Jump to content

Ragno

Retired Staff
  • Content Count

    133
  • Joined

  • Last visited

  • Days Won

    13

Reputation Activity

  1. Upvote
    Ragno got a reaction from bWolfie in How to get ' instance variable   
    The npc is not attached to an instance because only those that are inside an instance map are attached, so, floating npcs can't read instance variables because they are not attached. Try put a location for the npc:
     
    2@nyd,1,1,0 script nyd_logout_exploit FAKE_NPC,{ end; OnPCLogoutEvent: if (!compare(strcharinfo(PC_MAP), "2@nyd")) end; getmapxy (@map$,@x,@y,UNITTYPE_PC); if ('ins_nyd2 < 4) end; if ((@x >= 100 && @x <= 300) && (@y >= 255 && @y <= 390)) #nyd_nest = gettimetick(2) + ( 60 * 60 * 24 * 3); // 3 Days end; }  
    However, this practice is not recommended and will be harmful because you will be duplicating the OnPCLogoutEvent with every instance created.
     
    Maybe you could try with this other:
     
    - script nyd_logout_exploit FAKE_NPC,{ end; OnPCLogoutEvent: if (!compare(strcharinfo(PC_MAP), "2@nyd")) end; .@instance_id = has_instance2("2@nyd"); instance_attach(.@instance_id); getmapxy (@map$, @x, @y, UNITTYPE_PC); if ('ins_nyd2 < 4) end; if ((@x >= 100 && @x <= 300) && (@y >= 255 && @y <= 390)) #nyd_nest = gettimetick(2) + (60 * 60 * 24 * 3); // 3 Days end; }  
    This other npc manually attaches the floating npc to the instance gived by has_instance2() command, and then I think you can read the instance variable (needs test).
  2. Upvote
    Ragno got a reaction from LyDe in function to enchant item   
    There is not exactly a function to enchant an item, you should use getitem2() command to produce the item with the needed enchants. This is the usual process:
     
    Check if player has the gear to enchant, if not, finish the npc. Calculate the enchant to give (note 1) (Optional) Save the cards/refines attached to the gear to enchant (note 2) Delete required gear to enchant. Make the gear with getitem2 command and the enchants you want (and cards/refines as you need)  
    Note 1. About calculate the enchant to give.
    Remember that "enchants" doesn't exist as that, they are cards that has a different sprite than the one from the cards. You can give any item you want as enchant, even an armor if you want. In example, Eden Group quest has a part where player can put cards (scorpion card and other) as an enchant to the weapons from Eden.
     
    Note 2. About saving the cards/refines attached to the gear.
    In some cases you may want to keep the cards or refines that gear has. When you delete it you will erase the actual refines or cards that gear has but you can put it again puting the according values in the getitem2() command. Use getequipcardid() and getequiprefinerycnt() script commands to store those values into variables to use in getitem2() command.
     
    Please check doc\script_commands.txt to know more about getitem2(), getequipcardid() and getequiprefinerycnt() script commands.
  3. Upvote
    Ragno got a reaction from jaBote in Mapa de Granja   
    Los únicos mapas que recuerdo tienen un aspecto similar a una granja, podrían ser los de las carreras de hugel:
     

     
    Esos mapas son p_track01 y p_track02. Con tan pocos datos no sé si sea el que hayas visto.
  4. Upvote
    Ragno reacted to Haru in Three suggestions to Huld   
    This is something I started working on a while ago (but I had to suspend it in order to take care of some other urgent issues). 
    The reason why I wanted to split it is another: the current .po file is very large, and it crashes (or is rejected by) various .po editors (both online and offline). My idea was to generate, instead, one .po for each .txt file in the scripts folder (and load them when loading each .txt). This would also have a positive side-effect of only loading the strings that are actually needed (and potentially warn you if a .po is missing).
    Preliminary work to support this was started in the split-huld branch in my fork of the repository (commit 908d531f. So far only the generation is handled, the loading part is not yet implemented.
    If there's interest for that, I'll resume working on it.
  5. Upvote
    Ragno reacted to 4144 in Three suggestions to Huld   
    In my game i using gender separation sign.
    If one string in english for both genders, at end of line add "#0" for male and "#1" for female.
    And translators should know what if they see this signs, dont need translate it directly, but use only gender from it.
    In this example it can like this:
     
     
    if (Sex == SEX_MALE)   mes("Welcome to Prontera#0"); else   mes("Welcome to Prontera#1");    
    Even if translator will left #0 or #1, it will be not a big issue. And players will always complain what here wrong chars.
    0 and 1 can be replaces for #m and #f or other chars.
     
