-
Content Count
850 -
Joined
-
Last visited
-
Days Won
34
Posts posted by bWolfie
-
-
thx easy core
-
18 minutes ago, Hit` said:Thank you for pointing that out it got rid of the errors and I can finally interact with the NPC. I have one more question tho, do you know how to change the ratio for the consumables? Cause exchanges are 1:1, and what I wanted for example is, 1 War Badge:20 BG Whites and 2 War Badge:20 WoE Whites. I've attached the script for you to see. Again, thank you for helping me out!
Edit: The script attached works like a cash shop btw. I got the idea on one of the servers I played and theirs work more like a dynamic shop, which I preferred more.
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.
-
Your whole item_db2 is within comments /* */ you need to remove them.
-
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.
-
1 hour ago, Hit` said:Does anyone know what's causing this?
It means you haven't created the custom items required for that NPC.
-
hoping to see some vids.
-
You: I want to delete my entire server while it is running.
Habilis: DROP DATABASE habilisro_rag; -
idk how to change it.
-
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
-
You have to follow instructions here: https://github.com/kubixservice/QueueBG/blob/master/src/bg_rewrite.c
-
check script release -> battlegrounds -> kubix's bg queue rewrite
there is team deathmatch example there
-
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
-
Any guides out there for using Hercules mapcache? The doc is no help to me.
-
-
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); "> ... ...
-
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.
-
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.
-
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.
-
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; }
-
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?
-
32 minutes ago, THPO said:you can adjust it on skill_db under db folder
NumberOfHits: Number of Hits (int, defaults to 1) (can be grouped by Levels) Note: when positive, damage is increased by hits, negative values just show number of hits without increasing total damage.
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.
-
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.
-
Depending on your client, you can embed data.ini into your client use NEMO patcher.
-
37 minutes ago, Hirist said:Try to create a patch via git
Yea I know how to do that, but it's the same thing meko don't want which is editing source.
I'm trying to find examples of how to turn the above into a plugin, but kinda struggling. I know how to make atcommands and scriptcommands but not stuff like this.
Screenshot Twitter
in Client-Side Support
Posted
haha wow ive never seen this before. good luck.