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Showing content with the highest reputation on 09/22/20 in Posts
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1 point
[Showcase] Lhz Dun Mobs Update aka Bio Lab Family
evilpuncker reacted to w0wZukuBg for a post in a topic
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 -
1 pointa basic google search found this topic didn't test, but it looks to be most feature complete hmm.................... bad script design though
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1 point
Class check trouble
evilpuncker reacted to AnnieRuru for a post in a topic
yes this is indeed confusing the one in the source code source <----> script (sd->job & JOBL_THIRD) != 0 <----> (eaclass() & EAJ_THIRD) != 0 (sd->job & MAPID_BASEMASK) != MAPID_NOVICE <----> (eaclass() & EAJ_BASEMASK) != EAJ_NOVICE now assuming that your script has correct logic script <----> source !(eaclass() & EAJL_THIRD) <----> !(sd->job & JOBL_THIRD) BaseJob == Job_SuperNovice <----> (sd->job & MAPID_UPPERMASK) == MAPID_NOVICE (note there are no basejob in source code) (do not confuse EAJL_UPPER - EAJ_UPPERMASK) Class != Job_Star_Gladiator <----> sd->status.class != Job_Star_Gladiator Class != Job_Soul_Linker <----> sd->status.class != Job_Soul_Linker I think what you want is 1. all 3rd jobs can access this npc 2. super novice entended (4190 - Job_Super_Novice_E) cannot use this npc 3. also allow Job_Star_Gladiator and Job_Soul_Linker to access the npc prontera,155,185,5 script debug_test_job 1_F_MARIA,{ mes "select a few job to test the condition"; next; switch(select( "Job_Novice - NO", "Job_SuperNovice - NO", "Job_Novice_High - NO", "Job_Super_Novice_E - NO", "Job_Super_Baby - NO", "Job_Super_Baby_E - NO", "Job_Acolyte - NO", "Job_Priest - NO", "Job_High_Priest - NO", "Job_Baby_Priest - NO", "Job_Arch_Bishop - YES", "Job_Arch_Bishop_T - YES", "Job_Baby_Bishop - YES", "Job_Soul_Linker - YES", "Job_Star_Gladiator - YES")) { case 1: jobchange Job_Novice; break; case 2: jobchange Job_SuperNovice; break; case 3: jobchange Job_Novice_High; break; case 4: jobchange Job_Super_Novice_E; break; case 5: jobchange Job_Super_Baby; break; case 6: jobchange Job_Super_Baby_E; break; case 7: jobchange Job_Acolyte; break; case 8: jobchange Job_Priest; break; case 9: jobchange Job_High_Priest; break; case 10: jobchange Job_Baby_Priest; break; case 11: jobchange Job_Arch_Bishop; break; case 12: jobchange Job_Arch_Bishop_T; break; case 13: jobchange Job_Baby_Bishop; break; case 14: jobchange Job_Soul_Linker; break; case 15: jobchange Job_Star_Gladiator; break; default: mes "go die"; close; } message getcharid(CHAR_ID_ACCOUNT), jobname(Class); close; OnInit: bindatcmd "@test2", strnpcinfo(NPC_NAME_UNIQUE)+"::Onaaa"; end; Onaaa: .@eaclass = eaclass(); if (((.@eaclass & EAJL_THIRD) != 0 && (.@eaclass & EAJ_BASEMASK) != EAJ_NOVICE) || Class == Job_Soul_Linker || Class == Job_Star_Gladiator) // this line you want dispbottom "Yes"; else dispbottom "No"; end; } #include "common/hercules.h" #include "map/pc.h" #include "map/clif.h" #include "plugins/HPMHooking.h" #include "common/HPMDataCheck.h" HPExport struct hplugin_info pinfo = { "test", SERVER_TYPE_MAP, "", HPM_VERSION, }; ACMD(test) { if (((sd->job & JOBL_THIRD) != 0 && (sd->job & MAPID_BASEMASK) != MAPID_NOVICE) || sd->status.class == JOB_SOUL_LINKER || sd->status.class == JOB_STAR_GLADIATOR) clif->message(sd->fd, "Correct"); else clif->message(sd->fd, "Wrong"); return true; } HPExport void plugin_init (void) { addAtcommand("test", test); } not a popular script command ? I even feel lazy to make a plugin for this script command, just return true/false -
1 pointI already tried this, and it's affecting (kicking) all the guild members when you Ecall them. Once recalled, all the members are affected by limit and they will be warped out even you set the limit to large number. Sir @astralprojection script works and exclude the ecall issue, but the problem is the script is counting the overall guildmember cap inside the castle/koe map, not per member of the separate guilds so even though the guild A and guild B aren't 3 (or 30) members inside, the script will kick the excess as long as its reach the limit inside the map. It counts all the guild members inside the map.
