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How to fix duplicate?


Dolphin86

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[Debug]: this npc:
   display name 'Master Miller'
   unique name 'Master Miller'
   map=que_ng, x=152, y=167
[Debug]: other npc in 'npc/jobs/1-1e/gunslinger.txt' :
   display name 'Master Miller'
   unique name 'Master Miller'
   map=que_ng, x=152, y=167
[Warning]: npc_parsename: Duplicate unique name in file 'npc/jobs/1-1e/gunslinger.txt', line'213'. Renaming 'Wise Bull Horn' to '1_434_184_65'.
[Debug]: this npc:
   display name 'Wise Bull Horn'
   unique name 'Wise Bull Horn'
   map=payon, x=184, y=65
[Debug]: other npc in 'npc/jobs/1-1e/gunslinger.txt' :
   display name 'Wise Bull Horn'
   unique name 'Wise Bull Horn'
   map=payon, x=184, y=65

i have delete it and add a new copy but still the same problem appear, i was trying to give item when player change job

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i dont think this is the problem. try get another error, or fullscript

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[Debug]: this npc:
   display name 'Master Miller'
   unique name 'Master Miller'
   map=que_ng, x=152, y=167
[Debug]: other npc in 'npc/jobs/1-1e/gunslinger.txt' :
   display name 'Master Miller'
   unique name 'Master Miller'
   map=que_ng, x=152, y=167
[Warning]: npc_parsename: Duplicate unique name in file 'npc/jobs/1-1e/gunslinger.txt', line'213'. Renaming 'Wise Bull Horn' to '1_434_184_65'.
[Debug]: this npc:
   display name 'Wise Bull Horn'
   unique name 'Wise Bull Horn'
   map=payon, x=184, y=65
[Debug]: other npc in 'npc/jobs/1-1e/gunslinger.txt' :
   display name 'Wise Bull Horn'
   unique name 'Wise Bull Horn'
   map=payon, x=184, y=65

i have delete it and add a new copy but still the same problem appear, i was trying to give item when player change job

 

 

 

post your full script here  /oh

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//===== rAthena Script ======================================= 
//= Gunslinger Job Quest
//===== By: ================================================== 
//= erKURITA, RockmanEXE, Kisuka
//===== Current Version: ===================================== 
//= 2.2
//===== Compatible With: ===================================== 
//= rAthena Project
//===== Description: ========================================= 
//= Gunslinger Job Change Quest
//===== Additional Comments: ================================= 
//= 1.0 Made the NPC [erKURITA]
//= 1.5 Couple fixes to the npc, aswell as adding the missing
//=     3 green herbs. [erKURITA]
//= 1.6 job number->const, commonized variable name,
//=     optimized [Lupus]
//= 1.7 Now uses only ONE variable GUNS_Q [Lupus]
//= 1.7a Grammar fixes, few spelling fixes, etc [CBMaster]
//= 1.7b Parenthesis fixes [KarLaeda]
//= 1.8 Fixed the reward you can get [Playtester]
//= 1.9 Removed some 'clever' script constructs [ultramage]
//= 2.0 Updated to official version - Thanks to Omega for
//=     his first try [SinSloth] 1.10b - removed .GATs [Lupus]
//= 2.1 Wise Bull Horn now deletes all items. Thanks to yyCC. [L0ne_W0lf]
//= 2.1a Corrected a Typo error ";;". [Samuray22]
//= 2.1b Corrected some typos errors. (bugreport:1549) [Samuray22]
//= 2.1c Fixed some missing/messed up item checks. (bugreport:2693) [Kisuka]
//= 2.2 Updated to match AEGIS script and Added Quest Log commands. [Kisuka]
//============================================================ 

