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Everything posted by xienne15
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// Use logarithmic drops? (Note 1) // Logarithmic drops scale drop rates in a non-linear fashion using the equation // Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5)) // Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables) // Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used: // Y: Original Drop Rate // X: Rate drop modifier (eg: item_rate_equip) // X\Y | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 // -----+--------------------------------------------------------------- // 50 | 0.01 0.01 0.03 0.06 0.11 0.30 0.62 1.30 3.49 7.42 15.92 // 100 | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 // 200 | 0.02 0.04 0.09 0.18 0.35 0.84 1.61 3.07 7.16 13.48 25.13 // 500 | 0.05 0.09 0.22 0.40 0.74 1.65 3.00 5.40 11.51 20.00 33.98 // 1000 | 0.10 0.18 0.40 0.73 1.30 2.76 4.82 8.28 16.47 26.96 42.69 // 2000 | 0.20 0.36 0.76 1.32 2.28 4.62 7.73 12.70 23.58 36.33 53.64 // 5000 | 0.50 0.86 1.73 2.91 4.81 9.11 14.45 22.34 37.90 53.91 72.53 //10000 | 1.00 1.67 3.25 5.28 8.44 15.24 23.19 34.26 54.57 72.67 91.13 //20000 | 2.00 3.26 6.09 9.59 14.83 25.49 37.21 52.55 77.70 97.95 100% //50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100% item_logarithmic_drops: no use the logarithmic drop
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You should use 2013 client Ragexe not RagRE
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No, i was referring to the effect files, the visual effect.
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Did this map is free release or pay?..? Can I Ask The Donwload Link?
xienne15 replied to Checkmate's question in Graphics Requests
About the leaves, you should make your prontera in default prontera first and then apply that monopoly map. -
Is the custom effect pack still available, i remember it was there in eathena but i dont know where to find it now. It contains custom TGA effects of wizards and other classes skills.
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Thank you so much sir emistry! i will try this later~!
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if( .@gz && .@gz <= 10 ) announce "Congratulations! "+strcharinfo(0)+" just received "+getitemname(.@k[0])+" x "+.@k[1]+" from Lotti Girl (prontera 139 173)!",0; Thanks again sir emistry, last question how can i disable this? setarray .@Default[0],13517,1; so it will only choose on the arrays i added...because the npc always give default, and few on the array items.
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Thanks emistry and how can i change the announcement for only 10% and below?
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Yup it would act like lotti girl its like give this ticket and he will give the items something like this format %,itemid,amount something like that bump the percentage here is like we have in our db? //<%>,<ItemID>,<Amount> setarray .@P1[0],600,8001,1; 600 = 6% chance ? or 600 = 600% chance ?
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set the itemdropperchance to 1, in mob_db.txt for your custom drop rate at mob_item_ratio.txt please dont take this as an offense but i always see you mispelling the file name, maybe you got the filename wrong and thats why the server isn't reading your trunk/db/mob_item_ratio.txt sorry for that but i was referring to that txt file and about that making it 1, its the same.
