How to make a customized box?

Brynner

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https://github.com/bgamez23
if you open that box. it will ask you which item class you want to get.

choices.

Swordsman

Magician

Archer

Acolyte

Merchant

Thief

for Swordsman.

you'll get +7 Formal suit, +7 boots, +7 manteau, +7 shield.

for Magician

you'll get +7 Formal suit, +7 shoes, +7 muffler, +7 guard.

for Archer

you'll get +7 Formal suit, +7 boots, +7 muffler, +7 guard.

for Merchant

you'll get +7 Formal suit, +7 boots, +7 manteau, +7 buckler.

for Thief

you'll get +7 Formal suit, +7 boots, +7 manteau, +7 buckler.

thanks in advance.

 
in re/item_packages.conf

// Structure of file:/*<Container_Item_Name>: { <Entry_Item_Name>: { Random: 0 - Signs what group type this item belongs to, 0 is "Must", a group of items that come out whenever the package is open (doesn't use rate), anything above 0 is considered "random_group_<value>", a package with 2 random groups for example gets 2 items whenever open, one from each group Count: 30 - Stands for how much <Entry_Item_Name> will be obtained. Expire: 2 - Signs how many hours this item will last (makes a rental item). Announce: True/False - Signs whether to relay a special item obtain announcement when this item comes out of the package. Rate: 50 - If 'Random' is not 0, a rate from 1 to 10000 (0.01% - 100%) will be given. Named: True/False - Signs whether the item should have the owner's name in it. }}*/
example:

Code:
Special_Box: {	Wrapped_Mask: {		Random: 1		Rate: 3	}	Poison_Bottle: {		Random: 1		Count: 2		Rate: 10	}	Set_Of_Taiming_Item: {		Random: 1		Rate: 5	}	Cookie_Bag: {		Random: 1		Count: 2		Rate: 100	}	Mysterious_Can2: {		Random: 1		Count: 3		Rate: 80	}	Mysterious_PET_Bottle2: {		Random: 1		Count: 3		Rate: 80	}	Speed_Up_Potion: {		Random: 1		Count: 2		Rate: 80	}	Old_Blue_Box: {		Random: 1		Rate: 19	}	Branch_Of_Dead_Tree: {		Random: 1		Count: 5		Rate: 14	}	First_Aid_Kit: {		Random: 1		Rate: 19	}	Dried_Yggdrasilberry: {		Random: 1		Count: 3		Rate: 70	}	Angeling_Potion: {		Random: 1		Count: 3		Rate: 70	}	Ygnizem_Scroll: {		Random: 1		Count: 2		Rate: 50	}	Doppelganger_Scroll: {		Random: 1		Count: 2		Rate: 50	}	Wild_Rose_Scroll: {		Random: 1		Count: 2		Rate: 60	}	Gift_Box: {		Random: 1		Rate: 70	}	Red_Bag: {		Random: 1		Count: 3		Rate: 70	}	Cool_Summer_Outfit: {		Random: 1		Count: 3		Rate: 70	}	Slow_Down_Potion: {		Random: 1		Count: 2		Rate: 80	}}
 
in re/item_packages.conf

// Structure of file:/*<Container_Item_Name>: { <Entry_Item_Name>: { Random: 0 - Signs what group type this item belongs to, 0 is "Must", a group of items that come out whenever the package is open (doesn't use rate), anything above 0 is considered "random_group_<value>", a package with 2 random groups for example gets 2 items whenever open, one from each group Count: 30 - Stands for how much <Entry_Item_Name> will be obtained. Expire: 2 - Signs how many hours this item will last (makes a rental item). Announce: True/False - Signs whether to relay a special item obtain announcement when this item comes out of the package. Rate: 50 - If 'Random' is not 0, a rate from 1 to 10000 (0.01% - 100%) will be given. Named: True/False - Signs whether the item should have the owner's name in it. }}*/
example:

Special_Box: { Wrapped_Mask: { Random: 1 Rate: 3 } Poison_Bottle: { Random: 1 Count: 2 Rate: 10 } Set_Of_Taiming_Item: { Random: 1 Rate: 5 } Cookie_Bag: { Random: 1 Count: 2 Rate: 100 } Mysterious_Can2: { Random: 1 Count: 3 Rate: 80 } Mysterious_PET_Bottle2: { Random: 1 Count: 3 Rate: 80 } Speed_Up_Potion: { Random: 1 Count: 2 Rate: 80 } Old_Blue_Box: { Random: 1 Rate: 19 } Branch_Of_Dead_Tree: { Random: 1 Count: 5 Rate: 14 } First_Aid_Kit: { Random: 1 Rate: 19 } Dried_Yggdrasilberry: { Random: 1 Count: 3 Rate: 70 } Angeling_Potion: { Random: 1 Count: 3 Rate: 70 } Ygnizem_Scroll: { Random: 1 Count: 2 Rate: 50 } Doppelganger_Scroll: { Random: 1 Count: 2 Rate: 50 } Wild_Rose_Scroll: { Random: 1 Count: 2 Rate: 60 } Gift_Box: { Random: 1 Rate: 70 } Red_Bag: { Random: 1 Count: 3 Rate: 70 } Cool_Summer_Outfit: { Random: 1 Count: 3 Rate: 70 } Slow_Down_Potion: { Random: 1 Count: 2 Rate: 80 }}
thanks for that. but its not what im looking for. i think its a callfunc script. by the way problem solve.

 
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