Jump to content
  • 0
Juan Meissner

Monster Couting Game

Question

 

I'm trying to convert some rathena events to use in the herc.ws emulator, however for some reason I'm not getting through with this one, could anyone help?

 

Quote



 
prontera,155,181,5  script  Monster Counting Game   757,{
    function xy_wall;
    end;
    
    OnInit:
        defpattern 1,"([^:]+):.\\*"+.@amount+".*", "OnRight";
        .max_round = 3;
        .max_duration = 3;
        .wall_mob_id = 1085;
        setarray .xy_area,
            151,169,
            161,179;
        setarray .monster,
            PORING,
            DROPS,
            MARIN,
            POPORING;
            
        .monster_size = getarraysize( .monster );
        .npc_name$ = strnpcinfo(0);
        getmapxy( .map$,.npc_x,.npc_y,1 );
        setmapflag .map$,mf_monster_noteleport;
        end;
        
    OnMinute00:
    OnStartEvent:
        if ( !.status ) {
            areawarp .map$,.xy_area[0],.xy_area[1],.xy_area[2],.xy_area[3],.map$,.npc_x,.npc_y;
            killmonster .map$,.npc_name$+"::OnDied";
            killmonster .map$,.npc_name$+"::OnWallDied";
            setcell .map$,.xy_area[0],.xy_area[1],.xy_area[2],.xy_area[3],cell_basilica,1;
            setcell .map$,.xy_area[0],.xy_area[1],.xy_area[2],.xy_area[3],cell_walkable,1;
            .status = 1;
            
            for( .@i = .xy_area[0]; .@i <= .xy_area[2]; .@i++ ){
                xy_wall( .@i,.xy_area[1] );
                xy_wall( .@i,.xy_area[3] );
            }
            for( .@i = .xy_area[1]; .@i <= .xy_area[3]; .@i++ ){
                xy_wall( .xy_area[0],.@i,0 );
                xy_wall( .xy_area[2],.@i );
            }
            
            do{
                .@round++;
                npctalk "Round # "+.@round;
                sleep 5000;
                
                .status = 2;
                .@mob = .monster[ rand( .monster_size ) ];
                .@amount = rand( 5,10 );
                // add-on size influence ?
                areamonster .map$,.xy_area[0],.xy_area[1],.xy_area[2],.xy_area[3],"",.@mob,.@amount,.npc_name$+"::OnDied";
            
                deletepset 1;
                defpattern 1,"([^:]+):.\\*"+.@amount+".*", "OnRight";
                //defpattern 1, "([^:]+):.*\\sandar 1.*", "Lwarp1";
                activatepset 1;
                waitingroom "How many's there?",0;
                npctalk "Tell me the correct amount of monster in there.";
                // debugmes " > "+.@amount+" "+getmonsterinfo( .@mob,MOB_NAME );
                
                sleep ( .max_duration * 60000 );
                
                killmonster .map$,.npc_name$+"::OnDied";
                delwaitingroom;
                deletepset 1;
                .status = 1;
                sleep 5000;
                
            }while( .@round < .max_round );
            
            npctalk "That's the Last, thank you for participating.";
            emotion e_thx;
            
            killmonster .map$,.npc_name$+"::OnDied";
            killmonster .map$,.npc_name$+"::OnWallDied";
            setcell .map$,.xy_area[0],.xy_area[1],.xy_area[2],.xy_area[3],cell_basilica,0;
            setcell .map$,.xy_area[0],.xy_area[1],.xy_area[2],.xy_area[3],cell_walkable,1;
            .status = 0;
        }
        end;
        
    OnDied:
    OnWallDied:
        end;
 
    OnRight:
        getmapxy( .@map$,.@x,.@y,0 );
        if ( .status == 0 ) {
            dispbottom "[Counting Game] Event isnt running.";
        }
        else if ( .status == 1 ) {
            dispbottom "[Counting Game] Please wait for the round to start.";
        }
        else if ( distance( .npc_x,.npc_y,.@x,.@y ) > 14 ) {
            dispbottom "[Counting Game] You're too far away.";
        }
        else {
            npctalk "Bravo!! "+strcharinfo(0)+" is correct!!";
            
            // rewards
            getitem 512,1;
            getitem 512,2;
            getitem 512,3;
            
            specialeffect2 EF_POTION_CON;
            awake .npc_name$;
        }
        end;
        
    function    xy_wall {
        .@x = getarg(0);
        .@y = getarg(1);
        monster .map$,.@x,.@y,"",.wall_mob_id,1,.npc_name$+"::OnWallDied";
        setcell .map$,.@x,.@y,.@x,.@y,cell_walkable,0;
        // setcell .map$,.@x,.@y,.@x,.@y,cell_basilica,1;
        return;
    }
 
}





 

 

Share this post


Link to post
Share on other sites

3 answers to this question

Recommended Posts

  • 0

 

I looked here and nothing, no warning, just does not work when you enter the number for the NPC, otherwise npc works perfectly, but the event ends up being useless because the function of typing the number of monsters does not work.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.