QUESTION-

03/04/2010 00:56 -Shunsui-#1
How Can I Prevent, Item Drops / Slver Drops For Sertain Maps When a Person Dies, Where EXACTLY DO I PUT IT IN, I know is Obiusly... Loc.Map != 452 But where EXACTCLY do i pu tit
03/04/2010 00:58 Arcо#2
Character.cs
Code:
public void InitAngry(bool _kind)
Go to
Code:
if (DropSilver > 1000)
         DropSilver /= 10;
Under add
if (Loc.Map != 1038)
and add the brackets.

Then find
if (_item.FreeItem || _item.Locked == 1)
continue;
Under add
if (Loc.Map != 1038)
and add the brackets.
03/04/2010 01:03 -Shunsui-#3
#Edit, Dosent Work Take a Look...


My Voids,

Code:
#region Item drop
                byte _val1 = (byte)_rand.Next(Inventory.Count);
                List<Item> _list1 = new List<Item>();
                for (byte _val2 = 0; _val2 < _val1; _val2++)
                {
                    byte _val3 = (byte)_rand.Next(Inventory.Count);
                    Item _item = Inventory[_val3] as Item;
                    if (_item.FreeItem || _item.Locked == 1)
                        continue;
                    if (Loc.Map != 1038 && Loc.Map != 1005 && Loc.Map != 1090)
                    { }
                    if (Merchant == MerchantTypes.Yes)
                    {
                        Game.DroppedItem DI = new NewestCOServer.Game.DroppedItem();
                        DI.Info = _item;
                        DI.DropTime = DateTime.Now;
                        DI.Loc = Loc;
                        DI.Loc.X = (ushort)(Loc.X + Rnd.Next(4) - Rnd.Next(4));
                        DI.Loc.Y = (ushort)(Loc.Y + Rnd.Next(4) - Rnd.Next(4));
                        DI.UID = (uint)Program.Rnd.Next(10000000);
                        if (!DI.FindPlace((Hashtable)Game.World.H_Items[Loc.Map])) continue;
                        DI.Drop();
                        RemoveItem(_item);
                    }
                    else
                    {
                        if (_item.Pot <= 8)
                        {
                            Game.DroppedItem DI = new NewestCOServer.Game.DroppedItem();
                            DI.Info = _item;
                            DI.DropTime = DateTime.Now;
                            DI.Loc = Loc;
                            DI.Loc.X = (ushort)(Loc.X + Rnd.Next(4) - Rnd.Next(4));
                            DI.Loc.Y = (ushort)(Loc.Y + Rnd.Next(4) - Rnd.Next(4));
                            DI.UID = (uint)Program.Rnd.Next(10000000);
                            if (!DI.FindPlace((Hashtable)Game.World.H_Items[Loc.Map])) continue;
                            DI.Drop();
                            RemoveItem(_item);
                        }
                    }
                }
                #endregion
Code:
#region Silver drop
                int DropSilver = _rand.Next(0, (int)Silvers);
                if (DropSilver > 1000)
                    DropSilver /= 10;
                if (Loc.Map != 1038 && Loc.Map != 1005 && Loc.Map != 1090)
                { }
                DroppedItem DI2 = new DroppedItem();
                DI2.DropTime = DateTime.Now;
                DI2.UID = (uint)Rnd.Next(10000000);
                DI2.Loc = new Location();
                DI2.Loc = Loc;
                DI2.Loc.Map = Loc.Map;
                DI2.Info = new Item();
                DI2.Info.UID = (uint)Rnd.Next(10000000);
                DI2.UID = (uint)Rnd.Next(10000000);
                DI2.Silvers = (uint)DropSilver;
                if (DI2.Silvers < 10)
                    DI2.Info.ID = 1090000;
                else if (DI2.Silvers < 100)
                    DI2.Info.ID = 1090010;
                else if (DI2.Silvers < 1000)
                    DI2.Info.ID = 1090020;
                else if (DI2.Silvers < 3000)
                    DI2.Info.ID = 1091000;
                else if (DI2.Silvers < 10000)
                    DI2.Info.ID = 1091010;
                else
                    DI2.Info.ID = 1091020;
                if (DI2.FindPlace((Hashtable)Game.World.H_Items[Loc.Map]))
                { DI2.Drop(); Silvers -= (uint)DropSilver; }
                #endregion
03/04/2010 01:15 ImFlamedCOD#4
Someone had just asked me this question on msn so I thought since it was about this post he asked me about, I would point it out here.

His question was "What does ! do in c#".

The logical negation operator (!) is a unary operator that negates its operand. It is defined for bool and returns true if and only if its operand is false. So in a basic form.

Edit sorry forgot to add my code sense.

Instead of doing that you could try ,
Code:
                int DropSilver = _rand.Next(0, (int)Silvers);
                if (DropSilver > 1000)
                    DropSilver /= 10;
                if (Loc.Map != 1038 && Loc.Map != 1005 && Loc.Map != 1090)
                   continue;
                DroppedItem DI2 = new DroppedItem();
                DI2.DropTime = DateTime.Now;
                DI2.UID = (uint)Rnd.Next(10000000);
                DI2.Loc = new Location();
                DI2.Loc = Loc;
                DI2.Loc.Map = Loc.Map;
                DI2.Info = new Item();
                DI2.Info.UID = (uint)Rnd.Next(10000000);
                DI2.UID = (uint)Rnd.Next(10000000);
                DI2.Silvers = (uint)DropSilver;
                if (DI2.Silvers < 10)
                    DI2.Info.ID = 1090000;
                else if (DI2.Silvers < 100)
                    DI2.Info.ID = 1090010;
                else if (DI2.Silvers < 1000)
                    DI2.Info.ID = 1090020;
                else if (DI2.Silvers < 3000)
                    DI2.Info.ID = 1091000;
                else if (DI2.Silvers < 10000)
                    DI2.Info.ID = 1091010;
                else
                    DI2.Info.ID = 1091020;
                if (DI2.FindPlace((Hashtable)Game.World.H_Items[Loc.Map]))
                { DI2.Drop(); Silvers -= (uint)DropSilver; }

