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Showing content with the highest reputation on 06/01/18 in Posts
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1 point
Plugin Collections
simplexjay2 reacted to Dastgir for a post in a topic
Hello Community, I am feeling like, there's many plugin on forum, but not been actively used, due to out-of-date plugin I have updated Shikazu's Plugin first(as it was requested on the thread from 25th April), maybe Shikazu busy on his rl. Also I have included My Plugins there. I would like to add more plugins there(which are not updated on hercules forum <- please suggest if you find some outdated plugin and want me to update it ) List of Plugins and Owners: https://github.com/dastgir/HPM-Plugins/blob/master/README.md Repository: https://github.com/dastgir/HPM-Plugins Thanks. -
1 point
Build Manager - Create your builds and load them when you want! (For Stats and Skills!!)
VictorLarcher reacted to Cretino for a post in a topic
Name: Build Manager Creator: Me (@Cretino) Version: 1.2 (Updated script and source modification to work with last Hercules revision [Cretino] (Need source modification)) Contributors: (@kerbiii: Found a bug, @Anisotropic Defixation: Make a list of bugged skills) Q: 'What features have 'Build Manager'?' R: Q: 'How to use these features?' R: 'You can use all features in game, just talk to npc and have fun. ' Q: 'How to configure it?' R: 'You can go to line '666' in script, and you will see details like:' I'm accepting suggestions. If you found any bug, report in topic or send me a private message. I'll solve the problem as quickly as possible. I think is it. Note: Sorry for my English. @Edit Now is necessary apply this source modification to use the script: skillup_scriptcommand_by_cretino_v0.1.diff build_manager_v1.2.txt skillup_scriptcommand_by_cretino.diff build_manager_v1.1.txt build_manager_v1.0.txt build_manager_v1.0.txt build_manager_v1.0.txt -
1 pointHello people~ I am Adel and this is my updated sprite showcase. ❤ ❤ ❤ Hope you enjoy ❤ ❤ ❤ Note: Please do not steal the display images. Some of the references for my sprites were taken from other game sources. Mob Sprites Other Sprites
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1 pointi wrote this NPC for my server Sanctuary RO, with the intention of sharing since it took a lot of work to write i wanted to let other people use the same NPC or be able to edit it or take snippets from it to use in their own creations i'm designing the server economy to depend on cards so i wrote an NPC that will dispense coins every time a card is traded baised on how often that card is traded in by the whole server note that item 9204 is a custom item on my server and it will probably need to be changed there may have been easier or cleaner ways to write this NPC but it absolutely works, the only issue is if you have too many cards in your inventory the menu wont display them all but it requires a lot to hit that point cardshredder.txt
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1 pointstruct unit_data *ud = unit->bl2ud(bl); if (ud == NULL) return false; script_pushint( st, ud->skill_id ); // always return 0 //script_pushint( st, ud->dir ); // works something like this
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1 pointResolvido pessoal, podem fechar! Solução: Fora a falta do final do tutorial bem explicado que o @luizragna deu, o prompt não aceita o comando sendo feito se a pasta estiver em outro HD. É necessário utilizar primeiro o comando D: (ou qualquer letra da unidade que estiver o servidor) para que ele mude de diretório. As vezes depois eu faço um Guia em pt explicando melhor caso o povo tenha dificuldade Obrigado Luiz!
