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Quest, Shops, Functions & Algorithms

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Scripts that rewards players for hunting monsters and/or gathering items, shops, or simply want to show simple functions and algorithms of scripting.
Example: Headgear exchanger, Quest scripts, Mall NPC, Weapon dealer, Decimal Point System, Sorting Algorithm

18 files

  1. Alice's Nightmare Instance(Pre-Re)

    Follow Alice into the forest in Niflheim and try to figure out what is wrong with her.
    This is an instance dungeon that includes 3 maps, 2 quest and 3 boss for pre-renewal.
    One of the boss is a hidden extra to the instance with a small quest including a multi stage battle that will take a few days to fully complete.
    There are no default drops or rewards to the dungeon quests or monsters, So you will need to add those yourself.
    Although the instance is Pre-renewal, it can be used for renewal but you will need to revamp the monsters else they will be extremly weak.
    If your server is a highly modified pre-re server you might wanna tweak the monster since they are geared toward original RO servers.
    More detailed info in readme.txt
    Map used are Haunt_e and Haunt_1 made by Syouji

    101 downloads

    1 comment

    Updated

  2. Veteran Quest

    This script contains a quest where an old adventurer will sing you a song, and where you'll have to ascomplish each step to become an adventurer yourself.
    If you need a guide, ask for it! (but please, read the file first, it's quite easy).
    Warning: All the quests I'm gonna release relied on item you might not have as they're custom ones. So think of editing the reward variable to ensure you'll be able to get the reward (on OnChooseItem).
    Info: as I'm planning to upload thousands of scripts, I can't take screenshot of all single quests. So I'll add only my avatar's one

    126 downloads

    0 comments

    Submitted

  3. Strange Surgeon

    This script contains a quest where you'll be asked to help a surgeon to find a new place to work. It can also handle a changesex for players.
    If you need a guide, ask for it! (but please, read the file first, it's quite easy).
    Warning: All the quests I'm gonna release relied on item you might not have as they're custom ones. So think of editing the rewardId variable to ensure you'll be able to get the reward.
    Info: as I'm planning to upload thousands of scripts, I can't take screenshot of all single quests. So I'll add only my avatar's one

    51 downloads

    0 comments

    Submitted

  4. Santa Claus

    This script contains a quest to be run on Christmas, where you'll have to help Santa Claus to gather enought gift box while his imp went into a strike.
    If you need a guide, ask for it! (but please, read the file first, it's quite easy).
    Warning: All the quests I'm gonna release relied on item you might not have as they're custom ones. So think of editing the rewardId variable to ensure you'll be able to get the reward.
    Info: as I'm planning to upload thousands of scripts, I can't take screenshot of all single quests. So I'll add only my avatar's one

    48 downloads

    0 comments

    Submitted

  5. Crash Island

    This script contains a quest where you'll be asked to help finding back a bunch of missing people after their Airship crashed.
    If you need a guide, just ask for it, and I'll make one ^^
    Warning: All the quests I'm gonna release relied on item you might not have as they're custom ones. So think of editing the rewardId variable to ensure you'll be able to get the reward.

    50 downloads

    0 comments

    Submitted

  6. Anti-Priest

    This script contains a quest where you're following the Anti Priest path.
    The goal of an anti-priest is to be the exact opposite of the Priest, and therefor, you'll be asked to NOT help people, by spreading false infos for instance.
    If you need a guide, just ask for it, and I'll make one ^^
    Warning: All the quests I'm gonna release relied on item you might not have as they're custom ones. So think of editing the rewardId variable to ensure you'll be able to get the reward.

    28 downloads

    0 comments

    Submitted

  7. [Shop Feature] Tax Collector

    Have you thought about the possibility of creating a system of Politics? Where clan leaders can collect excise taxes on items in a particular region?
    I created this system to be able to collect a rate of purchases made on NPCs.
    It's a very basic system but it might be useful to someone.
    PS: I tried to create a system similar to NST_MARKET, but unfortunately I did not succeed.

