I've tried increasing the number of buff slots by:
a) Increasing the number in the effect of the increase_div skill, but it seems that 4 is the cap that the daemon has. Changing p_enlarge_abnormal_slot;4 to p_enlarge_abnormal_slot;5 doesn't work.
b ) Adding this effect to other passive skills, e.g s_expertise_s, to make it stack (having both skills - increase_div + expertise on the char - p_enlarge_abnormal_slot;4 + p_enlarge_abnormal_slot;4 would be 8 ) doesn't work either.
Anything that can be done with scripts alone?
I have noticed that toggle skills don't count towards the buff slots (or have their own cap of 12 if that exists like s/d and debuffs). Any idea if could I make other buffs count towards this - count on the toggle's number -, instead of the regular buff slots, but keep being a "castable" buff? I have had no luck keeping the buff castable, aka not a toggle, and not counting towards the buff slots number at the same time.
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UPDATE 1:
My bad! I didn't notice that this is published in the L2OFF section. The statement below is only relevant for L2J.
(Yes, there is another, very simple, efficient, and quite elegant, way to do this.
What you need is:
- create one Config of type Boolean, lets call it MOB_DROP_ONLY_ADENA, which will act as the trigger point for this feature.
- locate the method which is responsible for parsing the drops of the monsters from XML.
- in this method, there should be a loop for each of the parsed items and there we add a simple check:
if (Config.MOB_DROP_ONLY_ADENA && item.getItemId() != 57)
{
continue;
}
And we are done.
Now, every time the server tries to parse a drop item, it will check if the ID of the item is 57 (adena) and skip it if it isnt.
You should add a further check to make sure that the NPC you are parsing the drop for is of type Monster and not of type RaidBoss or GrandBoss (or any other custom type you might have).
The easiest way is with with a lookup into the NPC/Monster Template, if there is one on your assembly of choice. What these templates do, usually, is to provide some lookup options for certain features of theirs, such as level, type, etc.)
Hello, good morning everyone. I would like to know some way so that the mobs only drop adena, the only way I know is to go to each mob's line and delete the materials. Would there be any other way?
Question
ericvini
Using Gracia Final.
I've tried increasing the number of buff slots by:
a) Increasing the number in the effect of the increase_div skill, but it seems that 4 is the cap that the daemon has. Changing p_enlarge_abnormal_slot;4 to p_enlarge_abnormal_slot;5 doesn't work.
b ) Adding this effect to other passive skills, e.g s_expertise_s, to make it stack (having both skills - increase_div + expertise on the char - p_enlarge_abnormal_slot;4 + p_enlarge_abnormal_slot;4 would be 8 ) doesn't work either.
Anything that can be done with scripts alone?
I have noticed that toggle skills don't count towards the buff slots (or have their own cap of 12 if that exists like s/d and debuffs). Any idea if could I make other buffs count towards this - count on the toggle's number -, instead of the regular buff slots, but keep being a "castable" buff? I have had no luck keeping the buff castable, aka not a toggle, and not counting towards the buff slots number at the same time.
Any other ideas/ pov's would be appreciated.
Thanks.
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