Elysium Posted May 29, 2015 Posted May 29, 2015 (edited) Hi, i was wondering if this could be possible to add i don't know exactly, is it possible to add an arrays for Normal Drops and Rare Drops. .@NormalDrops, item1,item2,item3; .@NormalDropsquantity, item 1, item2, item 3, and.@RareDrops, item1,item2,item3; .@RareDropsquantity, item1,item2,item3 etc etc................. And you can set in the settings e.g Normal Drops 80% for Rare Drops 5-10% and also it would be nice it this could be add success rate of Normal Drops and Rare Drops. Credits: Mumble - script Variant Mineral#0::mining S_EMPEL_1,{ /*----------------------------------------------------- Script -----------------------------------------------------*/ // Check equipment for (.@i = 0; .@i < getarraysize(.equip); .@i++) { if (!isequipped(.equip[.@i])) { message strcharinfo(0), "You need to have '"+ getitemname(.equip[.@i]) +"' equipped to mine!"; .@unequipped++; } } // Show count of equipment not worn if (.@unequipped) { message strcharinfo(0), .@unequipped +" of "+ getarraysize(.equip) +" equipment has not been worn."; end; } // Check tools for (.@i = 0; .@i < getarraysize(.tool); .@i += 2) { if (countitem(.tool[.@i]) < .tool[.@i + 1]) { message strcharinfo(0), "You need to bring "+ .tool[.@i + 1] +" "+ getitemname(.tool[.@i]) +" to mine!"; .@gearless++; } } // Show count of tools not in inventory if (.@gearless) { .@grammar$ = (getarraysize(.tool) > 1 ? "tools were" : "tool was"); message strcharinfo(0), .@gearless +" of "+ getarraysize(.tool) +" "+ .@grammar$ +" not brought."; end; } // Progress message strcharinfo(0), "Mining in progress..."; progressbar "green", .progress; // Delete tools for (.@i = 0; .@i < getarraysize(.tool); .@i += 2) { delitem .tool[.@i], .tool[.@i + 1]; } // Audio/visual effects soundeffect .sound$, 0; specialeffect .effect; // Drop random debris getmapxy(.@m$, .@x, .@y, 0); .@scatter = rand(1, .limit); for (.@i = 0; .@i < .@scatter; .@i++) { .@random = rand(2) * (!rand(1) ? -1 : 1); makeitem .debris, 1, .@m$, .@x + .@random, .@y + .@random; } // Randomize target mineral to mine do { .@target = rand(getarraysize(.mineral)); } while (.@target % 2); // Max range of success .@range = .success[.@target + 1]; // Check if failed if (rand(1, .@range) != .success[.@target]) { message strcharinfo(0), "Nothing valuable was excavated..."; } else { // Get mineral(s) getitem .mineral[.@target], .mineral[.@target + 1]; message strcharinfo(0), "You have successfully mined "+ .mineral[.@target + 1] +" "+ getitemname(.mineral[.@target]) +"!"; } // Hide mineral if (!rand(.hide_chance)) { hideonnpc strnpcinfo(3); } end; /*----------------------------------------------------- Timer -----------------------------------------------------*/ OnMinute00: // Respawn minerals if (gettime(3) % .respawn_rate) { for (.@i = 1; .@i <= .var_amount; .@i++) { if (!rand(.respawn_chance)) { hideoffnpc strnpcinfo(1) +"#"+ .@i; } } } end; /*----------------------------------------------------- Configuration -----------------------------------------------------*/ OnInit: // Minerals (constant/ID, amount) setarray .mineral[0], Phracon, 5, Emveretarcon, 3, Oridecon, 1, Elunium, 1; // Success rate: (x / y)% chance setarray .success[0], 4, 10, // 4/10 (40%) 3, 10, // 3/10 (30%) 1, 25, // 1/25 (4%) 1, 50; // 1/50 (2%) // Equipment (constant/ID) setarray .equip[0], Safety_Helmet, Flu_Mask; // Tools (constant/ID, amount) setarray .tool[0], Old_Pick, 1, Headlamp, 1; // Mining time (in seconds) .progress = 5; // Audio/visual effects .sound$ = "chepet_attack.wav"; .effect = EF_HIT5; // Debris .debris = Stone; // Stone .limit = 5; // Scatter limit // Hiding and Respawning .var_amount = 44; // Amount of Variant Minerals .hide_chance = 4; // Chance in x to hide (default: 4 [25%]) .respawn_chance = 2; // Chance in x to respawn (default: 2 [50%]) .respawn_rate = 1; // Every x hours (max: 12) end; } /*----------------------------------------------------- Duplicates -----------------------------------------------------*/ pay_dun00,54,147,0 duplicate(mining) Variant Mineral#1 S_EMPEL_1 pay_dun00,55,147,0 duplicate(mining) Variant Mineral#2 S_EMPEL_1 pay_dun00,53,146,0 duplicate(mining) Variant Mineral#3 S_EMPEL_2 pay_dun00,53,145,0 duplicate(mining) Variant Mineral#4 S_EMPEL_1 pay_dun00,69,148,0 