    Another way to add gender related function into script engine. some thing like: mesgender("Welcome to Prontera")
  6. Upvote
    Ragno got a reaction from Legend in [Instance]Horror Toy Factory (Aegis Server)   
    It has been sended pull request with the conversion of the scripts provided by @esu1214, however it stills lack this features:
     
    setmobdata and getmobdata commands Skills 716 and 719 for Spectrum Celine and Hidden Mob monsters The parts from the script invoking that has been commented until devs finish the emulation of those contents. However, it is still playable.
     
    Pull request:
     
    https://github.com/HerculesWS/Hercules/pull/1539
  7. Upvote
    Ragno got a reaction from Ridley in Three suggestions to Huld   
    As pointed by @4144 in this post, there is some words that may have different translations according to the gender of the player.
     
    In example, there is this Guard in Prontera that says:
     
    "Welcome to Prontera."
     
    When translated to Spanish, this sentence can have two different translations according to the player:
     
    "Bienvenido a Prontera" -> Male players
    "Bienvenida a Prontera" -> Female players
     
    And this can't be avoided without alter the original sentence.
     
    Would it be possible to make a special feature to mark sentences like this one so huld can make a differentiation of gender? I'm thinking in something like this:
     
    #: npc/cities/prontera.txt # mes _%("Welcome to Prontera."); msgctxt "Guard#pront::prtguard" msgid "Welcome to Prontera." msgstr sprintf("%s a Prontera.", Sex == SEX_MALE ? "Bienvenido" : "Bienvenida") So, huld could recognice the sprintf command instead of a string and calculate the string to show according to the condition. Thank you!
  8. Upvote
    Ragno got a reaction from Legend in Three suggestions to Huld   
    As pointed by @4144 in this post, there is some words that may have different translations according to the gender of the player.
     
    In example, there is this Guard in Prontera that says:
     
    "Welcome to Prontera."
     
    When translated to Spanish, this sentence can have two different translations according to the player:
     
    "Bienvenido a Prontera" -> Male players
    "Bienvenida a Prontera" -> Female players
     
    And this can't be avoided without alter the original sentence.
     
    Would it be possible to make a special feature to mark sentences like this one so huld can make a differentiation of gender? I'm thinking in something like this:
     
    #: npc/cities/prontera.txt # mes _%("Welcome to Prontera."); msgctxt "Guard#pront::prtguard" msgid "Welcome to Prontera." msgstr sprintf("%s a Prontera.", Sex == SEX_MALE ? "Bienvenido" : "Bienvenida") So, huld could recognice the sprintf command instead of a string and calculate the string to show according to the condition. Thank you!
  9. Upvote
    Ragno reacted to 4144 in Hercules Ultimate Localization Design   
    mesf("A little %s. Who are you?", Sex == SEX_MALE ? "boy" : "girl"); This line better replace to:
     
    if (Sex == SEX_MALE)   mes("A little boy. Who are you?"); else   mes("A little girl. Who are you?");   Because in some languages can be issue because sentence can be different depend on gender.
     
  10. Upvote
    Ragno got a reaction from Legend in [Instance]Horror Toy Factory (Aegis Server)   
    I have converted it to Hercules format:
     
    xm_d - Hercules.rar
     
    This uses AnnieRuru's Plugin: http://herc.ws/board/topic/11097-setmobdata-getmobdata/ in the battle against Celine Kimi.
     
    I have still not played it, only converted trying to be as close as possible to the original scripts. However, I duplicate some npcs in order to compact script and make it more readable.
     
