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CDER

NPC hunting quest, summoning mob

Question

Inglês:

 

I would like to know how I can put the NPC to summon the monsters without having to talk to him, (automatically)

script:

 

Spoiler

genese,230,329,4    script    Test    105,{

npc$ = "[ Test ]";
.nomemob$ = "[ Poring ]";
.qtdmobquest = 50;

 

monster ("genese",0,0,"Test",1002,100,strnpcinfo(0)+"::OnThisMobDeath");

 

// ===== Menssagens de NPC =====

 

    mes npc$;
    mes "Complete a quest";
    mes "Você já matou ["+hunting+"/"+.qtdmobquest+"], "+.nomemob$;
    close;
    
// ===== Progamação Labbel =====

 

OnThisMobDeath:
hunting++;
monster ("genese",0,0,"Test",1002,1,strnpcinfo(0)+"::OnThisMobDeath"); // Se monstro morrer...
dispbottom "Você já matou ["+hunting+"/"+.qtdmobquest+"], "+.nomemob$;
end;

}

 

Português:

 

Gostaria de saber como posso colocar o NPC para invocar os monstros sem precisar conversar com ele, ( automaticamente )

script:

Spoiler

genese,230,329,4    script    Test    105,{

npc$ = "[ Test ]";
.nomemob$ = "[ Poring ]";
.qtdmobquest = 50;

 

monster ("genese",0,0,"Test",1002,100,strnpcinfo(0)+"::OnThisMobDeath");

 

// ===== Menssagens de NPC =====

 

    mes npc$;
    mes "Complete a quest";
    mes "Você já matou ["+hunting+"/"+.qtdmobquest+"], "+.nomemob$;
    close;
    
// ===== Progamação Labbel =====

 

OnThisMobDeath:
hunting++;
monster ("genese",0,0,"Test",1002,1,strnpcinfo(0)+"::OnThisMobDeath"); // Se monstro morrer...
dispbottom "Você já matou ["+hunting+"/"+.qtdmobquest+"], "+.nomemob$;
end;

}

 

Edited by CDER

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2 answers to this question

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guild_vs2,50,50,5	script	Mobs	100,{
	mes "What you want to summon ?";
	.@s = select( .menu$ ) -1;
	mes "input amount to summon";
	if ( input( .@amount, 1, .max_summon ) ) {
		mes "invalid amount";
		close;
   	}
	mes "Summon "+ .@amount +"x "+ .mob_name$[.@s] +" ?";
	if ( select ( "Yes", "No" ) == 2 ) close;
	close2;
	monster "this", 0,0, "--ja--", .mob_id[.@s], .@amount;
	end;
OnInit:
	setarray .mob_id, 1076, 1002, 1015; // configuration here
	.max_summon = 2000;
	while ( .mob_id[.@i] ) {
		.mob_name$[.@i] = getmonsterinfo( .mob_id[.@i], 0 );
		.@i++;
	}
	.menu$ = implode( .mob_name$, ":" );
	end;
}

Test and make your adaptations, I'm giving you the paths and the pre-made scripts.

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On 1/23/2020 at 11:26 AM, Wolf said:

guild_vs2,50,50,5 script Mobs 100,{ mes "What you want to summon ?"; .@s = select( .menu$ ) -1; mes "input amount to summon"; if ( input( .@amount, 1, .max_summon ) ) { mes "invalid amount"; close; } mes "Summon "+ .@amount +"x "+ .mob_name$[.@s] +" ?"; if ( select ( "Yes", "No" ) == 2 ) close; close2; monster "this", 0,0, "--ja--", .mob_id[.@s], .@amount; end; OnInit: setarray .mob_id, 1076, 1002, 1015; // configuration here .max_summon = 2000; while ( .mob_id[.@i] ) { .mob_name$[.@i] = getmonsterinfo( .mob_id[.@i], 0 ); .@i++; } .menu$ = implode( .mob_name$, ":" ); end; }


guild_vs2,50,50,5	script	Mobs	100,{
	mes "What you want to summon ?";
	.@s = select( .menu$ ) -1;
	mes "input amount to summon";
	if ( input( .@amount, 1, .max_summon ) ) {
		mes "invalid amount";
		close;
   	}
	mes "Summon "+ .@amount +"x "+ .mob_name$[.@s] +" ?";
	if ( select ( "Yes", "No" ) == 2 ) close;
	close2;
	monster "this", 0,0, "--ja--", .mob_id[.@s], .@amount;
	end;
OnInit:
	setarray .mob_id, 1076, 1002, 1015; // configuration here
	.max_summon = 2000;
	while ( .mob_id[.@i] ) {
		.mob_name$[.@i] = getmonsterinfo( .mob_id[.@i], 0 );
		.@i++;
	}
	.menu$ = implode( .mob_name$, ":" );
	end;
}

Test and make your adaptations, I'm giving you the paths and the pre-made scripts.

Obrigado.

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