// Bottom code is Item Drop, Above is Silver Drop
                byte _val1 = (byte)_rand.Next(Inventory.Count);
                List<Item> _list1 = new List<Item>();
                for (byte _val2 = 0; _val2 < _val1; _val2++)
                {
                    byte _val3 = (byte)_rand.Next(Inventory.Count);
                    Item _item = Inventory[_val3] as Item;
                    if (_item.FreeItem || _item.Locked == 1)
                   if (Loc.Map != 1038 && Loc.Map != 1005 && Loc.Map != 1090)
                        continue;

                    if (Merchant == MerchantTypes.Yes)
                    {
                        Game.DroppedItem DI = new NewestCOServer.Game.DroppedItem();
                        DI.Info = _item;
                        DI.DropTime = DateTime.Now;
                        DI.Loc = Loc;
                        DI.Loc.X = (ushort)(Loc.X + Rnd.Next(4) - Rnd.Next(4));
                        DI.Loc.Y = (ushort)(Loc.Y + Rnd.Next(4) - Rnd.Next(4));
                        DI.UID = (uint)Program.Rnd.Next(10000000);
                        if (!DI.FindPlace((Hashtable)Game.World.H_Items[Loc.Map])) continue;
                        DI.Drop();
                        RemoveItem(_item);
                    }
                    else
                    {
                        if (_item.Pot <= 8)
                        {
                            Game.DroppedItem DI = new NewestCOServer.Game.DroppedItem();
                            DI.Info = _item;
                            DI.DropTime = DateTime.Now;
                            DI.Loc = Loc;
                            DI.Loc.X = (ushort)(Loc.X + Rnd.Next(4) - Rnd.Next(4));
                            DI.Loc.Y = (ushort)(Loc.Y + Rnd.Next(4) - Rnd.Next(4));
                            DI.UID = (uint)Program.Rnd.Next(10000000);
                            if (!DI.FindPlace((Hashtable)Game.World.H_Items[Loc.Map])) continue;
                            DI.Drop();
                            RemoveItem(_item);
                        }
                    }
                }
03/04/2010 01:16 Arcо#5
try || instead of &&
03/04/2010 01:19 -Shunsui-#6
Quote:
Originally Posted by .Arco View Post
try || instead of &&
Still Dosent Do Anything,
03/04/2010 01:21 Arcо#7
Aw you tard jose...
lol
Add the brackets for the entire drop code!
Not just { }
But
{
DroppedItem DI2 = new DroppedItem();
DI2.DropTime = DateTime.Now;
DI2.UID = (uint)Rnd.Next(10000000);
DI2.Loc = new Location();
DI2.Loc = Loc;
DI2.Loc.Map = Loc.Map;
DI2.Info = new Item();
DI2.Info.UID = (uint)Rnd.Next(10000000);
DI2.UID = (uint)Rnd.Next(10000000);
DI2.Silvers = (uint)DropSilver;
if (DI2.Silvers < 10)
DI2.Info.ID = 1090000;
else if (DI2.Silvers < 100)
DI2.Info.ID = 1090010;
else if (DI2.Silvers < 1000)
DI2.Info.ID = 1090020;
else if (DI2.Silvers < 3000)
DI2.Info.ID = 1091000;
else if (DI2.Silvers < 10000)
DI2.Info.ID = 1091010;
else
DI2.Info.ID = 1091020;
if (DI2.FindPlace((Hashtable)Game.World.H_Items[Loc.Map]))
{ DI2.Drop(); Silvers -= (uint)DropSilver; }
}
03/04/2010 01:24 -Shunsui-#8
Quote:
Originally Posted by .Arco View Post
Aw you tard jose...
lol
Add the brackets for the entire drop code!
Not just { }
But
{
DroppedItem DI2 = new DroppedItem();
DI2.DropTime = DateTime.Now;
DI2.UID = (uint)Rnd.Next(10000000);
DI2.Loc = new Location();
DI2.Loc = Loc;
DI2.Loc.Map = Loc.Map;
DI2.Info = new Item();
DI2.Info.UID = (uint)Rnd.Next(10000000);
DI2.UID = (uint)Rnd.Next(10000000);
DI2.Silvers = (uint)DropSilver;
if (DI2.Silvers < 10)
DI2.Info.ID = 1090000;
else if (DI2.Silvers < 100)
DI2.Info.ID = 1090010;
else if (DI2.Silvers < 1000)
DI2.Info.ID = 1090020;
else if (DI2.Silvers < 3000)
DI2.Info.ID = 1091000;
else if (DI2.Silvers < 10000)
DI2.Info.ID = 1091010;
else
DI2.Info.ID = 1091020;
if (DI2.FindPlace((Hashtable)Game.World.H_Items[Loc.Map]))
{ DI2.Drop(); Silvers -= (uint)DropSilver; }
}
Ahh Thanks It Worked Good Job Anthony :) You should be Mod, You Would be one of the active mod in this section !
03/04/2010 01:32 Goatleaf#9
Quote:
Originally Posted by -Shunsui- View Post
Ahh Thanks It Worked Good Job Anthony :) You should be Mod, You Would be one of the active mod in this section !
I don't think he would be a good mod because of his behavior.
He is very childish and curses at me on MSN.

On-topic
Good job arco
LOL