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bWolfie

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Everything posted by bWolfie

  1. Hello, I'm trying to make a plugin which will automatically store an item by type. I'm testing at the moment with IT_ETC but I can't get it to work. How to correctly check item type? Thanks struct item_data* id; for (i = 0; i < MAX_INVENTORY; i++) { id = 0; if (sd->status.inventory[i].amount) { id = itemdb_type(sd->status.inventory[i].nameid); if (id && id->type == IT_ETC) storage->add(sd, i, sd->status.inventory[i].amount); } }
  2. Bump great plugin. Needs a few tweaks to get it to work for current herc, but if you can work them, it works perfect.
  3. haha wow ive never seen this before. good luck.
  4. The sellitem() command doesn't support selling multiples of one item for the price of 1 currency. You would need to create custom items which would turn into 20 BG Whites. Example: BG Whites box contains 20 BG Whites and costs 1 war badge.
  5. Your whole item_db2 is within comments /* */ you need to remove them.
  6. It seems the maximum amount of traps one character can place is 25. Once the 26th trap is placed, the first trap (I assume it's contained in an array) is removed. I want to change the limit, however, I can't find where it is defined. Can anybody point me in the right direction? Thanks.
  7. It means you haven't created the custom items required for that NPC.
  8. bWolfie

    New life for RO

    hoping to see some vids.
  9. You: I want to delete my entire server while it is running. Habilis: DROP DATABASE habilisro_rag;
  10. i think this is "correct' behavior, but it's really dumb. it's as if the game's coding didn't recognize the damage was null, and continued on its way. i reported this here a while back: https://github.com/HerculesWS/Hercules/issues/1810
  11. You have to follow instructions here: https://github.com/kubixservice/QueueBG/blob/master/src/bg_rewrite.c
  12. check script release -> battlegrounds -> kubix's bg queue rewrite there is team deathmatch example there
  13. You should check out WZ_METEOR for a good example of skill_addtimerskill Structure: src, tick, target, x, y, skill_id, skill_lv, type, flag If you see in WZ_METEOR in skill.c, it uses a for() loop, and the tick is i * 1000
  14. Any guides out there for using Hercules mapcache? The doc is no help to me.
  15. You should post your script if possible.
  16. You should use OnEquipScript for that. And don't use multiple <""> only one per thing. Like dis. ... ... OnEquipScript: <" if (....) dothis(); else if (....) dothat(); "> OnUnequipScript: <" changebase(Class); "> ... ...
  17. I have been trying to figure it out myself idk yet. I wish devs would take notice of this thread, I think it is a big deal and a deal breaker for players trying to play again. Time after time, I have returning players to my server ask me "what is it with this position lag", referring to the fact they can't be between cells on any action, as well as "direction lag" I would call it, in terms of skills and clicking not properly updating your direction until you travel more than half a cell.
  18. maybe try reviewing code for Palm Push Strike and testing it, since it has delayed effect. if you can dodge PPS, maybe you can put a delayed damage similar to PPS on asura.
  19. i guess the current devs advise against editing your src, but if you properly label everything and increase ur skills with merging, it shouldn't be a problem. there aren't really any guides for turning stuff like this into plugin. i tried but failed.
  20. Can't confirm if it works, but try this. Open src\map\battle.c and find the following code: Just change AS_SONICBLOW to ASC_BREAKER I think the rest of the numbers are self-explanitory Let me know how you go. switch (skill_id) { case AS_SONICBLOW: if (sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ASSASIN) ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe if(sd && pc->checkskill(sd,AS_SONICACCEL)>0) ATK_ADDRATE(10); break; case CR_SHIELDBOOMERANG: if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_CRUSADER) ATK_ADDRATE(100); break; }
  21. there is a clause in the code which states if your enemy is up against a wall, they will only receive 1 hit. have you modified your skill.c at all?
  22. actually the second hit is caused through source. If you have a fresh Hercules, this shouldn't be an issue. The second hit is hard to see, so you should monitor character HP to check if this is actually the case.
  23. Are you sure no NPC that does it? I suggest using a mass file searcher and searching those IDs or AegisName through the npc folder.
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