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About the problem of ownership of Drops


rosfus

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Is it possible to modify individual just one BOSS.


Has been killed, the Drops ownership is given to it the final blow of the player.

 

Final blow to decide Who Drops.

 

Who knows?

 

thanks in advance~~~~~

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I think its possible via script, using onnpckilled function. That way you can specify the items the player gets as well, it attaches to the killer of that monster

Edited by Jasc
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but , how to determine the final blow .,> <

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<map name>,<x>,<y>,<xs>,<ys>%TAB%monster%TAB%<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,"MVPTrigger::OnKill"{,<mob size>,<mob ai>}

- script MVPTrigger -,{

OnKill:

// Give the reward to the player.

end;

}

Edited by Xynvaroth
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<map name>,<x>,<y>,<xs>,<ys>%TAB%monster%TAB%<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,MVPTrigger::OnKill{,<mob size>,<mob ai>}

-	script	MVPTrigger	-,{
	OnKill:
		// Give the reward to the player.
		end;
}

[Error]: npc_event: event not found [MVPTrigger::OnKill{]

[Error]: npc_event: event not found [MVPTrigger::OnKill{]

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-	script	MVPTrigger	-,{
        //Configuration
        set .bossid,1002; //Set it to the Monster ID of the boss  | 1002 = Poring
        set .reward,607;  //Set it to the Item ID's of the Reward | 607  = Yggdrasilberry
        set .amt,5;       //Set it to the amount of the reward

	OnNPCKillEvent:
        if(killedrid == .bossid) getitem .reward,.amt;
	end;
}
Btw I'm not sure if it's the last hitter who get the item or it will still be the usual (max damage). You might

have to do some src modifications

Edited by 2essy2killu
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2essy2killu's solution is not a good solution at all, because it will cost much resources due to the fact that the event is always called when any player kills any mob. I strictly recommend you to not use this code. This is not a command way to trigger the kill of a single mob.

To make my script work, you will of course also have to fill in the place holders, for example, replacing <mapname> with prontera, the %TAB% place holders with actual tabulators, and so on. I just copied a generic code from script_commands.txt.

Edited by Xynvaroth
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2essy2killu's solution is not a good solution at all, because it will cost much resources due to the fact that the event is always called when any player kills any mob. I strictly recommend you to not use this code. This is not a command way to trigger the kill of a single mob.

To make my script work, you will of course also have to fill in the place holders, for example, replacing <mapname> with prontera, the %TAB% place holders with actual tabulators, and so on. I just copied a generic code from script_commands.txt.

Cost too much resources due to the fact that the event is always called when any player kills any mob? /hmm

if(killedrid == .bossid) getitem .reward,.amt;

 

<map name>,<x>,<y>,<xs>,<ys>%TAB%monster%TAB%<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,MVPTrigger::OnKill{,<mob size>,<mob ai>}

-	script	MVPTrigger	-,{
	OnKill:
		// Give the reward to the player.
		end;
}

[Error]: npc_event: event not found [MVPTrigger::OnKill{]

[Error]: npc_event: event not found [MVPTrigger::OnKill{]

 

Should be : 

-    script    MVPTrigger    -1,{
    OnKill:
        // Give the reward to the player.
        end;
}
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Evertime any player kills any mob, the code below the label is executed. Even if there is a if, it will always run this if whenever any monster is killed on the server. That said, it is a major resource eater.

And you did correct my script wrongly. You can chose a - as the npc sprite; this is not incorrect.

Edited by Xynvaroth
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Its a boss monster I presume, it won't be executed every minute, but probably when the boss spawns? that is my guess. I use the same code for my boss monsters, if it was a regular monster, then yah I would reconsider the coding for resources

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Like Jasc said I think ya'll way to hard on him.