    146 downloads

    0 comments

    Updated

  8. Date and Time functions

    This script provides functions to easily calculate date and time. More functions might be added in the future.
     
     
    now()
    a shorthand function to get the current time
    > returns the number of seconds elapsed since the Unix epoch
    now() // => 1497119219 (example, increments every second)


    time_from_ms(<delta>)
    calculates a Unix timestamp relative to the current time
    > returns the number of seconds elapsed since the Unix epoch, plus or minus <delta> ms
    time_from_ms(0) // => 1497119219 (example, increments every second) time_from_ms(+1000) // => 1497119220 time_from_ms(-1000) // => 1497119218


    time_from_seconds(<delta>)
    calculates a Unix timestamp relative to the current time
    > returns the number of seconds elapsed since the Unix epoch, plus or minus <delta> seconds
    time_from_seconds(0) // => 1497119219 (example, increments every second) time_from_seconds(+1) // => 1497119220 time_from_seconds(-1) // => 1497119218


    time_from_minutes(<delta>)
    calculates a Unix timestamp relative to the current time
    > returns the number of seconds elapsed since the Unix epoch, plus or minus <delta> minutes
    time_from_minutes(0) // => 1497119219 (example, increments every second) time_from_minutes(+1) // => 1497119279 time_from_minutes(-1) // => 1497119159


    time_from_hours(<delta>)
    calculates a Unix timestamp relative to the current time
    > returns the number of seconds elapsed since the Unix epoch, plus or minus <delta> hours
    time_from_hours(0) // => 1497119219 (example, increments every second) time_from_hours(+1) // => 1497122819 time_from_hours(-1) // => 1497115619


    time_from_days(<delta>)
    calculates a Unix timestamp relative to the current time
    > returns the number of seconds elapsed since the Unix epoch, plus or minus <delta> days
    time_from_days(0) // => 1497119219 (example, increments every second) time_from_days(+1) // => 1497205619 time_from_days(-1) // => 1497032819


    FuzzyTime(<unix timestamp>)
    converts a Unix timestamp to a human-readable format
    > returns human-friendly relative time
    FuzzyTime(0) // => 47 years, 172 days, 18 hours, 52 minutes, and 28 seconds ago FuzzyTime(time_from_hours(+28)) // => in 1 day and 4 hours

     
    --------------------------------------------------------------------------------------
    This script was made by me, for The Mana World + Evol.
    License: public domain (CC0)

    59 downloads

    0 comments

    Updated

  9. Array manipulation functions

    This script provides various array manipulation functions, and more might be added in the future.
    All of those functions (except the arithmetic ones) work with both integer and string arrays.
    The start of the array is always implicitly index 0, unless an index is specified, ie @array[index]



    array_pad(<array>, <size>, <value>)
    pads the array left or right with <value> until it reaches <size> size. If <size> is negative it will pad left.
    > returns the number of added entries
    setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_pad(.@foo, 8, 69); // => 3 // array is now: 1, 2, 3, 4, 5, 69, 69, 69 setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_pad(.@foo, -8, 69); // => 3 // array is now: 69, 69, 69, 1, 2, 3, 4, 5


    array_replace(<array>, <needle>, <replacement>{, <neq>})
    finds every occurrence of <needle> within the array and replaces it with <replacement>. if <neq> is true, finds entries that do not match instead
    > returns the number of changed entries setarray(.@foo, 1, 1, 3, 1, 5); // initialize the array array_replace(.@foo, 1, 69); // => 3 // array is now: 69, 69, 3, 69, 5


    array_find(<array>, <needle>{, <neq>})
    finds the first occurrence of <needle> within the array. if <neq> is true, finds entries that do not match instead
    > returns the index, or if none is found returns -1 setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_find(.@foo, 3); // => 2 array_find(.@foo, 1); // => 0 array_find(.@foo, 6); // => -1