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the this is all item is now set to 25% even those items that is 100% is set to 25%, the only problem i have is the custom drop of certain monsters since i want thgis mosnter to drop these items for like 80% but the drops conf still overrides the mobitemratio_db
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Hello can anyone help me, I made the server drop all 25x so i changed everything to 2500 //-------------------------------------------------------------- // rAthena Battle Configuration File // Originally Translated by Peter Kieser <[email protected]> // Made in to plainer English by Ancyker //-------------------------------------------------------------- // Note 1: Value is a config switch (on/off, yes/no or 1/0) // Note 2: Value is in percents (100 means 100%) //-------------------------------------------------------------- // If an item is dropped, does it go straight into the user's inventory? (Note 1) item_auto_get: no // How long does it take for an item to disappear from the floor after it is dropped? (in milliseconds) flooritem_lifetime: 120000 // Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds) item_first_get_time: 3000 // Grace time during which only the first and second person who did the most damage to a monster can get the item? (in milliseconds) // (Takes effect after item_first_get_time elapses) item_second_get_time: 1000 // Grace time during which only the first, second and third person who did the most damage to a monster can get the item? (in milliseconds) // (Takes effect after the item_second_get_time elapses) item_third_get_time: 1000 // Grace time to apply to MvP reward items when the Most Valuable Player can't get the prize item and it drops on the ground? (in milliseconds) mvp_item_first_get_time: 10000 // Grace time for the first and second MvP so they can get the item? (in milliseconds) // (Takes effect after mvp_item_first_get_time elapses) mvp_item_second_get_time: 10000 // Grace time for the first, second and third MvP so they can get the item? (in milliseconds) // (Takes effect after mvp_item_second_get_time elapses) mvp_item_third_get_time: 2000 // Item drop rates (Note 2) // The rate the common items are dropped (Items that are in the ETC tab, besides card) item_rate_common: 2500 item_rate_common_boss: 2500 item_drop_common_min: 1 item_drop_common_max: 2500 // The rate healing items are dropped (items that restore HP or SP) item_rate_heal: 2500 item_rate_heal_boss: 2500 item_drop_heal_min: 2500 item_drop_heal_max: 2500 // The rate at which usable items (in the item tab) other then healing items are dropped. item_rate_use: 2500 item_rate_use_boss: 2500 item_drop_use_min: 2500 item_drop_use_max: 2500 // The rate at which equipment is dropped. item_rate_equip: 2500 item_rate_equip_boss: 2500 item_drop_equip_min: 2500 item_drop_equip_max: 2500 // The rate at which cards are dropped item_rate_card: 500000 item_rate_card_boss: 20000 item_drop_card_min: 500000 item_drop_card_max: 500000 // The rate adjustment for the MVP items that the MVP gets directly in their inventory item_rate_mvp: 100 item_drop_mvp_min: 1 item_drop_mvp_max: 2500 // The rate adjustment for card-granted item drops. item_rate_adddrop: 4000 item_drop_add_min: 1 item_drop_add_max: 10000 // Rate adjustment for Treasure Box drops (these override all other modifiers) item_rate_treasure: 2500 item_drop_treasure_min: 2500 item_drop_treasure_max: 2500 // Use logarithmic drops? (Note 1) // Logarithmic drops scale drop rates in a non-linear fashion using the equation // Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5)) // Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables) // Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used: // Y: Original Drop Rate // X: Rate drop modifier (eg: item_rate_equip) // X\Y | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 // -----+--------------------------------------------------------------- // 50 | 0.01 0.01 0.03 0.06 0.11 0.30 0.62 1.30 3.49 7.42 15.92 // 100 | 0.01 0.02 0.05 0.10 0.20 0.50 1.00 2.00 5.00 10.00 20.00 // 200 | 0.02 0.04 0.09 0.18 0.35 0.84 1.61 3.07 7.16 13.48 25.13 // 500 | 0.05 0.09 0.22 0.40 0.74 1.65 3.00 5.40 11.51 20.00 33.98 // 1000 | 0.10 0.18 0.40 0.73 1.30 2.76 4.82 8.28 16.47 26.96 42.69 // 2000 | 0.20 0.36 0.76 1.32 2.28 4.62 7.73 12.70 23.58 36.33 53.64 // 5000 | 0.50 0.86 1.73 2.91 4.81 9.11 14.45 22.34 37.90 53.91 72.53 //10000 | 1.00 1.67 3.25 5.28 8.44 15.24 23.19 34.26 54.57 72.67 91.13 //20000 | 2.00 3.26 6.09 9.59 14.83 25.49 37.21 52.55 77.70 97.95 100% //50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48 100% 100% 100% item_logarithmic_drops: no // Can the monster's drop rate become 0? (Note 1) // Default: no (as in official servers). drop_rate0item: no // Makes your LUK value affect drop rates on an absolute basis. // Setting to 100 means each luk adds 0.01% chance to find items // (regardless of item's base drop rate). drops_by_luk: 0 // Makes your LUK value affect drop rates on a relative basis. // Setting to 100 means each luk adds 1% chance to find items // (So at 100 luk, everything will have double chance of dropping). drops_by_luk2: 0 // The rate of monsters dropping ores by the skill Ore Discovery (Default is 100) finding_ore_rate: 100 // Whether or not Marine Spheres and Floras summoned by Alchemist drop items? // This setting has three available values: // 0: Nothing drops. // 1: Only marine spheres drop items. // 2: All alchemist summons drop items. alchemist_summon_reward: 1 // Make broadcast ** Player1 won Pupa's Pupa Card (chance 0.01%) *** // This can be set to any value between 0~10000. // Note: It also announces STEAL skill usage with rare items // 0 = don't show announces at all // 1 = show announces for 0.01% drop chance items // 333 = show announces for 3.33% or lower drop chance items // 10000 = show announces for all items rare_drop_announce: 500 but i have some custom rates in my mob_itemratio.txt // Specific Item Drop Ratio Database // Overrides for global item_rate* values from conf/battle/drops.conf // // Structure of Database: // ItemID,Ratio{,MonsterID} // // Result: // ItemID base drop rates defined in mob_db will not get multiplied // by global item_rate* values (aka drop rates) from // conf/battle/drops.conf. Instead Ratio will be used (100 = 1x). // If no MonsterID is specified, all monsters will be affected, // otherwise only listed ones. // // Examples: // 909,100 // Jellopies from monsters will drop with 1x drop rate regardless of global drop rate // 909,1000 // Jellopies from monsters will drop with 10x drop rate regardless of global drop rate // 909,100,1002 // Jellopies from Porings will drop with 1x drop rate. Other monsters that drop Jellopies are unaffected (use global drop rate). // //7079,50 // Notes: // - By default you can list up to 10 MonsterIDs per ItemID. // It can be changed in src/map/mob.c by adjusting MAX_ITEMRATIO_MOBS. // - Only ItemIDs up to MAX_ITEMDB are supported (default: 32768). // - Does not override item_drop_*_min/max settings. // - Does not affect card/item-granted drops. To adjust card/item-granted // drops, edit them in item_db. // - Does affect MVP prizes and Treasure Boxes. // - You can add only ONE line per ItemID. If you need various ratios // for different monsters, override drop rate with Ratio=100 and edit // base drop rates in mob_db. // - This file is reloaded by @reloadmobdb. 7079,50 2701,5000 4128,100,2414 7228,100,2414 13414,100,2414 18725,100,2415 7539,100,2415 5112,100,2415 18785,100,2415 the problem is, this item in the itemratio becomes 25x too, is there a way i can make these custom items drop in other rates?
