Solved QFunction teleport scroll [Ruby]

Mu online season 21 - grand opening

TheMightyOne

Golden Oldie
Golden Oldie
Jun 14, 2004
722
3
104
UnitedKingdom
Wondered if this was possible with a QFunction command....

I want to make a BichonTeleport scroll usable on a different map that will teleport the user to a desired co-ordinate, is this possible with these files?
 

TheMightyOne

Golden Oldie
Golden Oldie
Jun 14, 2004
722
3
104
UnitedKingdom
Re: QFuntion?

Can't get this to work, i have made a scroll inthe DB called BichonTeleport and put the Std mode as 1 and put:

[@StdModeFunc(1)]
#ACT
MAPMOVE 0 360 381
SENDMSG "You have been teleported to Bichon" 3
BREAK
CLOSE

that in my QFunction folder.
 
Upvote 0

Tai

HEAD CAPTAIN
Staff member
Administrator
May 11, 2003
14,769
3
3,342
495
United Kingdom
Re: QFuntion?

Can't get this to work, i have made a scroll inthe DB called BichonTeleport and put the Std mode as 1 and put:

[@StdModeFunc(1)]
#ACT
MAPMOVE 0 360 381
SENDMSG "You have been teleported to Bichon" 3
BREAK
CLOSE

that in my QFunction folder.

You mean QFunction-0.txt?
 
Upvote 0

Gezza

Golden Oldie
Golden Oldie
Sep 23, 2008
2,202
65
135
uk
Re: QFuntion?

If its anything like 2.3 files you dont put the 1 in the stdmode but in the annicount field.
 
Upvote 0

Diego

Dedicated Member
Dedicated Member
Sep 20, 2010
72
1
3
35
TMO did u get this working becos i'm finding nothing i do with Qfunction works.

I've set the sql STD and anicount right and the qfunction as per, but nothing works. 31 mode items just disappear and do nothing
 
Upvote 0

IceMan

Hero's Act Mir 2
Legendary
Apr 17, 2003
8,544
2
375
330
[@OnCommand(Escape)]
#ACT
MAPMOVE 0 332 268
SENDMSG "welcome to bichionwall Please enjoy your stay" 1
BREAK
CLOSE
 
Upvote 0

Diego

Dedicated Member
Dedicated Member
Sep 20, 2010
72
1
3
35
Nothing works on Qfunction, and no one has categorically said they have it working on RUBY
 
Upvote 0

Diego

Dedicated Member
Dedicated Member
Sep 20, 2010
72
1
3
35
Well i cudn't get it to change goldbar into coins or set herorelive to revive hero.

Does QFunction-0.txt need settings at the top before the entries, is that the issue?

For example, if i set goldbar to STD 31 shape 0 anicount 1. then put this in my qfunction

[@StdModeFunc(1)]
#IF
checkitem GoldBar 1
#ACT
take GoldBar 1
give gold 1000000
break

Doesn't work, I just get an immovable goldbar when i click it
 
Last edited:
Upvote 0

IceMan

Hero's Act Mir 2
Legendary
Apr 17, 2003
8,544
2
375
330
[@StdModeFunc(60)]
#IF
checkgold 490000001
#SAY
You cannot Exchange goldbar into money.\
your bankbalance would exceed its limit.\ \
<Cancel/@exit>
#ACT
GIVE GoldBar 1
BREAK
#ELSEACT
give gold 1000000
SENDMSG "GoldBar was Exchanged into money." 6

[@StdModeFunc(61)]
#IF
checkgold 450000001
#SAY
You cannot Exchange goldbarbundle into money.\
your bankbalance would exceed its limit.\ \
<Cancel/@exit>
#ACT
GIVE GoldBarBundle 1
BREAK
#ELSEACT
give gold 5000000
SENDMSG "GoldBarBundle was Exchanged into money." 6

[@StdModeFunc(62)]
#IF
checkgold 400000001
#SAY
You cannot Exchange goldbarchest into money.\
your bankbalance would exceed its limit.\ \
<Cancel/@exit>
#ACT
GIVE GoldChest 1
BREAK
#ELSEACT
give gold 10000000
SENDMSG "GoldChest was Exchanged into money." 6
 
Upvote 0

Diego

Dedicated Member
Dedicated Member
Sep 20, 2010
72
1
3
35
Thx alot for that Ice. How specific are the numbers in the STD mode function though. Because I thought you could just have whatever number you wanted, provided it matches anicount?
 
