[CERERE] Quest Rafinare Alchimie

Totalitatea subiectelor care nu respectă regulamentul impus in sectiunea "Probleme şi Întrebări" vor fi stocate aici.
Închis
Avatar utilizator
andreiviva
Nivel 1

Nivel 1
Mesaje: 119
Membru din: 02 Oct 2014, 07:35
Server: www.bugged.mt2.ro
Regat: Jinno
Aprecieri: 12  
Mulţumiri: 4  
 Contact:
Medalii

*Problemă/Întrebare: Salut grup am nevoie daca se poate si va rog frumos sa imi dati un quest prin care se rafineaza alchimia
Tipologie server(PvM / PvP): pvm
*Resursă folosită: *Link exclusiv J4M* host
*ServerFiles utilizat: host
*Syserr: -
Poză: Imagine *Detalii suplimentare: Ma refer ca din 2 diamant dragon brut sa iasa urmatorul taiat si tot asa eu am un quest tot de pe aici de pe forum nu prea e bun dar altu nu am gasit iar pe alchimist nu am decat ferestrele de la fragmente energie iar la alchimie doar sa ma duc sa fac cioburi nu am si fereastra rafineaza....Daca e cineva amabil sa ma ajute multumesc si are +1 . eu alchimia o am pe server partea de questuri lipsea cred
Quest preluat de pe undeva "just4metin"

Cod: Selectaţi tot

quest dragon_soul begin
state start begin
when levelup or letter with pc.level >= 30 begin
send_letter("Sosirea cioburilor piatra dragon ")
local v = find_npc_by_vnum(20001)

if 0 != v then
target.vid("__TARGET__", v, mob_name(20001))
end
end
when info or button begin
say_title(mob_name(20001))
say("")
say("Alchimistul a facut o noua descoperire")
say("Du-te la el repede!")
say("")
end

when 20001.chat."Cioburi piatra dragon?! " with pc.level >= 30 begin
target.delete("__TARGET__")

say_title(mob_name(20001))
say("Ah, tu esti! Am descoperit ceva uimitor")
say("din fragmentul de la o piatra dragon! ")
say("O piatra de dragon este extrem de rara")
say("si foarte puternica. Se spune ")
say("a fost sufletul unui dragon.")
say("Voi aduce puterea Ochiului Dragon,")
say("cu care puteti finisa cioburile. ")
say("Adu-mi zece cioburi piatra dragon.")
say("Acest lucru mi se poate transforma intr-o piatra intreaga.")
set_state(state_learning)
end
end

state state_learning begin
when letter begin
send_letter("Colecteaza Cioburi piatra dragon")
end
when info or button begin
say_title(mob_name(20001))
say("")
say("Adu-i alchimistului 10 cioburi piatra dragon.")
say("")
say_reward("Acestea au drop incepand cu")
say_reward("metinele de nivel 75.")
end

when 20001.chat."Colecteaza Cioburi piatra dragon" begin
say_title(mob_name(20001))
if pc.count_item(30270) >= 10 then
say("Ah, ai zece cioburi piatra dragon.")
say("Va rugam sa asteptati un moment...")
say("Uimitor!In transmutarea a cioburilor")
say("s-a creat - un cristal Inima dragon,")
say("care invaluie puterea pietrei dragon.")
say("Daca ati stabilit sa plecati piatra")
say(" dragon merge in inventarul de")
say("Alchimie Piatra Dragon.Pentru a afla")
say("despre cioburile piatra dragon")
say("si transmutarea lor ai nevoie de puterea")
say("Ochiului de Dragon.O data pe zi pot sa vi-l dau")
say("Am facut-prima Piatra Dragon.")
say("Restul de noua ramase cred ca acum poti sa te descurci singur! ")
pc.remove_item(30270, 10)
ds.give_qualification()
char_log(pc.get_player_id(), 'DS_QUALIFICATION', 'SUCCESS')
pc.give_item2(50255)
set_state("_done")
else
say("Hei, nu pierde timpul! Mai bine du-te si cauta ")
say("cioburi piatra dragon! ")
end
end
end
state _done begin
when login begin
q.done()
end
end
end
Avatar utilizator
andreiviva
Nivel 1