    array_rfind(<array>, <needle>{, <neq>})
    like array_find, but finds the last occurrence. if <neq> is true, finds entries that do not match instead
    > returns the index, or if none is found returns -1 setarray(.@foo, 1, 2, 3, 4, 3); // initialize the array array_rfind(.@foo, 3); // => 4 array_rfind(.@foo, 4); // => 3 array_rfind(.@foo, 6); // => -1


    array_exists(<array>, <needle>{, <neq>})
    very similar to array_find() but it instead just checks if it exists or not. if <neq> is true, finds entries that do not match instead > returns true or false setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_exists(.@foo, 3); // => true array_exists(.@foo, 6); // => false


    array_count(<array>, <needle>{, <neq>})
    similar to array_find() but iterates through the whole array. if <neq> is true, finds entries that do not match instead
    > returns the total number of occurrences of <needle> setarray(.@foo, 1, 69, 3, 69, 5); // initialize the array array_count(.@foo, 69); // => 2


    array_entries(<array>)
    a wrapper around array_count(). behaves similarly to getaraysize() but does not count holes
    > returns the number of non-empty entries setarray(.@foo, 1, 2, 0, 0, 5); // initialize the array getarraysize(.@foo); // => 5 array_entries(.@foo); // => 3



    array_remove(<array>, <needle>{, <neq>})
    finds and removes every occurrence of <needle> from the array, while shifting left. if <neq> is true, finds entries that do not match instead
    > returns the number of removed entries setarray(.@foo, 1, 69, 3, 69, 5); // initialize the array array_remove(.@foo, 69); // => 2 // array is now: 1, 3, 5


    array_reverse(<array>)
    reverses the array
    > returns true setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_reverse(.@foo); // => true // array is now: 5, 4, 3, 2, 1


    array_sum(<array>)
    iterates through the whole array to perform an arithmetic addition
    > returns the sum of every entries of the array setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_sum(.@foo); // ((((1 + 2) + 3) + 4) + 5) => 15


    array_difference(<array>)
    iterates through the whole array to perform an arithmetic subtraction
    > returns the difference of every entries of the array setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_difference(.@foo); // ((((1 - 2) - 3) - 4) - 5) => -13


    array_product(<array>)
    iterates through the whole array to perform an arithmetic multiplication
    > returns the product of every entries of the array setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_product(.@foo); // ((((1 * 2) * 3) * 4) * 5) => 120


    array_quotient(<array>)
    iterates through the whole array to perform an arithmetic division
    > returns the quotient of every entries of the array setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_quotient(.@foo); // ((((1 / 2) / 3) / 4) / 5) => 0


    array_shift(<array>)
    removes the first entry of the array, while shifting left
    > returns the value of the removed entry setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_shift(.@foo); // => 1 // array is now: 2, 3, 4, 5


    array_unshift(<array>, <value>)
    adds <value> to the start of the array, while shifting right
    > returns the new size of the array setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_unshift(.@foo, 69); // => 6 // array is now: 69, 1, 2, 3, 4, 5


    array_pop(<array>)
    removes the last entry of the array
    > returns the value of the removed entry setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_pop(.@foo); // => 5 // array is now: 1, 2, 3, 4


    array_push(<array>, <value>)
    adds <value> to the end of the array
    > returns the new size of the array setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_push(.@foo, 69); // => 6 // array is now: 1, 2, 3, 4, 5, 69


    array_shuffle(<array>)
    shuffles the array
    > returns true setarray(.@foo, 1, 2, 3, 4, 5); // initialize the array array_shuffle(.@foo); // => true // array is now: 1, 4, 2, 3, 5 (example, unpredictable)


    array_unique(<array>{, <threshold>})
    allows array entries to appear up to <threshold> times (1 by default) and removes the extraneous ones. useful to remove duplicate entries
    > returns the number of removed entries
    setarray(.@foo, 1, 3, 3, 4, 5); // initialize the array array_unique(.@foo); // => 1 // array is now: 1, 3, 4, 5


