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Everything posted by sader1992
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as I said before , the data are saved in the card slots , you can read the card slot and check out what the return value --------------------------------------- *getequipcardid(<equipment slot>,<card slot>) Returns value from equipped item slot in the indicated slot (0, 1, 2, or 3). This function returns CARD ID, CARD0_FORGE, CARD0_CREATE, or CARD0_PET (for card 0, if the item is produced). It's useful for when you want to check whether an item contains cards or if it's signed. ---------------------------------------
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Utility: All In One - Random Options Script
sader1992 replied to sader1992's topic in Utility Script Releases
what do you mean by "no effect" ,also post all your config from OnInit to the end; -
random options should be ok, as long as you don't edit the item cards.
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View File All In One - Random Options Script The goal in this script is to allow you to create any random option enchantment system by just creating a new copy of this script , change the script name and setting You should be able to create any random option system exist currently in the game DO NOT PM ME FOR ERRORS Use the forum post to report for any bugs and errors the script allow you to create a group of items > you can create as many groups as you want each group has it's own options allow reroll or not put price for first time and price for the reroll after the first time the price can be zeny, cashpoints, custom points, items put random options for all slots or specific slot of the random options slot put exclusive random options groups so they cannot coexist in the same item The script config and example AT LINE 290 in the script file > OnInit: .exv = true;//DO NOT REMOVE THIS. .KeepItemData = true;//if this is 'false , the player will loss the refine+cards from the item when he use this npc. .CustomPointsVariable$ = "#COSTUMPOINTS";//The variable name of the costum points. .CustomPointsName$ = "Server RO Points";//The name of the costum points, this what the player will see. .HardBalance = true;//if this is true , it would be much harder to get high value in the random option. //AddGroup(<Group ID>,<ItemID>,<ItemID>,<ItemID>,<ItemID>,<ItemID>); /* AddGroup Doc <Group ID> = a number between 1 and MAX_INT64 DO NOT REUSE THE GROUP ID IN THE SAME FILE CONFIG! DO NOT REUSE THE SAME ITEM ID IN DIFFERENT GROUP! will create a group id you can add as many as you want items inside a group. */ //AddGroupOption(<Group ID>,<Allow ReRoll?true:false>,<Allow reuse already gotten option?true:false>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupOption Doc <Group ID> = A group id that is already created in AddGroup()!. <Allow ReRoll?true:false> = allow reroll an item with random option or not <Allow reuse already gotten option?true:false> = for exammple if you have str in the options and the player gor it , can he get it again in another slot? */ //AddGroupCost(<Group ID>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupCost Doc <Group ID> = A group id that is already created in AddGroup()!. <Zeny Cost> = the zeny cost (can be 0) <CashPoint Cost> = the cashpoints cost (can be 0) <Custom Points Cost> = if you are using costum points in the script , check out .CustomPointsVariable$ and .CustomPointsName$ at the start of the script (can be 0) <Item1 ID Cost> = the item cost <Item1 Amount Cost> = the item amount cost You can use as many item,amount cost at the end of the function. */ //AddGroupReRollCost(<Group ID>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupReRollCost Doc <Group ID> = A group id that is already created in AddGroup()!. <Zeny Cost> = the zeny cost (can be 0) <CashPoint Cost> = the cashpoints cost (can be 0) <Custom Points Cost> = if you are using costum points in the script , check out .CustomPointsVariable$ and .CustomPointsName$ at the start of the script (can be 0) <Item1 ID Cost> = the item cost <Item1 Amount Cost> = the item amount cost You can use as many item,amount cost at the end of the function. */ //AddGroupChance(<Group ID>,<1st Option Chance>,<2nd Option Chance>,<3rd Option Chance>,<4th Option Chance>,<5th Option Chance>); /* AddGroupChance Doc <Group