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1 point
[Showcase] Lhz Dun Mobs Update aka Bio Lab Family
evilpuncker reacted to w0wZukuBg for a post in a topic
~~ 4th class update ~~ Egnigem - Wickebine - Laurell - Errende - Josephina - Kavach - Armeyer Seyren - Eremes - Kathryne - Margaretha - Cecil - Howard & Madogear Randel - Gertie - Celia - Chen - Trentini - Alphoccio - Flamel The main idea behind sprites with two types of attack is that they can be used as: 1. different ordinary monsters with only one type of attack initially 2. monsters with the ability to transform one into another depending on the use of skills by players or randomly Main examples of use for such sprites: 1.1. Celia / Laurell with a staff / book has a casting time and normal delay when using one of the types of magic bolts from a distance and near 1.2. Celia / Laurell with a knife uses instant magic bolts on melee attacks (as if she / he had Auto-Spell enabled) 2.1. Margaretha with a staff can cast protective spells on monsters around her and attack with normal speed (like supportive priest) 2.2. Margaretha with the book casts protective spells only on herself and attack way more faster (like battle priest) 3. Wikebine / Gertie / Josephina / Trentini / Kavach / Alphoccio with the ability to melee attack and carry a bow can randomly change the type of attack from ranged to melee and from melee to ranged to prevent players using Pneuma (Cecil is the exception, as a professional archer only) There is an example of a sprite naming system: -
1 point
[Showcase] Lhz Dun Mobs Update aka Bio Lab Family
evilpuncker reacted to w0wZukuBg for a post in a topic
Super-Novice (Diego) Ninja - Oboro (Cheril) Gunslinger - Rebellion (Weikath) Taekwon - Soul Linker - Soul Reaper (Keytar) Taekwon - Star Gladiator - Star Emperor (Rachel) -
1 point
Official VIP System
evilpuncker reacted to Jedzkie for a post in a topic
Hi! i wan't to suggest to put in Hercules, the VIP System like on Official Servers, here are some informations about the VIP System in pRO ( Philippine Ragnarok Online ). VIP System [pRO] and here is on iRO ( International Ragnarok Online ) VIP System [iRO] Warp Portal *When your Premium Service time expires, you will be disconnected from the server if you are online, but you can reconnect immediately after. *When Premium Service time runs out, you can still get items from your Kafra if you placed more than 300, but you will not be able to put any item in it if it already has 300 items or more. *The EXP and DROP bonuses from Premium Service add to the bonus from Field Manual, Bubblegum and EXP rings. -
1 point
Official VIP System
evilpuncker reacted to malufett for a post in a topic
Hi everybody.. sorry for being in hiatus mode..I just got busy in real life this past years for me having hard time to insert RO dev thingy on my schedule.. I'm sad since I became busy, Herc RE development(SRC) halted upon my leave...so I guess should come back? however if I come back I will only implement this in partial meaning only basic features (due to this reason "Its sole purpose is to monetize (which certainly isn't what players are looking for).")... -
1 point
New /conf folder sucks
evilpuncker reacted to Wolfeh for a post in a topic
He's not complaining about the new item_db syntax, I think it's more the fact that we now have 7 sub folders when we used to have 3 (correct me if I'm wrong in thinking this was what you meant). I also find it very annoying. I like editing my files all at once, and what is the point of a sub-folder with one or two files? Seems pointless to me.