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evilpuncker reacted to AnnieRuru in Stylist
2.0 - script
- completely revamp the formula, now each bodystyle can have its own cloth color range
and you dummy baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka baka
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evilpuncker reacted to AnnieRuru in cell_pvp
HAHAHAHA !!
why I missed that part of the video
hmm ... how to fix this ...
priest outside the zone can cast santuary just 1 cell away of pvp zone to heal people standing at the edge of the zone ...
hmm, maybe only the placement skill make it can only cast battle_config.area_size away from the pvp zone
I think just disable skill casting outside the zone
1.1a - plugin
- disable any skill casting outside pvp zone except GM that has PC_PERM_SKILL_UNCONDITIONAL
- FIX A FUCKING BUG THAT NOBODY CAN HIT ANYTHING
I think I'm going to rewrite this as addToMAPD/removeFromMAPD instead of using VECTOR_ ....
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evilpuncker got a reaction from AnnieRuru in cell_pvp
very cool idea, I can't test it right now tho, are players outside it, able to use buff/heal on players inside it?
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evilpuncker reacted to Tokeiburu in Voting closed. A new patcher is coming.
Well the most popular requests have already been suggested, all of which are rather huge undertaking:
A more friendly STR editor (which you've already said you're not interested in). A palette editor meant towards the creation of palettes for the job sprites/head sprites, as mentioned by evilpuncker. Either fully automated or for "manual mass creation" (as in choosing colors that would automatically create palettes for the other classes). It is hard to create a friendly interface for such a project though. The job sprite files are also different for some servers, so it's hard to account for everyone when doing such a project. It's quite a messy one that would leave you more frustrated than anything at the end of the day. A, yet again, new patcher similar to Thor. I don't think one is really necessary as Thor already does everything you'd want from a patcher though. Edit: A new map editor, similar to BrowEdit. BrowEdit 2.0 is still being worked on, though.
Those are certainly the requests I've received the most that I can remember. (I have a feeling those aren't the programs you'd be looking to make...!) But sorry, those are my best guesses.
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evilpuncker reacted to AnnieRuru in cell_pvp
I've actually done this once when I was just started learn source coding
of course over time I've become better, but decided use this 'cell_pvp' name because of popular search result ...
this isn't setcell type modification, but a script/at command that can only set only in a square/rectangle shape
this modification has some resemblance based on this patch
Download: 1.7
plugin
this should work just like in this video
- script jdhsjkfh FAKE_NPC,{ OnInit: cell_pvp "prontera", 150, 180, 160, 190, CELL_PVP_RESPAWN_DISABLE, CELL_PVP_SKILL_ALLOW, CELL_PVP_BONEDROP_NONE; end; } Create a PvP zone using script command,
*cell_pvp "<mapname>", <x1>, <y1>, <x2>, <y2>, <respawn>, <skillallow>, <bonedrop>;
<respawn> flag are:
CELL_PVP_RESPAWN_DISABLE CELL_PVP_RESPAWN_INSTANT CELL_PVP_RESPAWN_NORMAL <skillallow> : disallow skill usage outside pvp zone. This will disallow receiving buffs from players outside PvP Zone
CELL_PVP_SKILL_DISALLOW CELL_PVP_SKILL_ALLOW <bonedrop> : drop player's name bone inside pvp zone when dead.
-> This will always overwrite the `battle_config.bone_drop` value from conf\map\battle\player.conf
CELL_PVP_BONEDROP_NONE CELL_PVP_BONEDROP_ALWAYS
GM can also create a PvP zone on the map
@cell_pvp 150 180 160 190 1 0 0 create a specific pvp zone on the map, with instant respawn and disallow skill outside PvP zone
use `@pvpoff` or script command `*pvpoff` to turn off the pvp zone
after version 1.2 the weird bug has been fix, now you can let your players create a simple pvp zone in guild house or player's custom house by using `*cell_pvp` script command
enable by using `*cell_pvp` script command, disable by `*pvpoff` ... rinse and repeat
Remember as a GM you can enable the MF_PVP_NOPARTY and MF_PVP_NOGUILD mapflag by
@mapflag pvp_noparty 1 @mapflag pvp_noguild 1
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evilpuncker reacted to Tokeiburu in Voting closed. A new patcher is coming.
Heya,
Sorry for sneaking in your thread... someone pinged me @@! I want to point out that your version of Act Editor is quite outdated (latest versions are on the mediafire links in its respective thread, or here). There are no known issues with the pick color tool; please forward them to me if you can reproduce it easily.
I haven't dropped off the face of the earth...! I am simply not very active on Hercules' forums. I released the downgraded RSM2/RMS1 files on Borf's Discord. I believe I saw the models being reuploaded in other places afterwards...? Anyhow, I had also converted the RSW files with its objects, but never released those maps (someone had to do that manually ;x...). Though the models' conversion isn't perfect (the rotation frames' quaternions weren't converted properly), so some models ended up with oddities. A tool to convert those models will not be released however as it is simply easier to use a newer client instead to load those maps/models.