ID> = A group id that is already created in AddGroup()!. <1st Option Chance> = the Chance to get one of the random options in the slot 1 (can be 0) <2nd Option Chance> = the Chance to get one of the random options in the slot 2 (can be 0) <3rd Option Chance> = the Chance to get one of the random options in the slot 3 (can be 0) <4th Option Chance> = the Chance to get one of the random options in the slot 4 (can be 0) <5th Option Chance> = the Chance to get one of the random options in the slot 5 (can be 0) Keep inmind that if the player didn't get lucky for example at the slot 2 , all the chances after will be ignored you cannot skip a random option slot that would bug the game client. */ //AddOpt(<Group ID>,<Location>,<Random Option ID>,<Minimum Value>,<Maximum Value>); /* AddOpt Doc <Group ID> = A group id that is already created in AddGroup()!. <Location> = you can spisfiy random option to a location from 1 to 5 , but you can use 0 , if you used 0 it will apply to all locations that doesn't have spisfied random options. <Random Option ID> = random option id , you can use the id or the variable , check out the file /rathena/db/re/item_randomopt_db.yml <Minimum Value> = the minimum value <Maximum Value> = the maximum value */ //AddExclusiveOpt(<Random Option ID>,<Random Option ID>,<Random Option ID>,<Random Option ID>,<Random Option ID>); /* AddExclusiveOpt Doc this will help you to prevent a group of random opions typs in the same item in different slots for example RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET RDMOPT_DAMAGE_PROPERTY_WATER_TARGET RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET RDMOPT_DAMAGE_PROPERTY_WIND_TARGET RDMOPT_DAMAGE_PROPERTY_POISON_TARGET RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET if the player got 1 of them in a slot , he wont get another one to another slot */ //Example!!!> //this is just an example , this script allow you to create any random option system you want. //Creating Group id 1 , with Hat items inside. AddGroup(1,2220,2221,2222,2223); //Group id 1 Options AddGroupOption(1,true,false); //Group id 1 Cost AddGroupCost(1,50,0,0,502,1,503,2); //Group id 1 ReRoll Cost AddGroupReRollCost(1,50,0,0,502,5,503,2); //Group id 1 Chances. AddGroupChance(1,100,75,60,40,20);AddGroupChance(1,100,100,100,100,100); //Group id 1 Random Option List. location 0 mean all the slot locations AddOpt(1,0,RDMOPT_VAR_STRAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_INTAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_VITAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_LUKAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_AGIAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_DEXAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_MAXHPPERCENT,1,100); AddOpt(1,0,RDMOPT_VAR_MAXSPPERCENT,1,100); //those enchantment you wont get unless in slot 5 AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_WATER_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_WIND_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_POISON_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET,1,100); //this mean those random options cannot coexist in the same item!. AddExclusiveOpt(RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET, RDMOPT_DAMAGE_PROPERTY_WATER_TARGET, RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET, RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET, RDMOPT_DAMAGE_PROPERTY_WIND_TARGET, RDMOPT_DAMAGE_PROPERTY_POISON_TARGET, RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET, RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET, RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET, RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET); end; https://sader1992.com/ Submitter sader1992 Submitted 09/09/2021 Category Utilities Video Content Author sader1992
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Version 1.1.0
1432 downloads
