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monkeydlufy

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Posts posted by monkeydlufy


  1. @@Mysterious i got some error when recompiling idk which x.x

    src/map/atcommand.c

    /*==========================================
    * @go [city_number or city_name] - Updated by Harbin
    *------------------------------------------*/
    ACMD(go) {
    int town = INT_MAX; // Initialized to INT_MAX instead of -1 to avoid conflicts with those who map [-3:-1] to @memo locations.
    char map_name[MAP_NAME_LENGTH];
    
    const struct {
    char map[MAP_NAME_LENGTH];
    int x, y;
    int min_match; ///< Minimum string length to match
    } data[] = {
    { MAP_PRONTERA, 156, 191, 3 }, // 0 = Prontera
    { MAP_MORROC, 156, 93, 4 }, // 1 = Morroc
    { MAP_GEFFEN, 119, 59, 3 }, // 2 = Geffen
    { MAP_PAYON, 162, 233, 3 }, // 3 = Payon
    { MAP_ALBERTA, 192, 147, 3 }, // 4 = Alberta
    #ifdef RENEWAL
    { MAP_IZLUDE, 128, 146, 3 }, // 5 = Izlude (Renewal)
    #else
    { MAP_IZLUDE, 128, 114, 3 }, // 5 = Izlude
    #endif
    { MAP_ALDEBARAN, 140, 131, 3 }, // 6 = Aldebaran
    { MAP_LUTIE, 147, 134, 3 }, // 7 = Lutie
    { MAP_COMODO, 209, 143, 3 }, // 8 = Comodo
    { MAP_YUNO, 157, 51, 3 }, // 9 = Juno
    { MAP_AMATSU, 198, 84, 3 }, // 10 = Amatsu
    { MAP_GONRYUN, 160, 120, 3 }, // 11 = Kunlun
    { MAP_UMBALA, 89, 157, 3 }, // 12 = Umbala
    { MAP_NIFLHEIM, 21, 153, 3 }, // 13 = Niflheim
    { MAP_LOUYANG, 217, 40, 3 }, // 14 = Luoyang
    { MAP_1@DEF01, 50, 28, 3 }, // 15 =Vend << I edit this line before ="Novice ground"
    { MAP_1@GE_ST, 109, 48, 3 }, // 16 = Mall<< i edit this line before ="Jail"
    { MAP_JAWAII, 249, 127, 3 }, // 17 = Jawaii
    { MAP_AYOTHAYA, 151, 117, 3 }, // 18 = Ayothaya
    { MAP_EINBROCH, 64, 200, 5 }, // 19 = Einbroch
    { MAP_LIGHTHALZEN, 158, 92, 3 }, // 20 = Lighthalzen
    { MAP_EINBECH, 70, 95, 5 }, // 21 = Einbech
    { MAP_HUGEL, 96, 145, 3 }, // 22 = Hugel
    { MAP_RACHEL, 130, 110, 3 }, // 23 = Rachel
    { MAP_VEINS, 216, 123, 3 }, // 24 = Veins
    { MAP_MOSCOVIA, 223, 184, 3 }, // 25 = Moscovia
    { MAP_MIDCAMP, 180, 240, 3 }, // 26 = Midgard Camp
    { MAP_MANUK, 282, 138, 3 }, // 27 = Manuk
    { MAP_SPLENDIDE, 197, 176, 3 }, // 28 = Splendide
    { MAP_BRASILIS, 182, 239, 3 }, // 29 = Brasilis
    { MAP_DICASTES, 198, 187, 3 }, // 30 = El Dicastes
    { MAP_MORA, 44, 151, 4 }, // 31 = Mora
    { MAP_DEWATA, 200, 180, 3 }, // 32 = Dewata
    { MAP_MALANGDO, 140, 114, 5 }, // 33 = Malangdo Island
    { MAP_MALAYA, 242, 211, 5 }, // 34 = Malaya Port
    { MAP_ECLAGE, 110, 39, 3 }, // 35 = Eclage
    };



    Also there are some lines that are not from the guide....

