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Thanks for the awesome map! map looks great if shadow is disabled or /lightmap. everything looks clear. But if shadow is enabled the red light is too harsh. can't even use stylist cuz too red. is there a way to fix this? or maybe disable reddish light when shadow is enabled
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Is that from rA? does areamonster there sets this variable? this does not happen in herc: https://github.com/HerculesWS/Hercules/blob/stable/doc/script_commands.txt#L695 Ah, the answer went up and I didn't saw it 😅 Glad you got it working
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By Louis T Steinhil · Posted
Hello, is there a way for me to bring along the title and UDT GROUP of npc to duplicate npc? Original NPC Duplicate NPC -
By Louis T Steinhil · Posted
I think I got it now. Thanks! freeloop(true); // Summon mobs and store their IDs for (.@i = 0; .@i < .@amount; .@i++) { .@mobGID = areamonster(.@map$, .@x1, .@y1, .@x2, .@y2, .@mob_name$, .@mob_id, 1, .@label$); .@MAXHP = getunitdata(.@mobGID, UDT_MAXHP); .@HP = getunitdata(.@mobGID, UDT_HP); setunitdata(.@mobGID, UDT_MAXHP, .@MAXHP + ((.@MAXHP * .@bonus_hp_rate) / 100)); setunitdata(.@mobGID, UDT_HP, .@HP + ((.@HP * .@bonus_hp_rate) / 100)); .@ATKMIN = getunitdata(.@mobGID, UDT_ATKMIN); .@ATKMAX = getunitdata(.@mobGID, UDT_ATKMAX); setunitdata(.@mobGID, UDT_ATKMIN, .@ATKMIN + ((.@ATKMIN * .@bonus_dmg_rate) / 100)); setunitdata(.@mobGID, UDT_ATKMAX, .@ATKMAX + ((.@ATKMAX * .@bonus_dmg_rate) / 100)); .@DAMAGETAKEN = getunitdata(.@mobGID, UDT_DAMAGE_TAKEN_RATE); setunitdata(.@mobGID, UDT_DAMAGE_TAKEN_RATE, .@DAMAGETAKEN + ((.@DAMAGETAKEN * .@bonus_damagetaken) / 100)); .@DEF = getunitdata(.@mobGID, UDT_DEF); setunitdata(.@mobGID, UDT_DEF, .@DEF + ((.@DEF * .@bonus_def) / 100)); .@MDEF = getunitdata(.@mobGID, UDT_MDEF); setunitdata(.@mobGID, UDT_MDEF, .@MDEF + ((.@MDEF * .@bonus_mdef) / 100)); .@HIT = getunitdata(.@mobGID, UDT_HIT); setunitdata(.@mobGID, UDT_HIT, .@HIT + ((.@HIT * .@bonus_hit) / 100)); .@FLEE = getunitdata(.@mobGID, UDT_FLEE); setunitdata(.@mobGID, UDT_FLEE, .@FLEE + ((.@FLEE * .@bonus_flee) / 100)); } freeloop(false); -
By Louis T Steinhil · Posted
Sorry wasn't aware that $@mobid[] was not available in herc. Returned value is an array with the game ID of the spawned monster(s) depending on the amount spawned. Array is stored in $@mobid[].
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