joelolopez Posted November 17, 2013 Posted November 17, 2013 i need a script that will drop an item on the ground (not automatically received by players) to make it clearer as if it raining of items Quote
Patskie Posted November 18, 2013 Posted November 18, 2013 Item shower every hour : http://pastebin.com/raw.php?i=aCAbAM1E 1 Quote
nobukadnezar Posted November 18, 2013 Posted November 18, 2013 drop by who? monster? i don't get what u mean Quote
Patskie Posted November 18, 2013 Posted November 18, 2013 Refer : *makeitem <item id>,<amount>,"<map name>",<X>,<Y>; *makeitem "<item name>",<amount>,"<map name>",<X>,<Y>; This command will create an item lying around on a specified map in the specified location. itemid - Found in 'db/(pre-)re/item_db.txt' amount - Amount you want produced map name - The map name X - The X coordinate Y - The Y coordinate. This item will still disappear just like any other dropped item. Like 'getitem', it also accepts an 'english name' field from the database and creates apples if the name isn't found. If the map name is given as "this", the map the invoking character is on will be used. Quote
Budots Posted November 18, 2013 Posted November 18, 2013 I think he's referring to, ITEM SHOWER 1 Quote
joelolopez Posted November 18, 2013 Author Posted November 18, 2013 Refer : *makeitem <item id>,<amount>,"<map name>",<X>,<Y>; *makeitem "<item name>",<amount>,"<map name>",<X>,<Y>; This command will create an item lying around on a specified map in the specified location. itemid - Found in 'db/(pre-)re/item_db.txt' amount - Amount you want produced map name - The map name X - The X coordinate Y - The Y coordinate. This item will still disappear just like any other dropped item. Like 'getitem', it also accepts an 'english name' field from the database and creates apples if the name isn't found. If the map name is given as "this", the map the invoking character is on will be used. sir thats what im talking about but i nid it to run automatically and drop an item on random coordinates... and also customizable interval of item shower Quote
nobukadnezar Posted November 19, 2013 Posted November 19, 2013 ah isee, @patskie why dont .count reset to 0 after while loop? 1 Quote
Patskie Posted November 19, 2013 Posted November 19, 2013 I forgot. Thanks for that @nobukadnezar! . Edited the script Quote
nobukadnezar Posted November 19, 2013 Posted November 19, 2013 sure np also while (!checkcell(.map$,.@x,.@y,cell_chkpass)); would return while(0) if the cell is pass right? cmiiw... Quote
Patskie Posted November 19, 2013 Posted November 19, 2013 Will return 0 if the cell is not passable. *checkcell ("<map name>",<x>,<y>,<type>); This command will return 1 or 0, depending on whether the specified cell has the 'type' flag set or not. There are various types to check, all mimicking the server's cell_chk enumeration. The types can be found in db/const.txt. The meaning of the individual types can be confusing, so here's an overview: - cell_chkwall/water/cliff these check directly for the 'terrain component' of the specified cell - cell_chkpass/reach/nopass/noreach passable = not wall & not cliff, reachable = passable wrt. no-stacking mod - cell_chknpc/basilica/landprotector/novending/nochat these check for specific dynamic flags (their name indicates what they do) Quote
Patskie Posted November 20, 2013 Posted November 20, 2013 All numbers less/greather than 0 is true otherwise it's false ( when number is 0 ). That's why i negate it. Quote
Question
joelolopez
i need a script that will drop an item on the ground (not automatically received by players)
to make it clearer as if it raining of items
12 answers to this question
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