Atomik 1 Posted May 15, 2018 Hello there, Can any one help me with a Simple instance script so i can read it and learn how instance works .1) A npc that teleport you to an instance.2) few monsters in that instance3) Npcs inside the instance that destroys Instance once done. Please help <#.---Atomik. Quote Share this post Link to post Share on other sites
0 AnnieRuru 957 Posted May 17, 2018 similar topic appear in rathena forum prontera,155,180,0 script Test Instance 1_F_MARIA,{ if ( has_instance2("guild_vs2") >= 0 ) { // dispbottom has_instance2("guild_vs2") +" destroy"; instance_destroy has_instance2("guild_vs2"); } if ( ( .@ins = instance_create( "Test Instance", getcharid(CHAR_ID_ACCOUNT), IOT_CHAR ) ) < 0 ) { mes "error : "+ .@ins; close; } if ( !getstrlen( instance_attachmap( "guild_vs2", .@ins, true, ( getcharid(CHAR_ID_ACCOUNT) )+"INST" ) ) ) { mes "error : 5"; instance_destroy .@ins; close; } instance_set_timeout 3600, 15, .@ins; instance_init .@ins; warp has_instance("guild_vs2"), 49,49; end; } guild_vs2,49,49,5 script test dialog 1_F_MARIA,{ dispbottom strnpcinfo(NPC_MAP); mesf "%d monsters on this map", 'amount; next; select "Destroy"; instance_destroy; end; OnInstanceInit: monster has_instance("guild_vs2"), 49,49, "--ja--", PORING, 10, instance_npcname( strnpcinfo(NPC_NAME) )+"::OnMobDead"; 'amount = 10; end; OnMobDead: --'amount; if ( !'amount ) instance_announce -1, "all monster killed", bc_map; end; } few things noted for hercules ones 1. hercules has more instance related script commands, but also make this more flexible to write once you learn them all a. hercules has *instance_attach script command, make sure this script command is added before trying do anything instance related in the register npc b. hercules has to emulate the map name with *instance_attachmap if the map name doesn't follow the syntax <number>@<5 string limit> 2. hercules instance ID start from 0, rathena instance ID start from 1 a. make sure the instance_announce is set to -1 3. hercules seems cannot *instance_destroy inside the instance map itself ... has to rely on *instance_set_timeout of the timeout value 3 grimmm, TheReturn and luizragna reacted to this Quote Share this post Link to post Share on other sites
0 bWolfie 138 Posted May 15, 2018 Existing instances no help to you? Quote Share this post Link to post Share on other sites
0 Atomik 1 Posted May 19, 2018 On 5/17/2018 at 8:34 AM, AnnieRuru said: similar topic appear in rathena forum prontera,155,180,0 script Test Instance 1_F_MARIA,{ if ( has_instance2("guild_vs2") >= 0 ) { // dispbottom has_instance2("guild_vs2") +" destroy"; instance_destroy has_instance2("guild_vs2"); } if ( ( .@ins = instance_create( "Test Instance", getcharid(CHAR_ID_ACCOUNT), IOT_CHAR ) ) < 0 ) { mes "error : "+ .@ins; close; } if ( !getstrlen( instance_attachmap( "guild_vs2", .@ins, true, ( getcharid(CHAR_ID_ACCOUNT) )+"INST" ) ) ) { mes "error : 5"; instance_destroy .@ins; close; } instance_set_timeout 3600, 15, .@ins; instance_init .@ins; warp has_instance("guild_vs2"), 49,49; end; } guild_vs2,49,49,5 script test dialog 1_F_MARIA,{ dispbottom strnpcinfo(NPC_MAP); mesf "%d monsters on this map", 'amount; next; select "Destroy"; instance_destroy; end; OnInstanceInit: monster has_instance("guild_vs2"), 49,49, "--ja--", PORING, 10, instance_npcname( strnpcinfo(NPC_NAME) )+"::OnMobDead"; 'amount = 10; end; OnMobDead: --'amount; if ( !'amount ) instance_announce -1, "all monster killed", bc_map; end; } few things noted for hercules ones 1. hercules has more instance related script commands, but also make this more flexible to write once you learn them all a. hercules has *instance_attach script command, make sure this script command is added before trying do anything instance related in the register npc b. hercules has to emulate the map name with *instance_attachmap if the map name doesn't follow the syntax <number>@<5 string limit> 2. hercules instance ID start from 0, rathena instance ID start from 1 a. make sure the instance_announce is set to -1 3. hercules seems cannot *instance_destroy inside the instance map itself ... has to rely on *instance_set_timeout of the timeout value Thanks alot <3 Quote Share this post Link to post Share on other sites
Hello there,
Can any one help me with a Simple instance script so i can read it and learn how instance works .
1) A npc that teleport you to an instance.
2) few monsters in that instance
3) Npcs inside the instance that destroys Instance once done.
Please help <#.
---Atomik.
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