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Hello, I really wanted to add a command to my server, basically the player could use @joinguild <idguild> and he would join the guild without needing an invitation I did something similar to this but it doesn't work. script.ccp /*========================================== * @joinguild <guild_id> *------------------------------------------*/ ACMD_FUNC(joinguild) { std::shared_ptr<MapGuild> g; // Usar std::shared_ptr<MapGuild> int guild_id; nullpo_retr(-1, sd); if (!message || !*message || sscanf(message, "%d", &guild_id) != 1) { clif_displaymessage(fd, "Error. (usage: @joinguild <guild_id>)."); return -1; } // Procurar pela guilda usando o ID g = guild_search(guild_id); // Usar a função correta para procurar pela guilda if (!g) { // Verificar se a guilda foi encontrada clif_displaymessage(fd, "Guild not found."); return -1; } // Verificar se o jogador já está em uma guilda if (sd->status.guild_id > 0) { clif_displaymessage(fd, "You are already in a guild."); return -1; } // Adicionar o jogador à guilda usando o sistema de convite sd->guild_invite = guild_id; sd->guild_invite_account = sd->status.account_id; // Definindo o account_id do próprio jogador if (guild_reply_invite(sd, guild_id, 1) == 1) { // Verificar se a função foi bem-sucedida clif_displaymessage(fd, "You have successfully joined the guild."); return 0; // Sucesso } else { clif_displaymessage(fd, "Failed to join the guild."); return -1; // Falha } }
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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);
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