Nivel 1
Mesaje: 119
Membru din: 02 Oct 2014, 07:35
Server: www.bugged.mt2.ro
Regat: Jinno
Aprecieri: 12  
Mulţumiri: 4  
 Contact:
Medalii

up
Avatar utilizator
Kazuhiri
Nivel 9

Nivel 9
Mesaje: 2088
Membru din: 26 Mar 2017, 19:14
Server: Demetris
Regat: Shinsoo
Aprecieri: 396  
Mulţumiri: 3227  
  Rezolvări prob.: 2
Discord: Copiază ID
Medalii

Din dragonsoultable.txt din cate stiu,modificai rafinarea la alchimie.

quest-uri/refine-alchimie-t93083.html
Pentru acest mesaj, Kazuhiri for the post:
andreiviva
Demetris2 Imagine
Afișează semnătura
Avatar utilizator
andreiviva
Nivel 1

Nivel 1
Mesaje: 119
Membru din: 02 Oct 2014, 07:35
Server: www.bugged.mt2.ro
Regat: Jinno
Aprecieri: 12  
Mulţumiri: 4  
 Contact:
Medalii

Kazuhiri multumesc cred ca am mai incercat cu acest quest si nu a functionat. am facut un fisiercu acest quest .quest permisiuni 777 ./qc si din cate imi aduc aminte nu functiona mai incerc odata daca reusesc ai +1 multumesc inca o data
Avatar utilizator
andreiviva
Nivel 1

Nivel 1
Mesaje: 119
Membru din: 02 Oct 2014, 07:35
Server: www.bugged.mt2.ro
Regat: Jinno
Aprecieri: 12  
Mulţumiri: 4  
 Contact:
Medalii

Edit: Am asta la dragon soul table

Cod: Selectaţi tot

# ¿ëÈ¥¼® Å×À̺íµé...
# TAB À¸·Î ±¸ºÐµÇ´Ï ¿¢¼¿·Î º¼ °Í.
# vimÀ¸·Î º»´Ù¸é Åǰ£ °£°ÝÀ» Á¶Á¤ÇÏ°í º¼ °Í. (set ts=16 Ãßõ)
# Å« µû¿ÈÇ¥·Î ¹­ÀÎ ºÎºÐÀº ¾È ±¸ºÐ. 
# \" À̵ý°Å Áö¿ø ¾ÈÇÔ.

# ¿ëÈ¥¼® Vnum¿¡ ´ëÇÑ comment
# ITEM VNUMÀ» 10¸¸ ÀÚ¸®ºÎÅÍ, FEDCBA¶ó°í ÇÑ´Ù¸é
# FE : ¿ëÈ¥¼® Á¾·ù.	D : µî±Þ
# C : ´Ü°è			B : °­È­
# A : ¿©¹úÀÇ ¹øÈ£µé... 
# ÀÌ Ã¼°è¿¡¼­ ¹þ¾î³ª´Â ¿ëÈ¥¼®Àº ¿ë¼­ÇÏÁö ¾ÊÀ» °ÍÀÌ´Ù.
# ok?
# ¿ëÈ¥¼®ÀÌ ³Ê¹«³ªµµ ¸¹±â ¶§¹®¿¡ VnumÀÌ Áß±¸³­¹æÀ̸é,
#	Special item group¿¡¼­ groupÀ¸·Î ¹­¾î¼­ ó¸®Çϱ⵵ Èûµé°í-_-,
#	VnumHelper.h¿¡¼­ ó¸®ÇÏ´Â °Íµµ Èûµé´Ù. -_-
# 	Group Àâ´Âµ¥¸¸ ¼öõÁÙÀ» ½á¾ßÇÒ Áöµµ...
# Vnum¿¡ ü°è¸¦ Àâ¾Æ¼­ ÀÚ¸´¼ö ±â¹ÝÀ¸·Î ÇØ¾ß¸¸ ÇÑ´Ù.

