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Everything posted by Murilo BiO'
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When I was writing the clan system I saw something about this and it looks like you can't invite someone to your guild if this person is in a clan, and it looks like a client-side verification and not server-side, maybe we can override it by removing the guild check when trying to join a clan but it should be tested....
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Automated Event ( Hourly ) with Cashpoint Reward
Murilo BiO' replied to RhamXIV's question in General Server Support
What kind of event do you want? What will be it's goals? Sample of hourly event: prontera,150,150,4 script Hide and Seek::hourly_event 1_M_01,{ if ( .STATUS ) { mes("[^FFA500Hide and Seek^000000]"); mes("Oh! You found me!"); mes("Here's your reward!"); announce(sprintf("[Hide and Seek] %s found me! Thank you all for participating.", strcharinfo(0)), bc_all); #CASHPOINTS += 75; // Adds 75 Cash Points close2(); donpcevent("hourly_event::OnStopEvent"); } end(); OnInit: hideonnpc("hourly_event"); .STATUS = 0; end(); OnMinute00: //Every hour at this minute the event will begins donpcevent("hourly_event::OnStartEvent"); end(); OnStartEvent: initnpctimer(); setarray( .COORDINATES[0], // x, y (just for prontera) 119, 311, 105, 74, 129, 261, 188, 330, 241, 76, 205, 238, 60, 335, 240, 292 ); .@i = rand(getarraysize(.COORDINATES)); .@x = .COORDINATES[.@i]; .@y = .COORDINATES[.@i + 1]; movenpc("hourly_event", .@x, .@y); .STATUS = 1; announce("[Hide and Seek] The event has begun! Try to find me in Prontera!", bc_all); hideoffnpc("hourly_event"); end(); OnStopEvent: stopnpctimer(); .STATUS = 0; hideonnpc("hourly_event"); end(); OnTimer1800000: donpcevent("hourly_event::OnStopEvent"); end(); } Goal: Find the NPC in Prontera. -
Do you already have any way to save these data(Kills, deaths and emp breaker)? Or it needs to be coded from scratch? What KDR means? Maybe Kills and Deaths Ratio?
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Awesome Now players can have more privacy when talking to NPCs haha
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View File Channel Fee Plugin With this plugin you be able to set required Zeny and/or Items to players be able to send messages on channels. The idea came from this post, thank you @blaze. How to configure channels: // FIXME: make a better way to add fee on channels (directly on channels.conf) const struct { char name[HCS_NAME_LENGTH]; int zeny; int nameid; int amount; } channels_fee[] = { // -- Add channels with fee like the example: {"name", zeny, item id, item count}; {"main" , 1000, 0 , 0}, // #main - 1000z and no item }; Find 'channels_fee[]' declaration, and add an element just like the example. If you find any bugs please report them! Hope you enjoy it. Submitter Murilo BiO' Submitted 02/04/17 Category Plugins
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- channel system
- channel
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Yes bio to avoid spam #main chat thanks up for this Here's the plugin: Download Link How to configure it: // FIXME: make a better way to add fee on channels (directly on channels.conf) const struct { char name[HCS_NAME_LENGTH]; int zeny; int nameid; int amount; } channels_fee[] = { // -- Add channels with fee like the example: {"name", zeny, item id, item count}; {"main" , 1000, 0 , 0}, // #main - 1000z and no item }; Find "channels_fee[]" declaration and add an element just like de example above. It's already set to charge 1000 zenys when trying to speak on #main channel, so just change if you want to add or remove a channel. Hope you enjoy it!
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Version 1.0
57 downloads
With this plugin you be able to set required Zeny and/or Items to players be able to send messages on channels. The idea came from this post, thank you @blaze. How to configure channels: // FIXME: make a better way to add fee on channels (directly on channels.conf) const struct { char name[HCS_NAME_LENGTH]; int zeny; int nameid; int amount; } channels_fee[] = { // -- Add channels with fee like the example: {"name", zeny, item id, item count}; {"main" , 1000, 0 , 0}, // #main - 1000z and no item }; Find 'channels_fee[]' declaration, and add an element just like the example. If you find any bugs please report them! Hope you enjoy it.- 1 review
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- channel system
- channel
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yes sir there is 4_EP16_SPIEGEL inside my constrants.conf And in your data folder too?
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Don't know if this is official or bug.
Murilo BiO' replied to rans's question in General Server Support
In official chemical protections does not remove divest statuses. -
Do you want to make players pay some fee when talking in #main channel? I think channel system hasn't any feature like that (have no idea, has it?), so it will need some src edits. @edit Oh, I'll make a plugin, It's a very good idea! Thank you @Blaze!
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What do you mean with "make it usable all the time"? Do you want to enable it all time instead every new hour? Sorry I'm confuse
- 3 replies
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- battleground
- ffa
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Is there "4_EP16_SPIEGEL" in ../db/constants.conf and sprites in your data folder? Have you tried with another sprite? Did it work?
