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Tassadar

Fairy exp, and mob drop question

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Hello, I was wondering what I need to add / change to have the players fairy receive a % of experience from each npc the player kills?

How do I add a chance of more than 1x of a specific item to drop from a mob/chest? For instance, say I wanted to add kals to DW chest, and instead of just having them drop 1 kal, they would drop anywhere from 1 to 10 kals, and have them placed in temp bag? 

I see where its handled in  exp_and_level.lua 


local dead_id = GetChaID(dead)
            local mob = {}
        mob[715] = {ItemDrop = 3457, Quantity = 1, Quality = 4,  Rate = .5}    --50% drop
        mob[716] = {ItemDrop = 3457, Quantity = 1, Quality = 4,  Rate = .5}    --50% drop
        mob[717] = {ItemDrop = 3457, Quantity = 1, Quality = 4,  Rate = .5}    --50% drop
            if mob[dead_id] ~= nil then
                if Percentage_Random(mob[dead_id].Rate) == 1 then
                GiveItemX ( atk, 0, mob[dead_id].ItemDrop, mob[dead_id].Quantity , mob[dead_id].Quality)
                BickerNotice ( atk, "Received a Kal Runestone! Check your Temp Bag.")
            end
        end    

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not sure what do you want but you can try like this
 

local dead_id = GetChaID(dead)
            local mob = {}
        mob[715] = {ItemDrop = 3457, Quantity = 1, Quality = 4,  Rate = .5}    --50% drop
        mob[716] = {ItemDrop = 3457, Quantity = 1, Quality = 4,  Rate = .5}    --50% drop
        mob[717] = {ItemDrop = 3457, Quantity = 1, Quality = 4,  Rate = .5}    --50% drop
            if mob[dead_id] ~= nil then
                if Percentage_Random(mob[dead_id].Rate) == 1 then
				mob[dead_id].Quantity = math.random(1,10) -- 1 to 10
                GiveItemX ( atk, 0, mob[dead_id].ItemDrop, mob[dead_id].Quantity , mob[dead_id].Quality)
                BickerNotice ( atk, "Received a Kal Runestone! Check your Temp Bag.")
            end
        end    

or you can use like this
   mob[715] = {ItemDrop = 3457, Quantity = 10, Quality = 4,  Rate = .5}   
mob[dead_id].Quantity = math.random(1,Quantity) -- 

Edited by mkhzaleh

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you can't killl npc but if you mean kill a monster 
use this small lua function
 

function fairyexp(Player, Fairy)
	local FairyEXP = GetItemAttr(Fairy, ITEMATTR_ENERGY)
	local FairyMaxEXP = GetItemAttr(Fairy, ITEMATTR_MAXENERGY)
	FairyEXP = FairyEXP + 1
	if GetItemAttr(Fairy, ITEMATTR_URE) > 49 then
		if FairyEXP >= FairyMaxEXP then
			FairyEXP = FairyMaxEXP
		end
		
		SetItemAttr(Fairy, ITEMATTR_ENERGY, FairyEXP)
	end
end

function GetExp_New(dead , atk  )
	local DeadMonster = GetChaID(dead)
	if DeadMonster == 66 then 
		local Fairy = GetChaItem(atk, 2, 1)
		if Fairy == nil then
			return 
		end
		local FairyType = GetItemType(Fairy)
		local chance = math.random(1, 100)
		if FairyType == 59 then
			if chance >= 50 then
				fairyexp(atk, Fairy)
				BickerNotice(atk, "Fairy EXP: Fairy Received x [1] EXP ")
			end
			

		end
	end
end

 

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sorry, where in all of this does it handle getting exp over time?   what would I need to comment out, to disable it? 

function cha_timer(role, freq, time) 
tempEffect(role, 7531)
tempEffect(role, 7532)
tempEffect(role, 7533)
tempEffect(role, 7537)
tempEffect(role, 7538)
tempEffect(role, 7539)
tempEffect(role, 7540)
tempEffect(role, 7541)
tempEffect(role, 7542)
tempEffect(role, 7543)
	local resume_freq = 5 
	local now_tick = GetChaParam(role, 1) 
	local is_role_living = -1