# TableÀº "Group"°ú "À̸§"À¸·Î ½ÃÀÛÇÑ´Ù.
# Table ³»ºÎ¿¡ ¶Ç TableÀÌ ÀÖÀ» ¼ö ÀÖ´Ù.
# ±×·¸´Ù°í ¾û¶×ÇÑ Å×À̺íÀ» ½á³õ´Â´Ù°í ¼­¹ö°¡ ÀνÄÇÏ´Â °ÍÀº ¾Æ´Ï´Ù.
# ÇÊ¿äÇÑ Å×À̺íÀº ´ÙÀ½°ú °°´Ù.
# BaseVnums, BaseAttrs, AddtionalAttrs, AttrSettings, UpgradeTable, ImproveTable,
# RefineTable, UpgradeMoneys, ImproveTable, RefineMoneys, WeightTable, DurationTable,
# DragonHeartExtTable, DragonSoulExtTable

# È®·ü Å×À̺íÀÇ °ªÀº ±âº»ÀûÀ¸·Î floatÀÌ´Ù.

# Áß¿ä !!!!!
# Å×À̺íÀ» º¸´Ù º¸¸é #--#ÀÌ¶ó ¾²¿©Áø ºÎºÐÀÌ Àִµ¥ Àý´ë·Î Áö¿ìÁö ¸»°Í.
# 

# ÀÌ°Ç vnum to À̸§ mapping.
# À̰ɷΠƯÁ¤ vnumÀÇ ¿ëÈ¥¼®ÀÌ ¾î¶² Á¾·ùÀÇ ¿ëÈ¥¼®ÀÎÁö(À̸§ÀÌ ¹ºÁö) ¾Ë¾Æ³½ ÈÄ,
# ±× ¿ëÈ¥¼®¿¡ ÇØ´çÇÏ´Â ¼Ó¼ºÀ» ã´Â´Ù.
# ¶ÇÇÑ ¿©±â¿¡ ÀûÇôÀÖÁö ¾ÊÀº ¿ëÈ¥¼®ÀÌ ¹Ø¿¡ Group Á¤ÀÇÇÏ´Â ºÎºÐ¿¡ ÀÖ´Ù¸é
# ¿¡·¯.
Group VnumMapper
{
	# ½ÃÀÛ vnum.
	# ¿©±â¼­ ½á¾ßÇÒ ºÎºÐÀº À§¿¡ ¼³¸íÇÑ FE¿¡ ÇØ´çÇÏ´Â ºÎºÐ. 
	# FE¸¦ ½áÁÙ °Í
	#--#	DragonSoulName	Type
	1	¹é·æ¼®	11
	2	È­·æ¼®	12
	3	dz·æ¼®	13
	4	ö·æ¼®	14
	5	³ú·æ¼®	15
	6	Èæ·æ¼®	16
}

Group BasicApplys
{
	Group ¹é·æ¼®
	{
	# 1ºÎÅÍ ¼ø¼­´ë·Î ºÎ¿©µÈ´Ù.
		#--#	Apply_Type	Apply_value
		1	INT	10
		2	RESIST_ICE	10
		3	ENCHANT_ICE	10
	}

	Group È­·æ¼®
	{
		#--#	Apply_Type	Apply_value
		1	STR	10
		2	RESIST_FIRE	10
		3	ENCHANT_FIRE	10
	}
	Group dz·æ¼®
	{
		#--#	Apply_Type	Apply_value
		1	MAX_SP	500
		2	RESIST_WIND	10
		3	ENCHANT_WIND	10
	}
	Group ö·æ¼®
	{
		#--#	Apply_Type	Apply_value
		1	DEX	10
		2	RESIST_EARTH	10
		3	ENCHANT_EARTH	10
	}
	Group ³ú·æ¼®
	{
		#--#	Apply_Type	Apply_value
		1	MAX_HP	1500
		2	RESIST_ELEC	10
		3	ENCHANT_ELECT	10
	}
	Group Èæ·æ¼®
	{
		#--#	Apply_Type	Apply_value
		1	CON	10
		2	RESIST_DARK	10
		3	ENCHANT_DARK	10
	}
}

