mcbigmac
-
Posts
1,245 -
Credits
0 -
Joined
-
Last visited
-
Feedback
0%
Community Answers
-
mcbigmac's post in Gracia Final Pack was marked as the answer
DL the leaked GF pack and your good to go.
...and before you whine it's not uploaded, here's an internet tip.
Find filename, search for filename...and google finds all:
https://yadi.sk/d/JYEBBUcMPvy3o
-
mcbigmac's post in Questions: was marked as the answer
Really basic questions
1.setting.txt
2. Maker control for AI and other assorted params.
3. Same way it's been done since c1, areadata.
-
mcbigmac's post in Skill Effect - Pledge Points was marked as the answer
But that's not what you asked.
You asked for a scenario where item adds pledge points.
By summon that's possible.
-
mcbigmac's post in No Castles? was marked as the answer
Re-run any given scripts - cause you fucked up running them originally somehow.
-
mcbigmac's post in Daily Quest - How To Set Last Reward Time For Specific Quest was marked as the answer
I don't understand what your trying to do at all.
A system for saving data related to Quests does not exist in AdvExt\Vangath or Native c4.
Hence it's impossible with direct usage.
Altho you could technicly have 2 Memo's running constantly - 1 for the quest itself and 1 for storing the currenttick time for that quest.
Youd eventually run outa Memospace rather fast with many quests like this.
-
mcbigmac's post in Character Name Rules was marked as the answer
if ( len(@char_name) < 3)
if ( @char_name not like '%[^a-zA-Z0-9]%')
done.
-
mcbigmac's post in I Can't Find This In The Ai - Cubics was marked as the answer
Oh ffs, your using GF.
CubicData you twat - you didn't look at script folder?
-
mcbigmac's post in File That Contains The Enchant Skills Percentages? was marked as the answer
Hardcoded ;)
-
mcbigmac's post in [Help]C4 System With Hauthd was marked as the answer
If your using a KR\CN\TW release you might not be able to connect with hAuthd.
C4 marked the change of the protocol procedures for authlogin - (and so again with c6\int) and it's possible since ASIA got releases alot earlier they hadn't switched to the new protocols C4 NA had.
Unless there's some specific reason you need a CN base system - i'd avoid it.
-
mcbigmac's post in Ai Function Problem. was marked as the answer
You are correct sandeagle.
The function pretty much checks if you are above 80% of inventory - by getting current inven(0) against max (1) and for q inven(2) and q max (3).
This is one of the bigger issues C1 had and caused lotsa crap when people did Qs with this in the old days.
I don't think you can count or get similar function in C1 without extending.
I don't recall a way to iterate thru inventory or stuff in C1.
-
mcbigmac's post in Ai.obj - Editing One Specific Npc was marked as the answer
remove the created handler that starts the timers and done.
or remove all ai code and do:
class 0 event_prv_collect : citizen
class_end
-
mcbigmac's post in Npcdata Questions was marked as the answer
You are very wrong.
I love how even certain experienced people still fail to grasp the basics of l2off (not attacking you xel, just in general :))
corpse_make_list - represents SPOIL and is controlled on a per item basis. Each item listed has it's own drop\spoil chance, once a mob is spoiled\blue.
Simple list.
ex list for easier control of herbs, but works the same way as additional_make_multilist.
Everything is grouped.
ex_item_drop_list={ {{{[herb_of_hp_a];1;1;20};{[greater_herb_of_hp_a];1;1;45};{[full_herb_of_hp_a];1;1;35}};42}; {{{[herb_of_mp_a];1;1;10};{[greater_herb_of_mp_a];1;1;54};{[full_herb_of_mp_a];1;1;36}};11}; {{{[herb_of_pa];1;1;20};{[herb_of_pa_speed];1;1;20};{[herb_of_crt_rate];1;1;20};{[vampiric_rage_herb];1;1;20};{[death_whisper_herb];1;1;20}};25}; {{{[herb_of_ma];1;1;50};{[herb_of_ma_speed];1;1;50}};10};{{{[figher_herb];1;1;33};{[magician_herb];1;1;33};{[recovery_herb];1;1;34}};1}; {{{[herb_of_move_speed];1;1;94};{[big_head_herb];1;1;3};{[vitality_herb1];1;1;3}};11}}
Here' we have 4 groups - where only 1 item from each group can drop at any given npc death.
The number after the min\max is the % of 100 that the item has of chance to drop, when a group chance is success.
In the first line you have group 1 - which as 42% chance to drop, on every death of that monster.
Imagine, if the 42% chance is succesful - another 100 sided dice rolls and if the dice is between 1 to 20 - item 1 drops, and if 20 to 65, item 2 drops.
The combined value of the third parameter\chance should never ever exceed 100 - and neither should the overal group chance.
This ensures greater balance in how drops work by ncsoft internal design.
(And also why L2J since day 1 has been completely uncorrect and not retail alike).
both additional_make_multilist & ex_item_drop_list work this way.
The reason for herbs having they're own drop container is probably to make it easier for them to mass change when balance testing.