QFunctions Commands

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Lone

LOMCN Veteran
Veteran
Mar 15, 2007
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i was wondering if there was a @onjoingroup/ @onleavegroup option for the qfunction.

if anyone knows could you please let me know :) if theres any other commands for the qfunction could you add them to the list please - its something LOMCN seems to be missing ;)



commands i know already below



[@onmurder] - Runs a script when someone has pked. (script is ran for the pker)

[@ondeath] - Runs a script when you die.

[@levelup] - Runs a script when you level.

[@mobkill] - im not 100% sure if this is the correct command as i int used it yet, but it runs a script when you kill a mob.

[@StdModeFunc#] - used for putting a command to clickable bunnies. (KR teleports and what not.) '#' is the number you place in FLD_Anicount

[@onkillmob(mobname)] - used to run a command or a string of commands on the kill of certain mobs defined by the mobname


All the best

Lone
 

Lone

LOMCN Veteran
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Mar 15, 2007
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Sorry for the bump but does anyone know either way if the commands exist?
 
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TravisW

LOMCN Veteran
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Sep 4, 2007
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don't think so. but these also work
[@ONMURDERED]-triggered when murdered
[@TAKEONITEM(ITEMNAME)]-triggered when equipping a certain item
 
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Breezer

Mr Mañana
Legendary
Jul 16, 2004
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don't think so. but these also work
[@ONMURDERED]-triggered when murdered
[@TAKEONITEM(ITEMNAME)]-triggered when equipping a certain item

i made a QFunction using that TAKEONITEM but it doesn't seem to work .... heres my code...

[@TAKEONITEM(BrokenSword)]
#IF
CHECKITEM BrokenSwordPart 1
#ACT
goto @give
TAKE [WEAPON]
TAKE BrokeSwordPart
#ELSEACT
SENDMSG 0 "You do not have the required items"
break

[@give]
#IF
Random 6
#ACT
Give SwordOfDeception
#IF
Random 6
#ACT
Give MajesticStave
#IF
Random 6
#ACT
Give SpiritualBlade
#IF
Random 6
#ACT
Give HolyFireStave
#IF
Random 6
#ACT
Give TheBrutalizer
#IF
Random 6
#ACT
Give TaoMoonBlade
break

I added the items to database [Brokensword] and [BrokeSwordPart] but nothin happens when i equip it ... dont undestand why though
 
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Spoon666

LOMCN Veteran
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Feb 12, 2005
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South West Wales
Did you try just using

[@TAKEONITEM(TeleportRing)]
#SAY
Hi

I always test using #SAY first it saves time if the command is wrong lol

EDIT: Jus tested using my script above and works fine m8 so its your code thats wrong
 
Last edited:
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mStation

Golden Oldie
Golden Oldie
Oct 29, 2003
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are there items in the db? (SwordOfDeception, MajesticStave, SpiritualBlade, HolyFireStave, TheBrutalizer, TaoMoonBlade)?

because if your code u actually goto @give before taking the items which means that the sword and the swordpart will stay in bag and if u dont have the other items in the db it's correct the nothing should happen
 
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