    Hercules/src/map/atcommand.c

    if (town < 0 || town >= ARRAYLENGTH(data)) {
    // Alternate spellings
    if (strncmpi(map_name, "morroc", 4) == 0) { // Correct town name for 'morocc'
    town = 1;
    } else if (strncmpi(map_name, "lutie", 3) == 0) { // Correct town name for 'xmas'
    town = 7;
    } else if (strncmpi(map_name, "juno", 3) == 0) { // Correct town name for 'yuno'
    town = 9;
    } else if (strncmpi(map_name, "kunlun", 3) == 0) { // Original town name for 'gonryun'
    town = 11;
    } else if (strncmpi(map_name, "luoyang", 3) == 0) { // Original town name for 'louyang'
    town = 14;
    } else if (strncmpi(map_name, "startpoint", 3) == 0 // Easy to remember alternatives to 'new_1-1'
    || strncmpi(map_name, "beginning", 3) == 0) {
    town = 15;
    } else if (strncmpi(map_name, "prison", 3) == 0 // Easy to remember alternatives to 'sec_pri'
    || strncmpi(map_name, "jail", 3) == 0) {
    town = 16;
    } else if (strncmpi(map_name, "rael", 3) == 0) { // Original town name for 'rachel'
    town = 23;
    }



    Hercules wiki guide<------

    // get possible name of the city
    map_name[MAP_NAME_LENGTH-1] = '\0';
    for (i = 0; map_name[i]; i++)
    map_name[i] = TOLOWER(map_name[i]);
    // try to identify the map name
    if (strncmp(map_name, "prontera", 3) == 0) {
    town = 0;
    } else if (strncmp(map_name, "morocc", 3) == 0) {
    town = 1;
    } else if (strncmp(map_name, "geffen", 3) == 0) {
    town = 2;
    } else if (strncmp(map_name, "payon", 3) == 0 ||
    strncmp(map_name, "paion", 3) == 0) {
    town = 3;
    } else if (strncmp(map_name, "alberta", 3) == 0) {
    town = 4;
    } else if (strncmp(map_name, "izlude", 3) == 0 ||
    strncmp(map_name, "islude", 3) == 0) {
    town = 5;
    } else if (strncmp(map_name, "aldebaran", 3) == 0 ||
    strcmp(map_name, "al") == 0) {
    town = 6;
    } else if (strncmp(map_name, "lutie", 3) == 0 ||
    strcmp(map_name, "christmas") == 0 ||
    strncmp(map_name, "xmas", 3) == 0 ||
    strncmp(map_name, "x-mas", 3) == 0) {
    town = 7;
    } else if (strncmp(map_name, "comodo", 3) == 0) {
    town = 8;
    } else if (strncmp(map_name, "yuno", 3) == 0) {
    town = 9;
    } else if (strncmp(map_name, "amatsu", 3) == 0) {
    town = 10;
    } else if (strncmp(map_name, "gonryun", 3) == 0) {
    town = 11;
    } else if (strncmp(map_name, "umbala", 3) == 0) {
    town = 12;
    } else if (strncmp(map_name, "niflheim", 3) == 0) {
    town = 13;
    } else if (strncmp(map_name, "louyang", 3) == 0) {
    town = 14;
    } else if (strncmp(map_name, "new_1-1", 3) == 0 ||
    strncmp(map_name, "startpoint", 3) == 0 ||
    strncmp(map_name, "begining", 3) == 0) {
    town = 15;
    } else if (strncmp(map_name, "sec_pri", 3) == 0 ||
    strncmp(map_name, "prison", 3) == 0 ||
    strncmp(map_name, "jails", 3) == 0) {
    town = 16;
    } else if (strncmp(map_name, "jawaii", 3) == 0 ||
    strncmp(map_name, "jawai", 3) == 0) {
    town = 17;
    } else if (strncmp(map_name, "ayothaya", 3) == 0 ||
    strncmp(map_name, "ayotaya", 3) == 0) {
    town = 18;
    } else if (strncmp(map_name, "einbroch", 5) == 0 ||
    strncmp(map_name, "ainbroch", 5) == 0) {
    town = 19;
    } else if (strncmp(map_name, "lighthalzen", 3) == 0) {
    town = 20;
    } else if (strncmp(map_name, "einbech", 3) == 0) {
    town = 21;
    } else if (strncmp(map_name, "hugel", 3) == 0) {
    town = 22;
    } else if (strncmp(map_name, "rachel", 3) == 0) {
    town = 23;
    } else if (strncmp(map_name, "veins", 3) == 0) {
    town = 24;
    } else if (strncmp(map_name, "moscovia", 3) == 0) {
    town = 25;
    } else if (strncmp(map_name, "mid_camp", 3) == 0) {
    town = 26;
    } else if (strncmp(map_name, "manuk", 3) == 0) {
    town = 27;
    } else if (strncmp(map_name, "splendide", 3) == 0) {
    town = 28;
    } else if (strncmp(map_name, "brasilis", 3) == 0) {
    town = 29;
    } else if (strncmp(map_name, "dicastes01", 3) == 0) {
    town = 30;
    } else if (strncmp(map_name, "mora", 3) == 0) {
    town = 31;
    } else if (strncmp(map_name, "dewata", 3) == 0) {
    town = 32;
    } else if (strncmp(map_name, "malangdo", 3) == 0) {
    town = 33;
    } else if (strncmp(map_name, "malaya", 3) == 0) {
    town = 34;
    } else if (strncmp(map_name, "eclage", 3) == 0) {
    town = 35;
    }