Group AdditionalApplys
{
	Group ¹é·æ¼®
	{
	# ¾ÕÀÇ Ã¹ Ä÷³Àº ¼ø¼­¿Í °ü°è ¾ø´Ù. öÀúÈ÷ È®·ü¿¡ µû¶ó ¼Ó¼ºÀÌ ºÎ¿©µÉ »ÓÀÌ´Ù.
		#--#	Apply_Type	Apply_value	Prob
		1	MAGIC_ATT_GRADE	15	10
		2	MAGIC_DEF_GRADE	15	10
		3	SKILL_DAMAGE_BONUS	15	10
		4	SKILL_DEFEND_BONUS	15	10
	}
	Group È­·æ¼®
	{
		#--#	Apply_Type	Apply_value	Prob
		1	ATT_BONUS	300	10
		2	DEF_BONUS	200	10
		3	NORMAL_HIT_DAMAGE_BONUS	15	10
		4	NORMAL_HIT_DEFEND_BONUS	15	10
	}
	Group dz·æ¼®
	{
		#--#	Apply_Type	Apply_value	Prob
		1	MAX_HP	3000	10
		2	HP_REGEN	10	10
		3	STEAL_HP	10	10
		4	KILL_HP_RECOVER	5	10
		5	MAX_HP_PCT	20	10
	}
	Group ö·æ¼®
	{
		#--#	Apply_Type	Apply_value	Prob
		1	ATT_BONUS_TO_WARRIOR	15	10
		2	ATT_BONUS_TO_ASSASSIN	15	10
		3	ATT_BONUS_TO_SURA	15	10
		4	ATT_BONUS_TO_SHAMAN	15	10
		5	RESIST_WARRIOR	15	10
		6	RESIST_ASSASSIN	15	10
		7	RESIST_SURA	15	10
		8	RESIST_SHAMAN	15	10
	}
	Group ³ú·æ¼®
	{
		#--#	Apply_Type	Apply_value	Prob
		1	MAX_SP	1500	10
		2	SP_REGEN	10	10
		3	STEAL_SP	10	10
		4	KILL_SP_RECOVER	5	10
		5	MAX_SP_PCT	20	10
	}
	Group Èæ·æ¼®
	{
		#--#	Apply_Type	Apply_value	Prob
		1	BLOCK	10	10
		2	DODGE	10	10
		3	REFLECT_MELEE	10	10
		4	RESIST_CRITICAL	10	10
		5	RESIST_PENETRATE	10	10
	}
}

# ¿©±âºÎÅÍ Default¸¦ µÐ´Ù.
# Default °ªÀ» ¸ðµç ¿ëÈ¥¼®ÀÌ µû¸£°í, 
# ƯÁ¤ °ªÀÌ ÀÖ´Â ¿ëÈ¥¼®Àº Default¸¦ ¹ÙÅÁÀ¸·Î ±× °ªÀ» µ¤¾î¾´´Ù.
# µî±Þ¿¡ µû¸¥ ¼Ó¼º¼ö
# ´Ü, basis, add_max´Â 3º¸´Ù Å©¸é ¾ÈµÈ´Ù.
Group ApplyNumSettings
{
	Group Default
	{
		#--#	GRADE_NORMAL	GRADE_BRILLIANT	GRADE_RARE	GRADE_ANCIENT	GRADE_LEGENDARY	GRADE_MYTH
		basis	1	1	1	2	2	3
		add_min	0	0	0	0	0	0
		add_max	0	1	2	2	3	3
	}
#	Group ¹é·æ¼®
#	{
#		#--#	GRADE_NORMAL	GRADE_BRILLIANT	GRADE_RARE	GRADE_ANCIENT	GRADE_LEGENDARY	GRADE_MYTH
#		basis	1	1	1	2	2
#	}
}