	SetChaParam(role, 1, now_tick + freq * time) 
	--hp回复
	if math.mod(now_tick, resume_freq) == 0 and now_tick > 0 then 
		if is_role_living == -1 then
			is_role_living = IsChaLiving(role)
		end
		if is_role_living == 1 then 
			Resume(role)
		end 
	end		
				
		local Saiyan = GetEquipItemP( role, 7 ) -- Hat 0
		local Saiyan_ID = GetItemID ( Saiyan )
		if(Saiyan_ID == 5879) 
		then
			local statelv = 1
			local statetime = 3600
			AddState ( role , role , SAIYAN , statelv , statetime ) 
		--	SystemNotice( role , "SAIYAN Activated")
		else
			local state_SAIYAN = GetChaStateLv ( role , SAIYAN )
			if state_SAIYAN ~= 0 then
	--		SystemNotice( role , "Saiyan Title Removed.")
				RemoveState ( role , SAIYAN )
			end			
				end				
		local SaiyanNeck = GetEquipItemP( role, 7 )
		local SaiyanNeck_ID = GetItemID ( SaiyanNeck )
		if(SaiyanNeck_ID == 5878)then
			local statelv = 1
			local statetime = 3600
			AddState ( role , role , Dbz , statelv , statetime ) 
	--		SystemNotice( role , "Saiyan Effect Activated")
		else
			local state_Dbz = GetChaStateLv ( role , Dbz )
			if state_Dbz ~= 0 then
		--		SystemNotice( role , "Saiyan Effect removed.")
				RemoveState ( role , Dbz )
			end			
				end	

				
		local target = GetChaFirstTarget(role)
		local pet_bg = GetChaItem ( role , 2 , 3 )
		local pet_id = GetItemID ( pet_bg )
		if pet_id == 7024 then
	AddState ( role , role , STATE_TELF , 1 , 3600 )
	RefreshCha(role)
	else
		local statelv_STATE_TELF = GetChaStateLv ( role , STATE_TELF )
		if statelv_STATE_TELF ~=0 then
		RemoveState ( role , STATE_TELF )
	end
end
			if pet_id == 7022 then
		AddState ( role , role , STATE_LELF , 1 , 3600 )
	RefreshCha(role)
	else
		local statelv_STATE_LELF = GetChaStateLv ( role , STATE_LELF )
		if statelv_STATE_LELF ~=0 then
		RemoveState ( role , STATE_LELF )
	end
end
		if pet_id == 7023 then

		AddState ( role , role , STATE_DELF , 1 , 3600 )
		RefreshCha(role)
		else
			local statelv_STATE_DELF = GetChaStateLv ( role , STATE_DELF )
	if statelv_STATE_DELF ~=0 then
		RemoveState ( role , STATE_DELF )
	end
	
	local Level = GetChaAttr( role , ATTR_LV )	
 if math.mod(now_tick, 3600) == 0 and now_tick > 0 and Level > 109 then	
    local cha = TurnToCha ( role )
    local rad = math.random ( 1, 1 )
    if rad == 1 then
    SystemNotice ( cha , "Obtained Online Chest for being online for 1 hour.")
    GiveItem ( cha , 0 , 7828 , 1 , 4 )
 
         end
			end
end


	local pet_freq = 60 
	--宠物消耗
	local Item_Elf = GetChaItem ( role , 2 , 1  )
	local Get_Elf_Type = GetItemType ( Item_Elf )

