Brynner 34 Posted November 18, 2013 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. Quote Share this post Link to post Share on other sites
0 Mhalicot 392 Posted November 18, 2013 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 }} Quote Share this post Link to post Share on other sites
0 Brynner 34 Posted November 18, 2013 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. Quote Share this post Link to post Share on other sites
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.
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