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cmsm94

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cmsm94 last won the day on October 26 2015

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    Asia
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    Imagining creative ideas for what's best

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  1. Honestly, this is really cool. If there's like a cool small effect pops out too.
  2. Hi guys, Sorry for bothering again, but I would like to ask does anyone knows a script that a NPC can detect if the player are not in disguise and warp back to prontera? For example, if I use @disguise poring then my character will be disguised as poring. My current location is in Payon. The disguise NPC will only detect if you're in prontera. If you're not disguise as poring in prontera it will warp you back to your saved point. From what I see, probabaly a npc chat box opens up and says that you're required to be disguised as poring to be here. Then the NPC warps back him to his saved point. Thank you Regards, Max
  3. Oh @Chaos92 it seem the script is working fine with other script . The error was from my other script. I apologize, . Thanks a lot for your help. It works fabulously, you know sometimes I feel that people that help in "Script support" and "Script request" section deserve a reward just because of you guys we can help with the ideas we want. Not such a lazy scum like me
  4. Actually if you have a empty notepad to use this script with "if (killedrid == .minibossid) && (strcharinfo(3) == "pay_dun00") " it will work fine, please note during your testing you might wanna try if there're any other script below this script. Because that error only pops out if there's script after this script in the notepad
  5. Hi Chaos92, Thanks this helps actually. However unfortunately there's an error that pops out. The weird thing is that, if I remove the scripts after this script it works fine with no error. However, it pops this out when I add in "if (killedrid == .minibossid) && (strcharinfo(3) == "pay_dun00") ". Previously it was working without error without this, but after adding, this error pops out. Do you have any idea how can we solve this @_@
  6. Hi Guys, Sorry for bothering again. Please note how script A works as below. When you kill the "OnInit" poring in that "MAP", it will activate "OnKill". Which you will get the item 985 for 3. However, if you kill poring in other maps it won't activate OnKill. This script will only works in payon. The problem with this script is, after you kill the "OnInit" poring, it will not be spawn anymore, therefore no poring. So I was figuring how do you make after killing the "OnInit" poring it will spawn another "OnInit" poring that will activate "OnKill". I don't think we can add "monster .map$,0,0,"--ja--",1002,1, strnpcinfo(3)+"::OnKill";" this line inside the "OnKill". SCRIPT A Here is my headache while trying to combined both of this script, my idea is when you kill 4 poring, it will spawn 1 mastering in pay_dun00. However I found one problem with the script below while studying the script above. Script A works good because it activate only within the map. However for SCRIPT B, it activate world wide. You can kill 4 porings at anywhere and it will spawn mastering in pay_dun00. SCRIPT B Question : - How can I add in SCRIPT B that if you kill 4 poring it will spawn 1 mastering. And that 4 poring has to be located only in pay_dun00 only. Not anywhere else. Also the poring doesn't runs out. Thank you guys!
  7. Hi guys, Sorry to bother again, but I've some idea that I would like to share if someone knows how to create this script. How do we create a script like this? If MOB A was killed by any player in Prontera, everyone in the map will be rewarded these item direct into their inventory. -20% chance they will get 1 apple -15% chance they will get 2 jellopy -10% chance they will get 3 oridecon Basically, my idea is something like when we spawn a mob in a map and if it's was killed everyone will get few item from the mob with some percentage on each item. Thanks ^_^
  8. Thanks @racaae the problem is solve. You're awesome. Hi @Racaae, since we're still on this topic. I want to ask your advice regarding map announce in OnBossKill: . Do you know why it did not announce The player ***** has kill the boss? The weird thing is that, the player gets the item but the map was not announced he killed the boss. Amazing, previously I tried some sample mapannounce script too it didn't work because i was using "," instead of ";". But after changing few lines it work. you're awesome @Racaae
  9. Hi guys, I was looking a few scripts online and found the best that close to what I want. What I want? Basically killing a few mobs, and then spawn a boss. The problem : The script above works perfectly, however if you kill more and more poring it will continue to spawn more2 mastering. Question : Does anyone knows how to limit the amount of mastering present in the map? Like if the script spawn 1 mastering by killing 4 porings, it won't spawn another mastering unless the current mastering is killed. Thanks!
  10. Hi Sashimi and thunginamue, Thanks for answering guys! Just to clarify I 'ved tested one script from here champion mob. However, from the number below. It spawn 1 Mastering only in the map, however it doesn't required to kill 999 mob from the map, do you know know why? ? Thank you
  11. Actually this is pretty cool, I saw it in official too. But haven't seen anyone created this in rathena.
  12. Hi Guys, Here is one of the closet topic i can find but it seem it's not working. Does anyone knows how to do something like this? To spawn a poring inside anthell01, player requires to kill 100 Andre only. However the maximum, of spawn of the poring is 5 only(to prevent abusing). Does anyone knows how to do that? Thank you Script leaders
  13. Hi guys, Can anyone help me with this script. If player completed NPC quest, he/she cannot do it over again but needs to continue to the next NPC quest. Players will be rewarded when they completed the quest. This quest works as a chain it requires you to complete the previous npc quest or else it won't activate. For example : Player talks to NPC A NPC : Oh Hello Adventure, it seems you've reached the minimum base level of 20. I've a quest for you, please bring me 1 jellopy, 1 orange_juice and 1 fluff. I will reward you 20 Red potion, 1 Battle Manual and 1 thanatos_card and 100k Base experience and 100k job experience. Player : Accept the quest So what happen next after player completed this quest? They can't do it again, however this NPC will recommend to do the next NPC B quest. Players then talk to NPC B NPC : It seems you've completed NPC A quest, good job. Now we can proceed to NPC B quest. If you didn't complete NPC A quest, I can't let you proceed with NPC B quest. You don't need any base level requirements for this quest. The only requirements are to complete NPC A quest. NPC : Oh hello adventure, here is my quest for you. Please Hunt 10 porings, 20 drops and 15 febre. I will reward you 20 Red potion, 1 Battle Manual and 1 thanatos_card and 100k Base experience and 100k job experience. Player : Accept the quest So what will happen after player completed NPC B quest, he cannot do NPC A and B quest anymore. He needs to proceed to NPC C quest. If players talk to NPC A or B, it will ask to talk to NPC C now. Player then talk to NPC C NPC : Good job! you've completed NPC A and B quest. Now we can proceed to my quest. There is no base level requirement, the only requirement is completing NPC A and B. NPC : Oh hello adventure, here is my quest for you. Please hunt 5 dokebi, 5 ninetails, 1 angeling and bring me 5 jellopy, 10 fluff, 15 garlet and 100k zeny. I will reward you 20 Red potion, 1 Battle Manual and 1 thanatos_card and 100k Base experience and 100k job experience and 1million zeny So what happen after player completed NPC C quest, he cannot do NPC A, B, C quest anymore. He will proceed to NPC D quest. If the player talks to NPC A B or C again, the npc will ask to proceed to NPC D because they do not provide any quest any more. Humble thank you!
  14. Hi all, I would like to ask, does anyone has a script for controlling vending market price? For example If person A is vending Jellopy for 1,000zeny Also person B is vending Jellopy for 1,500zeny Then it comes to person C is vending Jellopy for 5,000zeny How to set a price range different in a market place for jellopy between 500zeny difference only? And if a person tries to sell above the market price range either required to pay a a feel OR it isn't allowed to(I prefer don't allow higher market price range) Thank you
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