    array_diff(<base array>, <array>{, <array>...}, <result array>)
    compares the base array against one or more other arrays and fills the result array with the entries in base array that are not present in any of the other arrays
    > returns the number of entries not found in other arrays
    setarray(.@base, 1, 2, 3, 4, 5, 6, 7, 8); // initialize the base array // fill the arrays to compare with the base array: setarray(.@foo, 2, 3, 4, 5, 6, 7, 8); // missing "1" setarray(.@bar, 1, 2, 3, 4, 6, 7, 8); // missing "5" setarray(.@baz, 1, 2, 3, 4, 5, 6, 7); // missing "8" // compare foo, bar and baz against base, and fill result: array_diff(.@base, .@foo, .@bar, .@baz, .@result); // => 3 // .@result is now: 1, 5, 8


    array_filter(<array>, "<function>")
    filters the array using a function that is tested against every entries. if the function returns false, the relevant entry is removed and the array is shifted left
    > returns the number of removed entries
    function script is_prime { if (getarg(0) <= 1) return false; for (.@i = 2; .@i <= getarg(0) / 2; ++.@i) if ((getarg(0) % .@i) == 0) return false; return true; } setarray(.@foo, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15); array_filter(.@foo, "is_prime"); // => 9 // array is now: 2, 3, 5, 7, 11, 13


    array_sort(<array>)
    sorts the array in ascending order
    > returns true
    setarray(.@foo, 2, 1, 8, 4, 5, 7, 6, 3); // initialize the array array_sort(.@foo); // => true // array is now: 1, 2, 3, 4, 5, 6, 7, 8


    array_rsort(<array>)
    sorts the array in descending order
    > returns true
    setarray(.@foo, 2, 1, 8, 4, 5, 7, 6, 3); // initialize the array array_rsort(.@foo); // => true // array is now: 8, 7, 6, 5, 4, 3, 2, 1



    Requires Hercules of June 24 2017 or newer version


     
    --------------------------------------------------------------------------------------
    This script was made by me, for The Mana World + Evol.
    License: public domain (CC0)

    262 downloads

    14 comments

    Updated

  10. Randomization helper functions

    This script provides syntactic sugar for randomization.
    Works fine with both strings and integers.
     
     
    any(<arg>{, <arg>{, ...}})
    > returns a random argument from the passed arguments
    emotion(any(e_hmm, e_grat, e_yawn)); // do any of those 3 emotes  


    any_of(<array>)
    > returns a random entry from the passed array setarray(.@foo, 1, 2, 3, 4); // build the array // ... later in the code: mes(any_of(.@foo)); // print any number from the array  


    relative_array_random(<array: 0, {[value, probability]...}>{, <recalculate>})
    a more powerful version of any_of(), which allows to assign arbitrary probabilities to every entry instead of being rand(size) for every one.
    the first value of the array is reserved and must be 0, and every entry must be a tuple of [value, probability].
    if the array is modified between invocations please pass true as second argument to re-calculate the total probability.
    probabilities are arbitrary and can be any number between 1 and INT_MAX.
    > returns the random entry
    setarray(.@foo, 0, // <= always 0 111, 6, 222, 12, // <= [value, probability] 333, 20, 444, 4); relative_array_random(.@foo); // => 333 (example, unpredictable)  
     
     
    --------------------------------------------------------------------------------------
    This script was made by me, for The Mana World + Evol.
    License: public domain (CC0)

    24 downloads

    0 comments

    Updated

  11. Safe string manipulation functions

    This script provides safe string manipulation functions that do not require PCRE to be enabled at compile time, making your scripts more portable.