# ¿ëÈ¥¼® °¡ÁßÄ¡ Å×À̺í.
# ÀÌ Å×ÀÌºí¿¡¼­ °ªÀÌ 0À̶ó¸é ±× ÀÌ»óÀÇ °­È­´Â ºÒ°¡´ÉÇÏ´Ù°í ÆÇ´ÜÇÑ´Ù.
Group WeightTables
{
	Group Default
	{
		Group GRADE_NORMAL
		{
	#		´Ü°è	°­È­
			#--#	0	1	2	3	4	5	6
			STEP_LOWEST	1	2	3	0	0	0	0
			STEP_LOW	2	3	4	0	0	0	0
			STEP_MID	3	4	5	6	0	0	0
			STEP_HIGH	4	5	6	7	0	0	0
			STEP_HIGHEST	5	6	7	8	10	0	0
		}
		Group GRADE_BRILLIANT
		{
			STEP_LOWEST	3	4	5	6	0	0	0
			STEP_LOW	4	5	6	8	0	0	0
			STEP_MID	5	6	8	10	0	0	0
			STEP_HIGH	6	8	10	12	15	0	0
			STEP_HIGHEST	8	10	12	15	20	0	0
		}
		Group GRADE_RARE
		{
			#--#	0	1	2	3	4	5	6
			STEP_LOWEST	6	7	9	11	15	0	0
			STEP_LOW	7	9	11	15	20	0	0
			STEP_MID	9	11	15	20	25	0	0
			STEP_HIGH	11	15	20	25	30	0	0
			STEP_HIGHEST	15	20	25	30	40	0	0
		}
		Group GRADE_ANCIENT
		{
			#--#	0	1	2	3	4	5	6
			STEP_LOWEST	10	12	15	18	20	0	0
			STEP_LOW	12	15	18	20	25	0	0
			STEP_MID	15	18	20	25	35	0	0
			STEP_HIGH	18	20	25	35	40	0	0
			STEP_HIGHEST	20	25	35	40	60	80	0
		}
		Group GRADE_LEGENDARY
		{
			#--#	0	1	2	3	4	5	6
			STEP_LOWEST	30	35	40	45	50	0	0
			STEP_LOW	35	40	45	50	55	0	0
			STEP_MID	40	45	50	55	65	0	0
			STEP_HIGH	45	50	55	65	75	90	0
			STEP_HIGHEST	50	55	65	75	90	105	120
		}
		Group GRADE_MYTH
		{
			#--#	0	1	2	3	4	5	6
			STEP_LOWEST	35	40	45	50	55	0	0
			STEP_LOW	45	50	55	60	65	0	0
			STEP_MID	50	55	60	70	80	0	0
			STEP_HIGH	65	75	85	95	105	120	0
			STEP_HIGHEST	75	85	95	105	120	135	160
		}
	}
#	Group ¹é·æ¼®
#	{
#		Group GRADE_NORMAL
#		{
#			#--#	0	1	2	3	4	5	6
#			STEP_LOWEST	10	20	53	0	0	0	0
#			STEP_HIGHEST	50	60	37	18	10	0	0
#		}
#	}
}

# °³·® table
Group RefineGradeTables
{
	Group Default
	{
		#--#	NEED_COUNT	FEE	GRADE_NORMAL	GRADE_BRILLIANT	GRADE_RARE	GRADE_ANCIENT	GRADE_LEGENDARY	GRADE_MYTH
		GRADE_NORMAL	2	30000	50	50	0	0	0	0
		GRADE_BRILLIANT	2	50000	0	50	50	0	0	0
		GRADE_RARE	2	70000	0	0	50	50	0	0
		GRADE_ANCIENT	2	100000	0	0	0	50	50	0
		GRADE_LEGENDARY	2	150000	0	0	0	0	50	50
	}
}

Group RefineStepTables
{
	Group Default
	{
		#--#	NEED_COUNT	FEE	STEP_LOWEST	STEP_LOW	STEP_MID	STEP_HIGH	STEP_HIGHEST
		STEP_LOWEST	2	20000	30	70	0	0	0
		STEP_LOW	2	30000	0	30	70	0	0
		STEP_MID	2	40000	0	0	30	70	0
		STEP_HIGH	2	50000	0	0	0	30	70
	}
}