The goal in this script is to allow you to create any random option enchantment system by just creating a new copy of this script , change the script name and setting You should be able to create any random option system exist currently in the game DO NOT PM ME FOR ERRORS Use the forum post to report for any bugs and errors HERE(Click Me) the script allow you to create a group of items > you can create as many groups as you want each group has it's own options allow reroll or not put price for first time and price for the reroll after the first time the price can be zeny, cashpoints, custom points, items put random options for all slots or specific slot of the random options slot put exclusive random options groups so they cannot coexist in the same item The script config and example AT LINE 290 in the script file > OnInit: .exv = true;//DO NOT REMOVE THIS. .KeepItemData = true;//if this is 'false , the player will loss the refine+cards from the item when he use this npc. .CustomPointsVariable$ = "#COSTUMPOINTS";//The variable name of the costum points. .CustomPointsName$ = "Server RO Points";//The name of the costum points, this what the player will see. .HardBalance = true;//if this is true , it would be much harder to get high value in the random option. //AddGroup(<Group ID>,<ItemID>,<ItemID>,<ItemID>,<ItemID>,<ItemID>); /* AddGroup Doc <Group ID> = a number between 1 and MAX_INT64 DO NOT REUSE THE GROUP ID IN THE SAME FILE CONFIG! DO NOT REUSE THE SAME ITEM ID IN DIFFERENT GROUP! will create a group id you can add as many as you want items inside a group. */ //AddGroupOption(<Group ID>,<Allow ReRoll?true:false>,<Allow reuse already gotten option?true:false>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupOption Doc <Group ID> = A group id that is already created in AddGroup()!. <Allow ReRoll?true:false> = allow reroll an item with random option or not <Allow reuse already gotten option?true:false> = for exammple if you have str in the options and the player gor it , can he get it again in another slot? */ //AddGroupCost(<Group ID>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupCost Doc <Group ID> = A group id that is already created in AddGroup()!. <Zeny Cost> = the zeny cost (can be 0) <CashPoint Cost> = the cashpoints cost (can be 0) <Custom Points Cost> = if you are using costum points in the script , check out .CustomPointsVariable$ and .CustomPointsName$ at the start of the script (can be 0) <Item1 ID Cost> = the item cost <Item1 Amount Cost> = the item amount cost You can use as many item,amount cost at the end of the function. */ //AddGroupReRollCost(<Group ID>,<Zeny Cost>,<CashPoint Cost>,<Custom Points Cost>,<Item1 ID Cost>,<Item1 Amount Cost>,<Item2 ID Cost>,<Item2 Amount Cost>,<....ETC>); /* AddGroupReRollCost Doc <Group ID> = A group id that is already created in AddGroup()!. <Zeny Cost> = the zeny cost (can be 0) <CashPoint Cost> = the cashpoints cost (can be 0) <Custom Points Cost> = if you are using costum points in the script , check out .CustomPointsVariable$ and .CustomPointsName$ at the start of the script (can be 0) <Item1 ID Cost> = the item cost <Item1 Amount Cost> = the item amount cost You can use as many item,amount cost at the end of the function. */ //AddGroupChance(<Group ID>,<1st Option Chance>,<2nd Option Chance>,<3rd Option Chance>,<4th Option Chance>,<5th Option Chance>); /* AddGroupChance Doc <Group ID> = A group id that is already created in AddGroup()!. <1st Option Chance> = the Chance to get one of the random options in the slot 1 (can be 0) <2nd Option Chance> = the Chance to get one of the random options in the slot 2 (can be 0) <3rd Option Chance> = the Chance to get one of the random options in the slot 3 (can be 0) <4th Option Chance> = the Chance to get one of the random options in the slot 4 (can be 0) <5th Option Chance> = the Chance to get one of the random options in the slot 5 (can be 0) Keep inmind that if the player didn't get lucky for example at the slot 2 , all the chances after will be ignored you cannot skip a random option slot that would bug the game client. */ //AddOpt(<Group ID>,<Location>,<Random Option ID>,<Minimum Value>,<Maximum Value>); /* AddOpt Doc <Group ID> = A group id that is already created in AddGroup()!. <Location> = you can spisfiy random option to a location from 1 to 5 , but you can use 0 , if you used 0 it will apply to all locations that doesn't have spisfied random options. <Random Option ID> = random option id , you can use the id or the variable , check out the file /rathena/db/re/item_randomopt_db.yml <Minimum Value> = the minimum value <Maximum Value> = the maximum value */ //AddExclusiveOpt(<Random Option ID>,<Random Option ID>,<Random Option ID>,<Random Option ID>,<Random Option ID>); /* AddExclusiveOpt Doc this will help you to prevent a group of random opions typs in the same item in different slots for example RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET RDMOPT_DAMAGE_PROPERTY_WATER_TARGET RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET RDMOPT_DAMAGE_PROPERTY_WIND_TARGET RDMOPT_DAMAGE_PROPERTY_POISON_TARGET RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET if the player got 1 of them in a slot , he wont get another one to another slot */ //Example!!!