Upvote 0

IceMan

Hero's Act Mir 2
Legendary
Apr 17, 2003
8,544
2
375
330
Thx alot for that Ice. How specific are the numbers in the STD mode function though. Because I thought you could just have whatever number you wanted, provided it matches anicount?

You can. Make std 31 and anti matches whats in qfun.

---------- Post added 29-11-2011 at 12:47 AM ---------- Previous post was 28-11-2011 at 09:51 AM ----------

[@StdModeFunc(44)]
#SAY
Would you like to <Revive/@revivehero> your Hero?\ \

After useing Scroll just Recall your with the Call Botton.\
 
Upvote 0

Diego

Dedicated Member
Dedicated Member
Sep 20, 2010
72
1
3
35
I didnt realise some commands can only be used as click accept functions. Much appreciated
 
Upvote 0

Sphortex

Dedicated Member
Dedicated Member
Dec 15, 2006
113
0
42
You can. Make std 31 and anti matches whats in qfun.

---------- Post added 29-11-2011 at 12:47 AM ---------- Previous post was 28-11-2011 at 09:51 AM ----------

[@StdModeFunc(44)]
#SAY
Would you like to <Revive/@revivehero> your Hero?\ \

After useing Scroll just Recall your with the Call Botton.\


hi iceman i dont understand how this Qfunction works getting confused with stdmode and anti count i am trying to make exp pots but they just disappear as well does the stdmode have to be same as anti count in db same as in QFuncion ??
 
Upvote 0

Ardbeg

Legend
Legendary
Aug 8, 2004
3,225
2
150
290
Southern England
hi iceman i dont understand how this Qfunction works getting confused with stdmode and anti count i am trying to make exp pots but they just disappear as well does the stdmode have to be same as anti count in db same as in QFuncion ??

If you're making a pot that gives exp on clicking, look in the Item database for BasicPill and the others that follow it. They do exactly what you want.
You'll need to tweak the exp value of course.
This item action is hard coded so you don't need to use STDMODE 31 or the anicount.
644
BasicPill
3
13
1
22
500
500
50
0.0000
50
NULL
NULL
NULL
128
NULL
NULL
13
NULL
NULL
NULL
BasicPill
NULL

~~
The anicount number relates to [@StdModeFunc(44)] so the anicount field for your item would show 44 in the database table.
Your own clickable items need to be set with STDMODE 31 and anicount unique for your particular item. Once clicked, they will disappear whether or not any active code exists. If you want to give the player an option to use or not, after clicking, you'll need to code it.

This code was the entry for my Christmas event map.
If the player chooses Wintermap, they get teleported and that's that.
If they click the CANCEL option, the item (1 Snowflake in this instance) is given back. Remember, it's not actually given back but a new one is created.
This isn't a totally foolproof system as closing the window by the top right option will not give the item back. That said, the player should read the text !
The < > at the beginning of the lines simply acts as a TAB to take the text off the edge.

Code:
[@StdModeFunc(114)]
#ACT
#SAY
< >\
< >Do you want to go to the winterland map ?\
< >There are two levels of map and level 40 is\
< >the dividing level.\
< >Go to <[EMAIL="Wintermap/@wintermap1>\"]Wintermap/@wintermap1>\[/EMAIL]
< ><[EMAIL="CANCEL/@canceljump2>\"]CANCEL/@canceljump2>\[/EMAIL]
[@canceljump2]
#ACT
GIVE Snowflake 1
BREAK
CLOSE
[@wintermap1]
#IF
CHECKLEVEL 40
#ACT
TIMERECALL 45
MAPMOVE WE01EVENT_01 235 264
#ELSEACT
TIMERECALL 45
MAPMOVE WE01EVENT_02 235 264
BREAK
CLOSE


Hope this helps.
 
Upvote 0