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How to add pillar effect on the item drop


qtdan

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prontera,124,201,1	script	trialNPC	4_F_JOB_BLACKSMITH,{

	.@item = 7179;		//Set Item Here
	.@item_amount = 1;	//Set Item Amount Here
	.@loop = 20;		//Set How Many Times it will drop


getmapxy .@map$,.@x,.@y, 1;// XY npc sample
	for ( .@i = -10; .@i <= 10; .@i++ )// x
		for ( .@j = -10; .@j <= 10; .@j++ )// y

			if ( checkcell( .@map$, (.@x+.@i), (.@y+.@j), cell_chkpass ) ) {// can pass
				.@cell_x[.@size] = .@x+.@i;
				.@cell_y[.@size] = .@y+.@j;
				.@size++;
			}
for (.@i = 0; .@i <= .@loop; .@i++) {
	sleep 500;
	.@r = rand( .@size );// random index
	makeitem .@item,.@item_amount,.@map$,.@cell_x[.@r],.@cell_y[.@r];
	}
}

just like this from herc.

screenLotusRO006.jpg.4aa3b96f79e3c3f679d3f5005409ffa4.jpg

prontera,124,201,1	script	trialNPC	4_F_JOB_BLACKSMITH,{

	.@item = 501;		//Set Item Here
	.@itemeffect = 3;	//Set Drop Effect Here (1-5)
	.@item_amount = 1;	//Set Item Amount Here
	.@loop = 100;		//Set How Many Times it will drop
	
	getmapxy(.@mapname$, .@mapx, .@mapy, UNITTYPE_PC, strcharinfo(0));
	
	setiteminfo(.@item, ITEMINFO_FLAG_SHOWDROPEFFECT, 1);	//Set shadow effect on for the said item
	setiteminfo(.@item, ITEMINFO_DROPEFFECT_MODE, .@itemeffect); //Set the drop effect based on the config
	
	for (.@i = 0; .@i <= .@loop; .@i++) {
		makeitem(.@item, .@item_amount,.@mapname$, .@mapx + 1, .@mapy + 1);
	}
	setiteminfo(.@item, ITEMINFO_FLAG_SHOWDROPEFFECT, 0);	//Set shadow effect off for the said item (to bring it back again to normal)
	setiteminfo(.@item, ITEMINFO_DROPEFFECT_MODE, 0);	//Set drop effect off for the said item (to bring it back again to normal)
	close;
}

 

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This is very cool started to implement on my service.

Very nice.

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