> //this is just an example , this script allow you to create any random option system you want. //Creating Group id 1 , with Hat items inside. AddGroup(1,2220,2221,2222,2223); //Group id 1 Options AddGroupOption(1,true,false); //Group id 1 Cost AddGroupCost(1,50,0,0,502,1,503,2); //Group id 1 ReRoll Cost AddGroupReRollCost(1,50,0,0,502,5,503,2); //Group id 1 Chances. AddGroupChance(1,100,75,60,40,20);AddGroupChance(1,100,100,100,100,100); //Group id 1 Random Option List. location 0 mean all the slot locations AddOpt(1,0,RDMOPT_VAR_STRAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_INTAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_VITAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_LUKAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_AGIAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_DEXAMOUNT,1,100); AddOpt(1,0,RDMOPT_VAR_MAXHPPERCENT,1,100); AddOpt(1,0,RDMOPT_VAR_MAXSPPERCENT,1,100); //those enchantment you wont get unless in slot 5 AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_WATER_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_WIND_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_POISON_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET,1,100); AddOpt(1,5,RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET,1,100); //this mean those random options cannot coexist in the same item!. AddExclusiveOpt(RDMOPT_DAMAGE_PROPERTY_NOTHING_TARGET, RDMOPT_DAMAGE_PROPERTY_WATER_TARGET, RDMOPT_DAMAGE_PROPERTY_GROUND_TARGET, RDMOPT_DAMAGE_PROPERTY_FIRE_TARGET, RDMOPT_DAMAGE_PROPERTY_WIND_TARGET, RDMOPT_DAMAGE_PROPERTY_POISON_TARGET, RDMOPT_DAMAGE_PROPERTY_SAINT_TARGET, RDMOPT_DAMAGE_PROPERTY_DARKNESS_TARGET, RDMOPT_DAMAGE_PROPERTY_TELEKINESIS_TARGET, RDMOPT_DAMAGE_PROPERTY_UNDEAD_TARGET); end; https://sader1992.com/Free -
The item's data are saved in the card slots , that's why runes + custom data(like names etc) cannot coexist
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try this , I am not sure why you are getting this error , however this will use item2 if there is no options found sader_s_enchant.txt
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how to delete messages red in background select character ?
sader1992 replied to maoudaiou's question in Client-side Support
it look to me like that is from the background image , not something external , try to check your login background image. -
diff , Enforce Official Login Background
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You can follow the recommended and add include string as it's showing in your image. I did get that with g++-10 not sure if it's like that in the recommended version (g++-6)
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do not select that patch when you create your client
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//for map //cutin2(<"map">,"<filename>",<position>); function cutin2 { freeloop(true); .@map$ = getarg(0); .@filename$ = getarg(1); .@position = getarg(2); .@s = getmapunits(BL_PC,.@map$,.@SD); for(.@i=0;.@i<.@s;.@i++){ if((.@cid = convertpcinfo(.@SD[.@i],CPC_CHAR))) cutin(.@filename$,.@position,.@cid); } return; } //whole server //cutin3("<filename>",<position>); function cutin3 { freeloop(true); .@filename$ = getarg(0); .@position = getarg(1); .@s = getunits(BL_PC,.@SD); for(.@i=0;.@i<.@s;.@i++){ if((.@cid = convertpcinfo(.@SD[.@i],CPC_CHAR))) cutin(.@filename$,.@position,.@cid); } return; }