 

prontera,100,100,110,110	monster	Poringz0rd	1002,1,1,1,"MVPTrigger::OnBossDeathEvent"

-	script	MVPTrigger	-,{
	OnBossDeathEvent:
		query_sql("SELECT FIND_IN_SET('"+killedrid+"', '"+.bossid$+"');"),.@result$;
		set .@a, atoi(.@result$)-1;
		if(.@a!=-1)
			getitem .reward[.@a],.amount[.@a];
	end;
	OnInit:
        set .bossid$, 
			"1002,1006,1007,1008,1009"+
			"1010,1011,1012,1013,1014";
        setarray .reward,
			607, 608, 609, 610, 611,
			612, 613, 614, 615, 617;
        setarray .amount,
			5  , 10 , 12 , 14 , 16 ,
			30 , 2  , 1  , 22 , 8  ;
}

You can add killedrid to custom monster events if you do this simple mod.

http://rathena.org/board/tracker/issue-7817-onmobdeathevents/

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I do not think you two actually understod the explanations I made.

rosfus obviously wanted to trigger the kill of a certain mvp.

Now why should I suggest him to use

OnNPCKillEvent:

This special label triggers when a player kills a monster. The variable
'killedrid' is set to the Class of the monster killed.
which will be called every time any player kills any monster while there is the possibility of only trigger the kill of the mvp?

This has nothing to do with that I am going hard on anyone; it is just a waste of resources - uncountable calls of the event per minute on an active server - and not the common solution if you use OnNPCKillEvent, even though you only want to trigger the kill of one certain monster.

Edited by Xynvaroth
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I do not think you two actually understod the explanations I made.

rosfus obviously wanted to trigger the kill of a certain mvp.

Now why should I suggest him to use

 

You don't think I understood what you said? I understand clearly what you were trying to convey. I also understand exactly where, 2essy2killu, was coming from, because standard custom OnEvents don't pass killedrid so in his script he HAS to use OnNPCKillEvent:. He had no other option and as I've demonstrated his script was clearly a path to a much more dynamic OnDeath event, and I don't think he should be so heavily criticized for it.

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Normally, you would not think about using OnNPCKillEvent in this context, because its clearly that only a single MVP is to be triggered:

Is it possible to modify individual just one BOSS.

The problem is not that he is using killedrid; the problem is that he is using OnNPCKillEvent in the first place.

What you have suggested has nothing to do with 2essy2killu's solution. You are using what I suggested - a single callback for the certain monster. Therefore, it can not be correct that

his script was clearly a path to a much more dynamic OnDeath event

, as your script is not even based on 2essy2killu's.

Furthermore, the main problem with 2essy2killu's script is still that he is using the general OnNPCKillEvent which will be called whenever any monster out of all those monster who are in the whole server is killed. And thus, I think my objection is definitely reasonable, since using 2essy2killu's solution would be just a waste of performance that could easily be prevented by using another code.

I hoper things are clearer now.

Edited by Xynvaroth
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@rosfus

 

Despite the heated debate on your topic, either script you choose will be just fine and serve the purpose you are looking to achieve. I have personally used onnpckillevent, many in fact on all my custom boss monsters, I have experienced ZERO performance issues that could have slowed down my server. About 150+ players online at that time

 

You may also use Xynvaroth's version, both will work, whichever you find easier and more convenient, you go ahead and do that.

Edited by Jasc
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Posted (edited) · Hidden by Capuche, July 30, 2013 - flaming
Hidden by Capuche, July 30, 2013 - flaming

, as your script is not even based on 2essy2killu's.

 

I used his script as a frame for mine... So how is my script not based on his... Did you write it?

 

I'm not going to be the bully in this all. I'm just saying you needn't harass him, because in the context of his script he's correct.

 

For clarity, yes I know it would use more resources, I never said it wouldn't, but for some reason or another you feel the constant need to point out the obvious.

 

Regardless of response I'm done replying to this topic. 

Are you sure you know what the word "harass" means? I find it very insulting that you argue that I have "harassed" him as if I have insulted him or used an extremly unpropriate tone and this while I have just stated my objection in normal and reasonable words. You should definitely better chose the words you use.

 

It is very interesting that you think your script is rather based on his while you are actually not using the OnNPCKillEvent like he did and the only similarity is that you use killedrid and npc variables. Also you have  used my idea to define a monster spawn and trigger its kill which I suggested in my first post, but I guess this just does not count for you.

 

Well, whatever. Let us get back what this whole thing actually is about and that is whether the topic starter found a working solution that fits his needs, or not.

Edited by Xynvaroth
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Thank you all.

i will try all this.


I want to be able to increase the chance to kill awards

Make a lot of HP's BOSS

And in the final stage of transformation properties or immune skills

It may be changed into a plant

This can reduce the gap between the old and new players

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