Jump to content
  • 0

Named item check


Hijirikawa

Question


  • Group:  Members
  • Topic Count:  19
  • Topics Per Day:  0.01
  • Content Count:  193
  • Reputation:   41
  • Joined:  07/21/16
  • Last Seen:  

Is there a way to check a named item's name? If the holder has the same name as the item?

For instance I picked up X's Axe, and I went to the NPC it would say "You are not holding your Axe" or something.

Link to comment
Share on other sites

5 answers to this question

Recommended Posts

  • 0

  • Group:  Members
  • Topic Count:  2
  • Topics Per Day:  0.00
  • Content Count:  16
  • Reputation:   7
  • Joined:  06/06/19
  • Last Seen:  

im not sure but you can check on script_commands with 

Quote
getitemname
Quote
countitem
Quote
getinventorylist

 

Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  19
  • Topics Per Day:  0.01
  • Content Count:  193
  • Reputation:   41
  • Joined:  07/21/16
  • Last Seen:  

11 hours ago, YJ1994 said:

im not sure but you can check on script_commands with 

 

Thanks, but no it doesn't really get it done. I was wondering if there's any way to identify the item. Named items to be exact. For instance "Hijirikawa's Knife" when you create something from the produce command. 

Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  107
  • Topics Per Day:  0.02
  • Content Count:  770
  • Reputation:   69
  • Joined:  02/10/12
  • Last Seen:  

npc/custom/item_signer.txt

Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  19
  • Topics Per Day:  0.01
  • Content Count:  193
  • Reputation:   41
  • Joined:  07/21/16
  • Last Seen:  

8 hours ago, melv0 said:

npc/custom/item_signer.txt

I need something to check if the item's name is the same as the item holder. For instance Poring's Apple.

Poring is carrying Poring's Apple -> NPC "Yeah, you have your apple"
Poporing is carrying Poring's Apple -> NPC "Nope, not your apple"


I've checked everywhere else, seems like it's not possible at this point.

Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  0
  • Topics Per Day:  0
  • Content Count:  26
  • Reputation:   1
  • Joined:  06/25/16
  • Last Seen:  

It´s possible doing some magic... Let me explain:

You have this:

*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.
@inventorylist_option_id1[]        - first array of random option IDs
@inventorylist_option_value1[]     - first array of random option values
@inventorylist_option_parameter1[] - first array of random option parameters
@inventorylist_option_id2[]        - second array of random option IDs
@inventorylist_option_value2[]     - second array of random option values
@inventorylist_option_parameter2[] - second array of random option parameters
@inventorylist_option_id3[]        - third array of random option IDs
@inventorylist_option_value3[]     - third array of random option values
@inventorylist_option_parameter3[] - third array of random option parameters
@inventorylist_option_id4[]        - fourth array of random option IDs
@inventorylist_option_value4[]     - fourth array of random option values
@inventorylist_option_parameter4[] - fourth array of random option parameters
@inventorylist_option_id5[]        - fifth array of random option IDs
@inventorylist_option_value5[]     - fifth array of random option values
@inventorylist_option_parameter5[] - fifth array of random option parameters

Using this information:

@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

Plus knowing the formula behind the name on an item:

@charid = getcharid(0);
@card3 = @charid & 65535;
@card4 = @charid >> 16;

You can do something like...

@card3 = getcharid(0) & 65535;
@card4 = getcharid(0) >> 16;

getinventorylist getcharid(0);

for( .@a = 0; .@a < @inventorylist_count; .@a++ ){
        if(@inventorylist_id[.@a] == <ITEMIDAXE> && @inventorylist_card3[.@a] == @card3 && @inventorylist_card4[.@a] == @card4){set .@test,1;}
}

if(.@test == 1){mes "Yeah, you have your apple";}else{mes "Bring ur apple mtfkr!";}

close;
end;

You will need to change the <ITEMIDAXE> to the item id you are searching tho...

Hope it helps!

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...