    startswith("<string>", "<substring>")
    returns true if <string> begins with <substring>
    startswith("hypothermia", "hypo") // true startswith("hypothermia", "hyper") // false


    endswith("<string>", "<substring>")
    returns true if <string> ends with <substring> endswith("hypothermia", "thermia") // true endswith("hypothermia", "glycemia") // false


    capitalize("<string>")
    returns <string> with its first letter being capitalized capitalize("the quick brown fox") // The quick brown fox


    titlecase("<string>")
    returns <string> with the first letter of every word capitalized titlecase("the quick brown fox") // The Quick Brown Fox


    camelcase("<string>")
    returns <string> concatenated in a camelCase fashion camelcase("the quick brown fox") // theQuickBrownFox


    zfill("<string>"{, <width>{, "<padding>"}})
    returns <string> padded to the left up to <width> with <padding> zfill(69, 6, "0"); // 000069 zfill(1337, 6, "0"); // 001337


    format_number(<number>{, "<separator>"})
    formats a number with <separator> format_number(50) // 50 format_number(50000) // 50,000 format_number(5000000) // 5,000,000


    strip("<string>")
    returns <string> without spaces at the beginning or end strip(" the quick brown fox") // "the quick brown fox" strip("the quick brown fox ") // "the quick brown fox" strip(" the quick brown fox ") // "the quick brown fox"


    reverse("<string>")
    returns <string> reversed reverse("Hello world!") // !dlrow olleH


    repeat("<string>", <multiplier>)
    repeats <string> <multiplier> times repeat("Foo", 4) // FooFooFooFoo


    shuffle("<string>")
    returns <string> shuffled
    shuffle("abcdefg") // dgabefc (example, unpredictable)
     

    23 downloads

    0 comments

    Updated

  12. Area timer functions

    This script provides functions to add (or remove) timers to every player in the area or map.
     
     
     
    areatimer("<map>", <x1>, <y1>, <x2>, <y2>, <tick>, "<event>")
    makes all players in the square area call <event> after <tick> ms
    > returns the number of affected players
    areatimer("prontera", 55, 60, 150, 180, 500, "MyNPC:MyEvent");    
     
    areatimer2("<map>", <x1>, <y1>, <x2>, <y2>, <tick>, "<event>")
    identical to areatimer, but also removes any existing timer before adding the new one
    > returns the number of affected players
    areatimer2("prontera", 55, 60, 150, 180, 500, "MyNPC:MyEvent");    
     
    areadeltimer("<map>", <x1>, <y1>, <x2>, <y2>, "<event>")
    makes all players in the square area remove their timers for <event>
    > returns the number of affected players
    areadeltimer("prontera", 55, 60, 150, 180, "MyNPC:MyEvent");    
     
    maptimer("<map>", <tick>, "<event>")
    makes all players in the map call <event> after <tick> ms
    > returns the number of affected players
    maptimer("prontera", 500, "MyNPC:MyEvent");    
     
    maptimer2("<map>", <tick>, "<event>")
    identical to maptimer() but also removes any existing timer before adding the new one
    > returns the number of affected players
    maptimer2("prontera", 500, "MyNPC:MyEvent");    
     
    mapdeltimer("<map>", "<event>")
    makes all players on the map remove their timers for <event>
    > returns the number of affected players
    mapdeltimer("prontera", "MyNPC:MyEvent");         globaltimer(<tick>, "<event>")
    makes all players everywhere call <event> after <tick> ms
    > returns the number of affected players globaltimer(500, "MyNPC:MyEvent");  
     
     
     
    Requires Hercules v2018.06.03 or newer version
     
     
    --------------------------------------------------------------------------------------
    This script was made by me, for The Mana World + Evol.
    License: public domain (CC0)

    36 downloads

    0 comments

    Updated

  13. [Function] random item/variable

    Origanal post: http://herc.ws/board/topic/6541-function-random-itemvariable/
    Author: Dastgir
    Just fix some bug and reup.

    74 downloads

    0 comments

    Updated

  14. [YGGPB] Exchanger

    [YGGPB] Exchanger
     
     
    So what exactly is the [YGGPB] Exchanger? (Yggdrasil and Poison Bottle Exchanger)
     
     
    Exactly what you think.
     
    It will exchange your Yggdrasil Berry's at a rate of 100 for a 1 Yggdrasil box.
    It will exchange Poison Bottles at a rate of 30 for 1 Poison Bottle box.
     