    I tried editing the line

    } else if (strncmpi(map_name, "startpoint", 3) == 0 // Easy to remember alternatives to 'new_1-1'
    || strncmpi(map_name, "beginning", 3) == 0) {
    town = 15;
    } else if (strncmpi(map_name, "prison", 3) == 0 // Easy to remember alternatives to 'sec_pri'
    || strncmpi(map_name, "jail", 3) == 0) {
    town = 16;
    to
    
    } else if (strncmpi(map_name, "Vend", 3) == 0 // Easy to remember alternatives to 'new_1-1'
    || strncmpi(map_name, "vend", 3) == 0) {
    town = 15;
    } else if (strncmpi(map_name, "Mall", 3) == 0 // Easy to remember alternatives to 'sec_pri'
    || strncmpi(map_name, "mall", 3) == 0) {
    town = 16;



    and then on mapindex.h

    //Some definitions for the mayor city maps.
    #define MAP_PRONTERA "prontera"
    #define MAP_GEFFEN "geffen"
    #define MAP_MORROC "morocc"
    #define MAP_ALBERTA "alberta"
    #define MAP_PAYON "payon"
    #define MAP_IZLUDE "izlude"
    #define MAP_ALDEBARAN "aldebaran"
    #define MAP_LUTIE "xmas"
    #define MAP_COMODO "comodo"
    #define MAP_YUNO "yuno"
    #define MAP_AMATSU "amatsu"
    #define MAP_GONRYUN "gonryun"
    #define MAP_UMBALA "umbala"
    #define MAP_NIFLHEIM "niflheim"
    #define MAP_LOUYANG "louyang"
    #define MAP_JAWAII "jawaii"
    #define MAP_AYOTHAYA "ayothaya"
    #define MAP_EINBROCH "einbroch"
    #define MAP_LIGHTHALZEN "lighthalzen"
    #define MAP_EINBECH "einbech"
    #define MAP_HUGEL "hugel"
    #define MAP_RACHEL "rachel"
    #define MAP_VEINS "veins"
    #define MAP_JAIL "sec_pri"
    #define MAP_1@DEF01 "1@def01"
    #define MAP_1@GE_ST "1@ge_st"
    #define MAP_MIDCAMP "mid_camp"
    #define MAP_MANUK "manuk"
    #define MAP_SPLENDIDE "splendide"
    #define MAP_BRASILIS "brasilis"
    #define MAP_DICASTES "dicastes01"
    #define MAP_MORA "mora"
    #define MAP_DEWATA "dewata"
    #define MAP_MALANGDO "malangdo"
    #define MAP_MALAYA "malaya"
    #define MAP_ECLAGE "eclage"
    #define MAP_ECLAGE_IN "ecl_in01"



    I recompiled server files then i got error :S


  2. @@Mysterious yes sir, i've changed the names on the help.txt file.

    i didn't change anything on src atcommand and mapindex file..

