prontera,196,141,4 script POD 831,{
mes "[Trader]";
mes "Hello dear! I exchange your ITEM A to ITEM B.";
mes " ";
mes "You currently have ^ff0000"+countitem(itema)+"^000000 ITEM A.";
menu "Exchange ITEM A to "+getitemname(itemb)+"", L_PODS, "Nevermind", L_Cancel;
close;
L_PODS:
next;
mes "[Trader]";
mes "How many ITEM B you want to get?";
mes "^ff0000Note^000000: 1 "+getitemname(itemb)+" = 5 "+getitemname(itemb)+"";
input .@count;
if (.@count == 0) close;
if (countitem(itemb) < .@count*1) goto L_Noitem;
delitem itema,.@count*5;
getitem itemb,.@count*1;
close;
L_Noitem:
next;
mes "[Trader]";
mes "You dont have enough "+getitemname(itema)+"";
close;
L_Cancel:
mes "[Trader]";
mes "Come back anytime!";
close;
end;
}
This script is working but I want to have a random rate of ITEM A to be exchanged to ITEM B. Numbers are 1, 2 or 3 maximum. So for example, the script returned 1 as the exchange rate, it would be like this: 1 ITEM A = 1 ITEM B. Then another session if the script returned 3 as the exchange rate, then 3 ITEM A = 1 ITEM B. The npc must show the random rate after the player has got the exchanged item.
I can pay to have something like this.
EXAMPLE: When the npc is clicked, it will ask how many ITEM A the player wants to exchange. So for example, if the player has 20 pcs ITEM A, and he puts all 20 to exchange and the script gave him 3 as the exchange rate, he will only receive 6 ITEM B and only 18 ITEM A will be decreased in his inventory. Meaning, 2 ITEM A will be left.
Alternatively, if the player puts 20 to exchange and the script gave him 1 as the exchange rate, then he will receive 20 ITEM B all in all with no ITEM A left in his inventory.
Question
c2greentea
This script is working but I want to have a random rate of ITEM A to be exchanged to ITEM B. Numbers are 1, 2 or 3 maximum. So for example, the script returned 1 as the exchange rate, it would be like this: 1 ITEM A = 1 ITEM B. Then another session if the script returned 3 as the exchange rate, then 3 ITEM A = 1 ITEM B. The npc must show the random rate after the player has got the exchanged item.
I can pay to have something like this.
EXAMPLE: When the npc is clicked, it will ask how many ITEM A the player wants to exchange. So for example, if the player has 20 pcs ITEM A, and he puts all 20 to exchange and the script gave him 3 as the exchange rate, he will only receive 6 ITEM B and only 18 ITEM A will be decreased in his inventory. Meaning, 2 ITEM A will be left.
Alternatively, if the player puts 20 to exchange and the script gave him 1 as the exchange rate, then he will receive 20 ITEM B all in all with no ITEM A left in his inventory.
Link to comment
Share on other sites
12 answers 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.