Zephy
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Zephy reacted to Mumbles in Points to Item Exchanger
Utility: Points to Item Exchanger
As per @koji42's request: http://herc.ws/board/topic/4048-pods-cashpoints-convertion/
Description:
Exchanges items for points and vice-versa at a fixed rate.
Preview:
Download:
https://github.com/datmumbles/Scripts/raw/master/util/points2item.txt
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Zephy got a reaction from Mumbles in Can anyone make a script like this
Do you want it to be a physical NPC (a player can click on it) or do you want it to be automatic (when a player kills a multiple of 5 MVPs on a certain map, automatically gain the items)?
Here is a script that will do the latter :x...
/*=========================================================Untitledby Zephy===========================================================Description:No description available.===========================================================Compatibility:Optimised for Hercules emulators.===========================================================Changelog:1.0 - Initial release.===========================================================Additional Notes: - If you want the kills to be reset when the player dies, uncomment line 44 and 52. - Currently the kill counter variable (@mvpkill) is a temporary variable, meaning that if the player logs out, their score will reset. If you want them to keep the score even when they log out, remove the '@' in @mvpkill.=========================================================*/- script MvP Counter -1,{OnNPCKillEvent: for (.@i = 0; .@i < getarraysize(.map$); .@i++) { if (getmonsterinfo(killedrid, MOB_MVPEXP) && strcharinfo(3) == .map$[.@i]) // Checks if user has killed an MvP on a specified map { @mvpkill++; //Increments variable to count MvP kills } if (@mvpkill % 5 == 0) // Checks if @mvpkill if a multiple of 5 { @amount++; // Increment variable for prize amount (increment by 1 per 5 kills) getitem .prize, @amount; // Gives player the prize } }end;/*OnPcDieEvent: if (@mvpkill) { @mvpkill = 0; }end;*///ConfigurationOnInit: .prize = 0; // Prize ID setarray .map$[0], "bossnia_01", "bossnia_02"; // Maps that you want this script active on end;} -
Zephy got a reaction from jaBote in Can anyone make a script like this
Do you want it to be a physical NPC (a player can click on it) or do you want it to be automatic (when a player kills a multiple of 5 MVPs on a certain map, automatically gain the items)?
Here is a script that will do the latter :x...
/*=========================================================Untitledby Zephy===========================================================Description:No description available.===========================================================Compatibility:Optimised for Hercules emulators.===========================================================Changelog:1.0 - Initial release.===========================================================Additional Notes: - If you want the kills to be reset when the player dies, uncomment line 44 and 52. - Currently the kill counter variable (@mvpkill) is a temporary variable, meaning that if the player logs out, their score will reset. If you want them to keep the score even when they log out, remove the '@' in @mvpkill.=========================================================*/- script MvP Counter -1,{OnNPCKillEvent: for (.@i = 0; .@i < getarraysize(.map$); .@i++) { if (getmonsterinfo(killedrid, MOB_MVPEXP) && strcharinfo(3) == .map$[.@i]) // Checks if user has killed an MvP on a specified map { @mvpkill++; //Increments variable to count MvP kills } if (@mvpkill % 5 == 0) // Checks if @mvpkill if a multiple of 5 { @amount++; // Increment variable for prize amount (increment by 1 per 5 kills) getitem .prize, @amount; // Gives player the prize } }end;/*OnPcDieEvent: if (@mvpkill) { @mvpkill = 0; }end;*///ConfigurationOnInit: .prize = 0; // Prize ID setarray .map$[0], "bossnia_01", "bossnia_02"; // Maps that you want this script active on end;} -
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Zephy reacted to Mumbles in how can i make this script work?
You could try something like this:
while (getrefine(EQI_ARMOR) < 6) { successrefitem EQI_ARMOR;}
Item script version:
while (getrefine(EQI_ARMOR) < 6) { successrefitem EQI_ARMOR; }
If you're using a "Guarantee_Armor_6Up", I would assume you're refining an armor lol. The only choice the user should have is wearing the desired equipment to be refined.
