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Showing content with the highest reputation on 07/04/18 in all areas

  1. 2 points
    meko

    Duplicate NPCs use the same variable

    Duplicate npcs do share variables but this is legacy code that we can't change without breaking backward-compatibility. What we could do however is add a config flag so you can manually choose the desired behaviour. The problem is that in npc_duplicate_script_sub the function does npc->script = source->script, so it creates a pointer to the parent script_code struct instead of creating its own and variables are stored in this struct. The Evol plugin fixes this by creating its own struct but since I see other people want this change I will move it to Hercules directly instead.
  2. 1 point

    Version 1.2

    559 downloads

    Devil Square [Nightmare-Mode] (Special thanks to: IeYaseru (Old friend who gave me a DS script I reinvented) ============================================================================================================= Description: In this version of Devil's Square, once the amount of players have joined, that's it. You won't be able to continue going back inside of Devil Square once you die, after entering and Devil Square starts, it will be closed. All other players won't be able to join, and it's up to all the players to either complete Devil Square or die and not be able to come back in. If no players enter in the timeframe, it will cancel out the event. Also counts up the Max amount of Users when they enter Devil's Square. Once the Max Users have been established, no one else can join, and then it's just up to that team of people! Once all the Players have died and warped out of the event, it will announce that all the users who entered have failed Victory in Devil Square, and the event will be reset. ============================================================================================================= Difference in Type 2: Description: In this version when you die and get warped out, if you hurry up you'll be able to come back into Devil Square again. NOTE: You WILL have to REPAY the amount of Zeny to re-enter. Since players can die, and repay/pay at anytime to join inside the event, there's no need to cancel out the event if no one joins. New Additions to Revision 5 (For Type 1 And Type 2): Created commands: @disableds - Allows you to disable Devil Square whenever you want (This feature is also inside of the NPC!) @repeatds - Allows you to repeat the Devil Square on the go. (This feature is also inside of the NPC!) @editds - Allows you to edit, or as I put it "Over Ride" the settings in the OnInit: inside of [DS] Organizer::DSORG Changes happen in the menu whether the event is active or not. If it's active it will allow you to disable or go to the Player Menu, if it's unactive it'll ask if you want to Start Devil's Square. Basically redesigned a lot of the aspects of the script, beforehand it didn't even work, and had errors upon errors. Made the script to be flexible and totally configurable! Future additions/ideas: Add the ability to also edit the mob data for each Round as well as the MvP list. Also before hand if it was <= 5 users it would only spawn 8 Treasure Chests, otherwise it would spawn 16. Now you can choose as much as you want! When a GM is editing an option inside of Devil's Square, another GM cannot edit an option until that GM is done editing an option via `@editds`. NOTE: Not every Treasure Chest is the same either!
  3. 1 point
    short description There are 3 different generations of laboratory monsters: 1. Egnigem, Wickebine, Laurell, Errende, Josephina, Kavach, Armeyer 2. Seyren, Eremes, Kathryne, Margaretha, Cecil, Howard 3. Randel, Gertie, Celia, Chen, Trentini, Alphoccio, Flamel I collect them, correct mistakes, add every possible class to each monster, recolor them in 3 official color sets and improve their aura. As a basis, I took the logic of the first implemented sprites at lhz_dun01-03 If you compare the following kRO sprites with corrections in the changelog you will notice that the logic has ceased to be respected and the sprites do not even have sounds! [DONE] 1st classes 2nd class advanced class 3rd class 3rd japan edition class 4th class previous versions of some classes custom extended classes The total number of sprites in the pack: ~170 classes (including different types of weapons) x 3 color sets x 2 different auras = ~1020 sprites changelog: (!) Below are the non-clean gifs recorded using GifCam.exe over the Act Editor (!) So these can brake or accelerate and do not serve as an accurate image. These gifs are added just for reference For clarity, the background of the laboratory is taken, and the sprites are shown in transparent blue 969F9EE7 and with improved aura Seyren Windsor Eremes Guile Kathryne Keyron Margaretha Sorin Cecil Damon Howard Alt-Eisen Randel Lawrence Gertie Wie Celia Alde Chen Lio Trentini Ilaria Alphoccio Basil Flamel Emure Egnigem Chenia Wickebine Tres Laurell Weinder Errende Ebecee Josephina Kavach Icarus Armeyer Dinze
  4. 1 point
    w0wZukuBg

    ja_yavin01

    Version 1.0.0

    70 downloads

    (!) You may need Malangdo, Dicastes, Dewata or Malaya staff to use Includes custom textures from free JKA_Tex_Overhaul_0.3 pack and minimap Made By w0wZukuBg
  5. 1 point
    Habilis

    Duplicate NPCs use the same variable

    I had this issue with campfires and stuff When you dupe you gottta create a unique NPC name ex from my CampFire NPC sprintf("Campfire#CF_%d", getcharid(CHAR_ID_CHAR)) then you can do setd and getd of setd(sprintf(".@MegaVariable_%d", [unique identifier]))
  6. 1 point
    w0wZukuBg

    [w0w] Ja_yavin01

    Ja_yavin01 File Name: ja_yavin01File Submitter: w0wZukuBgFile Submitted: 03 July 2018File Category: Maps & TexturesDownload Link: Click here to download
  7. 1 point
    luizragna

    Custom Unit HP Bar System

    Yes, the illust folder don't like subfolders I improved the topic to avoid problems
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