que_ng,152,167,3	script	Master Miller	901,{
	if (Upper == 2) {
		mes "[Master Miller]";
		mes "Well, aren't you an";
		mes "adorable little child~";
		mes "Where's your mommy?";
		mes "This place is dangerous, so";
		mes "please go home soon, okay?";
		close;
	}
	if (Class == Job_Novice) {
		if (JobLevel < 10 || getskilllv("NV_BASIC") < 9) {
			mes "[Master Miller]";
			mes "Interested in becoming";
			mes "a Gunslinger, eh? You've";
			mes "got potential, but you're";
			mes "not yet experienced enough.";
			mes "Just train yourself a bit more,";
			mes "and then come back, you hear?";
			close;
		}
		if (GUNS_Q == 0) {
			mes "[Master Miller]";
			mes "I'm Miller, a full time";
			mes "Gunslinger drillmaster, and";
			mes "full time guardian for Lady";
			mes "Selena. Now, what do you";
			mes "need? If it's not important, then I can't make the time for you.";
			next;
			if(select("Nothing.:I want to become a Gunslinger.") == 1) {
				mes "[Master Miller]";
				mes "Don't waste my time.";
				mes "If you do want to become";
				mes "a Gunslinger, then come";
				mes "back and talk to me.";
				close;
			}
			mes "[Master Miller]";
			mes "Hm. You're pretty young, but";
			mes "your eyes tell me that you're";
			mes "pretty ambitious. You'll need to pass our interview and educational";
			mes "course to become a Gunslinger. Do you want to apply for the job?";
			next;
			if(select("Give me some time to think.:Sure!") == 1) {
				mes "[Master Miller]";
				mes "Understandable.";
				mes "If you do decide that";
				mes "you want to become";
				mes "a Gunslinger, then let";
				mes "me know right away.";
				mes "I'll get you started.";
				close;
			}
			mes "[Master Miller]";
			mes "Great, great. Alright then,";
			mes "let's get you started. Take";
			mes "this letter to Mr. Wise Bull";
			mes "Horn in Payon. He's a shaman";
			mes "that will judge whether or not";
			mes "you qualify to be a Gunslinger.";
			set GUNS_Q,1;
			setquest 6020;
			close;
		}
		else if (GUNS_Q == 1) {
			mes "[Master Miller]";
			mes "Take that letter of";
			mes "introduction I've written";
			mes "for you to Mr. Wise Bull";
			mes "Horn in Payon. He'll test";
			mes "you to see if you're really";
			mes "Gunslinger material.";
			close;
		}
		else if (GUNS_Q == 2) {
			mes "[Master Miller]";
			mes "Hmm... Wise Bull Horn";
			mes "asked you to collect the";
			mes "items you need to make the";
			mes "voucher? Hm. I guess that's";
			mes "part of his qualification test.";
			close;
		}
		else if (GUNS_Q == 3) {
			mes "[Master Miller]";
			mes "Wise Bull Horn asked";
			mes "you to bring him some";
			mes "Milk? He must really like";
			mes "you if he's already asking";
			mes "for favors. Good luck, friend.";
			close;
		}
		else if (GUNS_Q == 4) {
			mes "[Master Miller]";
			mes "I expect to hear good";
			mes "news from you soon. You";
			mes "know, I have no doubt that";
			mes "you'll become a Gunslinger.";
			close;
		}
		else if (GUNS_Q == 5) {
			if (SkillPoint != 0) {
				mes "[Master Miller]";
				mes "Hey, you have leftover";
				mes "Skill Points. You better";
				mes "use them all up before you";
				mes "come and talk to me again.";
				close;
			}
			mes "[Master Miller]";
			mes "Oh, you've brought a";
			mes "voucher from Wise Bull Horn?";
			mes "It's been a while since he's";
			mes "given one to anybody, so";
			mes "I'm really proud of you!";
			next;
			mes "[Master Miller]";
			mes "If Wise Bull Horn approves,";
			mes "then I have no reason to";
			mes "reject you. Alright then, I'll";
			mes "promote you to a Gunslinger.";
			mes "But first, let me explain";
			mes "our job in more detail.";
			next;
			mes "[Master Miller]";
			mes "As a Gunslinger, you must";
			mes "keep your gun with you at";
			mes "all times. The Gunslinger";
			mes "Guild keeps track of every Gun";
			mes "and Bullet, so you can only get";
			mes "them from our guild members.";
			next;
			mes "[Master Miller]";
			mes "Don't worry, Gunslinger";
			mes "Guildsmen can be found almost";
			mes "anywhere these days. Anyway,";
			mes "it has to be this way by order of our guild leader, Lady Selena.";
			next;
			mes "[Master Miller]";
			mes "You might get the chance to";
			mes "meet her one of these days.";
			mes "Anyway, just now that we have";
			mes "to regulate Gun and Bullet sales to keep them away from evil";
			mes "or irresponsible folk.";
			next;
			mes "[Master Miller]";
			mes "In any case, it's always";
			mes "a pleasure for me to talk";
			mes "to another Gunslinger, so";
			mes "let's keep in touch. May the";
			mes "power of the earth protect";
			mes "you in all of your adventures~";
			callfunc "Job_Change",Job_Gunslinger;
			set GUNS_Q,6;
			completequest 6024;
			if (rand(1,2) == 1) {
				getitem 13100,1; // Six_Shooter
			} else {
				getitem 13150,1; // Branch
			}
			close;
		}
	} else {
		if (Class == Job_Gunslinger) {
			mes "[Master Miller]";
			mes "Oh! Long time, no see,";
			mes "friend. How have you been?";
			mes "I hope you've been keeping";
			mes "you Gun well maintained.";
			mes "Take care of it, and it'll take";
			mes "care of you. Remember it.";
			close;
		} else {
			mes "[Master Miller]";
			mes "If you don't have";
			mes "any business with me,";
			mes "then please go on your way.";
			close;
		}
	}
}

