Script fail

Join Discord

jonathan508

Golden Oldie
Golden Oldie
Dec 27, 2007
623
11
125
Europe
Hi i made this script when u have for example DragonLord(rust) u change it for DragonLord but dont know why dont work correct, here script:
[@Main]
#say
Hi
<Change item rust/@@rust>\


[@@rust]
#ACT
Mov A2 %INPUTSTR
goto @rust2

[@rust2]
#if
checkitem %A2(Rust) 1
#act
give %A2 1
#say
Good
#elsesay
Fail
 

IceMan

Hero's Act Mir 2
Legendary
Apr 17, 2003
8,544
2
370
350
not to sure on mir 3 but is two @@ needed

<Change item rust/@@rust>\


[@@rust]
 
Upvote 0

twisterdmk

LOMCN Veteran
Veteran
May 13, 2009
759
28
115
USA
Hi i made this script when u have for example DragonLord(rust) u change it for DragonLord but dont know why dont work correct, here script:
[@Main]
#say
Hi
<Change item rust/@@rust>\


[@@rust]
#ACT
Mov A2 %INPUTSTR
goto @rust2

[@rust2]
#if

Text manipulation is a SOB! For starters, you have No way of communicating with Baggage?
Try
#IF
CheckBaggageW DragonLordRing(Rust) 1
#ACT
Take DragonLordRing(Rust) 1
#ELSEACT
Give DragonLordRing 1
<Rust or Unrust> --< You have nothing asking from the NPC.

P.S. You are communicating with a SQL Variable and it does not act because you don't ask the NPC
#IF

Not to mention your using a SQL Variable and that will not work as it is a Variable Script and has to CheckBaggage/Item.
 
Upvote 0

Unico

Dedicated Member
Dedicated Member
Dec 15, 2007
230
1
64
Hi i made this script when u have for example DragonLord(rust) u change it for DragonLord but dont know why dont work correct, here script:
[@Main]
#say
Hi
<Change item rust/@@rust>\


[@@rust]
#ACT
Mov A2 %INPUTSTR
goto @rust2

[@rust2]
#if

Text manipulation is a SOB! For starters, you have No way of communicating with Baggage?
Try
#IF
CheckBaggageW DragonLordRing(Rust) 1
#ACT
Take DragonLordRing(Rust) 1
#ELSEACT
Give DragonLordRing 1
<Rust or Unrust> --< You have nothing asking from the NPC.

P.S. You are communicating with a SQL Variable and it does not act because you don't ask the NPC
#IF

Not to mention your using a SQL Variable and that will not work as it is a Variable Script and has to CheckBaggage/Item.

dont work :( we want this:

you write in npc DragonLord (without Rust) and npc check if you have DragonLord(Rust) give you a normal DragonLord
 
Upvote 0

mapadale

Guest
Try this

[@main]
#IF
CHECKITEM DragonLord(rust) 1
#ACT
GOTO @rust
#ELSEACT
GOTO @rust1


[@rust]
#ACT
TAKE DragonLord(rust) 1
GIVE DragonLord 1
#SAY
Thank you for your time.\

[@rust1]
#SAY
You don't have a DragonLord(rust)\
 
Upvote 0

Zordon

Golden Oldie
Golden Oldie
Apr 26, 2008
1,176
20
145
Manchester, UK
dont work :( we want this:

you write in npc DragonLord (without Rust) and npc check if you have DragonLord(Rust) give you a normal DragonLord

Ok, you need something like this below. Do you want the option to add elements or just plain dragonlord?

[@Main]
#say
Hi
<Change item rust/@@rust>\


[@@rust]
#ACT
Mov A2 %INPUTSTR
goto @rust2

[@rust2]
#act
MOV A4 %A2
ADDSTR A4 (Rust)
GOTO @RUST3

[@rust3]
#if
checkitem %A4 1
#act
TAKE %A4 1
give DragonLord 1
#say
Good.\
<Exit/@Exit>\
#elsesay
you do not have a DragonLord(Rust)\
<Exit/@Exit>\
 
  • Like
Reactions: Unico
Upvote 0

Zordon

Golden Oldie
Golden Oldie
Apr 26, 2008
1,176
20
145
Manchester, UK
No problem. Just bare in mind if you want to give versions with element you will need to add variables to the script to give the right item. Out of interest, how come you made a new script? There is already a script for this on 3.55 files?
 
Upvote 0