simhr
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Thanks again I guess you saved me hours of time. I will try it and give you feedback as soon as possible (I'm currently on a business trip).
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Ahh thank you, so i can only enable and disable it :/ I think i will better try to change the monster command in the source-file. Because my 'extended' requirement was to be able to spawn a random MVP on a random map. If i do this with the enablenpc and disablenpc commands i'd have to write a duplicate-npc for every map (though only one npc is active at the same time) and move that npc to the coordinates of the defeated mvp. That would make my script way more complicated.. Thank you so much for your help!
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No problem Thanks again! I'm still at the beginning of learning how to create some custom scripts, so i just threw some random ideas in Do you know the commands for spawning and removing a npc from the map?
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simhr reacted to an answer to a question: Automatic Bloody Branch Spawn
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simhr reacted to an answer to a question: Automatic Bloody Branch Spawn
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simhr reacted to an answer to a question: Automatic Bloody Branch Spawn
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Thanks, i think that will fix it! (I can't try it though, because i have merge conflicts and don't know how to solve them yet without losing most of my changes) Yes.. I feared that :/ I thought about that, but came to the same solution So the only thing i could do is to customize the *monster-command so that i can choose to summon a monster as boss_monster. Or to spawn tomb-npcs by hand (if this is possible). Thank you very much for your help!
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Thank you Now i put the following line in my OnInit-Event and it works. if(strnpcinfo(3) == "" || strnpcinfo(4) == "") end; If i put one of the values NPC_MAP, NPC_NAME_UNIQUE or "NPC_MAP" and "NPC_NAME_UNIQUE" it throws the error that no character is attached. Do you know a way to spawn a tomb? I couldn't find a different "monster" command to spawn an MvP. (Since permanent mvp spawns are marked as bossmonsters, i think this is the reason why no tomb is spawned upon death of my spawned mvp)
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Thanks for your reply, but i still get an error. In the meantime i replaced NPC_MAP with 4 and NPC_NAME_UNIQUE with 3. Now i don't get the error that a character is not attached. Instead i get the error that the map "" can't be found. There must still be some issue with the strnpcinfo()-command in my script, but i don't know which.
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Hello, currently i'm trying to develop a script that automatically spawns one random boss monster (out of bloody branch) on a given map. As soon as it gets killed it should wait for one hour to respawn another random boss monster. Does anyone know why: 1. I'm not able to use the 'strnpcinfo'-commands below. I get an error that no player is attached, but i don't understand why there should be one, since i'm just querying the map of the npc and its unique name? 2. As soon as a boss monster is killed there should also spawn a tomb at the position where the monster was killed. It should disappear as soon as another boss monster spawns on the map. Is there a command to spawn a tomb? (Or to spawn and to remove a random self-scriped npc? I only found a code snippet for spawning a tomb in the map.c source file) Here's my script: - script SpawnPvE FAKE_NPC,{ OnInit: // init map callfunc("mobspawn", 0, strnpcinfo(NPC_MAP), strnpcinfo(NPC_NAME_UNIQUE)); end; // when a player kills a monster OnMonsterDead: callfunc("mobspawn", 3600000, strnpcinfo(NPC_MAP), strnpcinfo(NPC_NAME_UNIQUE)); end; } function script mobspawn { .@timeout = getarg(0); .@map$ = getarg(1); .@npcname$ = getarg(2); if (mobcount(.@map$, "all") < 1) { sleep(.@timeout); // bloody branch spawn monster(.@map$,0,0,--en--,-3,1,.@npcname$+"::OnMonsterDead"); } } pvp_n_3-1,0,0,0 duplicate(SpawnPvE) SpawnPvE#1 FAKE_NPC pvp_n_3-2,0,0,0 duplicate(SpawnPvE) SpawnPvE#2 FAKE_NPC pvp_n_3-3,0,0,0 duplicate(SpawnPvE) SpawnPvE#3 FAKE_NPC pvp_n_3-4,0,0,0 duplicate(SpawnPvE) SpawnPvE#4 FAKE_NPC pvp_n_3-5,0,0,0 duplicate(SpawnPvE) SpawnPvE#5 FAKE_NPC Thanks for your help! -simh
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I solved it. There's an issue in showing the requirements for spiral pierce at the skill tree. It shows that it's necessary to have spear master at level 5 only, but it actually needs to be at level 10. Update: I have a renewal skill tree view on a pre-renewal server. @@Dastgir I merged my grf with the pre-renewal data from the translation project like it is written in Pre-Renewal/Readme.txt, but i still have that error. I think this is an issue in the Translation/Pre-Renewal/data-Folder somewhere. Maybe it should provide an updated skillinfo/skilltreeview.lub
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Hello everyone, i used the hercules jobmaster for my jobchange ($HERCULES_DIRECTORY/npc/custom/jobmaster.txt) to Knight and Lord Knight. Unfortunately i can't skill "Spiral Pierce" on my Lord Knight. Does anyone have a clue how to solve this issue? Thanks in advance! -simh
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Simple sql to make all char level 99
simhr replied to mrlongshen's question in General Server Support
@@mrlongshen This SQL query should work for you; But i guess you have to adjust the stats as well. UPDATE `char` SET char.base_level = 99, char.job_level = 70; Maybe you only want to set a characters level to 99 if it already is above 99. If so use this query: UPDATE `char` SET char.base_level = 99 WHERE char.base_level > 99;UPDATE `char` SET char.job_level = 70 WHERE char.job_level > 70; Best regards, -simh -
Equip switch during fight not taking effect
simhr replied to simhr's question in General Server Support
xD Ok i see; Thanks for your help! I will edit the code and recompile my server. -
Hello everyone, when i switch my equipment (shield) or switch my property while attacking a monster it does not take effect. I first have to stop attacking, then switch my equip (or property) and then re-attack that monster. I have that issue when attacking an incarnation of morroc with "warmth of the moon". Does anyone have a simular issue or knows how to solve it? I'm running the latest hercules on a raspberry pi 1 b model. Maybe my "server" is too weak and needs too much time to answer the equip-switching-request ...?! But i don't have any lags when i'm playing. Thanks for your help in advance! Best regards, -simh
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Is there a tool to move the downloaded Old Prontera files to my .grf? Or can you provide me a link to a tutorial to move those files manually to a .grf? I can't repack my updated .grf using WeeMapCache (or i am too stupid to use it).. EDIT: Sorry for the (very, very) stupid quesion.. I solved it by myself. The solution was to just merge the old prontera "data" with my grf. Thanks so much for your help!
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Hi, when i move to prontera, my client crashes without giving me any information about why it crashes. That behavior only happens at prontera - If i go to another map the client works. i'm using 2014-10-22bRagexe and updated my $HERCULES/db/pre-re/map_cache.dat and $HERCULES/db/re/map_cache.dat with the Old Prontera (see http://herc.ws/board/files/download/182-old-prontera/)using WeeMapCache. Unfortunately that didn't fix the error. I followed this guide (https://rathena.org/board/topic/104452-tutorial-how-to-create-ragnarok-offline-2015-client/) to setup my RO-Client. Maybe i am missing some Client-Files? Thanks for your help! -simh
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@@Samuel Thanks for your reply!