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Zero Human

@showdrop

Question

Hey,
can anyone make a plugin/atcommand to announce to the player and his group if found an item with 1% drop chance?
I know it gives the flag as announce, but this is global. I just want to announce to the player and his group.

 

Thanks in Advance.

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Yes. Sorry.
If you are solo and you found an item with 1% or below,
announcement will be shown like:
You found a Poring Card [dropchance]


If you are in a Party and someone found an item with 1% or below,

announcement will be shown like:

Playername found a Poring Card [dropchance]

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Quote

 

If you are in a Party and someone found an item with 1% or below,

announcement will be shown like:

Playername found a Poring Card [dropchance]

 

The "someone" is confusing me.

This is how I understand your description:

-> Player A, B and C are in the same party.

-> Player A uses @showdrop.
-> Player A, B or C loots an item with a drop chance of 1% or below.

-> Show message to player A, B and C.

I don't think this is a good idea, since player A affects the gameplay of player B and C even if they don't want it. Even worse: They won't know about @showdrop being enabled until the first drop message is shown.

If I misunderstood your description, please correct me.

 

 

~Kenpachi

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57 minutes ago, Kenpachi said:

This is how I understand your description:

-> Player A, B and C are in the same party.

-> Player A uses @showdrop.
-> Player A, B or C loots an item with a drop chance of 1% or below.

-> Show message to player A, B and C.

Almost right.

-> Player A, B and C are in the same party.

-> Player A uses @showdrop.

-> If player B found an item with 1% drop Chance or below
-> Show message to player A and C ("Player B found a rare item. [Itemname]")
-> Show message to player B ("You have found a rare item [Itemname]")

 

1 hour ago, Kenpachi said:

I don't think this is a good idea, since player A affects the gameplay of player B and C even if they don't want it

I played on a server where this function was available and it never bothered anyone that it was displayed.
But yes, could you insert a check that others will only see it if they have @showdrop set?
You're right, it's good to have it if players don't want it displayed.

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Hi.

 

Unfortunately I were not able to create a plugin, because I couldn't hook at all required spots.

But if you want to, you can use this patch: showdrop.patch

Just tell me if something doesn't work as intended or needs modification.

 

 

~Kenpachi

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Thanks for your time and work.
Unfortunately something seems to be wrong with the changes.
The character can no longer be moved and the HP/SP bar is empty.

The server shows no error messages when compiling.

2.PNG.6f1f320992d2c477e6c3575c950231ad.PNG1.PNG.8530630599ac4c361efaccbc86452b1d.PNG

 

 

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I guess you applied the changes manually and accidentally broke something.

 

I used a untouched copy of Hercules and applied the patch file with TortoiseGit. -> No issue.
showdrop.thumb.png.1b76c7ac8e9c87ec1021b909a427f7cb.png

 

 

~Kenpachi

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Yeah, it's working fine now. Thank you very much.

I have one wish left for this, can you add that a sound is played when you have @showdrop on and find an item?

 

EDIT: I figured it out myself. 

Edited by Zero Human

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Just in case someone else wants to know how to add the sound...

Add (for the character who obtained the item):

clif->soundeffect(sd, &sd->bl, "sound_file_name.wav", 0);

Below this line:

clif->message(sd->fd, output);

 

Add (for party members):

clif->soundeffect(p_sd, &p_sd->bl, "sound_file_name.wav", 0);

Below this line:

clif->message(p_sd->fd, output);

 

The sound file is read from data\wav folder, must be in the PCM format, and the file name should have a maximum length of 23 characters including the ".wav" extension.

 

 

~Kenpachi

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11 hours ago, Kenpachi said:

Just in case someone else wants to know how to add the sound...

Add (for the character who obtained the item):

clif->soundeffect(sd, &sd->bl, "sound_file_name.wav", 0);


clif->soundeffect(sd, &sd->bl, "sound_file_name.wav", 0);

Below this line:

clif->message(sd->fd, output);


clif->message(sd->fd, output);

 

Add (for party members):

clif->soundeffect(p_sd, &p_sd->bl, "sound_file_name.wav", 0);


clif->soundeffect(p_sd, &p_sd->bl, "sound_file_name.wav", 0);

Below this line:

clif->message(p_sd->fd, output);


clif->message(p_sd->fd, output);

 

The sound file is read from data\wav folder, must be in the PCM format, and the file name should have a maximum length of 23 characters including the ".wav" extension.

 

 

~Kenpachi

 

You're Right. I'm sorry.
I'll think about posting it next time. Just thought I'd let you know you don't have to help.

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