitem 5199,1; announce "Wow! "+strcharinfo(0)+" has just created Baseball Cap!",bc_all,0x00FF4C; close; Lne: mes "Are you trying to fool me!?"; close; } Just change the item requirements, reward and the announce. 1 Quote Link to comment Share on other sites More sharing options...
rans Posted June 23, 2013 Group: Members Topic Count: 104 Topics Per Day: 0.02 Content Count: 429 Reputation: 60 Joined: 08/19/12 Last Seen: April 14 Share Posted June 23, 2013 (edited) - shop quest_shop2 -1,909:-1 Map,X,Y,P script Custom Quest v2 809,{ set @i,0; mes "[Shop Quest NPC]"; mes "Which item do you wish to obtain?"; mes "Select only one."; callshop "quest_shop2",1; npcshopattach "quest_shop2"; end; OnBuyItem: if(.BuildQuest) { for(set .e,0; !compare(getarg(.e+1) + "","Zeny"); set .e,.e+2) {} npcshopadditem "quest_shop2",getarg(.e+2),getarg(.e)*compare(getarg(.e+1) + "","SZeny"); setarray .Shop[.i],getarg(.e+2); set .i,.i+1; goto Quest_Setup; } if(.Shop[@i]!=@bought_nameid) for(set @i,1; 1; set @i,@i+1) if(.Shop[@i]==@bought_nameid) { set .i,@i; callsub Quest_Setup; } for(set @i,1; !@e; set @i,@i+1) if(.Shop[@i]==@bought_nameid) { set @e,1; set .i,@i; callsub Quest_Setup; } mes "[Shop Quest NPC]"; mes "I require the following:"; for(set @i,0; !compare(getarg(@i+1) + "","Zeny"); set @i,@i+2) mes "^FF0000" + ((countitem(getarg(@i))>=getarg(@i+1))? "^00FF00":"") + "" + getarg(@i+1) + " " + getitemname(getarg(@i)) + " [" + countitem(getarg(@i)) + "/" + getarg(@i+1) + "]"; if(getarg(@i)) mes "^FF0000" + ((Zeny>=getarg(@i))? "^00FF00":"") + "" + getarg(@i) + " Zeny"; mes "^000000In exchange, I will give you:^0000FF"; for(set @i,@i+2; getarg(@i+1,0); set @i,@i+2) mes getarg(@i+1) + " " + getitemname(getarg(@i)); switch(select("Exchange:" + (((((getiteminfo(@bought_nameid,5) & 1) || (getiteminfo(@bought_nameid,5) & 256) || (getiteminfo(@bought_nameid,5) & 512)) && @equip==0))? "Preview Item":"") + ":No thanks")) { case 1: for(set @i,0; !compare(getarg(@i+1) + "","Zeny"); set @i,@i+2) if(countitem(getarg(@i)) < getarg(@i+1)) { next; mes "You have " + countitem(getarg(@i)) + " " + getitemname(getarg(@i)) + ", while I require " + getarg(@i+1) + "."; mes "Please obtain ^FF0000" + (getarg(@i+1)-countitem(getarg(@i))) + " more " + getitemname(getarg(@i)) + "^000000."; close; } if(Zeny < getarg(@i)) { next; mes "You do not have enough Zeny."; mes "Please obtain ^FF0000" + (getarg(@i)-Zeny) + " more Zeny^000000."; close; } for(set @i,0; !compare(getarg(@i+1) + "","Zeny"); set @i,@i+2) delitem getarg(@i),getarg(@i+1); set Zeny,Zeny-getarg(@i); for(set @i,@i+2; getarg(@i+1,0); set @i,@i+2) getitem getarg(@i),getarg(@i+1); if (compare(getarg(@i,0) + "","announce")) announce strcharinfo(0) + " has just obtained " + getitemname(@bought_nameid) + " from the QUEST npc!",bc_all; close; case 2: set @bottomview, getlook(3); set @topview, getlook(4); set @midview, getlook(5); addtimer 1000, strnpcinfo(3)+"::On_Leave"; set @equip,getiteminfo(@bought_nameid, 5); set @view, getiteminfo(@bought_nameid, 11); if(@equip != -1 && @view > 0) { if(@equip & 1) atcommand "@changelook 3 " + @view; if(@equip & 256) atcommand "@changelook 1 " + @view; if(@equip & 512) atcommand "@changelook 2 " + @view; } next; goto OnBuyItem; case 3: close; } On_Leave: atcommand "@changelook 1 " + @topview; atcommand "@changelook 2 " + @midview; atcommand "@changelook 3 " + @bottomview; set @equip,0; set @view,0; set @topview,0; set @midview,0; set @bottomview,0; end; OnInit: npcshopitem "quest_shop2",0,0; npcshopdelitem "quest_shop2",0,0; set .BuildQuest,1; set .i,1;; Quest_Setup: switch(.i) { default: set .BuildQuest,0; set .e,0; set .i,0; end; case 1: callsub OnBuyItem,"Item ID","Amount",0,"SZeny","Item Reward","Ammount","announce"; } } Something like that?? Edited June 23, 2013 by Emistry added [code] Quote Link to comment Share on other sites More sharing options...
deso Posted June 23, 2013 Group: Members Topic Count: 36 Topics Per Day: 0.01 Content Count: 80 Reputation: 0 Joined: 04/22/12 Last Seen: August 21, 2013 Author Share Posted June 23, 2013 Thanks for the help i'll try it Quote Link to comment Share on other sites More sharing options...
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deso
Request a npc if you talk to it will give you the requirements for the item and if he/she finish the quest it will be announce. thx
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