• 0
ucell_uz

mobs killed add drops in e.a.

Question

Posted (edited)

hi all! need your help, help me with dropouts.

It is necessary to make, that at murder of a mob of a poring 3 apples fell out

And when killing the mobs Drops, to drop 8 apples

 

How to implement it correctly?

 

i used hercules version 2015 libc 1.4.9

 

my db 

 

 

 

 

h 
//================= Hercules Database =====================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright © 2014-2015  Hercules Dev Team
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program.  If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
//= Items Database
//=========================================================================
 
item_db: (
/**************************************************************************
 ************* Entry structure ********************************************
 **************************************************************************
{
    // ================ Mandatory fields ==============================
    Id: ID                        (int)
    AegisName: "Aegis_Name"       (string)
    Name: "Item Name"             (string)
    // ================ Optional fields ===============================
    Type: Item Type               (int, defaults to 3 = etc item)
    Buy: Buy Price                (int, defaults to Sell * 2)
    Sell: Sell Price              (int, defaults to Buy / 2)
    Weight: Item Weight           (int, defaults to 0)
    Atk: Attack                   (int, defaults to 0)
    Matk: Magical Attack          (int, defaults to 0, ignored in pre-re)
    Def: Defense                  (int, defaults to 0)
    Range: Attack Range           (int, defaults to 0)
    Slots: Slots                  (int, defaults to 0)
    Job: Job mask                 (int, defaults to all jobs = 0xFFFFFFFF)
    Upper: Upper mask             (int, defaults to any = 0x3f)
    Gender: Gender                (int, defaults to both = 2)
    Loc: Equip location           (int, required value for equipment)
    WeaponLv: Weapon Level        (int, defaults to 0)
    EquipLv: Equip required level (int, defaults to 0)
    EquipLv: [min, max]           (alternative syntax with min / max level)
    Refine: Refineable            (boolean, defaults to true)
    View: View ID                 (int, defaults to 0)
    BindOnEquip: true/false       (boolean, defaults to false)
    ForceSerial: true/false       (boolean, defaults to false)
    BuyingStore: true/false       (boolean, defaults to false)
    Delay: Delay to use item      (int, defaults to 0)
    KeepAfterUse: true/false      (boolean, defaults to false)
    Trade: {                      (defaults to no restrictions)
        override: GroupID             (int, defaults to 100)
        nodrop: true/false            (boolean, defaults to false)
        notrade: true/false           (boolean, defaults to false)
        nostorage: true/false         (boolean, defaults to false)
        nocart: true/false            (boolean, defaults to false)
        noselltonpc: true/false       (boolean, defaults to false)
        nomail: true/false            (boolean, defaults to false)
        noauction: true/false         (boolean, defaults to false)        
        nogstorage: true/false        (boolean, defaults to false)
        partneroverride: true/false   (boolean, defaults to false)
    }
    Nouse: {                      (defaults to no restrictions)
        override: GroupID             (int, defaults to 100)
        sitting: true/false           (boolean, defaults to false)
    }
    Stack: [amount, type]         (int, defaults to 0)
    Sprite: SpriteID              (int, defaults to 0)
    Script: <"
        Script
        (it can be multi-line)
    ">
    OnEquipScript: <" OnEquip Script (can also be multi-line) ">
    OnUnequipScript: <" OnUnequip Script (can also be multi-line) ">
},
**************************************************************************/ 

 

 

 

please help out!

 

killing mob Poring - add 3 apple

killing mob Drops -  add 8 apple

Edited by ucell_uz

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2 answers to this question

  • 0

Just add more Apple in the Drops{} section of the Poring. You can have a maximum of 10 drops per monster, so you will have to remove some existing drops if you want 8 apples.

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  • 0

Posted (edited)

Just add more Apple in the Drops{} section of the Poring. You can have a maximum of 10 drops per monster, so you will have to remove some existing drops if you want 8 apples.

 

please Give an example?

Not strong in scripting

thx!

 

 

 

{

    Id: 512
    AegisName: "Apple"
    Name: "Apple"
    Type: 0
    Buy: 15
    Weight: 20
    BuyingStore: true
    Script: <" itemheal rand(16,22),0; ">
}, 

 
oy! sorry my)
i find
 

{
    Id: 1002
    SpriteName: "PORING"
    Name: "Poring"
    Lv: 1
    Hp: 60
    Sp: 1
    Exp: 36
    JExp: 20
    AttackRange: 1
    Attack: [8, 1]
    Def: 2
    Mdef: 5
    Stats: {
        Str: 6
        Agi: 1
        Vit: 1
        Int: 0
        Dex: 6
        Luk: 5
    }
    ViewRange: 10
    ChaseRange: 12
    Size: 1
    Race: 3
    Element: (1, 1)
    Mode: {
        CanMove: true
        Looter: true
        CanAttack: true
    }
    MoveSpeed: 400
    AttackDelay: 1872
    AttackMotion: 672
    DamageMotion: 480
    MvpExp: 0
    Drops: {
        Jellopy: 7000
        Knife_: 100
        Sticky_Mucus: 400
        Apple: 1000
        Empty_Bottle: 1500
        Apple: 150
        Unripe_Apple: 20
        Poring_Card: 1
    }
},
 

Edited by ucell_uz

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