Group RefineStrengthTables
{
	Group Default
	{
		# MATERIAL_DS_REFINE_NORMAL : GRADE_NORMAL °­È­¼®
		# MATERIAL_DS_REFINE_BLESSED : ÃູÀÇ °­È­¼®
		# MATERIAL_DS_REFINE_HOLLY : ¿ë½ÅÀÇ °­È­¼®
		#--#	FEE	0	1	2	3	4	5
		MATERIAL_DS_REFINE_NORMAL	10000	100	80	70	50	30	20
		MATERIAL_DS_REFINE_BLESSED	20000	100	88	77	55	33	22
		MATERIAL_DS_REFINE_HOLLY	30000	100	90	80	60	40	30
	}
}

Group VnumToChangeStoneTypeNameMapper
{
	# ½ÃÀÛ vnum.
	#--#	Vnum	ChangeStoneTypeName
	1	100600	STONE_OF_CHANGE_NORMAL
}

Group ChangeStoneTypeTables
{
	Group Default
	{
		#	µî±Þ¿¡ µû¸¥ º¯È¯ ¼º°øÈ®·ü
		# STONE_OF_CONVERSION : ÀÏ¹Ý º¯È¯¼®
		#--#	FEE	GRADE_NORMAL	GRADE_BRILLIANT	GRADE_RARE	GRADE_ANCIENT	GRADE_LEGENDARY	GRADE_MYTH
		STONE_OF_CHANGE_NORMAL	0	80	65	55	45	35	25
	}
#	Group ¹é·æ¼®
#	{
#		#--#	FEE	0	1	2	3	4	5
#		STONE_OF_CHANGE_NORMAL	0	100	100	100	100	100	100
#	}
}

Group ChangeDSTypeTables
{
	Group Default
	{
		# º¯È¯ ¼º°ø ½Ã ŸÀÔº°·Î º¯È¯ µÉ È®·ü
		#--#	¹é·æ¼®	È­·æ¼®	dz·æ¼®	ö·æ¼®	³ú·æ¼®	Èæ·æ¼®
		¹é·æ¼®	50	10	10	10	10	10
		È­·æ¼®	10	50	10	10	10	10
		dz·æ¼®	10	10	50	10	10	10
		ö·æ¼®	10	10	10	50	10	10
		³ú·æ¼®	10	10	10	10	50	10
		Èæ·æ¼®	10	10	10	10	10	50
	}
}

# ¿ë½É ÃßÃâ È®·ü Å×À̺í
# ÃæÀü·®ÀÌ 0À̶ó´Â °ÍÀº ÃßÃâ ½ÇÆÐ¶ó´Â °Å.
Group DragonHeartExtTables
{
	Group Default
	{
		#--#	1	2	3	4	5
	# ¿ë½É ÃæÀü·®(%)
		CHARGING	5	15	30	50	100
	#	µî±Þ°ú ÃæÀü·®¿¡ µû¸¥ È®·ü Å×À̺í
	#	µî±Þ 	È®·ü
		GRADE_NORMAL	30	25	24	20	1
		GRADE_BRILLIANT	0	30	25	25	20
		GRADE_RARE	0	0	30	30	40
		GRADE_ANCIENT	0	0	0	30	70
		GRADE_LEGENDARY	0	0	0	0	100
		GRADE_MYTH	0	0	0	0	100
	}
}

# ¿ëÈ¥¼® ÃßÃâ È®·ü Å×À̺í.
# À̰͵µ 1, 2¾ÈÀÌ ÀÖ¾î ÅëÇÕÇÒ ¼ö ÀÖ´Â ¹æ¾ÈÀ¸·Î °¨.
# ÃßÃâ È®·üÀ» Á¤ÇÒ ¼ö ÀÖ°í, ½ÇÆÐ ºÎ»ê¹°µµ Á¤ÇÒ ¼ö ÀÖÀ½.(0ÀÌ¸é ¾ÈÁÜ)
Group DragonSoulExtTables
{
	Group Default
	{
				#½ÇÆÐ ºÎ»ê¹°
		#--#	Prob	ByProduct
		GRADE_NORMAL	50	30270
		GRADE_BRILLIANT	40	30270
		GRADE_RARE	30	30270
		GRADE_ANCIENT	30	30270
		GRADE_LEGENDARY	20	30270
		GRADE_MYTH	15	30270
	}
}

