ucell_uz 1 Posted May 17, 2017 (edited) hi all! need your help, help me with dropouts. It is necessary to make, that at murder of a mob of a poring 3 apples fell out And when killing the mobs Drops, to drop 8 apples How to implement it correctly? i used hercules version 2015 libc 1.4.9 my db h //================= Hercules Database ===================================== //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License =============================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright © 2014-2015 Hercules Dev Team //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by //= the Free Software Foundation, either version 3 of the License, or //= (at your option) any later version. //= //= This program is distributed in the hope that it will be useful, //= but WITHOUT ANY WARRANTY; without even the implied warranty of //= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //= GNU General Public License for more details. //= //= You should have received a copy of the GNU General Public License //= along with this program. If not, see <http://www.gnu.org/licenses/>. //========================================================================= //= Items Database //========================================================================= item_db: ( /************************************************************************** ************* Entry structure ******************************************** ************************************************************************** { // ================ Mandatory fields ============================== Id: ID (int) AegisName: "Aegis_Name" (string) Name: "Item Name" (string) // ================ Optional fields =============================== Type: Item Type (int, defaults to 3 = etc item) Buy: Buy Price (int, defaults to Sell * 2) Sell: Sell Price (int, defaults to Buy / 2) Weight: Item Weight (int, defaults to 0) Atk: Attack (int, defaults to 0) Matk: Magical Attack (int, defaults to 0, ignored in pre-re) Def: Defense (int, defaults to 0) Range: Attack Range (int, defaults to 0) Slots: Slots (int, defaults to 0) Job: Job mask (int, defaults to all jobs = 0xFFFFFFFF) Upper: Upper mask (int, defaults to any = 0x3f) Gender: Gender (int, defaults to both = 2) Loc: Equip location (int, required value for equipment) WeaponLv: Weapon Level (int, defaults to 0) EquipLv: Equip required level (int, defaults to 0) EquipLv: [min, max] (alternative syntax with min / max level) Refine: Refineable (boolean, defaults to true) View: View ID (int, defaults to 0) BindOnEquip: true/false (boolean, defaults to false) ForceSerial: true/false (boolean, defaults to false) BuyingStore: true/false (boolean, defaults to false) Delay: Delay to use item (int, defaults to 0) KeepAfterUse: true/false (boolean, defaults to false) Trade: { (defaults to no restrictions) override: GroupID (int, defaults to 100) nodrop: true/false (boolean, defaults to false) notrade: true/false (boolean, defaults to false) nostorage: true/false (boolean, defaults to false) nocart: true/false (boolean, defaults to false) noselltonpc: true/false (boolean, defaults to false) nomail: true/false (boolean, defaults to false) noauction: true/false (boolean, defaults to false) nogstorage: true/false (boolean, defaults to false) partneroverride: true/false (boolean, defaults to false) } Nouse: { (defaults to no restrictions) override: GroupID (int, defaults to 100) sitting: true/false (boolean, defaults to false) } Stack: [amount, type] (int, defaults to 0) Sprite: SpriteID (int, defaults to 0) Script: <" Script (it can be multi-line) "> OnEquipScript: <" OnEquip Script (can also be multi-line) "> OnUnequipScript: <" OnUnequip Script (can also be multi-line) "> }, **************************************************************************/ please help out! killing mob Poring - add 3 apple killing mob Drops - add 8 apple Edited May 17, 2017 by ucell_uz Quote Share this post Link to post Share on other sites
0 meko 170 Posted May 17, 2017 Just add more Apple in the Drops{} section of the Poring. You can have a maximum of 10 drops per monster, so you will have to remove some existing drops if you want 8 apples. Quote Share this post Link to post Share on other sites
0 ucell_uz 1 Posted May 17, 2017 (edited) Just add more Apple in the Drops{} section of the Poring. You can have a maximum of 10 drops per monster, so you will have to remove some existing drops if you want 8 apples. please Give an example? Not strong in scripting thx! { Id: 512 AegisName: "Apple" Name: "Apple" Type: 0 Buy: 15 Weight: 20 BuyingStore: true Script: <" itemheal rand(16,22),0; "> }, oy! sorry my) i find { Id: 1002 SpriteName: "PORING" Name: "Poring" Lv: 1 Hp: 60 Sp: 1 Exp: 36 JExp: 20 AttackRange: 1 Attack: [8, 1] Def: 2 Mdef: 5 Stats: { Str: 6 Agi: 1 Vit: 1 Int: 0 Dex: 6 Luk: 5 } ViewRange: 10 ChaseRange: 12 Size: 1 Race: 3 Element: (1, 1) Mode: { CanMove: true Looter: true CanAttack: true } MoveSpeed: 400 AttackDelay: 1872 AttackMotion: 672 DamageMotion: 480 MvpExp: 0 Drops: { Jellopy: 7000 Knife_: 100 Sticky_Mucus: 400 Apple: 1000 Empty_Bottle: 1500 Apple: 150 Unripe_Apple: 20 Poring_Card: 1 } }, Edited May 17, 2017 by ucell_uz Quote Share this post Link to post Share on other sites
hi all! need your help, help me with dropouts.
It is necessary to make, that at murder of a mob of a poring 3 apples fell out
And when killing the mobs Drops, to drop 8 apples
How to implement it correctly?
i used hercules version 2015 libc 1.4.9
my db
please help out!
killing mob Poring - add 3 apple
killing mob Drops - add 8 apple
Edited by ucell_uzShare this post
Link to post
Share on other sites