payon,184,65,3	script	Wise Bull Horn	866,{
	if (GUNS_Q == 1) {
		mes "[Wise Bull Horn]";
		mes "Hello, young wolf.";
		mes "What business has";
		mes "brought you before me?";
		next;
		mes "["+strcharinfo(0)+"]";
		mes "Mr. Miller sent me to";
		mes "deliver this letter to you.";
		mes "Actually, I'm interested in";
		mes "becoming a Gunslinger...";
		next;
		mes "[Wise Bull Horn]";
		mes "Miller, you said?";
		mes "Hm, the Black Fox doesn't";
		mes "give introductions for anyone";
		mes "he doesn't believe will make";
		mes "a good Gunslinger. Yes, I think";
		mes "I know why he sent you to me.";
		next;
		mes "[Wise Bull Horn]";
		mes "I can see it in your eyes:";
		mes "you've got a warm heart and a";
		mes "strong sense of responsibility.";
		mes "All you need is the blessing";
		mes "of the Earth to protect you";
		mes "as a Gunslinger.";
		next;
		mes "[Wise Bull Horn]";
		mes "I can make a voucher that";
		mes "will demonstrate your desire";
		mes "to become a warrior of the";
		mes "earth for you to present to";
		mes "Gunslinger drillmasters.";
		mes "I shall need these items...";
		next;
		mes "[Wise Bull Horn]";
		mes "^3355FF1 Trunk^000000,";
		mes "^3355FF3 Fluffs^000000,";
		mes "^3355FF3 Zargons^000000,";
		mes "^3355FF10 Shells^000000,";
		mes "^3355FF3 Green Herbs^000000, and";
		mes "^3355FF3 Rainbow Shells^000000.";
		next;
		mes "[Wise Bull Horn]";
		mes "After I complete the";
		mes "voucher, you may bring";
		mes "it to Black Fox, and he";
		mes "will help you achieve";
		mes "your goal of becoming";
		mes "a Gunslinger.";
		set GUNS_Q,2;
		changequest 6020,6021;
		close;
	}
	else if (GUNS_Q == 2) {
		if (countitem(912) < 3 || countitem(914) < 3 || countitem(1019) < 1 || countitem(935) < 10 || countitem(511) < 3 || countitem(1013) < 3) {
			mes "[Wise Bull Horn]";
			mes "I can make a voucher that";
			mes "will demonstrate your desire";
			mes "to become a warrior of the";
			mes "earth for you to present to";
			mes "Gunslinger drillmasters.";
			mes "I shall need these items...";
			next;
			mes "[Wise Bull Horn]";
			mes "^3355FF1 Trunk^000000,";
			mes "^3355FF3 Fluffs^000000,";
			mes "^3355FF3 Zargons^000000,";
			mes "^3355FF10 Shells^000000,";
			mes "^3355FF3 Green Herbs^000000, and";
			mes "^3355FF3 Rainbow Shells^000000.";
			next;
			mes "[Wise Bull Horn]";
			mes "After I complete the";
			mes "voucher, you may bring";
			mes "it to Black Fox, and he";
			mes "will help you achieve";
			mes "your goal of becoming";
			mes "a Gunslinger.";
			close;
		}
		delitem 912,3; // Zargon
		delitem 914,3; // Fluff
		delitem 1019,1; // Wooden_Block
		delitem 935,10; // Shell
		delitem 511,3; // Green_Herb
		delitem 1013,3; // Colorful_Shell
		set GUNS_Q,3;
		changequest 6021,6022;
		mes "[Wise Bull Horn]";
		mes "Ah, you've returned";
		mes "with everything I need.";
		mes "Please give me some time";
		mes "to make the voucher. If you";
		mes "come back in a little while,";
		mes "I should be finished with it.";
		close;
	}
	else if (GUNS_Q == 3) {
		mes "[Wise Bull Horn]";
		mes "Oh, you've arrived just";
		mes "in time. It's been a while";
		mes "since I've made one of these vouchers, so I might be a little";
		mes "rusty. Still, this really takes me back to the days of my youth.";
		next;
		mes "[Wise Bull Horn]";
		mes "I've been serving in this";
		mes "position of choosing worthy";
		mes "recipients of Gunslinger";
		mes "vouchers for a few decades";
		mes "now. But before that, I was a";
		mes "young adventurer just like you.";
		next;
		mes "[Wise Bull Horn]";
		mes "It feels like it was only";
		mes "yesterday when I held my own";
		mes "little voucher as a Gunslinger,";
		mes "a warrior of the earth. That's";
		mes "when I met Selena's father...";
		mes "How can time pass so quickly?";
		next;
		mes "[Wise Bull Horn]";
		mes "Ah... I reallly appreciate";
		mes "Selena and Black Fox for all";
		mes "of their help in recruiting";
		mes "young Gunslingers. I'm very";
		mes "old now, and can't do everything by myself. *Sigh...* Such is life.";
		next;
		mes "[Wise Bull Horn]";
		mes "Before you leave, may";
		mes "I ask you for a small favor?";
		mes "I'm thirsty, and would like";
		mes "a cold glass of Milk. Would";
		mes "you please bring me some?";
		set GUNS_Q,4;
		changequest 6022,6023;
		close;
	}
	else if (GUNS_Q == 4) {
		if (countitem(519) < 1) {
			mes "[Wise Bull Horn]";
			mes "I'm an old man that will";
			mes "soon be reunited with mother";
			mes "earth. Would you do this old";
			mes "Gunslinger a favor a bring me";
			mes "a cold glass of Milk, please?";
			close;
		}
		delitem 519,1; // Milk
		set GUNS_Q,5;
		changequest 6023,6024;
		mes "[Wise Bull Horn]";
		mes "Oh, thank you for your!";
		mes "generosity--I see that";
		mes "you've brought me some";
		mes "Milk. Ahhhh, delicious~";
		next;
		mes "[Wise Bull Horn]";
		mes "I admire the patience,";
		mes "gentleness, and kindness";
		mes "that you've proven by bringing";
		mes "this to me. Yes, those are traits we all want Gunslingers to have.";
		next;
		mes "[Wise Bull Horn]";
		mes "Now, please take this voucher";
		mes "to Miller, the Black Fox, with";
		mes "my whole hearted approval.";
		mes "I hope that you will use your";
		mes "gun to uphold justice as a";
		mes "noble warrior of the earth.";
		next;
		mes "[Wise Bull Horn]";
		mes "Eeh~Yeah~Eeh~Hooom";
		mes "Eeh~Yeah~Eeh~Hooom";
		mes "Maaaaarrraaa Neeey~";
		mes "Yippee Yippee Yai Yocaiyay~";
		close;
	}
	else if (GUNS_Q == 5) {
		mes "[Wise Bull Horn]";
		mes "Please take this voucher";
		mes "to Miller, the Black Fox, with";
		mes "my whole hearted approval.";
		mes "I hope that you will use your";
		mes "gun to uphold justice as a";
		mes "noble warrior of the earth.";
		next;
		mes "[Wise Bull Horn]";
		mes "Eeh~Yeah~Eeh~Hooom";
		mes "Eeh~Yeah~Eeh~Hooom";
		mes "Maaaaarrraaa Neeey~";
		mes "Yippee Yippee Yai Yocaiyay~";
		close;
	}
	else if (GUNS_Q == 6) {
		mes "[Wise Bull Horn]";
		mes "AAh, long time no see.";
		mes "I hope that you become";
		mes "a smart beast, and use";
		mes "your powers as a Gunslinger to protect what is good and just.";
		close;
	}
	else {
		mes "[Wise Bull Horn]";
		mes "Zzzzzz~";
		mes "^333333*Phew*^000000";
		close;
	}
}