# ¿ëÈ¥¼® ¼Ó¼ºº¯°æ AddÈ®·ü Å×À̺í (¿¬°ü Å×À̺í : ApplyNumSettings)
Group ChangeAttrStepTables
{
	Group GRADE_MYTH
	{
		#--#	STEP	0	1	2	3
		STEP_LOWEST	500	400	8	1
		STEP_LOW	500	400	16	5
		STEP_MID	500	400	40	10
		STEP_HIGH	500	400	100	30
		STEP_HIGHEST	500	400	300	150
	}
}
Avatar utilizator
andreiviva
Nivel 1

Nivel 1
Mesaje: 119
Membru din: 02 Oct 2014, 07:35
Server: www.bugged.mt2.ro
Regat: Jinno
Aprecieri: 12  
Mulţumiri: 4  
 Contact:
Medalii

Dupa 2 saptamani in care nu am gasit nimic functional am gasit acum pe forum la o postare a altcuiva rezolvarea cu acest quest.
[/code]quest dragon_soul_refine begin
state start begin
when 20001.chat.gameforge.dragon_soul_refine._010_npcChat with ds.is_qualified() != 0 begin
say_title(mob_name(20001))
say (gameforge.dragon_soul_refine._020_say)
ds.open_refine_window()
end
end
end
[/code]
Avatar utilizator
andreiviva
Nivel 1

Nivel 1
Mesaje: 119
Membru din: 02 Oct 2014, 07:35
Server: www.bugged.mt2.ro
Regat: Jinno
Aprecieri: 12  
Mulţumiri: 4  
 Contact:
Medalii

Acum am alta problema m pus questurile astea 2 si nu e in limba romana cred ca e latina ceva nu am idee cum as putea sa le pun in romana?
Quest1:

Cod: Selectaţi tot

quest dragon_soul begin
	state start begin
		when levelup or letter with pc.level >= 30 begin
			send_letter(gameforge.dragon_soul._1010_sendLetter)
			local v = find_npc_by_vnum(20001)
			
			if 0 != v then
				target.vid("__TARGET__", v, mob_name(20001))
			end
		end
		when info or button begin
			say(gameforge.dragon_soul._1020_say)
		end

		when 20001.chat.gameforge.dragon_soul._1030_npcChat with pc.level >= 30 begin
			target.delete("__TARGET__")

			say_title(mob_name(20001))
			say(gameforge.dragon_soul._1040_say)
			set_state(state_learning)
		end
	end
	state state_learning begin
		when letter begin
			send_letter(gameforge.dragon_soul._1050_sendLetter)
		end
		when info or button begin
			say(gameforge.dragon_soul._1060_say)
		end
		when kill begin
			if npc.is_pc() then
				return
			end
			------------
			if pc.get_map_index() >= 2400000 and pc.get_map_index() <= 2405000 or pc.get_map_index() >= 2350000 and pc.get_map_index() <= 2355000 then
			return
			else
			-----------------------
				if pc.getf("dragon_soul","drop_on") == 1 then
					if pc.count_item(30270) < 15 then
						if drop_gamble_with_flag("ds_drop") then
							
							game.drop_item_with_ownership(30270)
							
