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Q>about giving items but has expiration


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is there a script that can give an item with expiration?

like pipe for only 5days...

than you...

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*rentitem <item id>,<time>;

*rentitem "<item name>",<time>;

Creates a rental item in the attached character's inventory. The item will expire

in <time> seconds and be automatically deleted. When receiving a rental item,

the character will receive a message in their chat window. The character will

also receive warning messages in their chat window before the item disappears.

This command can not be used to rent stackable items. Rental items cannot be

dropped, traded, sold to NPCs, or placed in guild storage. (i.e. trade mask 75)

Note: 'delitem' in an NPC script can still remove rental items.

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*rentitem2 <item id>,<time>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>;

*rentitem2 "<item name>",<time>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>;

Creates a rental item in the attached character's inventory. The item will expire

in <time> seconds and be automatically deleted. See 'rentitem' for further details.

See 'getitem2' for an explanation of the expanded parameters.

 

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what if.. i need that item with refine? like pipe +7?

 

and example of the time?

 

rentitem <item id>,<time>;

 

pipe for 3days

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Did you actually read my reply? >_>

rentitem2 2268,259200,1,7,1,0,0,0,0;
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attribute "1" means?

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Apologies make attribute 0

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how will i know the attributes that i want sir? that's my last question ^^,

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*rentitem2 <item id>,<time>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>;

*rentitem2 "<item name>",<time>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>;

Creates a rental item in the attached character's inventory. The item will expire

in <time> seconds and be automatically deleted. See 'rentitem' for further details.

See 'getitem2' for an explanation of the expanded parameters.

---------------------------------------


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*getitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};

*getitem2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};

This command will give an amount of specified items to the invoking character.

If an optional account ID is specified, and the target character is currently

online, items will be created in their inventory instead. If they are not

online, nothing will happen. It works essentially the same as 'getitem' (it even

works for negative ID numbers the same way) but is a lot more flexible.

Those parameters that are different from 'getitem' are:

identify - Whether you want the item to be identified (1) or not (0).

refine - For how many pluses will it be refined.

It will not let you refine an item higher than the max refine.

attribute - Whether the item is broken (1) or not (0).

card1,2,3,4 - If you want a card compound to it, place the card ID number into

the specific card slot.

Card1-card4 values are also used to store name information for named items, as

well as the elemental property of weapons and armor. You can create a named item

in this manner, however, if you just need a named piece of standard equipment,

it is much easier to the 'getnameditem' function instead.

You will need to keep these values if you want to destroy and then perfectly

recreate a named item, for this see 'getinventorylist'.

If you still want to try creating a named item with this command because

'getnameditem' won't do it for you cause it's too limited, you can do it like

this. Careful, minor magic ahead.

// First, let's get an ID of a character who's name will be on the item.

// Only an existing character's name may be there.

// Let's assume our character is 'Adam' and find his ID.

@charid = getcharid(0,"Adam");

// Now we split the character ID number into two portions with a binary

// shift operation. If you don't understand what this does, just copy it.

@card3 = @charid & 65535;

@card4 = @charid >> 16;

// If you're inscribing non-equipment, @card1 must be 254.

// Arrows are also not equipment. :)

@card1 = 254;

// For named equipment, card2 means the Star Crumbs and elemental

// crystals used to make this equipment. For everything else, it's 0.

@card2 = 0;

// Now, let's give the character who invoked the script some

// Adam's Apples:

getitem2 512,1,1,0,0,@card1,@card2,@card3,@card4;

This wasn't tested with all possible items, so I can't give any promises,

experiment first before relying on it.

To create equipment, continue this example it like this:

// We've already have card3 and card4 loaded with correct

// values so we'll just set up card1 and card2 with data

// for an Ice Stiletto.

// If you're inscribing equipment, @card1 must be 255.

@card1 = 255;

// That's the number of star crumbs in a weapon.

@sc = 2;

// That's the number of elemental property of the weapon.

@ele = 1;

// And that's the wacky formula that makes them into

// a single number.

@card2 = @ele+((@sc*5)<<8);

// That will make us an Adam's +2 VVS Ice Stiletto:

getitem2 1216,1,1,2,0,@card1,@card2,@card3,@card4;

Experiment with the number of star crumbs - I'm not certain just how much will

work most and what it depends on. The valid element numbers are:

1 - Ice, 2 - Earth 3 - Fire 4 - Wind.

You can, apparently, even create duplicates of the same pet egg with this

command, creating a pet which is the same, but simultaneously exists in two

eggs, and may hatch from either, although, I'm not sure what kind of a mess will

this really cause.

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thanks

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