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1 pointsplit topic from http://herc.ws/board/topic/15934-card-shredder/ @Begin prontera,155,185,4 script Card trader 2_VENDING_MACHINE1,{ mes "[Card trader]"; mes "Please select the card you wish to trade."; getinventorylist; for ( .@i = 0; .@i < @inventorylist_count; ++.@i ) { if ( getiteminfo( @inventorylist_id[.@i], ITEMINFO_TYPE ) == IT_CARD ) { .@menu$ += getitemname( @inventorylist_id[.@i] ) +":"; .@cardid[.@c++] = @inventorylist_id[.@i]; } } .@menu$ += "No Card - Close"; next; .@s = select( .@menu$ ) -1; if ( .@s == .@c ) close; while ( .@cardid[.@s] != .mvpcardid[.@i] && .@i < .mvpcards ) { ++.@i; } if ( .@i < .mvpcards ) .@rate = 3; else .@rate = 1; mes "[Card trader]"; dispbottom countitem( .@cardid[.@s] ) +""; if ( countitem( .@cardid[.@s] ) > 1 ) { mes "Input how many you want to trade ?"; next; input .@amount, 0, countitem( .@cardid[.@s] ); if ( !.@amount ) close; mes "[Card trader]"; mes "Are you sure you want to trade"; mes .@amount +"x "+ getitemname( .@cardid[.@s] ); mes " for "+( .@rate * .@amount )+" Poring Coins ?"; } else { .@amount = 1; mes "Are you sure you want to trade a "+ getitemname( .@cardid[.@s] ) +" for "+ .@rate +" Poring Coins ?"; } next; if ( select ( "Yes.", "No" ) == 2 ) close; delitem .@cardid[.@s], .@amount; getitem Poring_Coin, .@rate * .@amount; close; OnInit: .mvpcards = query_sql("select item_db.id from item_db right join mob_db on item_db.id = mob_db.dropcardid where mexp > 0 and type = 6 group by name_japanese;", .mvpcardid); end; } simple script although I wanted to do page by page ... but when realize MAX_INVENTORY is just 100, while menu string limit is 2047, means need 20 string length of each card item name to crash the client ... so don't need to do page by page
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1 pointFile Name: Slot Machine File Submitter: GmOcean File Submitted: 14 Sep 2014 File Category: Events & Games This script will allow users to spend zeny &/or an item for a chance to win a prize from the slot machine. Currently there are 2 versions. First is a Single Slot Machine, where only 1 slot is rolled. Second is the Triple Slot machine, where 3 slots are rolled. For either version, SUCCESS must be the only thing displayed in order to win. To add the cutins, just place them in: data/texture/À¯ÀúÀÎÅÍÆäÀ̽º/illust /* ============================================================= /* NOTE - If using soundeffects you must add the ".wav" files /* provided in the ".rar" file to your: data/wav folder located /* in either your: ( Ragnarok folder ) OR ( .grf file ) /* ============================================================= I've included the PSD file, so you can edit it as you like. Click here to download this file
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1 pointNice script ... I loved it! I have an idea to add in your NPC ... I think it's going to get better. You could add an option to the NPC to create scrolls with the stored build. Thus, the player can load this parchment and use wherever he wants, make exchanges, sell the parchment, etc ... The NPC creates a parchment (Item usable) with the stored build.
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1 point=General *Added new unit tag and ID. =Jobs *Star Emperor *Soul Reaper +Updated skill trees to add the rest of the skills in. =NPC *Updated the "3ceam_jobchange" script to support Star Emperor, Soul Reaper, -and their baby versions. -Note: They are disabled for now until client support for them is more stable. =Skills *Enabled access to all skills for Star Emperor, Soul Reaper, and new Arch Bishop -skills. Range, target type, max level, and sp requirements are official. -Note: Currently none of them work even tho their usable.
