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Host32

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Everything posted by Host32

  1. Wow, so fast! (at least for me) I was questioning this recently with a friend Thank you
  2. Okay, It is not exactly the solution I was looking for, but the config 'natural_healsp_interval' solved my problem I consider this as a workaround thank you
  3. what setting? lol only find 'natural_healsp_interval', nothing about healsp regen rate :/
  4. This is a script function correct? (bonus) I should create a script to grant it? There isn't conf file that sets this?
  5. Hello I would like to modify the default SP regen rate of all the players but I can not find this configuration someone can help me? Thanks
  6. Pelo que eu vi, PARECE que você configurou a porta direitinho tb, uma pergunda idiota, o clientinfo.xml do seu amigo ta configurado corretamente?
  7. np, it's I who should thank you
  8. This answer was given on 31 july but on 09 aug this commit was made: https://github.com/HerculesWS/Hercules/commit/5ad96bcc2af2a5a76348fca87e52a0f038461808 And as I said, the project compiles perfectly in debug mode, but not in release mode I thought there might be something wrong with the commit, so I insisted on creating this post
  9. Output: Note: In Debug mode it works, the error occur only in release mode
  10. omg, I would never imagine '-' Thank you
  11. Is there any way to know if the player is fighting a monster? For example, I am creating a plugin that adds a delay between the exchange of equipments, however the delay would be applied only during a combat, if the player is not fighting it should be ignored, how can I do this validation? Thanks in advance
  12. @@Soul1992 Its realy works on Hercules? Okay, I already got the hint needed for now When completed I try to make it available as a plugin here thanks
  13. Hello guys I wanted to prevent the player could change equipment all the time, can at least help me on a kick start for creating a cooldown mechanism to exchange equipment? I thought about for a 30 seconds of cooldown to what the player could change equipment again. Thanks in advance
  14. now I see how best is to create a plugin for it, however, it was cheaper to write a script for my tests what I'm really testing are some changes in gameplay, a kind of prototype, if it really look good I make a plugin
  15. @Vlync experiments I am testing some different ideas of gameplay...
  16. Ow man, I fell in love with this script system *---* @@Winterfox Thank so much!
  17. @@Winterfox you're really awesome About the script, it really seems to me a great Hack, in Brazil we call it 'gambiarra' But I think good for some initial tests I was trying to use the item script to validate the card, but your idea worked better hehe On the second topic, there is a way to get the subtype of the item or I really need to create some arrays in the script and manually tell what is a sword or a dagger? Thanks
  18. Hello guys! Im doing some tests with strategic elements and like to create some restrictions to equip cards and dont know if is possible... The first thing is make possible to a card occupy 2 slots, for eg, a specific OP card occupies 2 slots when a common card occupies only 1. The second thing is limit some cards to an specific subtype of item, for eg, a type of card specific for daggers, another type specific for axes and etc. What you guys suggest me? I'll need a plugin or it's possible in a script? Thanks in advance
  19. ok now I understand the OnPCLoadMapEvent label can be triggered by any map with the flag and not just the maps in this script, so you do this validation Ha, and the error was repeated in function too here is corrected: - script PVP_LEVEL_UP -1,{ OnInit: setarray .maps$, "izlude", "pvp2", "pvp3"; setarray .minLevel, 99; for( .@i = 0; .@i < getarraysize( .maps$ ); .@i++ ) setmapflag .maps$[ .@i ], mf_loadevent; end; OnPCLoadMapEvent: getmapxy( .@map$, .@x, .@y, 0 ); if( !compare( implode( .maps$, ":" ), .@map$ ) ) end; if( BaseLevel < .minLevel ) { PVPLP_TRUE_LEVEL = BaseLevel; atcommand "@blvl " + (.minLevel - BaseLevel); } end; OnPCLogoutEvent: callfunc( "PVPLP_revertLevel" ); end;} function script PVPLP_revertLevel { setarray .@maps$, "izlude", "pvp2", "pvp3"; getmapxy( .@map$, .@x, .@y, 0 ); if( !compare( implode( .@maps$, ":" ), .@map$ ) ) end; atcommand "@blvl " + (PVPLP_TRUE_LEVEL - BaseLevel);}Note the parentheses in "atcommand" too And i need copy the var maps to inside the function... the functions do not share variables with NPCs? of all thank you! I managed to get the hang
  20. @@Winterfox its amazing! but i have one problem here: [Warning]: script:implode: array length = 0 then I commented these lines: getmapxy( .@map$, .@x, .@y, 0 );if( !compare( implode( .@maps$, ":" ), .@map$ ) ) end; And now it works: - script PVP_LEVEL_UP -1,{ OnInit: setarray .maps$, "pvp1", "pvp2", "pvp3"; setarray .minLevel, 99; for( .@i = 0; .@i < getarraysize( .maps$ ); .@i++ ) setmapflag .maps$[ .@i ], mf_loadevent; end; OnPCLoadMapEvent: if( BaseLevel < .minLevel ) { PVPLP_TRUE_LEVEL = BaseLevel; atcommand "@blvl " + .minLevel - BaseLevel; } end; OnPCLogoutEvent: callfunc( "PVPLP_revertLevel" ); end;} function script PVPLP_revertLevel { atcommand "@blvl " + PVPLP_TRUE_LEVEL - BaseLevel;} My question now is: what are the lines that I removed? I will have a problem if i leave without them? Thank you!
  21. Hello guys! I would like to know how to create a PvP map where all players were lvl 99 it. For example, a player low lvl when entering the map, him lvl would be set to 99, but when he leave it, he back to the original character level. The player's status points can be reset if is necessary... Sorry for my english and thanks in advance
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