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Timokha

item_first_get_time set "0" for specific maps

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Hello All,

 

I'm wondering, if anyone has a solution, how to disable (set to 0) the time during which only the person who did the most damage to a monster can get the item for specific maps.

 

In "drops.conf" I have "item_first_get_time: 3000", but I need to set it to 0 only for maps with mapflag "loadevent".

 

I have the following script, but not sure to where I could set it in right way to make it works, if it is even possible.

Quote

if(map->list[src->m].flag.loadevent){
// set time to 0
}

 

Thank you in advance. 🙏

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what goal do you want
maybe you can change drop mob via script command 
 

use this

 

*makeitem(<item id>, <amount>, "<map name>", <x>, <y> {,<showdropeffect>})
*makeitem("<item name>", <amount>, "<map name>", <x>, <y>)

This command will create an item lying around on a specified map in the
specified location.

    item id/name    - Found in 'db/(pre-)re/item_db.conf'
    amount          - Amount you want produced
    map name        - The map name
    y               - The x coordinate
    y               - The y coordinate.
    showdropeffect  - enable pillar effect on the dropped item (default: 0)

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Posted (edited)

Hello IndieRO,

Thanks for your reply, but I am now creating PVP zones, where monsters (including mini-mvp) also spawns.

I am trying to do so, if the player kills the mob, another player (if nearby) can pick up the drops without any delay, BUT it must not be applied to all the server maps, but only for my special PVP maps, where I use "Loadevent" mapflag, as example. 

4 hours ago, IndieRO said:

what goal do you want
maybe you can change drop mob via script command 
 

use this

 

*makeitem(<item id>, <amount>, "<map name>", <x>, <y> {,<showdropeffect>})
*makeitem("<item name>", <amount>, "<map name>", <x>, <y>)

This command will create an item lying around on a specified map in the
specified location.

    item id/name    - Found in 'db/(pre-)re/item_db.conf'
    amount          - Amount you want produced
    map name        - The map name
    y               - The x coordinate
    y               - The y coordinate.
    showdropeffect  - enable pillar effect on the dropped item (default: 0)

Yes, thank you again, I think, it will also work, but it will consume many hours to make these script drops for more than 100+ mobs.

BTW, if I use "makeitem" with OnMyMobDead label, how can I find the coordinates of dead mob?

Previosly i've tried it, the item was created near the player, not the monster.

 

Edited by Timokha

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On 6/27/2022 at 12:45 AM, Timokha said:

Hello IndieRO,

Thanks for your reply, but I am now creating PVP zones, where monsters (including mini-mvp) also spawns.

I am trying to do so, if the player kills the mob, another player (if nearby) can pick up the drops without any delay, BUT it must not be applied to all the server maps, but only for my special PVP maps, where I use "Loadevent" mapflag, as example. 

Yes, thank you again, I think, it will also work, but it will consume many hours to make these script drops for more than 100+ mobs.

BTW, if I use "makeitem" with OnMyMobDead label, how can I find the coordinates of dead mob?

Previosly i've tried it, the item was created near the player, not the monster.

 

but you can spawn different monster same label
you dont need 100 OnMyMobDead if you want to spawn 100 different mob

for next issue use this script command to get [email protected] and [email protected] for monster

 

*getmapxy("<variable for map name>", <variable for x>, <variable for y>, <type>{, "<search parameter>"})

This function will locate a character object, NPC object or pet's
coordinates and place their coordinates into the variables specified when
calling it. It will return 0 if the search was successful, and -1 if the
parameters given were not variables or the search was not successful.

Type is the type of object to search for:

    UNITTYPE_PC   - Character object
    UNITTYPE_NPC  - NPC object
    UNITTYPE_PET  - Pet object
    UNITTYPE_MOB  - Monster object
    UNITTYPE_HOM  - Homunculus object
    UNITTYPE_MER  - Mercenary object
    UNITTYPE_ELEM - Elemental object

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