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to save time and replies here is a step-by-step rathena/src/map/script.cpp search for BUILDIN_FUNC(cutin) { TBL_PC* sd; if( !script_rid2sd(sd) ) return SCRIPT_CMD_SUCCESS; clif_cutin(sd,script_getstr(st,2),script_getnum(st,3)); return SCRIPT_CMD_SUCCESS; } replace if( !script_rid2sd(sd) ) with if (!script_charid2sd(4, sd)) search and replace this BUILDIN_DEF(cutin,"si"), with BUILDIN_DEF(cutin,"si?"), DON'T FORGET TO RECOMPILE YOUR SERVER! and this is an example on how i would have done it prontera,0,0,0 script gdfjfhadh 444,{ function cutin2; announce("test 1",BC_ALL); cutin2("prontera","pc.bmp",2); sleep 3000; announce("test 2",BC_ALL); cutin2("prontera","",255); sleep 3000; announce("test 3",BC_ALL); cutin2("prontera","pc.bmp",2); sleep 3000; announce("test 4",BC_ALL); cutin2("prontera","",255); end; function cutin2 { freeloop(true); .@map$ = getarg(0); .@filename$ = getarg(1); .@position = getarg(2); .@s = getmapunits(BL_PC,.@map$,.@SD); for(.@i=0;.@i<.@s;.@i++){ cutin(.@filename$,.@position,convertpcinfo(.@SD[.@i],CPC_CHAR)); } return; } }
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you can edit the cutin command script to accept char id at the end , and get the users list from the map using getmapunits and send the cutin in a for loop instead of attaching the players you can use this for reference on how to do it https://github.com/rathena/rathena/pull/4143/files if i am planing to do what you want to do , i would have done this from the start , because it's better to not attach a player when you can if it's a group of players
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checkout the command detachrid
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cutin needs a player to be attached in the script first, OnTimer event does not attach any plyer checkout addrid command
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callfunc on every attack you make, possible?
sader1992 replied to Gouki's question in Scripting Support
I had fun with that before however , it's not recommended i suggest to rethink your idea to make everything work inside the src this will spam events in the player's queue if it's misused! -
The code syntax that you provided is wrong getmapflag("<map name>",<flag>) || getmapflag("<map name>",<flag>) || getmapflag("<map name>",<flag>) not getmapflag("<map name>",<flag> || getmapflag("<map name>",<flag> || getmapflag("<map name>",<flag>)))
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close4 function not found, the error message is clear.
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search for the item id.
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Unknown Item with Apple icon = Iteminfo.lub/lua
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function script my_global_func { mes "this message from 'my_global_func' function from out the npc"; return; } prontera,0,0,0 script func_test 444,{ function my_func; my_func(); next; my_global_func(); next; callfunc("my_other_global_func"); end; function my_func { mes "this message from 'my_func' function from inside the npc"; return; } } function script my_other_global_func { mes "this message from 'my_other_global_func' function from out the npc"; return; }
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Utility: @AnalyzeItem count item in your server
sader1992 replied to sader1992's topic in Utility Script Releases
just to make it clear , seems like people miss-understood the command idea , this is not for normal players use , it will effect the performance of your server if every player in your server uses it! this is only for admin use! -
the script will be read as text no matter what is the extension ,just in the script config put .c instead of .txt if you have tested it before you post the question , i think you could have saved too much time!
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set .item_id, 12903; // next item id to shower to set .item_id1, 12903; // next item id to shower and .@var = rand(2); makeitem .@var?.item_id:.item_id2,1,.@map$,.@x_diff,.@y_diff; // <<< im stuck on this to makeitem getd(".item_id" + rand(1,8)),1,.@map$,.@x_diff,.@y_diff; // <<< im stuck on this And this is a better way to do your script - script Sample -1,{ OnInit: set .amount, 10; // amount of item to shower setarray .ItemID,12903,12904,12905,12906,12907,12908,13576,13584; .Size = getarraysize(.ItemID); bindatcmd "itemshower",strnpcinfo(3)+"::OnShower"; end; OnShower: getmapxy(.@map$, .@x, .@y, BL_PC); while ( .count < .amount ) { do { .@x_diff = .@x + rand(1,5); .@y_diff = .@y + rand(1,5); } while (!checkcell(.@map$,.@x_diff,.@y_diff,cell_chkpass)); makeitem .ItemID[rand(.Size)],1,.@map$,.@x_diff,.@y_diff; // <<< im stuck on this set .count, .count + 1; } set .count, 0; end; } btw "bindatcmd "itemshower",strnpcinfo(3)+"::OnShower";" means any player can use the command