What im trying to do is giving player an item once they finish the job change quest.

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for master npc use #

que_ng,152,167,3	script	Master Miller#miler1	901,{

and duplicate

que_ng,152,167,3	script	Master Miller#miler2	901,{
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ok thanks now how can i give player item once they had finish the job change quest?

are this is the method i used before

mes "[Master Miller]";
			mes "In any case, it's always";
			mes "a pleasure for me to talk";
			mes "to another Gunslinger, so";
			mes "let's keep in touch. May the";
			mes "power of the earth protect";
			mes "you in all of your adventures~";
			callfunc "Job_Change",Job_Gunslinger;
			set GUNS_Q,6;
			completequest 6024;
			if (rand(1,2) == 1) {
				getitem 13100,1; // Six_Shooter
				getitem 607,1;
			} else {
				getitem 13150,1; // Branch
			}
			close;
		}
Edited by dolphincute
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i think this script has been check if you has been finish the quest

 

you can look in here

	else if (GUNS_Q == 6) {
		mes "[Wise Bull Horn]";
		mes "AAh, long time no see.";
		mes "I hope that you become";
		mes "a smart beast, and use";
		mes "your powers as a Gunslinger to protect what is good and just.";
		close;
	}
	else {
		mes "[Wise Bull Horn]";
		mes "Zzzzzz~";
		mes "^333333*Phew*^000000";
		close;
	}
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nostfu :

i dont get it, im just trying to give item to player once they had finish the quest

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