Jump to content

Samuel

Members
  • Content Count

    397
  • Joined

  • Last visited

  • Days Won

    20

Everything posted by Samuel

  1. Did you include the array_find function? It's a custom function so you need to copy the function script and include it either inside the script or any script that will make the function load.
  2. basically your server grf contains the "data folder" in grf form. Usually translated files because data.grf contains korean verison. clientinfo.xml - the one you will use to connect to your server custom files (sprites, textures or anything that you will add or have customized for your server that is not inside the data.grf or anything inside the data.grf but you want to be overwritten by yours)
  3. Hmm seems to be a bug, mine doesn't give anything at all. Clown when linked got the dancer skills. Dancer when linked nothing Both pre-renewal and renewal Opened an issue - https://github.com/HerculesWS/Hercules/issues/2815
  4. Yes, that's why i made a plugin so that it would depend on the options an item has. But i think KRO uses the option as well combined with the drop effect except for the orange one which they used for card items
  5. Samuel

    @whosell

    Use @whodrops for item Use @whereis for monster
  6. Update with this. Didn't know that kRO might have changed the drop effect until someone asked me to create a plugin. 20200401 Ragexe shows a different drop effect + (do-re-mi?) sound Drop Effect as of 20200401 1 = Blue 2 = Yellow 3 = Purple 4 = Green 5 = Red White is missing? Orange was turned into red? Added sound effect for the pillar effect. I attached my latest video for this.
  7. Yes pwde mo po gamitin yung old files mo as long as nasayo server at client files mo po. Need mo lang isetup yung IP sa magiging bagong IP address ng server mo po. Cons: Some bug fixes or enhancement in the emulator need mo imanually add or kung kaya pa irebase sa recent update ng emulator
  8. I have tried updating this plugin. Encountered Bugs: - When Opening 1:1 Chat through Chat Window, it will message the character with additional buff strings - Status changes shows the additional buff strings See attached picture PS: Sorry for the scr logo lol, didn't know i have that in my client files, just setup my test server a few days ago LOL screenshot was taken with a herc emulator running
  9. Hello! Just came back from a very long break from ragnarok emulator scene. When I read one of the topics here in the forum, I encountered this new Item Drop Option and Drop Effect which made me very excited and thought that I could do something like inspired Item Drop Effect in Diablo 3 (which I played for the past few months) Anyway, this video is to showcase what I was able to achieve in making a plugin for this. Code is a little bit messy. There have been many changes in the source which I need to study. Just read the video description as well. Enjoy!
  10. prontera,156,187,4 script Nurse 4_F_NURSE,7,7,{ OnTouch: .@cooldown = 5; // how many seconds before the player can heal again .@payment = 5000; //zeny payment if ( ( @hcd + .@cooldown ) > gettimetick(2) ) { dispbottom "You need wait for " + ( @hcd + .@cooldown - gettimetick(2) ) + " seconds."; end; } if (Zeny < .@payment) { dispbottom "Sorry you need "+.@payment+" Zeny."; end; } Zeny -= .@payment; // disable negative buffs ... I out from RO scene for about 4 years, so this is my only known negative buffs sc_end SC_STONE; sc_end SC_FREEZE; sc_end SC_STUN; sc_end SC_SLEEP; sc_end SC_POISON; sc_end SC_CURSE; sc_end SC_SILENCE; sc_end SC_CONFUSION; sc_end SC_BLIND; sc_end SC_BLOODING; sc_end SC_DPOISON; sc_end SC_FEAR; sc_end SC_COLD; sc_end SC_BURNING; sc_end SC_DEEP_SLEEP; sc_end SC_DEC_AGI; sc_end SC_BROKENARMOR; sc_end SC_BROKENWEAPON; sc_end SC_PROPERTYUNDEAD; sc_end SC_ORCISH; sc_end SC_SKE; sc_end SC_SWOO; sc_end SC_SKA; // give players buff ... don't give too much otherwise player wanna spam .@time = 3600000; // the buff will last for 1 hour sc_start SC_INC_AGI, .@time, 10; sc_start SC_BLESSING, .@time, 10; sc_start SC_FOOD_STR, .@time, 10; sc_start SC_FOOD_AGI, .@time, 10; sc_start SC_FOOD_VIT, .@time, 10; sc_start SC_FOOD_INT, .@time, 10; sc_start SC_FOOD_DEX, .@time, 10; sc_start SC_FOOD_LUK, .@time, 10; // sc_start SC_CONCENTRATION, .@time, 10; // sc_start SC_IMPOSITIO, .@time, 5; // sc_start SC_SUFFRAGIUM, .@time, 3; // sc_start SC_KYRIE, .@time, 10; // sc_start SC_MAGNIFICAT, .@time, 5; // sc_start SC_GLORIA, .@time, 5; // sc_start SC_WINDWALK, .@time, 5; // sc_start SC_ANGELUS, .@time, 10; // give player's soul link if ( .@spirit = .spirit[BaseJob] ); else if ( Upper & 1 && BaseLevel < 70 ) .@spirit = SL_HIGH; if ( .@spirit ) { sc_start4 SC_SOULLINK, .@time, 1, .@spirit,0,0; skilleffect .@spirit, 1; } // automatically turn all oridecon and elunium stone into pure stone to reduce player's weight .