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Zephy reacted to Mumbles in what is the color coding of item stand for?
The last time I checked, colour-coding signified hidden socket enchantments or broken equipment.
Knife - 1 hidden socket
Knife - 2 hidden sockets
Knife - 3 hidden sockets
Knife - 4 hidden sockets
Knife - broken
What's a "hidden socket?"
A hidden socket is a socket (commonly known as a "card slot") that has been enchanted and/or is not shown on the client data as having that many enchantable sockets. For example, if you have a Knife [0] with a card or enchantment, its name may turn lime or turquoise. These types of items are usually obtained by faulty/deliberate scripts that enchant into nonexistent sockets or an outdated slotcounttable.txt in your data folder or GRF.
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Zephy reacted to Mumbles in Usemd5 problem
Set use_md5_passwords to yes in conf/login-server.conf:
// Store passwords as MD5 hashes instead of plaintext ?// NOTE: Will not work with clients that use <passwordencrypt>use_MD5_passwords: yes
If you've already done this and are still experiencing errors, execute sql-files/tools/convert_passwords.sql in your main schema to convert your existing passwords into MD5 hashes.
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Zephy reacted to Mumbles in script for unwalkable wall
Try adding this somewhere:
delwall "Wall Name";
Here's the documentation for setwall and delwall: http://herc.ws/wiki/Setwall
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Zephy reacted to Mumbles in Ubuntu and Hercules
Might be skipping your plugins?
./configuremake sqlmake plugins -
Zephy reacted to Mumbles in getcharname()
Function: getcharname()
Description:
Return the name belonging to the character ID referenced.
Example usage:
Utility: Account Remover
Download:
https://github.com/datmumbles/Scripts/raw/master/func/getcharname.txt
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Zephy reacted to Mumbles in @go command
Utility: @go command
Original concept by : http://herc.ws/board/topic/14-utility-added-feature-jtynnes-go-command-alternative-txt-format/
Description:
Alternative @go command. Allows for unlimited aliasing, as well as level and group restrictions for each destination. Additional options to add a delay, prevent use when dead, and charge per use are available; default cost is defined with '.cost', but this parameter can be set manually with 'go()'. These extra features are disabled by default.
Be mindful that the delay uses a temporary player variable, '@go_delay'; if the player logs out, this variable will be cleared. If you would like for a more secure delay, replace all instances of '@go_delay' with 'go_delay'.
Download:
https://github.com/datmumbles/Scripts/raw/master/cmd/go.txt
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Zephy reacted to Mumbles in help i have some questions
If your server's live and running, type @version in-game to retrieve the GIT hash. Alternatively, you can check it from a command line, like this:
git rev-parse HEAD
If you want the short version of the hash, type this instead:
git rev-parse --short HEAD
Assuming you're still using the command line to operate git, you can merge new updates with this command:
git pull --commit
To stay updated with ease, simply just make changes for your server within the same working copy that you use for GIT. Concurrent changes are handled fairly well, so unless you've made mass updates, you should be fine. I recommend that you make backups if you're unsure of whether or not updating will conflict with your customisations.
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Zephy reacted to Mumbles in 2012-04-10 support
Open your Windows Firewall and create a new rule. Add an exception for ports 5121, 6121, and 6900 for incoming TCP connections. When you're prompted, choose to allow connections on these ports.
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Zephy reacted to Mumbles in 2012-04-10 support
Is your VPS set up to accept incoming connections? If you're running on Windows, you may need to add exceptions to some ports in your firewall.
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Zephy got a reaction from Mumbles in How to disable cool down on Inspiration skill
I think you changed the duration of the skill, not the cool down. Make sure you're following the correct structure of the database.
// Structure of Database:
// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cool Down,Fixed Casting Time
//-- LG_INSPIRATION2325,2000,2000,0,30000:45000:60000:75000:90000,0,0,1000
See if that works.
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