    I hope this helps to Ridley's script and make it easier to other people to translate it from chinese.
  11. Upvote
    Ragno reacted to Ridley in [WIP] Hercules Offline - A Ragnarok Online Story   
    Well, not much done yet but I thought I can already show some progess :x
    Goal is a Ragnarok Online RPG, for this I started with the maps. (Nothing else done yet). 
    For the initial step I want to do Prontera and Prontera Inn. Maybe followed by the field around it. In case I (hopefully) ever finish this, I don't want to talk about the story yet
    As the Title screen I used kRO's login screen, ingame the related BGM's are played. I use a custom code for the lights, but I think it's becoming quite good already (even if there is still room for improvement). Once the maps are done I want to work on a fighting/battle system which comes closer to the Ragnarok Online one. Long talking, I show you what is ready right now.
     

     



  12. Upvote
    Ragno reacted to esu1214 in Aegis id2name_V2   
    I now upload Aegis_id2name.txt since many Aegis names of item_db in both Herc and rAthena are not correct.
     
    Update 2016.10.11
    I have made some mistaked in the first version.
    Try V2.
    Aegis_id2name_V2.txt
  13. Upvote
    Ragno reacted to esu1214 in Official RO Server Aegis test to improve Herc   
    Hi, all.
    I'd like to tell all hec members that I will setup an Aegis Server of EP14.3 which contained Rebellion for testing in a few days.
    We may found a lot of skills in herc not very correct and the same in rAthena.
    But we can test to improve them through the Aegis Server which I setup in the future.
     
    I really hope the day herc and rAthena will be closer to Aegis.
     
    Now, thes test way is here:
    http://bbs.ro250.com/forum.php?mod=viewthread&tid=15
     
    Update 2016.10.07
    The lite patch(English) for kro client is here.
    https://www.mediafire.com/?dlkz6dqypbcxds3
     
    Update 2016.10.06
    The lite patch for kro client is here.
    http://pan.baidu.com/s/1cyxPAe
     
    Please upload an English patch if someone intersted.
  14. Upvote
    Ragno got a reaction from Garr in [Instance]Horror Toy Factory (Aegis Server)   
    I have converted it to Hercules format:
     
    xm_d - Hercules.rar
     
    This uses AnnieRuru's Plugin: http://herc.ws/board/topic/11097-setmobdata-getmobdata/ in the battle against Celine Kimi.
     
    I have still not played it, only converted trying to be as close as possible to the original scripts. However, I duplicate some npcs in order to compact script and make it more readable.
     
    I hope this helps to Ridley's script and make it easier to other people to translate it from chinese.
  15. Upvote
    Ragno reacted to esu1214 in [Instance]Horror Toy Factory (Aegis Server)   
    Here is the full. Enjoy it.
    xm_d.rar
  16. Upvote
    Ragno reacted to Ridley in [Instance]Horror Toy Factory (Aegis Server)   
    I have the instance ready, just need some more confirmation/testing
  17. Upvote
    Ragno reacted to Ridley in Hercules Ultimate Localization Design   
    mesf("A little %s. Who are you?", Sex == SEX_MALE ? "boy" : "girl"); mesf("Oh! you are %s, nice to meet you.", strcharinfo(PC_NAME)); to include functions, variables, strings or whatever you need to use mesf (mes+sprintf)
    you can find some examples in my recent commits
    reference sprintf
  18. Upvote
    Ragno reacted to a85771416 in [Collection] Sakura's Sprites 2016/9/21 Update,add 200+ headwear   
    Now you can see all sprite equiped preview in our website
     
     
     
    ────────────────9/21 Update   Headwear ────────────────
     

     
     
    ────────────────9/5 Update    Fairy walk ────────────────
     
     
     