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evilpuncker reacted to AnnieRuru in Punching Bag
no idea why that script doesn't work, it works fine in my test server
but if you want a punching bag that can never be kill, then use setunitdata and make it crazy high hp
- script Punching Bag FAKE_NPC,{ OnInit: .mobid = monster("prontera",158,183, "Punching Bag", BARRICADE, 1, "Punching Bag::OnInit"); setunitdata .mobid, UDT_MAXHP, 2000000000; OnTimer10000: setunitdata .mobid, UDT_HP, 2000000000; initnpctimer; end; }
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evilpuncker reacted to AnnieRuru in custom statue NPC
1.4a - script
- fix a bug when there is no text line and insert an empty space, causes Complete Setup doesn't work
- fix a missing sprite change from LOOK_ROBE
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evilpuncker reacted to Haru in PLAGIARISM | SERVER ERROR
It's safe to ignore that assertion for now, or use https://github.com/HerculesWS/Hercules/pull/2877 (just merged to master) which will fix it
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evilpuncker reacted to AnnieRuru in custom statue NPC
1.3 - script
- fix if the server has custom animation sprite, reset the view sprite back to 0
- allow to disguise as another NPC
- add log to know which GM setup this statue/NPC
- add friendly reminder tricks for how to setup the text message
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evilpuncker reacted to AnnieRuru in Dota PVP Ladder
another server from rathena side told me his server has animated sprite overlapping on the statue
so again its YOUR problem that having animated sprite ... but at least this one can be fix easily by resetting the UDT_HEADTOP|UDT_HEADMIDDLE|UDT_HEADBOTTOM back to 0
3.5 - script
- add .fix_custom_sprite setting to fix your server having custom animation equipment
simple script conversion
https://github.com/AnnieRuru/Release/blob/master/scripts/PvP %26 GvG/Dota PVP ladder/dota_sql_ladder_3.5r.txt
at least I don't find anything hassle to convert this script into rathena ... unlike promotion code ... already 3 rathena members ask me to do that, and I turn down every time
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evilpuncker reacted to AnnieRuru in custom statue NPC
HAHAHA !! my reputation is spoiled now !!
damn, I didn't make this mistake in a very long time
just rip from `char` table ?
fine ...
I used OnInit to persist the data so it survive server restart (or `@reloadscript`)
using function means ... needs to have at least 3, better do this as duplicate npc
1.2 - script
- fix a bug that server throw rid2name not found error
- add more name limitation such as npc name can't have # symbol
- allow to add more than one statue
- allow to search for offline player
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evilpuncker got a reaction from xJhay in custom statue NPC
this will be really really useful, specially to make players feel more rewarded by an event! thanks annie
hope it can support offline players soon 😁
btw wouldn't it make more sense to have this as a function instead of an npc? (just a thought 😜)
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evilpuncker reacted to AnnieRuru in Dota PVP Ladder
3.4 - script
- fix the missing body style not display correctly
thanks to this unknown member but AHHHHH HE REALLY BOTHER ME A LOT IN DISCORD for telling me that
IT'S YOUR PROBLEM that YOUR SERVER HAS CUSTOM COSTUME ITEM OK ??
this script HAS to show offline players' data, that's why can't show if the player is actually wearing 3rd job or 4th job costume
its your custom item fault OK ???
OnEquipScript: <" changebase roclass(eaclass()|EAJL_THIRD); "> OnUnequipScript: <" changebase Class; ">
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evilpuncker reacted to AnnieRuru in Promotional Code
1.2 - script
- fix a bug after the code expire, the "list player has claimed this code" option is missing
- fix a bug that when the code suddenly triggered/start, GM still can do edit
- add some text to tell why players can't claim the code
- add announcement when the Promotion Code activate and expire
EDIT: found another bug, when using EDIT start/expire time, the announcement doesn't react ....
I don't know how to fix this one <-- let's try trigger every hour
a big word NO
2 conditions then I'll consider
No.1 - tell rathena developers to merge *getcalendartime script command
https://github.com/HerculesWS/Hercules/commit/79b69495bbc5d758529a485eb1144bd64b8ea50f
No.2 - tell rathena developers that *preg_match to follow the exact PHP style format, that can return $array
https://www.php.net/manual/en/function.preg-match.php
currently rathena's preg_match is like this
*preg_match(<regular expression pattern>,<string>{,<offset>})
I want this
*preg_match(<regular expression pattern>,<string>{,<offset>{,<output array>,{<flag>}}})
if rathena has these 2 script commands, then only I'll consider
because this script is using them, without these 2 script commands it just won't feel the same functionality if these 2 features are scrap
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evilpuncker reacted to 4144 in What's/are the latest Client that Herc can support?
default packet version 20190530, and main client type
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evilpuncker reacted to AnnieRuru in custom statue NPC
ok so I have been annoyed by some people claiming that statue doesn't work
so I tackle this topic instead -> https://rathena.org/board/topic/125602-statue-npc-not-pvp-rankings/
let GM do whatever they want with this npc,
let it disguise as a player to reward them as a champion in an event, or just to shame a player for doing wrong things
whatever
Download: 1.4
script
Remember the color code
remember Navigation link and Item Link
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evilpuncker reacted to 4144 in Nemo patcher
no. with php script it non flexible.
i working a bit on emblems and other things implementation in hercules, but still need add many missing features.
