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bWolfie

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Posts posted by bWolfie


  1. Who can help me here? Whenever I try to turn on HPMHooking in plugins.conf, this happens:


    remote: [Fatal Error][Fatal Error]: HPM:plugin_load: failed to load 'plugins/HPMHooking_login.so' (error: plugins/HPMHooking_login.so: cannot open shared object file: No such file or directory)!
    remote: : HPM:plugin_load: failed to load 'plugins/HPMHooking_char.so' (error: plugins/HPMHooking_char.so: cannot open shared object file: No such file or directory)!
    remote: [Fatal Error]: HPM:plugin_load: failed to load 'plugins/HPMHooking_map.so' (error: plugins/HPMHooking_map.so: cannot open shared object file: No such file or directory)!

     

    My plugins.conf is normal, I have uncommented HPMhooking.



    plugins_list: [
        /* Enable HPMHooking when plugins in use rely on Hooking */
        "HPMHooking",
        //"db2sql",
        //"sample",
        //"other",
        "whosell",
    ]


  2. Go to db/re or pre-re/map_zone_db.conf.

     

    Under GvG Zone, you will see the following code under mapflags. Copy, adjust, paste and put it on other zones you want.

     

            "weapon_damage_rate    60",
            "magic_damage_rate    60",
            "misc_damage_rate    60",
            "long_damage_rate    80",
            "short_damage_rate    80",
    

    If you want it on specific skills, there are examples in the file.

    npc/mapflag/skillmodifier has more examples and explanations surrounding this should you need them.


  3. Please tell me I'm dreaming. Okay, so this is the script for my item. 

    The script has other 'readparam' in it, yet they function properly. Please, can anybody tell me why this one won't?

    Thanks.

     

     

    if (readparam(bStr) >= 90) {
    bonus bAtkRate,15;
    }
    
    

     

    Edit: In fact, the 'bonus bAtkRate,n;' is not working at all - for any item.


  4. idk maybe try

     

     

    npctalk "^5BA146Hello, world!^000000";
    

     

    but i also see in constants.nd there are these values

     

     

    
    C_AQUA: 65535
    C_BLACK: 0
    C_BLUE: 255
    C_GRAY: 8421504
    C_GREEN: 32768
    C_LIME: 65280
    C_MAROON: 8388608
    C_NAVY: 128
    C_OLIVE: 8421376
    C_ORANGE: 16753920
    C_PURPLE: 8388736
    C_RED: 16711680
    C_SILVER: 12632256
    C_TEAL: 32896
    C_WHITE: 16777215
    C_YELLOW: 16776960
    C_PINK: 16761035
    C_CHOCOLATE: 13789470
    C_GOLD: 16766720
    C_VIOLET: 15631086

    So...I dunno.


  5. I cannot think of much practical use case of it...

     

    It would be used so people can counter things. Say enemy has GTB Card equipped, and the player has an anti-GTB weapon equipped. Server owners would be able to penalise certain items and it brings an interesting mechanic in (is opponent using that? maybe I should use this.).

     

    @@evilpuncker Idk how its like item_combo.


  6. We have bonus damage versus all sorts of things - class, race, element - but how about item?

    The way it would work is if the enemy has x item equipped, damage will be increased by n%.

    Unless this already exists, then ignore this thread.

     

    Example:

     

    bonus bEquipItem,x,n;                +n% damage against monsters with item x equipped
    bonus bEquipItem,2301,20;            In this example, if enemy has Cotton Shirt [2301] equipped, damage will be increased by 20%.
    
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