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All mall in one npc


mrlongshen

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prontera,140,169,5	script	Supplement	790,{
	next;
	switch(select("Skills Catalyst:Alchemy:Cooking:Poison Herb:Smithing:Guidebook")) {
	
	case 1:
		callshop "Skills Catalyst", 0; 
		end;
	
	case 2:
		callshop "Alchemy", 0;
		end;
	
	case 3:
		callshop "Cooking", 0;
		end;
	
	case 4:
		callshop "Poison Herb", 0;
		end;
	
	case 5:
		callshop "Smithing", 0;
		end;
	
	case 6:
		callshop "Guidebook", 0;
		end;
		

		close;
	}
}

-	shop	Skills Catalyst	-,969:100
-	shop	Alchemy	-,19521:100,19517:100,19507:1000
-	shop	Cooking	-,2767:100
-	shop	Poison Herb	-,2469:200,2007:1000
-	shop	Smithing	-,2524:100,2421:100,5171:300
-	shop	Guidebook	-,15025:200,2469:200,2007:1000

I dont want to open the buy and sell shop, i want when i choose the Skills Catalyst it will auto open the list of item. can someone fix for me ? 

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Try this...

http://pastebin.com/MQwf3VYR

Edited by Lelouch vi Britannia
  • Upvote 1
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thanks bro, why u change from 0 to 1 ?

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thanks bro, why u change from 0 to 1 ?

 

 

Check it in your trunk/doc/script_commands.txt

*callshop "<name>",<option>;

These are a series of commands used to create dynamic shops.
The 'callshop' function calls an invisible shop (view -1) as if the player clicked on it.

The options are:
    0 = The normal window (buy, sell and cancel)
    1 = The buy window
    2 = The sell window

A shop called with this command will trigger the labels "OnBuyItem" and "OnSellItem"
(as long as an npcshop* command is executed from that NPC, see note below). These
labels, if used, will replace how the shop handles the buying and selling of items,
allowing for the creation of dynamic shops.

The label "OnBuyItem" sets the following arrays:
    @bought_nameid   - item ID bought
    @bought_quantity - amount bought

The label "OnSellItem" sets the following arrays:
    @sold_nameid     - item ID sold
    @sold_quantity   - amount sold
    @sold_refine     - refine count
    @sold_attribute  - if the item is broken (1) or not (0)
    @sold_identify   - if the item is identified (1) or not (0)
    @sold_card1      - card slot 1
    @sold_card2      - card slot 2
    @sold_card3      - card slot 3
    @sold_card4      - card slot 4

Note: These labels will only be triggered if an npcshop* command is executed because these
commands set a special data on the shop NPC, named master_nd in the source. The above labels
are triggered in the NPC whose master_nd is given in the shop.

A full example of a dynamic shop can be found in doc/sample/npc_dynamic_shop.txt.
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