     
    ────────────────9/3 Update    Fairy Fly────────────────
     

     
    ────────────────Before sprites,Wings────────────────
     
     
  19. Upvote
    Ragno reacted to Ridley in Clan System   
    k small update here. Apparently Hemagx dropped it so we had to start over. Dastgir will help out now but we have to start over again. I'm aware of rAthena's pr of the clan system, but ours will be different (there is no intention to merge theirs). Our plan is to make it configureable with a config file. We also talked about having some other neat features which will make it quite customizable (could be used for a faction system) and easy to add your own clans. 
    No promise here, but we also try to make the clan quests included in the initial commit. As said, these are plans we have and hopefully reach soon  
  20. Upvote
    Ragno got a reaction from Legend in iRO Weekly Turn-In Event - Gramps NPC   
    The following script emulates iRO's Weekly Turn-In Event (Gramps NPC). This was made by having direct interaction with Gramps npc ingame.   For more details please check: Weekly Turn-In Events - iRO Wiki
      Special thanks to: ZacktheBear from AtlantisRO. This would not have been possible without his invaluable help by providing replay data and testing.   Resources:   Gramps_Weekly_TurnIn_1.1.txt   quest_db.conf.txt   questid2display.txt   resnametable.txt   Previous Versions:   Gramps_Weekly_TurnIn.txt     Some notes about this script:   This script uses special maps to warp players. Please prepare the map-cache according to data provided.   Some quest gives Zeny reward, but it is not clear which one gives and which one doesn't. Please provide any data to know how does this works to update properly.   I use the variable "vip_status" to identify the vip status from vip system. You may want to modify it as your own needs.   Since version 1.1, Gramps Turn-In can be configured with a special npc located in sec_in01,98,180. This npc allows a GM to set and update turn-in quest and maps without the need of disconnection. Gramps npc has been changed to use global permanent variables to resist disconnection.
     
    However, maps available are only the duplicated versions for pay_dun00, gef_dun03 and mosk_dun02. This will be updated when map changes on iRO and obtain the official map warp destination and npc positions for new maps. GMs may want to set custom destinations in the meantime.
     
    Monsters are now spawned according to Gramps configuration, and also added a special spawn for previous week monsters.
     
    The quests and monsters are organized with the propper kind of map with official parameters (high level monsters will not be available to put as target in low level map). Data for quests and monsters categorization has been obtained from iRO Wiki Archive data.
         
    Please feel free to make any suggestion for improve this script and report any issue you may find.
  21. Upvote
    Ragno reacted to Sephus in iRO Scripts + database releases   
    So here's a release of my iRO scripts and some of their required database parts. I know some of these are already out there, but this is my original work and I hope ya'll enjoy them.
     
    Link - Smokexyz's ROScripts
     
     
    iRO Gramps
    * ------------------------------- * - Official Quests Supported : * --- 17 x 100 Hunting Quests * --- 24 x 200 Hunting Quests * --- 108 x 400 Hunting Quests * ------------------------------- * - Quests are ordered by level of the players * from 70 ~ 150. * - 400 Hunting Quests organised and randomised by map. * Automated to select a new quest for each category every 3 days. * - Supports a custom Happy Hour feature with randomised bonus rates. * - Automatically increases mob spawn in maps of the selected quests. * ------------v2.1------------------- * - Added support for premium Exp combination of Base/Job. * - Fixed a bug with per Mob Exp where both mob and quest exp were * affected by rates. Using custom strmobinfo(8/9) for original exp. * - Fixed display of Exp in string format. * - Fixed bug with reset stone, it will now delete all cool-downs and * current un-submitted quests. * * Note that this does not completely emulate 100% iRO gramps; * iRO switched quest level categories to 3 from 4. This will * be changed later.  
    iRO Mighty Hammer
    * Source - iRO Wiki * - Your gear must be +7 or higher in order to begin upgrading. * - Continue upgrading without exiting NPC conversation * (if HD Ores are present in your inventory.) * - Custom Feature: Utilizes kRO Safe to +N Certificates.  
    iRO Bounty Boards - Complete from http://irowiki.org/wiki/Bounty_Board_Quests (except Aldebaran).
     