duplicate(mining) Variant Mineral#5 S_EMPEL_2 pay_dun00,70,147,0 duplicate(mining) Variant Mineral#6 S_EMPEL_1 pay_dun00,70,146,0 duplicate(mining) Variant Mineral#7 S_EMPEL_1 pay_dun00,84,140,0 duplicate(mining) Variant Mineral#8 S_EMPEL_1 pay_dun00,85,140,0 duplicate(mining) Variant Mineral#9 S_EMPEL_2 pay_dun00,86,139,0 duplicate(mining) Variant Mineral#10 S_EMPEL_1 pay_dun00,83,126,0 duplicate(mining) Variant Mineral#11 S_EMPEL_1 pay_dun00,60,125,0 duplicate(mining) Variant Mineral#12 S_EMPEL_2 pay_dun00,46,124,0 duplicate(mining) Variant Mineral#13 S_EMPEL_1 pay_dun00,45,123,0 duplicate(mining) Variant Mineral#14 S_EMPEL_2 pay_dun00,53,117,0 duplicate(mining) Variant Mineral#15 S_EMPEL_1 pay_dun00,53,118,0 duplicate(mining) Variant Mineral#16 S_EMPEL_2 pay_dun00,44,109,0 duplicate(mining) Variant Mineral#17 S_EMPEL_2 pay_dun00,50,69,0 duplicate(mining) Variant Mineral#18 S_EMPEL_1 pay_dun00,51,70,0 duplicate(mining) Variant Mineral#19 S_EMPEL_2 pay_dun00,35,54,0 duplicate(mining) Variant Mineral#20 S_EMPEL_1 pay_dun00,75,84,0 duplicate(mining) Variant Mineral#21 S_EMPEL_1 pay_dun00,75,85,0 duplicate(mining) Variant Mineral#22 S_EMPEL_1 pay_dun00,76,86,0 duplicate(mining) Variant Mineral#23 S_EMPEL_2 pay_dun00,123,100,0 duplicate(mining) Variant Mineral#24 S_EMPEL_2 pay_dun00,123,101,0 duplicate(mining) Variant Mineral#25 S_EMPEL_2 pay_dun00,124,102,0 duplicate(mining) Variant Mineral#26 S_EMPEL_2 pay_dun00,131,157,0 duplicate(mining) Variant Mineral#27 S_EMPEL_1 pay_dun00,132,158,0 duplicate(mining) Variant Mineral#28 S_EMPEL_2 pay_dun00,139,164,0 duplicate(mining) Variant Mineral#29 S_EMPEL_2 pay_dun00,139,165,0 duplicate(mining) Variant Mineral#30 S_EMPEL_1 pay_dun00,140,166,0 duplicate(mining) Variant Mineral#31 S_EMPEL_1 pay_dun00,141,166,0 duplicate(mining) Variant Mineral#32 S_EMPEL_2 pay_dun00,147,171,0 duplicate(mining) Variant Mineral#33 S_EMPEL_1 pay_dun00,147,172,0 duplicate(mining) Variant Mineral#34 S_EMPEL_2 pay_dun00,147,173,0 duplicate(mining) Variant Mineral#35 S_EMPEL_1 pay_dun00,148,174,0 duplicate(mining) Variant Mineral#36 S_EMPEL_2 pay_dun00,149,174,0 duplicate(mining) Variant Mineral#37 S_EMPEL_1 pay_dun00,154,174,0 duplicate(mining) Variant Mineral#38 S_EMPEL_1 pay_dun00,155,174,0 duplicate(mining) Variant Mineral#39 S_EMPEL_2 pay_dun00,156,173,0 duplicate(mining) Variant Mineral#40 S_EMPEL_1 pay_dun00,156,172,0 duplicate(mining) Variant Mineral#41 S_EMPEL_2 pay_dun00,156,171,0 duplicate(mining) Variant Mineral#42 S_EMPEL_2 pay_dun00,156,170,0 duplicate(mining) Variant Mineral#43 S_EMPEL_1 pay_dun00,156,169,0 duplicate(mining) Variant Mineral#44 S_EMPEL_2 Edited May 29, 2015 by Elysium Quote
Elysium Posted June 2, 2015 Author Posted June 2, 2015 Ugh! i guess no one help me in Kindly closed this. Quote
Emistry Posted June 6, 2015 Posted June 6, 2015 something similar.. // Check if failed if (rand(1, .@range) != .success[.@target]) { message strcharinfo(0), "Nothing valuable was excavated..."; } else { .@random = rand( 100 ); if ( .@random < 20 ) .@type = 1; else .@type = 2; .@size = getarraysize( getd( ".mineral_"+.@type ) ); copyarray .@temp_array,getd( ".mineral_"+.@type ),.@size; // Randomize target mineral to mine do { .@target = rand( .@size ); } while ( .@target % 2 ); // Get mineral(s) getitem .@temp_array[.@target], .@temp_array[.@target + 1]; message strcharinfo(0), "You have successfully mined "+ .@temp_array[.@target + 1] +" "+ getitemname(.@temp_array[.@target]) +"!"; } ......... ......... ......... OnInit: // Minerals (constant/ID, amount) setarray .mineral_1[0], Phracon, 5, Emveretarcon, 3, Oridecon, 1, Elunium, 1; setarray .mineral_2[0], Phracon, 5, Emveretarcon, 3, Oridecon, 1, Elunium, 1; Quote
Question
Elysium
Hi, i was wondering if this could be possible to add i don't know exactly, is it possible to add an arrays for Normal Drops and Rare Drops.
.@NormalDrops, item1,item2,item3; .@NormalDropsquantity, item 1, item2, item 3, and.@RareDrops, item1,item2,item3; .@RareDropsquantity, item1,item2,item3 etc etc.................
And you can set in the settings e.g Normal Drops 80% for Rare Drops 5-10% and also it would be nice it this could be add success rate of Normal Drops and Rare Drops.
Credits: Mumble
Edited by Elysium3 answers to this question
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