    NOTE:
    IF there's more exchanges you guys know of (I never focused on boxes) Please tell me, I will include them in this exchanger NPC.
     
    View screenshots for more idea of this NPC, simple but useful! You're welcome NewbieNewb

    132 downloads

    0 comments

    Updated

  15. Zodiac of the months

    //===== Description: =========================================================//= Rotates each month. January (Capricorn) to December (Sagittarius)//= Counts and displays required items and how much you miss//= Player can choose to make diadem or crown//============================================================================
     
    the sprites of the zodiac crowns/diadems are not in kro's data.grf, so I uploaded them here too.

    252 downloads

    0 comments

    Updated

  16. Ragnarok Guild Package NPC

    Guild package Redeemer NPC
    [NPC Information]
    Includes:
    1.Package Code Generator
    2.Package Code ( for Guild with Players of the same IP )
    3.Different Package set for Guild Master.
    4.Different Package set for Guild Member.
     
    To Redeem the guild package:
    1.Should be a Guild Master
    2.Required Minimum Guild Member. (8 default)
    3.All Guild Members should be Online
    4.Non Duplicate IP Check ( to avoid multiple login of single player )
    5.Duplicate IP Check ( Use the code to bypass IP check )
    6.Online Status Check
    7.First time to Redeem GPack (IP Based)

    259 downloads

    0 comments

    Submitted

  17. Zeny & Cash Gambler NPC

    [Zeny & Cash Gambler NPC v1.2]
    Explanation:
    /* Zeny & Cash Gambler NPCCreated by: AeromesiVersion 1.21.2 Features:Added in Second Chance Option (Edit .S_Chance to to Enable/Disable the Second Chance)Second chance only applies if you LOSE the gambleEdit .S_ChanceRate to change the % Rate at which players have the opportunity for a Second Chance.Default is set to 50% for a Second Chance and is enabled by default!Also fixed a bug where users could input 0 Zeny or Cash Points, didn't effect anything but the check for an input of 0 needed to be added in.Enjoy 1.2 Hercules! ~ AeromesiVersion: 1.11.1 Features (Massive Update)Control the Winning rates at the bottom of the OnInit.zWinningRate handles the winning rate for Zeny.cWinningRate handles the winning rate for Cash PointsNow you're able to input what you want to bet for Zeny and Cash PointsExample: You have 100 Zeny, you bet 100 Zeny (It takes 100 Zeny from you, in hopes you double your bet, gaining a total of 200 Zeny.Same goes for Cash Points, you spend 50 Cash points in hopes you get 100 Cash Points total.)Special thanks to GmOcean's Script "Slot Machine" for the cutins and wav files for this script.Special thanks to my girlfriend for helping me with the equation, and Max on the Hercules forum for the suggestion!Enjoy another release Hercules!If you like my work, please rep up my profile or consider viewing my Scripting services */
     
    How to install:
    Unrar the attachment "zeny_cash_gambler.rar".
    Merge "gambler.grf" with your custom GRF so the sound effects and illustrations display correctly.
    Install "zeny_cash_gambler.txt" into your servers NPC folder.
    Edit the header of the script to your own map coordinates.
     
    And after that's all done, enjoy!
     
    Remember, if you like my work, it wouldn't hurt to rep me up or view my Scripting Services!

    397 downloads

    1 comment

    Updated

  18. [Function] random item/variable

    This Function does something which is useful for some scripts.
    This function gives you item or adds/substract the variable value.
     
    Example:
    mes "Random between 7227,1 and 502,2 and 7227,2"; callfunc "rand_add",1,7227,1,502,2,7227,2; next; mes "Random between 1 Cash Points and 2 PvP Points"; callfunc "rand_add",2,"#CASHPOINTS","Cash Points",1,"pvp_points","PvP Points",2; next; mes "Random items that are mentioned in function"; callfunc "rand_add",0; close;
     
    Setting the value negative for variables will decrease them, while doing so for items, will not delete the item.

    143 downloads

    0 comments

    Submitted

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