lynxpravoka Posted October 12, 2017 Group: Members Topic Count: 9 Topics Per Day: 0.00 Content Count: 16 Reputation: 0 Joined: 10/08/17 Last Seen: October 16, 2017 Share Posted October 12, 2017 Hi, i want to make a ro so real as possible as life. and now i want to implement once enemy player killed. it will show a box every item and zeny from enemy inventory to choose. and take it. Quote Link to comment Share on other sites More sharing options...
0 Haruka Mayumi Posted October 13, 2017 Group: Members Topic Count: 9 Topics Per Day: 0.00 Content Count: 485 Reputation: 271 Joined: 06/13/17 Last Seen: April 14 Share Posted October 13, 2017 (edited) hmm.. i don't know about the zeny. but you can check their inventory and create an array of menu of those items. =) Edited October 13, 2017 by Haruka Mayumi Quote Link to comment Share on other sites More sharing options...
0 llchrisll Posted October 13, 2017 Group: Members Topic Count: 12 Topics Per Day: 0.00 Content Count: 626 Reputation: 189 Joined: 11/19/11 Last Seen: March 25 Share Posted October 13, 2017 (edited) For the the Zeny you could use readparam(Zeny,<Victim Char ID/Name>); For the inventory, use getinventorylist, which mentioned Haruka already.? Regards, Chris Edited October 13, 2017 by llchrisll Quote Link to comment Share on other sites More sharing options...
0 lynxpravoka Posted October 14, 2017 Group: Members Topic Count: 9 Topics Per Day: 0.00 Content Count: 16 Reputation: 0 Joined: 10/08/17 Last Seen: October 16, 2017 Author Share Posted October 14, 2017 if equiped item? i want it show enemy equiped item too and take it too. its like a crime. life is cruel haha Quote Link to comment Share on other sites More sharing options...
0 llchrisll Posted October 14, 2017 Group: Members Topic Count: 12 Topics Per Day: 0.00 Content Count: 626 Reputation: 189 Joined: 11/19/11 Last Seen: March 25 Share Posted October 14, 2017 Getinventorylist also detects equipped items: *getinventorylist {<char_id>}; This command sets a bunch of arrays with a complete list of whatever the invoking character has in their inventory, including all the data needed to recreate these items perfectly if they are destroyed. Here's what you get: @inventorylist_id[] - array of item ids. @inventorylist_amount[] - their corresponding item amounts. @inventorylist_equip[] - on which position the item is equipped (see EQP_* constants) It will contain 0 if the item is not equipped. @inventorylist_refine[] - for how much it is refined. @inventorylist_identify[] - whether it is identified. @inventorylist_attribute[] - whether it is broken. @inventorylist_card1[] - These four arrays contain card data for the items. @inventorylist_card2[] These data slots are also used to store names @inventorylist_card3[] inscribed on the items, so you can explicitly check @inventorylist_card4[] if the character owns an item made by a specific craftsman. @inventorylist_expire[] - expire time (Unix time stamp). 0 means never expires. @inventorylist_bound[] - the bound type of the items (see BOUND_* constants) @inventorylist_count - the number of items in these lists. This could be handy to save/restore a character's inventory, since no other command returns such a complete set of data, and could also be the only way to correctly handle an NPC trader for carded and named items who could resell them - since NPC objects cannot own items, so they have to store item data in variables and recreate the items. Notice that the variables this command generates are all temporary, attached to the character, and integer. Be sure to use @inventorylist_count to go through these arrays, and not 'getarraysize', because the arrays are not automatically cleared between runs of 'getinventorylist'. Quote Link to comment Share on other sites More sharing options...
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lynxpravoka
Hi, i want to make a ro so real as possible as life. and now i want to implement once enemy player killed. it will show a box every item and zeny from enemy inventory to choose. and take it.
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