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Thanks Skorm, can you help me where to put that random in this script? // http://rathena.org/board/topic/83017-pro-lotti-girl-refine-master/ prontera,139,172,4 script Lotti Girl 714,{ mes "[Lotti Girl]"; mes "Hello Sir! Are you out"; mes "shopping in the city?!"; next; mes "[Lotti Girl]"; mes "I'm Lotti! I'll exchange cool"; mes "random prizes for every"; mes "^ff00001 Lottery Ticket^000000."; next; mes "[Lotti Girl]"; mes "Our Grand prize is:"; mes "^ff0000+9 Weapon Refine Deed^000000"; mes "^ff0000+10 Weapon Refine Deed^000000"; mes "^ff0000+9 Armor Refine Deed^000000"; mes "^ff0000+10 Armor Refine Deed^000000"; next; mes "[Lotti Girl]"; mes "Special prizes are:"; mes "^ff0000+5 Armor Refine Deed^000000"; mes "^ff0000+6 Armor Refine Deed^000000"; mes "^ff0000+7 Armor Refine Deed^000000"; mes "^ff0000+8 Armor Refine Deed^000000"; mes "^ff0000+5 Weapon Refine Deed^000000"; mes "^ff0000+6 Weapon Refine Deed^000000"; mes "^ff0000+7 Weapon Refine Deed^000000"; mes "^ff0000+8 Weapon Refine Deed^000000"; next; mes "[Lotti Girl]"; mes "MVP Card & Headgear prizes are:"; mes "^ff0000Tao Gunka Card^000000"; mes "^ff0000Turtle General Card^000000"; mes "^ff0000Japan Anniversary Hat^000000"; next; mes "[Lotti Girl]"; mes "You can still get random item"; mes "if you failed to get the grand"; mes "prize and special prizes."; next; mes "Consolation prizes are:"; mes "^ff0000Food Buffs^000000"; mes "^ff0000Healing Foods^000000"; mes "^ff0000Random Dye Box^000000"; if (countitem(7528) < 1) close; next; if(select("Deal me in!:No way...")==2) close; mes "[Lotti Girl]"; mes "Here we go..."; delitem 7528,1; set .@Total,33; //<%>,<ItemID>,<Amount> setarray .@P1[0],6,8001,1; setarray .@P2[0],5,8002,1; setarray .@P3[0],4,8003,1; setarray .@P4[0],3,8004,1; setarray .@P5[0],2,8005,1; setarray .@P6[0],1,8006,1; setarray .@P7[0],6,8007,1; setarray .@P8[0],5,8008,1; setarray .@P9[0],4,8009,1; setarray .@P10[0],3,8010,1; setarray .@P11[0],2,8011,1; setarray .@P12[0],1,8012,1; setarray .@P13[0],20,13517,3; setarray .@P14[0],20,12080,5; setarray .@P15[0],20,12075,5; setarray .@P16[0],20,12085,5; setarray .@P17[0],20,12090,5; setarray .@P18[0],20,12095,5; setarray .@P18[0],20,12100,5; setarray .@P19[0],50,26000,1; setarray .@P20[0],40,7528,1; setarray .@P21[0],1,4305,1; setarray .@P22[0],45,12033,10; setarray .@P23[0],45,13548,2; setarray .@P24[0],60,12709,20; setarray .@P25[0],65,663,50; setarray .@P26[0],50,26048,1; setarray .@P27[0],1,5846,1; setarray .@P28[0],1,4302,1; setarray .@P29[0],80,13517,1; setarray .@P30[0],80,13517,1; setarray .@P31[0],80,13517,1; setarray .@P32[0],80,13517,1; setarray .@P33[0],80,13517,1; setarray .@Default[0],13517,1; set .@i, rand(1,.@Total); if (rand(1,100) > getd(".@P"+.@i+"[0]")) { for(set .@j,0; .@j<getarraysize(.@Default); set .@j,.@j+2) { getitem .@Default[.@j], .@Default[.@j+1]; if(!.@k[0]) setarray .@k[0], .@Default[.@j], .@Default[.@j+1]; } } else{ for(set .@j,1; .@j<getarraysize(getd(".@P"+.@i)); set .@j,.@j+2) { getitem getd(".@P"+.@i+"["+.@j+"]"), getd(".@P"+.@i+"["+(.@j+1)+"]"); if (!.@k[0]) { set .@gz,.@i; setarray .@k[0], getd(".@P"+.@i+"["+.@j+"]"), getd(".@P"+.@i+"["+(.@j+1)+"]"); break; } } } if(1<=.@gz&&.@gz<=4) announce "Congratulations! "+strcharinfo(0)+" just received "+getitemname(.@k[0])+" x "+.@k[1]+" from Lotti Girl (prontera 139 173)!",0; specialeffect2 248; close; } and how can i configure the announcement when getting 10% and below items from it? Thanks!
