I have a problem, when the npc turns off and the player does not come out, the .bmp remains enabled and the npc does not close the dialogue = s
how i can solved that plz?
Quote
//===== Hercules Script ======================================
//= Wheel of Fortune
//===== By ===================================================
//= Habilis
//= Edited by Myriad
//===== Version ==============================================
//= 1.02 - June 15, 2018
// - Made the script work with zeny, to be more accesibly to everyone.
//= 1.01 - June 14, 2018
// - Added @wheel_of_fortune GM command (level 98+).
// - Merged S_Pay and S_Loop subs into main line of text.
// - S_Gamble is now S_Spin and it will 'return' instead of
// calling back to the initial sub.
//= 1.00 - June 13, 2018
// - Initial script edit for Habilis.
//===== Description ==========================================
//= Wheel of fortune something.
//============================================================
- script Wheel_of_Fortune FAKE_NPC ,{
OnInit:
disablenpc("Wheel of Fortune#Main");
.EventName$ = "[Wheel Of Fortune]";
end;
OnClock0900:
OnClock1600:
OnClock2200:
OnStart:
.Start = true;
announce(sprintf("%s : The event will begin in 1 minute, near the center of Prontera.", .EventName$), bc_blue | bc_all);
initnpctimer();
end;
OnTimer60000: // 1 min
enablenpc("Wheel of Fortune#Main");
announce(sprintf("%s : Come to Prontera and test your luck", .EventName$), bc_yellow | bc_all);
end;
OnTimer60500: // 1 mins
announce(sprintf("%s : One minute, do your last spin!", .EventName$), bc_yellow | bc_all);
end;
OnTimer120000: // 2 mins
OnStop:
.Start = false;
stopnpctimer();
disablenpc("Wheel of Fortune#Main");
end;
if (.@atcmd_parameters$[0] == "start") {
if (!.Start)
donpcevent(sprintf("%s::OnStart", strnpcinfo(NPC_NAME)));
else {
dispbottom("The Wheel of Fortune has already started.", 0x00FF00);
dispbottom(sprintf("%s failed.", .@atcmd_command$), 0x00FF00);
}
} else if (.@atcmd_parameters$[0] == "end") {
if (.Start)
donpcevent(sprintf("%s::OnEnd", strnpcinfo(NPC_NAME)));
else {
dispbottom("The Wheel of Fortune is not active.", 0x00FF00);
dispbottom(sprintf("%s failed.", .@atcmd_command$), 0x00FF00);
}
} else {
dispbottom(sprintf("Usage: %s <start/end>", .@atcmd_command$), 0x00FF00);
dispbottom(sprintf("%s failed.", .@atcmd_command$), 0x00FF00);
}
end;
}
prontera,164,169,1 script Wheel of Fortune#Main 2_SLOT_MACHINE,{
OnTalk:
if (Zeny < .Zeny_Cost && #freewheelfortunespin < 0) {
mes("[^0055FFLucky Spin^000000]", .EventName$);
mes("You are out of Zeny");
mes("and have no more");
mes("free spins. Come back");
mes("next time for more!");
close();
}
.@mes$ = (#freewheelfortunespin > 0) ? sprintf(", but you, my friend, have %d free spin%s!", #freewheelfortunespin, (#freewheelfortunespin == 1) ? "" : "s") : ".";
addtimer(1, sprintf("%s::OnEnd", strnpcinfo(NPC_NAME)));
mes("[^0055FFLucky Spin^000000]", .EventName$);
mes("Do you want to spin the wheel?");
mes("It costs ^FF000050.000 Zeny^000000 to play", .@mes$);
next();
while (true) {
if (Zeny < .Zeny_Cost && #freewheelfortunespin < 0)
callsub(S_End);
switch (select(
(#freewheelfortunespin > 0) ? sprintf("Yes! Use free spin! (%d left)", #freewheelfortunespin) : "",
(Zeny >= .Zeny_Cost ) ? sprintf("Yes! Use Zeny. (costs %dz)", .Zeny_Cost) : "",
"No (Leave)"
)) {
// pay with free spin
case 1:
if (#freewheelfortunespin > 0) {
if ((#freewheelfortunespin -= 1) < 0)
#freewheelfortunespin = 0;
callsub(S_Spin);
} else
callsub(S_End);
break;
// Pay with zeny
case 2:
if (Zeny >= .Zeny_Cost) {
Zeny -= .Zeny_Cost;
callsub(S_Spin);
} else {
cutin("aca_salim02", 2);
mes("[^0055FFLucky Spin^000000]", .EventName$);
mes("Awww, you don't have enough to gamble...");
mes(" ");
mes("Have you ever heard?");
mes("'Money isn't all that matters' Got it?");
mes("Byeeeeeeeeeeeeee ;)");
callsub(S_End);
}
break;
if (.Prize_ID[.@Sector] == -1) {
// Free spin
if (.Sound_Effects)
soundeffect("wheel_jackpot.wav", 0);
announce(sprintf("[%s] : Wow, %dx more Free spins!!!", .EventName$, .Prize_Qty[.@Sector]), bc_blue | bc_self);
#freewheelfortunespin = #freewheelfortunespin == 0 ? .Prize_Qty[.@Sector] : #freewheelfortunespin + .Prize_Qty[.@Sector];
} else if (.Prize_ID[.@Sector] == 0) {
// Nothing
if (.Sound_Effects)
soundeffect("wheel_lost.wav", 0);
announce(sprintf("[%s] : Awwww, no luck in your gamble, more luck in love...", .EventName$), bc_blue | bc_self);
} else {
// Item
if (.Sound_Effects)
soundeffect("wheel_won.wav", 0);
announce(sprintf("[%s] : %dx %s - enjoy your prize!", .EventName$, .Prize_Qty[.@Sector], getitemname(.Prize_ID[.@Sector])), bc_blue | bc_self);
getitem(.Prize_ID[.@Sector], .Prize_Qty[.@Sector]);
}
sleep2(1000);
if (Zeny < .Zeny_Cost && #freewheelfortunespin < 0) {
mes("[^0055FFLucky Spin^000000]", .EventName$);
mes("You are out of Zeny");
mes("and have no more");
mes("free spins. Come back");
mes("next time for more!");
close();
}
return;
S_End:
close2();
OnEnd:
cutin("", 255);
end;
OnInit:
.EventName$ = "Wheel Of Fortune";
bindatcmd("wheel_of_fortune", "Wheel_of_Fortune::OnCommand", 98,false);
.Spin_Speed = 50; // What is the base spin speed? (ms)
.nbTurns = 2; // How many times the arrow makes a complete turn, before entering the stopping routine
.Zeny_Cost = 50000; // How much zeny does it cost for a spin?
.Sound_Effects = true; // Enable sound effects? (true/false)
// You must have a total of 10 prizes. DO NOT remove 0 or -1 from the array and do not
// change their order.
setarray(.Prize_ID[1], -1, 7539, 14345, 7539, 617, 607, 7539, 604, 0, 12214);
setarray(.Prize_Qty[1], 2, 3, 1, 1, 3, 3, 1, 3, 0, 1);
I have a problem, when the npc turns off and the player does not come out, the .bmp remains enabled and the npc does not close the dialogue = s
how i can solved that plz?
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