Guide Default action for items

Supported actions and their behavior are described below. Use XML item configuration to set the desired default_action.
  • Creating an Item
    • Define the item in the XML file (data/items/).
    • Specify default_action from the list below.
Supported Actions
  1. ACTION_SHOW_HTML
    • Displays an HTML page from the help/ folder named {itemId}.htm.
    • Example: <etcitem id="6317" name="Mixing Manual"> with default_action="ACTION_SHOW_HTML".
    • Required: help/6317.htm file in the server’s data folder.
  2. ACTION_SHOW_SSQ_STATUS
    • Shows the Seven Signs (SSQ) status for the player.
    • Example: <etcitem id="XXXX" name="SSQ Status Item"> with default_action="ACTION_SHOW_SSQ_STATUS".
  3. ACTION_XMAS_OPEN
    • Opens the Christmas event interface for the specified itemId.
    • Example: <etcitem id="XXXX" name="XMas Seal"> with default_action="ACTION_XMAS_OPEN".
  4. ACTION_CALC
    • Opens a calculator for the specified itemId.
    • Example: <etcitem id="XXXX" name="Calculator"> with default_action="ACTION_CALC".
  5. ACTION_DICE
    • Rolls a die (1-6) and broadcasts the result around the player.
    • Restrictions: Cannot be used in Olympiad or while sitting.
    • Example: <etcitem id="XXXX" name="Dice"> with default_action="ACTION_DICE".
  6. ACTION_HARVEST
    • Performs a "harvest" action on a dead monster using skill (ID 2098, level 1).
    • Required: Target must be a dead monster.
    • Example: <etcitem id="5125" name="Harvester"> with default_action="ACTION_HARVEST".
  7. ACTION_NICK_COLOR
    • Opens the nickname color change interface for the specified itemId.
    • Example: <etcitem id="XXXX" name="Nick Color Changer"> with default_action="ACTION_NICK_COLOR".
  8. ACTION_SHOW_MAP
    • Displays a minimap for the specified itemId.
    • Example: <etcitem id="XXXX" name="Map"> with default_action="ACTION_SHOW_MAP".
  9. ACTION_SHOW_MULTISELL
    • Opens a multisell shop for the specified itemId.
    • Required: Corresponding multisell file in data/multisell/.
    • Example: <etcitem id="XXXX" name="Multisell Item"> with default_action="ACTION_SHOW_MULTISELL".
Item Configuration
  1. Creating an Item
    • Example XML:
Code:
<etcitem id="6317" name="Mixing Manual">
    <set name="default_action" value="ACTION_SHOW_HTML"/>
    <set name="tradeable" value="true"/>
    <set name="dropable" value="false"/>
    <set name="class" value="OTHER"/>
    <set name="crystal_type" value="NONE"/>
    <set name="icon" value="icon.etc_spellbook_red_i00"/>
    <set name="price" value="1"/>
    <set name="type" value="OTHER"/>
    <set name="weight" value="20"/>
</etcitem>
  • Additional Files
    • For ACTION_SHOW_HTML: Create an HTML file in data/help/ named {itemId}.htm.
    • For ACTION_SHOW_MULTISELL: Configure the multisell in data/multisell/{itemId}.xml Also, this multiseller configuration must specify <config showall="true" notax="true" no_merchant="true" keepenchanted="false" />
Example of a multisell for item id 100500 where no_merchant="true"
Code:
<?xml version='1.0' encoding='utf-8'?>
<!-- Adventure guildsman - Use Life Crystals (Aden) -->
<list>
<config showall="true" notax="true" no_merchant="true" keepenchanted="false" />
<!-- Crystal Staff -->
  <item id="1">
   <ingredient id="8158" count="102"/>
   <ingredient id="8161" count="28"/>
   <ingredient id="8164" count="112"/>
   <ingredient id="8167" count="56"/>
   <production id="192" count="1"/>
  </item>
</list>
 
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One question though many players mostly PvP Servers , like to use double click augmentation ( Double click or right click on life stone and it automatically augments the current equipped weapon and if pressed again a confirmdlg pops up asking if you're sure you want to remove augmentation)would that be possible with actions or only through an external extension?
 
One question though many players mostly PvP Servers , like to use double click augmentation ( Double click or right click on life stone and it automatically augments the current equipped weapon and if pressed again a confirmdlg pops up asking if you're sure you want to remove augmentation)would that be possible with actions or only through an external extension?
Sorry, I don't quite understand the mechanics, can you describe them in more detail. When clicking directly on the weapon or some individual item, what happens - does a dialogue open or a classic augmentation window?
All details, please
 
Sorry, I don't quite understand the mechanics, can you describe them in more detail. When clicking directly on the weapon or some individual item, what happens - does a dialogue open or a classic augmentation window?
All details, please
As I understand you right click the life stone and it rolls an augument skipping the window entirely.
 
As I understand you right click the life stone and it rolls an augument skipping the window entirely.
exactly.
a handler for an item (meaning all lifestones) that can skip augmentation window entirely (choose the equiped weapon(weapon slot in inventory) -> insert ls -> insert gems -> augment)

which also means that the same handler will have to check if the equiped weapon is ALREADY augmented
in this case: removes the previous augment and immediately starts the proccess to insert ls->insert gems -> augment.


and since the removal of augment happens automaticaly.....a confirmation window should appear in the case that the bespoken augmented weapon has some sort of skill or stat (str/int blahblah) on it.
 
exactly.
a handler for an item (meaning all lifestones) that can skip augmentation window entirely (choose the equiped weapon(weapon slot in inventory) -> insert ls -> insert gems -> augment)

which also means that the same handler will have to check if the equiped weapon is ALREADY augmented
in this case: removes the previous augment and immediately starts the proccess to insert ls->insert gems -> augment.


and since the removal of augment happens automaticaly.....a confirmation window should appear in the case that the bespoken augmented weapon has some sort of skill or stat (str/int blahblah) on it.
@Deazer

exactly like @Dev-Kiwi described it if needed i can provide a video with the system and how it works
 
exactly.
a handler for an item (meaning all lifestones) that can skip augmentation window entirely (choose the equiped weapon(weapon slot in inventory) -> insert ls -> insert gems -> augment)

which also means that the same handler will have to check if the equiped weapon is ALREADY augmented
in this case: removes the previous augment and immediately starts the proccess to insert ls->insert gems -> augment.


and since the removal of augment happens automaticaly.....a confirmation window should appear in the case that the bespoken augmented weapon has some sort of skill or stat (str/int blahblah) on it.
Like this?
 
Yeah exactly, I've developed a similar system some time ago for aCis , but i wanted to know actually if it's possible with existing mechanisms of the pack otherwise I'll adapt mine to lucera.
yeah it's possible with the existing mechanisms, but needed a lot of tests for the final version.
 
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