						end
					end
				end
			-------------------------
			end
			------------
		end
		when 20001.chat.gameforge.dragon_soul._1050_sendLetter begin
			say_title(mob_name(20001))
			if pc.count_item(30270) >= 10 then
				say(gameforge.dragon_soul._1070_say)
				pc.remove_item(30270, 10)
				ds.give_qualification()
				char_log(pc.get_player_id(), 'DS_QUALIFICATION', 'SUCCESS')
				pc.give_item2(50255)
				local today = math.floor(get_global_time() / 86400)
				pc.setf("dragon_soul", "eye_timestamp", today)
				pc.setf("dragon_soul", "eye_left", 150)
				set_state(state_farming)
			else
				say(gameforge.dragon_soul._1080_say)
			end
		end
	end
	state state_farming begin
		when letter begin
			send_letter(gameforge.dragon_soul._1090_sendLetter)
		end
		when info or button begin
			say(string.format(gameforge.dragon_soul._1100_say, pc.getf("dragon_soul", "eye_left")))
		end
		when kill begin
			if npc.is_pc() then
				return
			end
			---------
			if pc.get_map_index() >= 2400000 and pc.get_map_index() <= 2405000 or pc.get_map_index() >= 2350000 and pc.get_map_index() <= 2355000 then
			return
			else
			------------------------------------
				if pc.getf("dragon_soul","drop_on") == 1 then
				if drop_gamble_with_flag("ds_drop") then
					local eye_left = pc.getf("dragon_soul", "eye_left")
					local haved_gemstone_number = pc.count_item(30270)
					
					if eye_left > haved_gemstone_number / 10 then
						
						game.drop_item_with_ownership(30270)
						
					end
				end
				end
				----------------------------
			end
			-----------
		end
		when 30270.pick begin
			local eye_left = pc.getf("dragon_soul", "eye_left")
			if eye_left <= 0 then
				return
			end

			if pc.count_item(30270) >= 10 then
				pc.setf("dragon_soul", "eye_left", eye_left - 1)
				pc.remove_item(30270, 10)
				pc.give_item2(50255)
				if 1 == eye_left then
					notice_multiline(gameforge.dragon_soul._1110_notice, notice)
					set_state(state_closed_season)
				end
			end
		end
		when 20001.chat.gameforge.dragon_soul._1120_npcChat begin
			say_title(mob_name(20001))
			local today = math.floor(get_global_time() / 86400)
			if today == pc.getf("dragon_soul", "eye_timestamp") then
				say(gameforge.dragon_soul._1130_say)
			else
				say(gameforge.dragon_soul._1140_say)
				pc.setf("dragon_soul", "eye_timestamp", today)
				pc.setf("dragon_soul", "eye_left", 150)
				pc.setf("dragon_soul","drop_on",1)
			end	
		end
	end
	state state_closed_season begin
		when letter begin
			send_letter(gameforge.dragon_soul._1150_sendLetter)
		end
		when info or button begin
			say(gameforge.dragon_soul._1160_say)
			local today = math.floor(get_global_time() / 86400)
			if today == pc.getf("dragon_soul", "eye_timestamp") then
				say(gameforge.dragon_soul._1170_say)
			else
				say(gameforge.dragon_soul._1180_say)
			end
		end
		
		when 20001.chat.gameforge.dragon_soul._1090_sendLetter begin
			say_title(mob_name(20001))
			local today = math.floor(get_global_time() / 86400)
			if today == pc.getf("dragon_soul", "eye_timestamp") then
				say(gameforge.dragon_soul._1130_say)
			else
				say(gameforge.dragon_soul._1140_say)
				pc.setf("dragon_soul", "eye_timestamp", today)
				pc.setf("dragon_soul", "eye_left", 150)
				set_state(state_farming)
			end
		end
	end
	-- deprecated states. so, jump to new state.
	state state_1 begin
		when login begin
			set_state(state_learning)
		end
	end
	state state_2 begin
		when login begin
			set_state(state_learning)
		end
	end
	state state_3 begin
		when login begin
			set_state(state_closed_season)
		end
	end
end

Quest2:

Cod: Selectaţi tot

quest dragon_soul_refine begin
	state start begin
		when 20001.chat.gameforge.dragon_soul_refine._010_npcChat with ds.is_qualified() != 0 begin
			say_title(mob_name(20001))
			say (gameforge.dragon_soul_refine._020_say)
			ds.open_refine_window()
		end
	end
end
Închis
Răspunsuri
4
Vizualizări
393
Răspunsuri
1
Vizualizări
144
Răspunsuri
8
Vizualizări
1062

Înapoi la “Arhivă Probleme şi Întrebări”

  • Informaţie
  • Cine este conectat

    Utilizatori ce ce navighează pe acest forum: Baidu [Spider] și 100 vizitatori