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eKoh

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Everything posted by eKoh

  1. By the way... I was using this "donpcevent" instruction to make my script work, but it does not, and it shows this: The script1 (where the function is called): Case 4: next; cutin "kafra_01",255; callfunc ("F_RestockSetup"); close2; callshop "Restock",2; npcshopattach "Restock";OnSellItem:donpcevent "F_RestockSetup::OnTrigger"; end; The script 2, where the function is written: function script F_RestockSetup {//blablabla instructions blablablaL_RestockShop: next; mes "You can set only a ^FF0000Maxinum of 20^000000 items each list!"; return;OnTrigger: //for.... blablbabla} I think I did nothing wrong but there is always a possibility~~
  2. Hello @garr I am still here cuz I want my script work (#FeelLikeAZombie), and the sad thing it is not working ¬¬ but the good thing that the problem is that the player is not attached, just like this: The script I've been using is just like yours, but I made some changes to make it easier to see what the problem is: function script TestCall {mes "you here";next;donpcevent "Test::OnTrigger"; // <- Should succeedreturn;}- script Testing#01::Test 837,{mes "Hello!";callfunc "TestCall";close;OnTrigger:mes "you her22e";return;}prontera,154,182,5 duplicate(Test) Test#1 117 But I wonder why is there a "close" button when I click on the npc then go to next... I think it is kind of working but things like " mes " instructions do not work !
  3. Thank you @Garr I will try it tomorrow, I hardly stand now haha set myself$,"Happy =)";
  4. haha but is impressive that you had it only for 7 years /! how were those 7 years, though, i think they were a lot of fun haha
  5. I made a large script and I rather to save it as a function to not have a mess but it seems that OnSellItem is not working: I tried to rename to Service::OnSellItem, and it also does not work lol. And the problem is that OnSellItem does not work when it is called from a Function if ( Any idea to make it work == 1 )set myself$,"happy =)";else set myself$,"sad D;";
  6. But I want to make ! work like @, both the same time. Is that possible?
  7. wow, it is really working, thanks a lot man!, gotta read about those "setd" "getd" arguments haha
  8. Hello, I kind of made it work! ;D here is the code: Is there a way to make this code simplier? Update. I kind of simplify it: Btw, it is finally working ;D!
  9. Everytime I try to store these Items: I get this error:
  10. I am using a dynamic shop from trunk>doc>sample>npc_dynamic_shop.txt. // Dummy shop to insert items into:- shop dyn_shop1 -1,501:50.prontera,181,200,4 script Dynamic Shop 2_F_MAGICMASTER,{callshop "dyn_shop1",0;npcshopattach "dyn_shop1";end;OnSellItem:for (.@i = 0; .@i < getarraysize(@sold_nameid); ++.@i) {if(countitem(@sold_nameid[.@i]) < @sold_quantity[.@i] || @sold_quantity[.@i] <= 0) {mes "omgh4x!";close;} else if (@sold_nameid[.@i] == Red_Potion) {delitem Red_Potion, @sold_quantity[.@i];$@rpotsleft += @sold_quantity[.@i];Zeny += @sold_quantity[.@i]*20;} else if (@sold_nameid[.@i] == Orange_Potion){delitem Orange_Potion, @sold_quantity[.@i];$@opotsleft += @sold_quantity[.@i];Zeny += @sold_quantity[.@i]*100;} else {mes "Sorry, I don't need your items.";close;}}deletearray @sold_quantity, getarraysize(@sold_quantity);deletearray @sold_nameid, getarraysize(@sold_nameid);mes "Deal completed.";close; But I don't want to sell items, what I want to do is to detect for example: 200 White Potions 20 Awakening Potions The player will put 200 white potions and 20 awakening potions, and what the script should do is to store these numbers and names into vars, but I am failing at this last step (my mind is about to blow X_x). The bad thing about the script is that it compares @sold_nameid with a white potion and a orange potion, but it does not save it into a var. I would be REALLY GRATEFUL, for any help, srsly lol. My badass script /heh - shop dyn_shop1 -1,501:50- script Test -1,{ callshop "dyn_shop1",2; npcshopattach "dyn_shop1"; end;OnSellItem: for (.@i = 0; .@i < getarraysize(@sold_nameid); .@i++) { if (countitem(@sold_nameid[.@i]) < @sold_quantity[.@i] || @sold_quantity[.@i] <= 0) { mes "omgh4x!"; close; } else if ( @sold_nameid[.@i] > 1 ) set .@item1,@sold_nameid[.@i]; else if ( @sold_nameid[.@i] > 2 ) set .@item2,@sold_nameid[.@i]; else if ( @sold_nameid[.@i] > 3 ) set .@item3,@sold_nameid[.@i]; mes ""+.@item1+","+.@item2+","+.@item3+""; close; deletearray @sold_quantity, getarraysize(@sold_quantity); deletearray @sold_nameid, getarraysize(@sold_nameid); mes "Deal completed."; close; }}prontera,154,182,5 duplicate(Test) Test#1 117 I get this:
  11. Oh thanks, I missed something haha, I want it to work with ! and @ ?? I tried "@,!" "@","!" "!:@" and lot more, my bad.
  12. I want to make ! work like @, because is annoying that everytime you type @ your equipment window opens. Also, Is there a way to make equipment only open with the left Alt? instead of using both of them [Alt] and [Alt Gr]. Update. But I want to make ! work like @, both the same time. Is that possible?
  13. Oh I see, very very interesting post. But I have another question. Is there a popular server using Hercules?
  14. ohh, hahaha, thank you again man, it is actually working
  15. Hello guys, I am moving from rAthena to Hercules, because it looks that there is more active people in here. But I have some questions What is the difference bettween rAthena and Hercules? Or why did Hercules started?
  16. Ohh, thank you man. And I will test that Label function to make it work, I really appreciate all your help. Update. It works!! thank you a lot ;D! the sample: mes ""+.npc$+""; mes "Ok, so ^0000FFautoloot^000000 it is"; mes "Please input the ^0000FF%^000000 you want"; goto L_Alootrate; L_Alootrate: input #alootrate; mes "Great so is ^FF0000"+#alootrate+"%^000000 is fine?"; if ( select("Yes:No") == 1 ){ mes "There you go!"; atcommand "@autoloot "+#alootrate+""; close; } else goto L_Alootrate;
  17. Oh I see, thank you man, your explanation was so easy to understand. But I have another dought, currently I am working on a script, and I want to make a "Back" option like: mes "What you want to do";switch ( select ("Thing 1:Thing 2")){ case 1: mes "You selected thing 1"; next; mes "What you want to do?"; switch ( select ("Thing 3:Back")){ case 1: mes "You selected thing 3"; close; end; //<- Also I don't know if I have to put end; instruction, because I already have a close; above. Do I? case 2: "Go back instruction" // Is there an instruction that makes this?? end;end; case 2: mes "You selectend thing 2"; close; end;} Sorry for my noobness, how do I put code box here?:S
  18. I don't know in what scenarios I am supposed to use these kind of variables. In script_commands.txt I get this: @ <- A temporary variable attached to the character. so if I do set @newtag,1; The player will have that tag, right? And also How temporary is the variable? .@ <- A scope variable. I just don't understand the description. I have read it like 10 times... Is this variable attached to the player and also the Npc? If so, which scenarios I would use a .@variable?
  19. Hello guys, I've made a ragnarok web design, it is a landing page, which I want to use to attract players to get into our forums. I want to make this to create a big community before launching our server. Please tell me what you like and what you dislike please be critical, it will help me a lot =)
  20. really nice work man! definetly a good web page
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