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Farm Item Box Stackable?


rakuzas

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Hello,

I make Farm Zone but dropped box.. So.. My question is it possible to make the box stacked? Now, each kill got 1 box.. So 100 kill we got 100 box but as per unit.. Not just 100 as 1 item.. How to make the box not get many box instead just 1 box item..

Like this : 

AF85yB.jpg

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You could use 'mergeitem' in 'OnNormalKill' (Which would be like 'mergeitem 13517' and 'mergeitem 13518') and in 'OnBossKill' ('mergeitem 969')

 

you could change the flag from the boxes id in the 'item_flag.txt' file from 'db/re/'

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Show us your item script.

 

Rynbef~

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Hello,

I make Farm Zone but dropped box.. So.. My question is it possible to make the box stacked? Now, each kill got 1 box.. So 100 kill we got 100 box but as per unit.. Not just 100 as 1 item.. How to make the box not get many box instead just 1 box item..

Like this : 

AF85yB.jpg

 

i guess enabling this will solve your problem ( i didn't try this though )

 

go to conf/battle/client.conf

 

find:

client_sort_storage: no

 

change to:

client_sort_storage: yes

 

Save and exit then use the command @reloadbattleconf

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ra_temple,50,126,5	script	Dokebi Farm	940,{
while ( true ) {
		mes "How can i help you ?";
		switch( select( "Information:Farm Items" )) {
		case 1:
			mes "This is a Dokebi Farm.";
			mes "You are able to Hunt Monster inside this Room.";
			mes "Every Monster will award you random items.";
			next;
			mes "But there is some Condition..";
			mes "You can only go in ^FF0000once every "+.RoomCleanMin+" minutes for 1 times.^000000";
			mes "And Maximum of ^FF0000"+.MaxPlayers+" Players per "+.RoomCleanMin+" Minutes.^000000";
			mes "Maximum Hunting Limit ^FF0000"+.MaxItemLimit+"^000000";
			next;
			mes "There will be a ^FF0000Room Cleaning^000000 from time to time...";
			mes "All players will be kicked out, it is your bad luck if you meet this.";
			mes "Delay will still apply even though you just go in for 1 Seconds..";
			next;
			break;
		case 2:
//			#HuntRoomDelay = 0;
			if ( #HuntRoomDelay + .DelayMin * 60 > gettimetick(2) ) {
				mes "Wait for ^FF0000"+( ( ( #HuntRoomDelay + .DelayMin * 60 ) - gettimetick(2) )/60 )+" Minutes^000000.";
				close;
			} else if ( getarraysize( .Hunter ) >= .MaxPlayers ) {
				mes "Currently the Room is Full. Please try again later.";
				close;
			} else {
				warp .Map$,0,0;
				set .Hunter[getarraysize( .Hunter )], getcharid(3);
				set #HuntRoomDelay, gettimetick(2); // please don't set the deny variable into the future, if admin adjust the setting to decrease the value, player will experience long deny
				set #FarmHunt,0;
				end;
			}
		}
	}
	close;
OnNormalKill:
	monster .Map$,0,0,"--ja--",.normal_mob[rand(.normal_mob_size)],1,strnpcinfo(0)+"::OnNormalKill";
	getitem .farm_normal[rand(.farm_normal_size)], 1;
	goto L_kill;
OnBossKill:
	monster .Map$,0,0,"--ja--",.boss_mob[rand(.boss_mob_size)],1,strnpcinfo(0)+"::OnBossKill";
	getitem .farm_boss[rand(.farm_boss_size)], 1;
L_kill:
	#FarmHunt++;
	dispbottom "[ Farm Zone ] : Farmed "+ #FarmHunt +" / "+.MaxItemLimit+" Items";
	if ( #FarmHunt >= .MaxItemLimit ) {
		message strcharinfo(0),"Limit Reach , you may join again later.";
		sleep2 2000;
		warp "ra_temple",51,127;
	}
	end;
OnInit:
	// Maximum Player can join per X Minutes.
	set .MaxPlayers,5;
	// Adding X Minutes of Delay before can go in again.
	set .DelayMin,30;
	// Maximum Hunt Limit per round inside the Zone.
	set .MaxItemLimit,1000;
	// Map that will be used in thos Zone.
	set .Map$,"moc_fild19";
	// Clear Map Every X Minutes.
	set .RoomCleanMin,15;
	// Mapflag Initialization
	setmapflag .Map$, mf_nomobloot;
	setmapflag .Map$, mf_nomvploot;
	setmapflag .Map$, mf_nowarpto;
	setmapflag .Map$, mf_nochat;
	setmapflag .Map$, mf_novending;
	setmapflag .Map$, mf_nocommand,60;
	setmapflag .Map$, mf_noskill;
	setmapflag .Map$, mf_noteleport;
	//setmapflag .Map$, mf_nojobexp;
	//setmapflag .Map$, mf_nobaseexp;
	
	setarray .farm_normal, 13517,13516; // farm 1 of these items when kill normal mobs
	setarray .farm_boss, 969; // farm 1 of these items when kill boss monsters

	setarray .normal_mob,1110,1491;
	setarray .boss_mob, 2851;
	
	.farm_normal_size = getarraysize(.farm_normal);
	.farm_boss_size = getarraysize(.farm_boss);
	.boss_mob_size = getarraysize(.boss_mob);
	.normal_mob_size = getarraysize(.normal_mob);
	while ( true ) {
		killmonster .Map$, "All";
		cleanmap .Map$; // you also forgot about this command
		mapwarp .Map$,"ra_temple",119,152;
		for ( .@i = 0; .@i < 80; .@i++ )
			monster .Map$,0,0, "Resident", .normal_mob[ rand( .normal_mob_size ) ], 1, strnpcinfo(0)+"::OnNormalKill";
		for ( .@i = 0; .@i < 5; .@i++ )
			monster .Map$,0,0, "Guardian", .boss_mob[ rand( .boss_mob_size ) ], 1, strnpcinfo(0)+"::OnBossKill";
		deletearray .Hunter;
		announce "[ Dokebi Farm ] : Dokebi Farm has been Cleaned up, another 5 Players may go in now.", bc_blue;
		sleep ( .RoomCleanMin * 60000 );
		mapannounce .Map$,"[ Dokebi Farm ] : Room Clean Up now...All Users will be warped Out.", bc_map;
		killmonster .Map$, "All";
		sleep 3000;
	}
	end;
}

original script by Emistry if I'm not mistaken.. When player kill monster.. We got 1 box.. So.. we kill 100.. we got 100 different box not in same 100 in 1 box like my previous screenshot.. 

Can anybody guide me? Currently i'm trying to make Stack item NPC.. But not sure if it works..

Edited by rakuzas
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Why are the boxes not stacking? That's the problem lmao.

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OK thanks for helping~ ^_^

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