@ori = countitem(Oridecon_Stone); if ( .@ori >= 5 ) { delitem Oridecon_Stone, .@ori / 5 * 5; getitem Oridecon, .@ori / 5; message strcharinfo(0), "Refined "+ ( .@ori / 5 * 5 ) +" Oridecon Stones, got "+ ( .@ori / 5 ) +" Oridecons."; } .@elu = countitem(Elunium_Stone); if ( .@elu >= 5 ) { delitem Elunium_Stone, .@elu / 5 * 5; getitem Elunium, .@elu / 5; message strcharinfo(0), "Refined "+ ( .@elu / 5 * 5 ) +" Elunium Stones, got "+ ( .@elu / 5 ) +" Eluniums."; } // repair all player's broken eqiupments repairall; // identify all player's equipments getinventorylist; for( .@i = 0; .@i < @inventorylist_count; .@i++ ) { if ( @inventorylist_identify[.@i] == 1 ) continue; else if ( getskilllv(MC_IDENTIFY) == 1 && Sp >= 10 ) heal 0,0; // lol... this is supposed to reduce their SP by 10, whatever else if ( countitem(Spectacles) ) delitem Spectacles,1; else if ( getskilllv(RG_COMPULSION) && Zeny >= ( 100 - ( 5 + 4 * getskilllv(RG_COMPULSION) ) )* 2/5 ) Zeny -= ( 100 - ( 5 + 4 * getskilllv(RG_COMPULSION) ) )* 2/5; else if ( getskilllv(MC_DISCOUNT) && Zeny >= ( 100 - ( 5 + 2 * getskilllv(MC_DISCOUNT) ) )* 2/5 ) Zeny -= ( 100 - ( 5 + 2 * getskilllv(MC_DISCOUNT) ) )* 2/5; else if ( Zeny >= 40 ) Zeny -= 40; else break; delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0; getitem @inventorylist_id[.@i],1; .@icount++; } if ( .@icount ) message strcharinfo(0), "Identified "+ .@icount +" Items."; // and last, give players heal percentheal 100,100; skilleffect AL_HEAL, MaxHp; skilleffect MG_SRECOVERY, MaxSp; emotion e_oops; @hcd = gettimetick(2); end; }
  11. Hmmm, you could enable light pillar drop through make item script command but the color code control is in item database which makes it hard. with simple source modification of makeitem source and just enable the showdropeffect for the item you want to have drop effect. or maybe someone can enlighten me as well with this. Edit: instead of modifying source, maybe you could just use the setoption script prontera,124,201,1 script trialNPC 4_F_JOB_BLACKSMITH,{ .@item = 501; //Set Item Here .@itemeffect = 3; //Set Drop Effect Here (1-5) .@item_amount = 1; //Set Item Amount Here .@loop = 100; //Set How Many Times it will drop getmapxy(.@mapname$, .@mapx, .@mapy, UNITTYPE_PC, strcharinfo(0)); setiteminfo(.@item, ITEMINFO_FLAG_SHOWDROPEFFECT, 1); //Set shadow effect on for the said item setiteminfo(.@item, ITEMINFO_DROPEFFECT_MODE, .@itemeffect); //Set the drop effect based on the config for (.@i = 0; .@i <= .@loop; .@i++) { makeitem(.@item, .@item_amount,.@mapname$, .@mapx + 1, .@mapy + 1); } setiteminfo(.@item, ITEMINFO_FLAG_SHOWDROPEFFECT, 0); //Set shadow effect off for the said item (to bring it back again to normal) setiteminfo(.@item, ITEMINFO_DROPEFFECT_MODE, 0); //Set drop effect off for the said item (to bring it back again to normal) close; } Just came back from coding, could be a little messy. Lol
  12. @4144 But using that method will alter main files instead of using the import section Unlike before where we put all the custom config in the import folder.. or i'm missing sumthng in using this new conf files
  13. Sorry for bringing this topic back.. But it seems that the main and log sql should be in one database as of now??
  14. Maybe someone can share on how to manual diff clients? So we could update nemo ourselves.
  15. Tried it already.. but some of the most important diff like packets ang sso login were not working
  16. Thanks for the clients! But how do you diff 2017 clients now? NEMO Patcher seems outdated for them.. Thanks!
  17. Thanks Dastgir! But how do you diff new clients now? Nemo seems not updated anymore
  18. When you enable packet ob, you need to diff your client with the keys for that client which you can look in src/map/packets.h
  19. Made a pull request for this to fix this.. LINK
  20. Have you tried using this diff made by dastgir. LINK you can manually use that patch to enable your server/emulator capture mac address.. Well the patch is originally made to work w/ clients who uses a launcher to get the mac address.. Well, I've been looking forward to your project..
  21. Did you configure your emulator to get mac address? Did you attached your dll file to be loaded by the client in order to get mac as well?
  22. @Luffy Did you try this script in your herc server? Tried checking this script with the script checker and didn't find any error. What problem is you facing?
  23. Waiting for someone to message you on how to replicate the bug might take some time.. Maybe it would be much easier if you will post how to do it and others can help you with this.
  24. I think you can use the search button for this... Here is one i think you could use LINK
  25. @ZelosAvalon try using grf file provided by Ridley here.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.