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bWolfie

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Posts posted by bWolfie


  1. You have to close your script. Forgot your curly at the end of these.

    Also you have do OnCountFunds: and OnPayFunds: for each shop. Each shop is a new script (enclosed by { }).

    So you have to do this five times, changing few things around in each.

    That part has to be apart of below. Goes inside that script, after OnInit: section.

     

    -    script     HeadgearPods     FAKE_NPC,{
     
    OnInit:
    tradertype(NST_CUSTOM);
    sellitem 501,1,1;        // Sells 1 Red Potion for 1 Currency (Pods)
    end;
    }
    

  2.  

     

    1) thats client >= 2015-10

    2) Not possible yet, until kRO decides to make it configurable by packets/lua

    kRO is not gonna make it configurable unless they plan to have a lot of races (>10 maybe)
    Thats true too

     

    And that won't happe for more 10 years xD

    you're giving them too much credit


  3. I'll give this a go. Quick scratch together, hope it helps.

     

     

    prontera,150,150,3     script     Pods Exchanger     4_F_NPC,{
     
    .@name$ = Pods Exchanger;
     
    mes .@name$;
    mes "I can exchange pods for stuff.";
    next;
    .@menu = select("Headgear:Armor:Shield:Shoes:Weapons");
    switch(.@menu) {
     
    case 1:
    mes .@name$;
    mes "Headgears cost pods and something something";
    openshop("HeadgearPods");
    close;
    break;
     
    // do the same for case 1 to below
    case 2:
    openshop("ArmorPods");
    close;
    break;
     
    case 3:
    openshop("ShieldPods");
    close;
    break;
     
    case 4:
    openshop("ShoesPods");
    close;
    break;
    
    case 5:
    openshop("WeaponsPods");
    close;
    break;
    }
    }
     
    // Enter your headgears here
    // Repeat script for ArmorPods, ShoesPods, etc.
    -    script     HeadgearPods     FAKE_NPC,{
     
    OnInit:
    tradertype(NST_CUSTOM);
    sellitem 501,1,1;        // Sells 1 Red Potion for 1 Currency (Pods)
    end;
     
    // Sets Pods as the store currency
    OnCountFunds:
    setcurrency(countitem(PODS ID HERE));
    end;
     
    // I don't know about this I just copied it from the trader sample.
    // The 's'/'have'/'has' is about getting the correct grammar/plural
    OnPayFunds:
        dispbottom ""+price+" Pod" + (@price == 1?"":"s") + " " + (@price == 1?"has":"have") + " been deducted from your inventory."; // put @ before '+price+' so it is '+@price+'
        if( countitem(pods) < @points || countitem(PODS ID HERE) < price-points) // put @ before each one, forum is censoring them
            end;
        delitem PODS ID HERE,@points;
        delitem PODS ID HERE,@price-@points;
        purchaseok();
        end;
    }
    

  4. You can use the OnTouch: label. I don't know about movements, but you could use this for when a player touches it.

     

    I don't know if this even works, I randomly thought it up. Hopefully somebody more knowledgeable can help you.

     

     

    prontera,150,150,3         script        Angeling#prontera        4_F_NPC,{
     
    OnTouch:
    sc_start SC_INC_AGI,600000,10; // Level 10 Increase Agility for 10 minutes.
    npctalk "Increase Agility !!","Angeling#prontera";
    end;
    
    }
    
    

  5. The wiki...you really have to read between the lines. It sends you in the general direction, but really is quite difficult to decipher, especially as a newbie. Plus. most of the stuff that exists on the wiki isn't on the main page. I found myself googling 'herc.ws <thing i needed>' being more helpful than actually searching the forums and wiki.

     

    Back on topic: great job guys. Excellent.


  6. In your item_db, you can set trade options such as:

    Just chuck it above your script and you should be good to go.

    Trade: {
    nodrop: true
    notrade: true
    nocart: true
    nostorage: true
    nogstorage: true
    nomail: true
    noauction: true
    }
    

  7. Hi,

     

    I am struggling to get my script to force an emotion from an NPC from another script. 

     

    Bit of info:

    - Both NPCs are on the same map.

    - Player cannot see both NPCs at the same time on their screen (too far apart).

    - NPC 1 (who you are talking to) warps you in front of NPC 2, who talks a bit then responds with emotions.

     

    What is wrong with this? Thank you in advance for any help.

     

    prontera,100,100,5    script    NPC1    53,{
      mes "[NPC1]";
      mes "I am now warping you to NPC2";
      next;
      warp "prontera",150,150,0;
      mes "[NPC1];
      mes "This is NPC2. Say hello to the player, NPC2.";
      set .@emote, e_paper;
      next;
      donpcevent "NPC2::OnEmote";
      //Conversation 'mes' continues from here
     
    //At the bottom of NPC1's script (but still inside it)
    OnEmote:
      emotion .@emote;
      end;
    }
    
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