	if Get_Elf_Type == 59 then
		local ure_type = GetItemAttr( Item_Elf ,ITEMATTR_URE )       --体力
		if ure_type<=49 then
			SetChaKbItemValid2(role , Item_Elf , 0 , 1)			
		else
			SetChaKbItemValid2(role , Item_Elf , 1 , 1)			
		end
		local str = GetItemAttr( Item_Elf ,ITEMATTR_VAL_STR )       --力量
        	local con = GetItemAttr( Item_Elf ,ITEMATTR_VAL_CON )       --体质
        	local agi = GetItemAttr( Item_Elf ,ITEMATTR_VAL_AGI )       --专注
        	local dex = GetItemAttr( Item_Elf ,ITEMATTR_VAL_DEX )       --敏捷
        	local sta = GetItemAttr( Item_Elf ,ITEMATTR_VAL_STA )       --精神
		local Lv = str + agi + dex + con + sta
		if Lv > 27 then
			pet_freq = pet_freq + ( Lv - 27 ) * 5
		end
	end
	local sklv = GetChaStateLv ( role , STATE_JLJSGZ ) -----------------精灵加速果子双倍成长双倍消耗
	if  sklv~=0 then
		pet_freq =math.floor( pet_freq*0.5 )
	end	
	if math.mod(now_tick, pet_freq) == 0 and now_tick > 0 then 
		if is_role_living == -1 then
			is_role_living = IsChaLiving(role)
		end
		if is_role_living == 1 then   
			local Item_bg = GetChaItem ( role , 2 , 1  ) --取角色背包第二栏的指针
			--local Item = Item_bg      --取道具ID
			local Get_Item_Type = GetItemType ( Item_bg ) --调用程序接口获得Item道具类型
			local Item_siliao = GetChaItem ( role , 2 , 2  ) --取角色背包第三栏的指针
			local Item_siliao_ID = GetItemID ( Item_siliao ) --调用程序接口获得Item道具类型
			--SystemNotice ( role , "5 secs" )
			if Get_Item_Type == 59 then
				local Elf_URE = GetItemAttr( Item_bg ,ITEMATTR_URE )       --体力
				local Num_JLone = GetItemForgeParam ( Item_bg , 1 )
				local Part1_JLone = GetNum_Part1 ( Num_JLone )	--Get Num Part 1 到 Part 7
				if Elf_URE<=2550 and Item_siliao_ID==2312 then 
					local j = TakeItem(  role,0,2312,1)
					if j==0 then
						SystemNotice ( role , "Deleting of fairy ration failed!" )
					else
						Elf_URE = Elf_URE + 2500
						SystemNotice ( role , "Automatic feeding successful." )
						SetItemAttr ( Item_bg , ITEMATTR_URE , Elf_URE )
					end
				end
				local star_num = GetItemAttr( Item_bg ,ITEMATTR_VAL_FUSIONID )       --道具精炼信息有以记录精灵一笔的数量
				star_num=star_num+1
				if math.mod( star_num , 1) == 0 and Elf_URE>=50 and Part1_JLone==1 then
					GiveItemX ( role , 0 , 855 , 1 , 4 )										-------成长1点给一精灵硬币
				end
				if math.mod( star_num , 2) == 0 and Elf_URE>=50 and Part1_JLone~=1 then
					GiveItemX ( role , 0 , 855 , 1 , 4 )										-------成长2点给一精灵硬币
				end
				if math.mod( star_num , 30) == 0  and Elf_URE>=50 and Part1_JLone==1 then			-------成长30点给一精灵辉印一个
					GiveItemX ( role , 0 , 2588 , 1 , 4 )						
				end
				if math.mod( star_num , 60) == 0  and Elf_URE>=50 and Part1_JLone~=1 then			-------成长60点给一精灵辉印一个
					GiveItemX ( role , 0 , 2588 , 1 , 4 )						
				end
				if math.mod( star_num , 120) == 0  and Elf_URE>=50  then						-------成长120点给一精灵辉印一个
					GiveItemX ( role , 0 , 2588 , 1 , 4 )						
				end
				if math.mod( star_num , 1200) == 0  and Elf_URE>=50 then						-------成长1200点给精灵王辉印一个
					GiveItemX ( role , 0 , 2589 , 1 , 4 )						
				end
				if star_num==1200 then
					star_num=0
				end
				SetItemAttr ( Item_bg , ITEMATTR_VAL_FUSIONID , star_num )
				--SystemNotice ( role , " starts to deduct fairy stamina" )
				Take_ElfURE ( role , Item_bg , 1 , 0 )
				--SystemNotice ( role , "starts to calculate fairy growth" )
				Give_ElfEXP ( role , Item_bg , 1 , 0 )  --这里有问题
			end 
		end 
	end
end

 

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you can't just copy past without read the code lol
image.png.8e9a965452451003894cdad455a84962.png
its random chance  and the example i gave above work for monster id " 66 "
you can edit it to what is fine for your files/server etc

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