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i have this now delitem 7539,15; set .@Total,21; //<%>,<ItemID>,<Amount> setarray .@P1[0],10,8005,1; setarray .@P2[0],10,8006,1; setarray .@P3[0],10,8011,1; setarray .@P4[0],10,8012,1; setarray .@P5[0],20,616,20; setarray .@P6[0],25,14232,3; setarray .@P7[0],10,13583,1; setarray .@P8[0],50,26000,10; setarray .@P9[0],50,12246,5; setarray .@P10[0],50,12080,10; setarray .@P11[0],50,12075,10; setarray .@P12[0],50,12085,10; setarray .@P13[0],50,12090,10; setarray .@P14[0],50,12095,10; setarray .@P15[0],50,12100,10; setarray .@P16[0],10,18785,1; setarray .@P17[0],20,18632,1; setarray .@P18[0],20,18633,1; setarray .@P19[0],20,18634,1; setarray .@P20[0],20,18635,1; setarray .@P21[0],20,5335,1; setarray .@P21[0],10,5486,1; setarray .@Default[0],12709,60; set .@i, rand(1,.@Total); if (rand(1,100) > getd(".@P"+.@i+"[0]")) { but still default occurs alot, is there a way to remove the default and make the script choose only from those 21 array?? and how can i make it announce for 10% and below? i dont know where to change but i think it should be here somewhere.. if(1<=.@gz&&.@gz<=4) announce "Congratulations! "+strcharinfo(0)+" just received "+getitemname(.@k[0])+" x "+.@k[1]+" from Lotti Girl!",0; specialeffect2 248; close; } bump~
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What does this do? set .@i, rand(1,.@Total);
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prontera,139,172,4 script Lotti Girl 714,{ mes "[Lotti Girl]"; mes "Hello Sir! Are you out"; mes "shopping in the city?!"; next; mes "[Lotti Girl]"; mes "I'm Lotti! I'll exchange cool"; mes "random prizes for every"; mes "^ff00001 Lottery Ticket^000000."; next; mes "[Lotti Girl]"; mes "Our Grand prize is:"; mes "^ff0000+9 Weapon Refine Deed^000000"; mes "^ff0000+10 Weapon Refine Deed^000000"; mes "^ff0000+9 Armor Refine Deed^000000"; mes "^ff0000+10 Armor Refine Deed^000000"; next; mes "[Lotti Girl]"; mes "Special prizes are:"; mes "^ff0000+5 Armor Refine Deed^000000"; mes "^ff0000+6 Armor Refine Deed^000000"; mes "^ff0000+7 Armor Refine Deed^000000"; mes "^ff0000+8 Armor Refine Deed^000000"; mes "^ff0000+5 Weapon Refine Deed^000000"; mes "^ff0000+6 Weapon Refine Deed^000000"; mes "^ff0000+7 Weapon Refine Deed^000000"; mes "^ff0000+8 Weapon Refine Deed^000000"; next; mes "[Lotti Girl]"; mes "MVP Card & Headgear prizes are:"; mes "^ff0000Tao Gunka Card^000000"; mes "^ff0000Turtle General Card^000000"; mes "^ff0000Japan Anniversary Hat^000000"; next; mes "Consolation prizes are:"; mes "^ff0000Food Buffs^000000"; mes "^ff0000Healing Foods^000000"; mes "^ff0000Random Dye Box^000000"; if (countitem(7528) < 1) close; next; if(select("Deal me in!:No way...")==2) close; mes "[Lotti Girl]"; mes "Here we go..."; delitem 7528,1; set .@Total,33; //<%>,<ItemID>,<Amount> setarray .@P1[0],6,8001,1; setarray .@P2[0],5,8002,1; setarray .@P3[0],4,8003,1; setarray .@P4[0],3,8004,1; setarray .@P5[0],2,8005,1; setarray .@P6[0],1,8006,1; setarray .@P7[0],6,8007,1; setarray .@P8[0],5,8008,1; setarray .@P9[0],4,8009,1; setarray .@P10[0],3,8010,1; setarray .@P11[0],2,8011,1; setarray .@P12[0],1,8012,1; setarray .@P13[0],20,13517,3; setarray .@P14[0],20,12080,5; setarray .@P15[0],20,12075,5; setarray .@P16[0],20,12085,5; setarray .@P17[0],20,12090,5; setarray .@P18[0],20,12095,5; setarray .@P18[0],20,12100,5; setarray .@P19[0],50,26000,1; setarray .@P20[0],40,7528,1; setarray .@P21[0],1,4305,1; setarray .@P22[0],45,12033,10; setarray .@P23[0],45,13548,2; setarray .@P24[0],60,12709,20; setarray .@P25[0],65,663,50; setarray .@P26[0],50,26048,1; setarray .@P27[0],1,5846,1; setarray .@P28[0],1,4302,1; setarray .@P29[0],80,13517,1; setarray .@P30[0],80,13517,1; setarray .@P31[0],80,13517,1; setarray .@P32[0],80,13517,1; setarray .@P33[0],80,13517,1; setarray .@Default[0],13517,1; set .@i, rand(1,.