    iRO Overlook Dungeons - http://irowiki.org/wiki/Overlook_Water_Dungeon_Quests
     
     
    Feel free to create issue reports on the repository for any issues/suggestions that you may have. I will update with more scripts in the future.
  22. Upvote
    Ragno reacted to Angelmelody in Hercules Ultimate Localization Design   
    you have to convert the conf file into the ANSI format and set the default_langueage to the same as  your po filename
  23. Upvote
    Ragno got a reaction from Ridley in iRO Weekly Turn-In Event - Gramps NPC   
    I haven't considered it because this is iRO content, and I understand there is no interest to follow that. However, I will propose it as a suggestion just after finish some changes I want to do to add a gm control and monsters spawns.
  24. Upvote
    Ragno got a reaction from Prourhildr in iRO Weekly Turn-In Event - Gramps NPC   
    The following script emulates iRO's Weekly Turn-In Event (Gramps NPC). This was made by having direct interaction with Gramps npc ingame.   For more details please check: Weekly Turn-In Events - iRO Wiki
      Special thanks to: ZacktheBear from AtlantisRO. This would not have been possible without his invaluable help by providing replay data and testing.   Resources:   Gramps_Weekly_TurnIn_1.1.txt   quest_db.conf.txt   questid2display.txt   resnametable.txt   Previous Versions:   Gramps_Weekly_TurnIn.txt     Some notes about this script:   This script uses special maps to warp players. Please prepare the map-cache according to data provided.   Some quest gives Zeny reward, but it is not clear which one gives and which one doesn't. Please provide any data to know how does this works to update properly.   I use the variable "vip_status" to identify the vip status from vip system. You may want to modify it as your own needs.   Since version 1.1, Gramps Turn-In can be configured with a special npc located in sec_in01,98,180. This npc allows a GM to set and update turn-in quest and maps without the need of disconnection. Gramps npc has been changed to use global permanent variables to resist disconnection.
     
    However, maps available are only the duplicated versions for pay_dun00, gef_dun03 and mosk_dun02. This will be updated when map changes on iRO and obtain the official map warp destination and npc positions for new maps. GMs may want to set custom destinations in the meantime.
     
    Monsters are now spawned according to Gramps configuration, and also added a special spawn for previous week monsters.
     
    The quests and monsters are organized with the propper kind of map with official parameters (high level monsters will not be available to put as target in low level map). Data for quests and monsters categorization has been obtained from iRO Wiki Archive data.
         
    Please feel free to make any suggestion for improve this script and report any issue you may find.
  25. Upvote
    Ragno got a reaction from Ridley in iRO Weekly Turn-In Event - Gramps NPC   
    The following script emulates iRO's Weekly Turn-In Event (Gramps NPC). This was made by having direct interaction with Gramps npc ingame.   For more details please check: Weekly Turn-In Events - iRO Wiki
      Special thanks to: ZacktheBear from AtlantisRO. This would not have been possible without his invaluable help by providing replay data and testing.   Resources:   Gramps_Weekly_TurnIn_1.1.txt   quest_db.conf.txt   questid2display.txt   resnametable.txt   Previous Versions:   Gramps_Weekly_TurnIn.txt     Some notes about this script:   This script uses special maps to warp players. Please prepare the map-cache according to data provided.   Some quest gives Zeny reward, but it is not clear which one gives and which one doesn't. Please provide any data to know how does this works to update properly.   I use the variable "vip_status" to identify the vip status from vip system. You may want to modify it as your own needs.   Since version 1.1, Gramps Turn-In can be configured with a special npc located in sec_in01,98,180. This npc allows a GM to set and update turn-in quest and maps without the need of disconnection. Gramps npc has been changed to use global permanent variables to resist disconnection.
     
    However, maps available are only the duplicated versions for pay_dun00, gef_dun03 and mosk_dun02. This will be updated when map changes on iRO and obtain the official map warp destination and npc positions for new maps. GMs may want to set custom destinations in the meantime.
     
    Monsters are now spawned according to Gramps configuration, and also added a special spawn for previous week monsters.
     
    The quests and monsters are organized with the propper kind of map with official parameters (high level monsters will not be available to put as target in low level map). Data for quests and monsters categorization has been obtained from iRO Wiki Archive data.
         
    Please feel free to make any suggestion for improve this script and report any issue you may find.
×
×
  • Create New...

Important Information

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