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evilpuncker reacted to AnnieRuru in Stylist
*1 month later*
ok let's see
already done here, also I tried in my test server, my hexed client doesn't have additional body style support for soul linker etc ...
so its your custom stuffs
each body style has its own array ? its own CSV style string again ?
..... you dummy baka baka baka baka baka
use *changelook instead of *setlook
add .@reverse_order variable
1.7 - script
- add reverse_order to swap Next/Previous order
- now players don't have to go to flux cp every time to reset their look when client crash, since this script uses changelook instead of setlook now
.... account ?
if I have a 3rd job, save this built, apply to summoner job,
BAM client crash
nice idea but isn't very practical to have ....
for example Rushia changed her hair color from Green to Pink ... I can't recognize her for awhile
and all the fan art about her has green color hair =/
she try to change her look but what she did was smack her own fan art
EDIT: I think can make this possible JUST don't give save/load option for doram class ...
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evilpuncker reacted to AnnieRuru in Promotional Code
1.3 - script
- fix a bug the 'Promotion code has Started' didn't even activate after a server restart
- fix a bug when GM edit the start/expire date field, the announcement didn't update along with it ... should have just disable it when countdown initiated
- fix a bug when GM close a promo code, it doesn't announce a GM has closed it, yet its still make announcement about still can claim promo code
OKies I'm gonna leave this script and go do some other project ...
maybe some other day can come back and rewrite this script entirely with .npc_var only sync with SQL variables so don't have to call query_sql so frequently ...
but as it stands now, this script is 1400 lines, not something to be underestimate
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evilpuncker got a reaction from w0wZukuBg in [Showcase] Lhz Dun Mobs Update aka Bio Lab Family
this is so dope 😲
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evilpuncker reacted to AnnieRuru in About the mushroom_event
OnMinute40: if (mobcount(.Map$, strnpcinfo(0)+"::OnMobKilled") == 0) end; killmonster .Map$, strnpcinfo(0)+"::OnMobKilled"; announce "All left over mushroom has been removed", bc_all; end;
I don't use rAthena but should work
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evilpuncker reacted to AnnieRuru in Adding Thief Skills to Knight Skill Tree
no need patch, just pure skill tree
db\re\skill_tree.conf
Knight: { inherit: ( "Swordsman" ); skills: { TF_HIDING: 10 KN_SPEARMASTERY: 10 KN_PIERCE: { MaxLevel: 10 KN_SPEARMASTERY: 1 } data\luafiles514\lua files\skillinfoz\skilltreeview.lub
[JOBID.JT_KNIGHT] = { [0] = SKID.KN_TWOHANDQUICKEN, [1] = SKID.KN_AUTOCOUNTER, [2] = SKID.KN_RIDING, [3] = SKID.KN_SPEARMASTERY, [6] = SKID.KN_CHARGEATK, [8] = SKID.KN_BOWLINGBASH, [9] = SKID.KN_CAVALIERMASTERY, [10] = SKID.KN_PIERCE, [13] = SKID.KN_ONEHAND, [16] = SKID.KN_SPEARBOOMERANG, [17] = SKID.KN_SPEARSTAB, [24] = SKID.KN_BRANDISHSPEAR, [25] = SKID.TF_HIDING }, data\luafiles514\lua files\skillinfoz\skillinfolist.lub
[SKID.TF_HIDING] = { "TF_HIDING", SkillName = "Hiding", MaxLv = 10, SpAmount = { 10, 10, 10, 10, 10, 10, 10, 10, 10, 10 }, bSeperateLv = true, AttackRange = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, NeedSkillList = { [JOBID.JT_THIEF] = { { SKID.TF_STEAL, 5 } } } },
and if having trouble when client clash, don't unpack from data.grf, copy the one from translation team
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evilpuncker reacted to AnnieRuru in About guild emblems
conf\map\battle\client.conf
// Limits use of blank (transparent) pixels in guild emblems to a set // percentage of the total. // Official servers do not enforce this technically to date, but some disallow // use of blank emblems in their rules. (Note 2) // A value of 100 (allowing 100% blank pixels) disables this check. // NOTE: Enabling this option slightly degrades performance. client_emblem_max_blank_percent: 100
I think this is the answer you are looking for
@Kuroyama