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Everything posted by evilpuncker
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just like this
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they can do pretty much everything they want to, it is just a SQL injection
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basically: use it for: strings like user input messages, user names, well, strings at all do not use it for: numbers and by the way in that case it doesn't go into the end of the query, but like this: query_sql "SELECT `credits` FROM `cp_votes` WHERE `account_id` = '"+escape_sql(+getcharid(3))+"'"",@credits;
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what exactly do you want to do? remove all effects of this skill?
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I don't support it as well, paid services are more than enough if someone is really hungry for money, lets just release thing for free
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https://raw.githubusercontent.com/HerculesWS/Hercules/master/doc/script_commands.txt só usar ctrl+f e digitar alguma palavra perto do que vc está procurando ^^
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@up that would be a sick addition *-*
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there is no way to achieve it since the command doesn't accept an array of maps, by the way what is the problem with using variables?
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is that really the male hair? can you take screenshot of the female one? maybe you switched then accidentally
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let me understand it, are you trying to use the female hair into a male character? do you want a female head into a male body? if "yes" then I don't know if its possible without editing the .act file
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is your custom grf being loaded first than any other grf in data.ini? it seems a bit weird since the client should crash instead of displaying a file it doesn't have, also if you can check in phpmyadmin if your char really have hstyle 35, and try another sprite number as well!
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³² is female and your character is male
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garments/robes are handled in a different way by the client if I recall correctly, loot those official gravity angel wings and you will see that they have lots of .spr/.act files for each class, so I guess you need to do the same
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you can use this: ---------------------------------------*npcspeed <speed value>;*npcwalkto <x>,<y>;*npcstop;These commands will make the NPC object in question move around the map. As they currently are, they are a bit buggy and are not useful for much more than making an NPC move randomly around the map.'npcspeed' will set the NPCs walking speed to a specified value. As in the @speed GM command, 200 is the slowest possible speed while 0 is the fastest possible (instant motion). 100 is the default character walking speed.'npcwalkto' will start the NPC sprite moving towards the specified coordinates on the same map as it is currently on. The script proceeds immediately after the NPC begins moving.'npcstop' will stop the motion.While in transit, the NPC will be clickable, but invoking it will cause it to stop moving, which will make it's coordinates different from what the client computed based on the speed and motion coordinates. The effect is rather unnerving.Only a few NPC sprites have walking animations, and those that do, do not get the animation invoked when moving the NPC, due to the problem in the NPC walking code, which looks a bit silly. You might have better success by defining a job-sprite based sprite id in 'db/mob_avail.txt' with this.---------------------------------------
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quanto ao homunculo só criando um novo comando na source eu acho e não se esqueça que para os comandos SQL funcionarem nesse caso, o jogador (ou o homunculo dele) deve estar offline para que a tabela seja atualizada corretamente
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about restricted mapflag and skill no cast
evilpuncker replied to Chatterboy's question in General Server Support
we in hercules handle it in a way better way: http://herc.ws/board/topic/302-introducing-hercules-map-zone-database/ -
yes but with custom/non official formulae I understand, thank you, I might do an adaptation for their own use and there is no make available here in the forum for other users to be interested in these unofficial formula. make it as plugin if possible
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great!!!!!!!!!! the sad thing is that there is no update in the harmony side :/
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if(BaseClass == Job_Mage){ bonus2 bMagicAddRace,RC_DemiHuman,15;}else if(BaseClass == Job_Archer){ bonus bLongAtkRate,3;}else if(BaseClass == Job_Merchant){ bonus2 bSkillAtk,"CR_ACIDDEMONSTRATION",20;} please describe your problem next time
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// Dynamic Mobs Options// Use dynamic mobs? (recommended for small-medium sized servers)dynamic_mobs: yes mude pra "no"
- 2 replies
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- killmonster
- killmonster2
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(and 1 more)
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yes but with custom/non official formulae
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@@Neo I'm amazed to see updates to NEMO the best patcher ever =D I hope to see the palettes issue fixed as well (been waiting for it for like 3 years by now lol xD)
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follow this http://herc.ws/wiki/@go