kitty14 Posted November 7, 2014 Posted November 7, 2014 Hello help me with this script, what i want is that , when player talk to npc , ncp will tell what are the items needed to bring after the npc announces it... or something "You dont have the (name of the item) that i requested.." prontera,150,150,0 script Sample 100,{ if ( countitem( .item ) < .amount ) { mes "You don't have my requirements"; close; } delitem .item, .amount; getitem .p, .a; announce "Yayks! " + strcharinfo( 0 ) + " won the event",0; hideonnpc strnpcinfo(1); end; OnMinute00: .@time++; if ( .@time % 2 ) end; .@i = rand( getarraysize( .BringMeItems ) ); .item = .BringMeItems[ .@i ]; .amount = rand( 10, 30 ); announce "Bring me " + .amount + "x " + getitemname( .item ),0; hideoffnpc strnpcinfo(1); end; OnInit: setarray .BringMeItems[0],501,7227,4001,7005,909,512,714; .p = 7227; .a = 5; hideonnpc strnpcinfo(1); end; } Quote
EL Dragon Posted November 7, 2014 Posted November 7, 2014 prontera,153,183,5 script Sampel 100,{ if ( countitem( .item ) < .amount ) { mes "You dont have the " + .amount + "x " + getitemname( .item )+"that i requested.."; close; } delitem .item, .amount; getitem .p, .a; announce "Yayks! " + strcharinfo( 0 ) + " won the event",0; hideonnpc strnpcinfo(1); end; OnMinute00: .@time++; if ( .@time % 2 ) end; .@i = rand( getarraysize( .BringMeItems ) ); .item = .BringMeItems[ .@i ]; .amount = rand( 10, 30 ); announce "Bring me " + .amount + "x " + getitemname( .item ),0; hideoffnpc strnpcinfo(1); end; OnInit: setarray .BringMeItems[0],501,7227,4001,7005,909,512,714; .p = 7227; .a = 5; hideonnpc strnpcinfo(1); end; } 1 Quote
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kitty14
Hello help me with this script, what i want is that , when player talk to npc , ncp will tell what are the items needed to bring after the npc announces it...
or something
"You dont have the (name of the item) that i requested.."
2 answers to this question
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