     

    atcommand

     

            { MAP_NOVICE,       53, 111, 3 }, // 15 = Training Grounds
            { MAP_JAIL,         23,  61, 3 }, // 16 = Prison
     



    mapindex.h

     

    #define MAP_JAIL "sec_pri"
    #define MAP_NOVICE "new_1-1"


    @@Mysterious Any other option you can suggest sir?

  3. I recommend VPS-Pony, currently subscribed to their eVPS512 Light of Midgard Ragnarok Online owner <- not yet released though, still on closed beta.

     

    I'm a newbie developer and i started developing my own server last december 14, 2015.

     

    The good thing about this host is they answer all my questions. regarding RO basic script editing/putty/WinSCP/phpmyAdmin and even helped me when i screwed my server files and though i am quite annoying sometimes, they patiently reply  :P   Good and reliable service, affordable price, fast reply and Stable host.

     

    Highly recommended!

    -GM Light of LoMRO


  4. Hi, how to enchant the Fallen Angel Wing backwards like the official.

    When i enchant the wing it goes like this

    [1] [x] [0] [0] first enchant

    [1] [x] [x] [0] second enchant

    [1] [x] [x] [x] third enchant

    I want it to enchant like this

    [1] [0] [0] [x]
    [1] [0] [x] [x]
    [1] [x] [x] [x]
     

    Can help me with this?


     I Edited some lines to suit for my server.

    //============================================================
    //= Fallen Angel Wing Enchantment
    //===== By: ==================================================
    //= n0tme
    //===== Current Version: =====================================
    //= 1.0
    //===== Description: =========================================
    //= An npc that will let you enchat your fallen angel wings with stats
    //===== Additional Comments: =================================
    //= Fully working.
    //= 1.0 First release
    //============================================================
    prontera,181,215,3    script    Fallen Angel Wing    4_F_VALKYRIE2,{
        disable_items;
        if (checkweight(1201,1) == 0) {
            mes "You are carrying too many items, please reduce them and come back!";
            close;
        }
        if (MaxWeight - Weight < 10000) {
            mes "You have overweight, please reduce it and come back!";
            close;
        }
        if (getequipid(EQI_GARMENT) == 2589) {
            if(getequipcardid(EQI_GARMENT,1)){
                if (getequiprefinerycnt(EQI_GARMENT)>=7)  {
                    if(getequipcardid(EQI_GARMENT,2)) {
                        if (getequiprefinerycnt(EQI_GARMENT)>=9) {
                            if(getequipcardid(EQI_GARMENT,3)) {
                                goto jExit;
                            }
                            else { // third slot array
                                set .@menu$, "Enchant Fallen Angel Wing";
                            }
                        } else
                            goto jExit;
                    }
                    else { //second slot array
                        set .@menu$, "Enchant Fallen Angel Wing";
                    }
                }
                else {
    jExit:            set .@menu$, "";
                }
            }
            else { // first slot array
            set .@menu$, "Enchant Fallen Angel Wing";
            }
        } else
            set .@menu$, "";
     
        mes "[Fallen Angel]";
        mes "If you have a Fallen Angel Wing, I can enchant its useless slots for 100 million zeny.";
        mes "*Note: Equip your Fallen Angel Wing to see the Enchant Menu!";
        next;
        
