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derpderpderp

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Posts posted by derpderpderp

  1. 	[29000] = {
    		unidentifiedDisplayName = "Hollow Mask",
    		unidentifiedResourceName = "hollow_mask",
    		unidentifiedDescriptionName = {
    			"Unknown Item, can be identified by [Magnifier]."
    		},
    		identifiedDisplayName = "Hollow Mask",
    		identifiedResourceName = "hollow_mask",
    		identifiedDescriptionName = {
    			"<desc>",
    			"<goes>",
    			"<here>",
    			"Class: ^777777Headgear^000000",
    			"Defense: ^7777775^000000",
    			"Location: ^777777Mid^000000",
    			"Weight: ^77777710^000000",
    			"Applicable Job: ^777777Every Job^000000"
    		},
    		slotCount = 3,
    		ClassNum = 1082
    	},
    

    Something like that. Not sure on the resource name, since I've never had to bother with custom icons.

    Slot it into roughly wherever item#29000 should be in your item.lub (or item.lua if your client is hexed that way). You can grab a decomplied item.lub/lua from https://github.com/ROClientSide/Translation if you don't have it.

  2. My script is currently a 1-click item exchanger breaking elemental stones back into ores, but I want to expand it to swapping multiple dead branches to bloody banches.

    Atm, it's a case of doing '100 DBs -> 1 BB' one at a time, but I would like to have it exchange as many as possible in one go, eg. '320 DBs -> 3 BBs'. How can I make it do that, but only remove DBs in multiples of 100 and leave the remainder? So in that example, 320 DBs yields 3 BBs w/ 20 DBs still in inventory.

    prontera,162,193,4	script	Vending Machine#vender01	564,{
    
    setarray .@i[0],countitem(994),countitem(995),countitem(996),countitem(997),countitem(604);
    	
    	if (.@i[0] > 0 || .@i[1] > 0 || .@i[2] > 0 || .@i[3] > 0 || .@i[4] > 99)
    	
    		EL1:
    			delitem 994,.@i[0];
    			getitem 990,.@i[0]*5;
    		
    		EL2:
    			delitem 995,.@i[1];
    			getitem 991,.@i[1]*5;
    		
    		EL3:
    			delitem 996,.@i[2];
    			getitem 992,.@i[2]*5;
    		
    		EL4:
    			delitem 997,.@i[3];
    			getitem 993,.@i[3]*5;
    		
    		DB:
    			delitem 604,100;
    			getitem 12103,1;
    		
    }
    
  3. Like how it's handled in Guild Wars (and probably other games too, but GW is what comes to mind first).

    eg.

     

    a_id: 2111111 has a character Bob1.

    Bob1 makes a guild and successfully invites John (a_id:2222222).

    a_id: 2111111 then decides to make another character, Bob2.

    When John goes to check the roster, he'll find that Bob2 has been automatically assigned to the guild.

     

    - Whether John sees whoever a_id:2111111 is playing atm as the person in position0, or if Bob2 occupies its own spot (so making The Guild 3/16 members) isn't that important.

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