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Posts posted by danielpqb
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4 hours ago, malufett said:at pc.c under pc_useitem you will see the item delay function which is under if( sd->inventory_data[n]->delay > 0 ) { where you need to do is add a variable on sd and that will hold all delays that has been activated..so stack all those add a tick check then clear once the delay duration has lapse...
Thank you for your help.
Actually I didn't understand what you mean with "add a variable on sd", but after hours of trouble I came to a solution that works:
if( sd->inventory_data[n]->delay > 0 ) { ARR_FIND(0, MAX_ITEMDELAYS, i, sd->item_delay[i].nameid == nameid ); if( nameid == ITEMID_RED_POTION || nameid == ITEMID_YELLOW_POTION || nameid == ITEMID_WHITE_POTION ) { sd->item_delay[1].nameid = ITEMID_RED_POTION; sd->item_delay[2].nameid = ITEMID_YELLOW_POTION; sd->item_delay[3].nameid = ITEMID_WHITE_POTION; } if( i == MAX_ITEMDELAYS ) /* item not found. try first empty now */ ARR_FIND(0, MAX_ITEMDELAYS, i, !sd->item_delay[i].nameid ); if( i < MAX_ITEMDELAYS ) { if( sd->item_delay[i].nameid ) {// found if( DIFF_TICK(sd->item_delay[i].tick, tick) > 0 ) { int e_tick = (int)(DIFF_TICK(sd->item_delay[i].tick, tick)/1000); // clif->msgtable_num(sd, MSG_SECONDS_UNTIL_USE, e_tick + 1); // [%d] seconds left until you can use return 0; // Delay has not expired yet } } else {// not yet used item (all slots are initially empty) sd->item_delay[i].nameid = nameid; } if( sd->item_delay[1].nameid == ITEMID_RED_POTION || sd->item_delay[2].nameid == ITEMID_YELLOW_POTION || sd->item_delay[3].nameid == ITEMID_WHITE_POTION ){ sd->item_delay[1].tick = tick + 5000; sd->item_delay[2].tick = tick + 5000; sd->item_delay[3].tick = tick + 5000; goto limpartudo; } if (!(nameid == ITEMID_BOARDING_HALTER && pc_hasmount(sd))) { sd->item_delay[i].tick = tick + sd->inventory_data[n]->delay; } } else {// should not happen ShowError("pc_useitem: Exceeded item delay array capacity! (nameid=%d, char_id=%d)\n", nameid, sd->status.char_id); } //clean up used delays so we can give room for more limpartudo: for(i = 0; i < MAX_ITEMDELAYS; i++) { if( DIFF_TICK(sd->item_delay[i].tick, tick) <= 0 ) { sd->item_delay[i].tick = 0; sd->item_delay[i].nameid = 0; } } }
I wonder if you could help me with a better solution, because my code is an outrage to the community. hahahahahah
I thank you all for the good cooperation!
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Yes I was doing this, but if I put 5 seconds delay on each Potion, would be possible to alternate using Red then Orange then Yellow then White Potion. So the character would spam potions anyway.
I was looking for something on pc.c file but I don't know much about the commands.
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I think it is almost impossible, because you would need a new custom item for each equipment. You can't recreate the item changing the equipment location using the same ID.
Maybe I'm wrong, but I'm almost sure of it.
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4 hours ago, Juan Meissner said:I know one way to do that, go to conf\map\battle\items.conf and change that:
item_use_interval: 5000.
It gonna make a delay between using items.
This way will create a delay for all items, so I won't be able to use other items like Yggleaf etc.
Nevertheless, I appreciate your comment.
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Hi,
I was trying to create an item group delay. I tried editing itemdb.c and pc.c but didn't have any success.
To be more specific, let me give you an example of what I want:
If I consume a Red Potion, I'd like that the Orange, Yellow, White and the Red Potions get the same delay to use again (let's say 5 seconds). So it won't be possible to use any potion again if I consumed a Red, Orange, Yellow or White Potion in the last 5 seconds.
I hope what I have requested is possible.
In the meantime, thank you for your attention.
[HELP] Item delay
in Script Support
Posted
Forgot to mension that with this solution you need to add "Delay: 1" in itemdb_conf to work.