        switch(select("What is that?:"+.@menu$+":Clear Enchantment")) {
            case 1:
                switch(select("Stop speaking:What are you going to do?")) {
                    case 1:
                        mes "[Fallen Angel]";
                        mes "What did you say?";
                        close;
                    case 2:
                        mes "[Fallen Angel]";
                        mes "I can enchant special stats into your Fallen Angel Wing if you pay 100,000,000 zeny.";    
                        next;
                        mes "I can enchant it once if upgraded +6 or lower.";    
                        mes "twice if upgraded +7 or +8.";    
                        mes "and 3 times if upgraded +9 or higher.";    
                        mes "[Fallen Angel]";
                        close;
                }
            case 2:
                if (Zeny < 100000000) { //zeny amount
                    mes "[Fallen Angel]";
                    mes "I can't do it if you can't pay!";
                    close;
                }
                mes "[Fallen Angel]";
                mes "Select enchant category";
                next;
                switch(select("Fighting:Magic:Archer:Sharp:Aspd:Max HP:Max SP:Str:Agi:Dex:Vit:Int:Luk")) {//dito tayo sir
                    set .@i, rand(1,15);
                    case 1: //Fighting
                        if(getequipcardid(EQI_GARMENT,2)) set .@enchant,4821;
                        else if (.@i < 4)   set .@enchant,4820;
                        else if (.@i < 8)   set .@enchant,4808;
                        else set .@enchant,4809;
                    goto eStart;
                    case 2: //Magic
                        if(getequipcardid(EQI_GARMENT,2)) set .@enchant,4828;
                        else if (.@i < 4)   set .@enchant,4827;
                        else if (.@i < 8)   set .@enchant,4826;
                        else set .@enchant,4812;
                    goto eStart;
                    case 3:// Archer
                        if(getequipcardid(EQI_GARMENT,2)) set .@enchant,4835;
                        else if (.@i < 4)   set .@enchant,4834;
                        else if (.@i < 8)   set .@enchant,4833;
                        else set .@enchant,4832;
                    goto eStart;
                    case 4://Sharp
                        if(getequipcardid(EQI_GARMENT,2)) set .@enchant,4843;
                        else if (.@i < 4)   set .@enchant,4816;
                        else if (.@i < 8)   set .@enchant,4817;
                        else set .@enchant,4818;
                    goto eStart;
                    case 5://Aspd
                        if(getequipcardid(EQI_GARMENT,2)) set .@enchant,4873;
                        else if (.@i < 4)   set .@enchant,4872;
                        else if (.@i < 8)   set .@enchant,4869;
                        else set .@enchant,4869;
                    goto eStart;
                    case 6:// MHP
                        if(getequipcardid(EQI_GARMENT,2)) set .@enchant,4868;
                        else if (.@i < 4)   set .@enchant,4867;
                        else if (.@i < 8)   set .@enchant,4862;
                        else set .@enchant,4861;
                    goto eStart;
                    case 7://MSP
                        if(getequipcardid(EQI_GARMENT,2)) set .@enchant,4801;
                        else if (.@i < 4)   set .@enchant,4871;
                        else if (.@i < 8)   set .@enchant,4800;
                        else set .@enchant,4870;
                    goto eStart;
                    case 8://STR
                        if(getequipcardid(EQI_GARMENT,2)) set .@enchant,4853;
                        else if (.@i < 4)   set .@enchant,4704;
                        else if (.@i < 8)   set .@enchant,4703;
                        else set .@enchant,4702;
                    goto eStart;
                    case 9://AGI
                        if(getequipcardid(EQI_GARMENT,2)) set .@enchant,4854;
                        else if (.@i < 4)   set .@enchant,4733;
                        else if (.@i < 8)   set .@enchant,4732;
                        else set .@enchant,4731;
                    goto eStart;
                    case 10://DEX
                        if(getequipcardid(EQI_GARMENT,2)) set .@enchant,4857;
                        else if (.@i < 4)   set .@enchant,4724;
                        else if (.@i < 8)   set .@enchant,4723;
                        else set .@enchant,4722;
                    goto eStart;
                    case 11:// VIT
                        if(getequipcardid(EQI_GARMENT,2)) set .@enchant,4855;
                        else if (.@i < 4)   set .@enchant,4744;
                        else if (.@i < 8)   set .@enchant,4743;
                        else set .@enchant,4742;
                    goto eStart;
                    case 12://INT
                        if(getequipcardid(EQI_GARMENT,2)) set .@enchant,4856;
                        else if (.@i < 4)   set .@enchant,4714;
                        else if (.@i < 8)   set .@enchant,4713;
                        else set .@enchant,4712;
                    goto eStart;
                    case 13://LUK
                        if(getequipcardid(EQI_GARMENT,2)) set .@enchant,4858;
                        else if (.@i < 4)   set .@enchant,4754;
                        else if (.@i < 8)   set .@enchant,4753;
                        else set .@enchant,4752;
                    goto eStart;
                    
