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Display menu to choose take it or not from player we kill.


lynxpravoka

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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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hmm.. i don't know about the zeny. but you can check their inventory and create an array of menu of those items. =)

Edited by Haruka Mayumi
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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 by llchrisll
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if equiped item? i want it show enemy equiped item too and take it too. its like a crime. life is cruel haha

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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'.

 

 

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