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drop item script


joelolopez

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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

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Item shower every hour : http://pastebin.com/raw.php?i=aCAbAM1E

 

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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.
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I think he's referring to, ITEM SHOWER /slur

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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

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Indeed Sir PATSKIE /thx

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ah isee, @patskie why dont .count reset to 0 after while loop?

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I forgot. Thanks for that @nobukadnezar! /no1. Edited the script :P

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sure np /heh

 

also

while (!checkcell(.map$,.@x,.@y,cell_chkpass));

would return while(0) if the cell is pass right?

 

cmiiw...

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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)
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All numbers less/greather than 0 is true otherwise it's false ( when number is 0 ). That's why i negate it.

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