@Total); if (rand(1,100) > getd(".@P"+.@i+"[0]")) { for(set .@j,0; .@j<getarraysize(.@Default); set .@j,.@j+2) { getitem .@Default[.@j], .@Default[.@j+1]; if(!.@k[0]) setarray .@k[0], .@Default[.@j], .@Default[.@j+1]; } } else{ for(set .@j,1; .@j<getarraysize(getd(".@P"+.@i)); set .@j,.@j+2) { getitem getd(".@P"+.@i+"["+.@j+"]"), getd(".@P"+.@i+"["+(.@j+1)+"]"); if (!.@k[0]) { set .@gz,.@i; setarray .@k[0], getd(".@P"+.@i+"["+.@j+"]"), getd(".@P"+.@i+"["+(.@j+1)+"]"); break; } } } if(1<=.@gz&&.@gz<=4) announce "Congratulations! "+strcharinfo(0)+" just received "+getitemname(.@k[0])+" x "+.@k[1]+" from Lotti Girl!",0; specialeffect2 248; close; } I am using this script but after i edited the prizes, it only gives mostly the default prize which is setarray .@Default[0],13517,1; i don't know i'f im wrong or maybe the npc is more likely choosing the default....Can you help me with this? even i put 100% on the item mostyly the item give is default.
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How can i make this monster appear every 4 hours? How can i make this monster when died will respawn after 4 hours? it is said it only appears on every server restart. - script helloworld -1,{ OnInit: .itemID = 671; // Edit your item here .amount_item = 100;// amount items to throw monster "prt_fild08",0,0,"I'm a Poring",1002,1,strnpcinfo(0) + "::OnMyMobDead"; end; OnMyMobDead: announce "The mob is now killed, the special drop is ready to catch in all maps.", 0; .@map$ = strcharinfo(3); while( .@i < .amount_item ) { do { .@x = rand( 1,300 ); .@y = rand( 1,300 ); } while( !checkcell( .@map$,.@x,.@y,cell_chkpass ) ); makeitem .itemID,1, .@map$, .@x, .@y; .@i++; } end; }
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Hmm try this~ Item_db: 644,Gift_Box,Gift Box,2,1000,,200,,,,,0xFFFFFFFF,63,2,,,,,,{ callfunc "randombox"; },{},{} Script: function script randombox { setarray .BoxItems[0],983,982,978,976,980,975,981; set .Random, rand( getarraysize( .BoxItems ) ); getitem .BoxItems[ .Random ], 1; end; } Please hit the reputation button if this works. ->
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random in 1 map, look at the video, after killing poring king the coins is appeared randomly in the whole prt_fild08 as if it is a big drop from poring king . so do rand with script, rand(map_x, map_x_max) Honestly i dont know hwere to put that, can you put it in this script? prt_fild08,233,20,0 script Goldroom 139,{ OnNPCkillEvent: if(killedrid!=1002){ end;} makeitem 501,1,"this",-1,-1; end; }
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random in 1 map, look at the video, after killing poring king the coins is appeared randomly in the whole prt_fild08 as if it is a big drop from poring king .
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prt_fild08,233,20,0 script Goldroom 139,{ OnNPCkillEvent: if(killedrid!=1002){ end;} makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; makeitem 501,1,"this",-1,-1; announce "hieasfhjsfjbdsgknsdognsdgndsa",0; end; } Tried 0,0 and -1,-1 they dont drop the item but it does the announcement but the item it is not dropped.
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any error on your map server?
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You need to restart the server for the chat room to appear
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According to the video the drop is scattered all around the map of prt_fild08 is there a way we can do this? if we kill king poring its drop will be scattered all around the map? i tried this but it doesnt make the item on the ground, and it shoule be drop in random places in that map thats why i try to put 0,0; OnNPCkillEvent: if(killedrid!=1002){ end;} makeitem 969,1,"prt_fild08",0,0; makeitem 969,1,"prt_fild08",0,0; end; }
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Do you know what it summons?