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1 pointL_Coins: if ( $cardid_shredded[ getarg(0) ] < 5 ) return 5; else if ( $cardid_shredded[ getarg(0) ] < 10 ) return 4; else if ( $cardid_shredded[ getarg(0) ] < 15 ) return 3; else if ( $cardid_shredded[ getarg(0) ] < 20 ) return 2; else return 1; I've read the original script, and in that script .... as you can see here the value will decrease the more players shred their cards although I also prefer to have a fix value ... though yes its possible ... but you want a fix value or a descending value ? you know ... if its a fix value ... then sounds like a card trader npc
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1 pointI admit its cool idea, reminds me the card trader event I made long time ago http://herc.ws/board/topic/11367-card-collector/ the problem is your script, and you should be glad you have posted on the board let me simplify it ... prontera,155,185,4 script Card Shredder 2_VENDING_MACHINE1,{ mes "[ Card Shredder ]"; mes "You can shred cards to earn premium currency"; mes "would you like to shred any cards? "; next; if ( select ( "Yes.", "No" ) == 2 ) close; mes "[ Card Shredder ]"; mes "Please select the card you wish to shred."; getinventorylist; for ( .@i = 0; .@i < @inventorylist_count; ++.@i ) { if ( getiteminfo( @inventorylist_id[.@i], ITEMINFO_TYPE ) == 6 ) { .@menu$ += getitemname( @inventorylist_id[.@i] ) +" "+ callsub( L_Coins, @inventorylist_id[.@i] ) +" Coins:"; .@cardid[.@c++] = @inventorylist_id[.@i]; } } .@menu$ += "No Card - Close"; next; .@s = select( .@menu$ ) -1; if ( .@s == .@c ) close; mes "[ Card Shredder ]"; mes "are you sure you want to shred a "+ getitemname( .@cardid[.@s] ) +" for "+ callsub( L_Coins, .@cardid[.@s] ) +" coins ?"; next; if ( select ( "Yes.", "No" ) == 2 ) close; delitem .@cardid[.@s], 1; getitem Poring_Coin, callsub( L_Coins, .@cardid[.@s] ); ++$cardid_shredded[ .@cardid[.@s] ]; close; L_Coins: if ( $cardid_shredded[ getarg(0) ] < 5 ) return 5; else if ( $cardid_shredded[ getarg(0) ] < 10 ) return 4; else if ( $cardid_shredded[ getarg(0) ] < 15 ) return 3; else if ( $cardid_shredded[ getarg(0) ] < 20 ) return 2; else return 1; } I made it in a way without using 2 permanent variables also found a bug though ... line 713 if (.@cardval < 1) set cardval,10; if (.@menu == 454) close; why do you set a permanent player variable ... there ? and about the issue about having too many cards in the menu, can be done with page system https://rathena.org/board/topic/74630-help-array/
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1 pointyour profile said you are using Hercules but when I test the script all kinds of errors pop up [Error]: script_add_str: detected possible use of wrong case in a script. Found 'setBattleFlag', probably meant to be 'setbattleflag' (in 'npc/zzz.txt'). [Error]: script error in file 'npc/zzz.txt' line 158 column 3 parse_line: expect command, missing function name or calling undeclared func tion 155: 156: // Restore experience rates: 157: if(checkcell("prontera",0,0,cell_water)) { * 158: setBattleFlag "base_exp_rate",getBattleFlag("base_exp_rate") - $TIbr; ~~~~~~~~~~~~~~~~^ 159: setBattleFlag "job_exp_rate",getBattleFlag("job_exp_rate") - $TIjr; 160: set $TIbr,0; 161: set $TIjr,0; [Error]: script error in file 'npc/zzz.txt' line 158 column 46 parse_line: need ';' 155: 156: // Restore experience rates: 157: if(checkcell("prontera",0,0,cell_water)) { * 158: setbattleflag "base_exp_rate",getBattleFlag("base_exp_rate") - $TIbr; ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^ 159: setbattleflag "job_exp_rate",getBattleFlag("job_exp_rate") - $TIjr; 160: set $TIbr,0; 161: set $TIjr,0; [Error]: script error in file 'npc/zzz.txt' line 332 column 48 parse_line: expect command, missing function name or calling undeclared funtion 329: end; 330: 331: OnPCDieEvent: * 332: if((.a > 0) && (getsavepoint(0) == .c2$[.b])) save .s$,.sx,.sy; ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^ 333: end; 334: 335: OnWhisperGlobal: this script is not meant for Hercules ok the script loads fine in rathena [Warning]: buildin_monster: Attempted to spawn non-existing monster class 2503 [Debug]: Source (NPC): invasor (invisible/not on a map) [Warning]: buildin_monster: Attempted to spawn non-existing monster class 1228 [Debug]: Source (NPC): invasor (invisible/not on a map) can you just read the map-server.exe for all the errors ? this is a bad ... script ... unreadable ... why I have to refer to what the t1 c1 c2 t2 means ... why not just make a proper variable name like .t1 = .min_time , .t3 = .duration I cannot read this script, I'm out