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Npcs simples não funcionam e não apresentam erros no mapserver
Murilo BiO' replied to Like it~*'s question in Suporte a Script
Primeiro NPC O Hercules já possui um sistema de Túmulos, não entendo o que quer fazer com isso. Caso queira usar seu próprio sistema tudo bem... O evento OnTombstone está sendo chamado onde? Você que fez? Segundo NPC O setarray e o set antes do evento OnPCDieEvent, não irão funcionar até que o script seja executado do início (click no npc). O que você deve fazer é adicionar um evento para que ele configure essas variáveis, se não elas estarão vazias e o npc não fará nada. antes do setarray, coloque um OnInit: Assim elas serão definidas assim que o npc for carregado. Terceiro NPC O mesmo que o segundo npc, não há nenhum evento à ser disparado, quando os comandos agitstart() ou agitstart2() são utilizados, eles disparam eventos OnAgitInit e OnAgitInit2, antes das condições coloque as labels de evento, OnAgitInit e OnAgitInit2, desse modo: OnAgitInit: OnAgitInit2: if(agitcheck() == 1 || agitcheck2() == 1){ // code... } end(); Outra observação, sua comparação está incorreta, você está usando | ao invés de ||. Espero ter ajudado -
Any idea of wich one? I've tested with 2016-02-03, now i'm going to test the 2016-12-28..
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Hi! I've seen this feature on some servers (the icons at the bottom), here is an example: But I can't change the old inventory window into these icons even using 2015~2016 clients.... Look: Does anyone knows how to configure it?
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[Script Command] Sellshop - Type selective sell shop
Murilo BiO' replied to Murilo BiO''s topic in Plugin Releases
Yes, selling screen will only show the items that have the types you set. That's helpful when using with OnSellItem: event, instead of you filter every sold item, the selling window does it for you. Edit: Like a shop based card remover, you need only Armors and Weapons to check, so, disable the rest types and when you open the selling secreen, even if you're full of misc items, healing items or pet eggs, it will show ONLY Armors(armors, shields, shoes, etc) and Weapons.. It gives you a clear vision of what you can sell to each NPC. -
[Script Command] Sellshop - Type selective sell shop
Murilo BiO' replied to Murilo BiO''s topic in Plugin Releases
This is a custom script command, so Hercules Script Checker can't handle it. Check how to install plugins Here if you use windows or Here for others. Oooohh mmmmmyyy.. AAaargghh i forgot to add it on my Plugin.conf thanks for reminding me the plugins.. If you get any errors let me know -
[Script Command] Sellshop - Type selective sell shop
Murilo BiO' replied to Murilo BiO''s topic in Plugin Releases
This is a custom script command, so Hercules Script Checker can't handle it. Check how to install plugins Here if you use windows or Here for others. -
Can you show your battle.c on line 5851? The whole function will be great @edit This is not the Reflect Damage Skill ID. Did you changed something in battle.c?
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Name: Sellshop Version: 1.0.2 Link: donwload This is a new script command, looks like 'callshop' when this one is used to open the sell window, but with this plugin you can choose what type of items will be abble to be sold. It's useful for shop based scripts, you won't need to filter all sold items for the type you want. Another interesting thing about this plugin is the 'Overcharge' parameter, which can show/remove the overcharged value from Overcharge skill (merchants) and just show the original value. Usage: "shop": shop name (same as callshop) Overcharge: turns on(1) or off(0) the display of overcharged price on sell window. Healing,....,Cash: Item types. They are optional and all enabled by default, to disable use 0 and to enable use 1 If only the 2 required parameters are set, all types will be enabled and will be the same of callshop,2; e.g. - shop CardBuyerShop FAKE_NPC,512:-1 prontera,181,215,3 script Card Buyer 2_VENDING_MACHINE1,{ sellshop "CardBuyerShop",0,0,0,0,0,0,1,0,0,0,0,0; } In this case, the CardBuyerShop will be called without showing the overcharged price and only IT_CARD type items will be on the list. The settings to the Item Types are: IT_HEALING -> disabled (0) IT_USABLE -> disabled (0) IT_ETC -> disabled (0) IT_WEAPON -> disabled (0) IT_ARMOR -> disabled (0) IT_CARD -> enabled (1) IT_PETEGG -> disabled (0) IT_PETARMOR -> disabled (0) IT_AMMO -> disabled (0) IT_DELAYCONSUME -> disabled (0) IT_CASH -> disabled (0) This is my first contribution to Hercules, I hope that can be useful. Observation: The Overcharge skill still work, so if you disable the overcharged price and sell something the zeny you will receive the overcharged price. @edit 1.0.1 - Removed some code related to my server (I forgot this) 1.0.2 - Fixed conditions to filter correctly