    eStart:            specialeffect2 EF_REPAIRWEAPON;
                    progressbar "ffff00",2;
                    if (getequipisequiped(EQI_GARMENT) == 0) {
                        mes "[Fallen Angel]";
                        mes "The Archangel Wing has been taken out!";
                        close;
                    }
                    if (getequipid(EQI_GARMENT) != 2589) {
                        mes "[Fallen Angel]";
                        mes "Don't take off the item!";
                        close;
                    }
                Zeny -= 100000000;    
                // find slot to enchant
                    if(getequipcardid(EQI_GARMENT,1)){
                            if(getequipcardid(EQI_GARMENT,2)) {
                                        set .@equip_refine, getequiprefinerycnt(EQI_GARMENT);
                                        setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0),getequipcardid(EQI_GARMENT,1),getequipcardid(EQI_GARMENT,2);
                                        getitem2 2589,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@enchant; //Archangel_Wing
                                }
                            else { //second slot array
                                set .@equip_refine, getequiprefinerycnt(EQI_GARMENT);
                                setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0),getequipcardid(EQI_GARMENT,1),getequipcardid(EQI_GARMENT,3);
                                getitem2 2589,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@enchant,.@equip_card[3]; //Archangel_Wing
                            }
                    }
                    else { // first slot array
                        set .@equip_refine, getequiprefinerycnt(EQI_GARMENT);
                        setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0),getequipcardid(EQI_GARMENT,2),getequipcardid(EQI_GARMENT,3);
                        getitem2 2589,1,1,.@equip_refine,0,.@equip_card[0],.@enchant,.@equip_card[2],.@equip_card[3]; //Archangel_Wing
                    }
                delequip EQI_GARMENT;
                mes "[Fallen Angel]";
                mes "Take it!";
                mes "I believe that you will become the dominator of the new world!";
                close;
                }
            case 3:
                    mes "[Fallen Angel]";
                    mes "Reset enchantment requires ^0000ff10 units of Silvervine Fruit^000000. The wing will not be damaged except for the enchanted capability.";
                    next;
                    if(select("Let me consider...:Ok, I want reset its enchanment.") == 1) {
                        mes "[Fallen Angel]";
                        mes "Ok! Take your time to consider!";
                        close;
                    }
                    specialeffect2 EF_REPAIRWEAPON;
                    progressbar "ffff00",2;
                    if (getequipisequiped(EQI_GARMENT) == 0) {
                        mes "[Fallen Angel]";
                        mes "The Fallen Angel Wing has been taken out!";
                        close;
                    }
                    if (getequipid(EQI_GARMENT) != 2589) {
                        mes "[Fallen Angel]";
                        mes "Oh... you have unequipped the Fallen Angel Wing!";
                        close;
                    }
                    if (countitem(6417) < 10) {
                        mes "[Fallen Angel]";
                        mes "I can't do it if you can't pay!";
                        close;
                    }
                    if ((getequipcardid(EQI_GARMENT,3) < 4700) && (getequipcardid(EQI_GARMENT,2) < 4700) && (getequipcardid(EQI_GARMENT,1) < 4700)) { // Armor Enchant System
                        mes "[Fallen Angel]";
                        mes "This equipment has not been enchanted, please check it again!";
                        close;
                    }
                    set .@equip_refine, getequiprefinerycnt(EQI_GARMENT);
                    setarray .@equip_card[0], getequipcardid(EQI_GARMENT,0);//,getequipcardid(EQI_GARMENT,1),getequipcardid(EQI_GARMENT,2);
                    delitem 6417,10; //Silvervine
                    delequip EQI_GARMENT;
                    getitem2 2589,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],0; //Archangel_Wing
                    mes "[Fallen Angel]";
                    mes "Take it!";
                    close;
        }
    }
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