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Everything posted by Like it~*
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Hello. I've been trying to create a copy of players for representation in the Hall of Fame all day, but I can not. The only way I imagined doing this is through the "clone" command. Look at the structure: *clone("<map name>", <x>, <y>, "<event>", <char id>{, <master_id>{, <mode>{, <flag>, <duration>}}}) As it will only be a "representation" of the player, I would like the clone to be immobile, not to attack and not to move. But it is not working. What is wrong? My script. prontera,158,168,2 script HALL 4W_M_01,{ clone "prontera", 157, 167, "HALL::OnMobDead", 150005,0,0x0; //{, <master_id>{, <mode>{, <flag>, <duration>}}}) close; OnMobDead: } The value of "mode" was taken from here in the doc folder of the emulator. Where as can be seen: 06: 0x0000 (passive, immobile, can't attack) [plants] I also found this topic, but it did not help much. @edit I would like to leave it like this:
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Not released. But it works on herc. It's paid?
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It's all right. Anyway, thank you for the converted diffs. Someone to help me, please?
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Hello, @Dastgir I need to know if you will be able to convert the rest of the plugins? I do not mind waiting if you can help me, but for this I need to make sure you will help me.
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Script that runs a custom monster for testing.
Like it~* replied to Like it~*'s question in Script Requests
Someone? Please. -
Wow, thank you very much! I did not now that.The order of placement is the same as the order of reading, right?
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Annie is gone, so I was in doubt about where to post, but here it is. Note: I updated the plugin for the latest version of hercules. Errors: [Error]: --- nullpo info -------------------------------------------- [Error]: hercules\src\map\npc.c:841: 'sd' in function `unknown' [Error]: --- end nullpo info ---------------------------------------- [Error]: --- nullpo info -------------------------------------------- [Error]: hercules\src\map\npc.c:841: 'sd' in function `unknown' [Error]: --- end nullpo info ---------------------------------------- [Error]: --- nullpo info -------------------------------------------- [Error]: hercules\src\map\npc.c:841: 'sd' in function `unknown' [Error]: --- end nullpo info ---------------------------------------- [Error]: --- nullpo info -------------------------------------------- [Error]: hercules\src\map\npc.c:841: 'sd' in function `unknown' [Error]: --- end nullpo info ----------------------------------------
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Hello. I wonder if this is possible? I am from Brazil and here the native language is Portuguese, so because of this I would like to know if it is possible to use more than one item_db?
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Script that runs a custom monster for testing.
Like it~* replied to Like it~*'s question in Script Requests
Again, Thank you for helping. But you forgot one thing ... Who will choose the monster that goes "dummy" is the player not me. That is, it would require many inputs for each choice. Understood? It is possible? -
Please @Dastgir?
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Script that runs a custom monster for testing.
Like it~* replied to Like it~*'s question in Script Requests
Thank you for helping. Please show me how to do this, give me examples. -
The idea would be that the player could simulate as close as possible the combat with a monster or with a player, to perform damage tests, skills, etc. 1 - an NPC generated a monster defined by the player with the ID, but with some fixed settings, like: do not give exp, do not move, do not attack, etc ... So the NPC would get all your settings like: str, Agi, luk, element, etc ... and would change some settings for the fixed settings defined by the NPC (not the player). Example: 1832 - monster: Ifrit. Fixed settings: do not give exp, do not move, do not attack, etc ... So a "new" Ifrit monster would be generated, with its normal settings, but the monster would not attack, would not walk, would not give exp. Is the problem of this option where the data of the monsters would be taken? Or 2 - an NPC with some fixed characteristics and other variables, defined by the player. Example 2: The fixed ones would be: do not give exp, do not move, do not attack, etc ... The variables would be: defined by the player, he would choose the values of the other monster settings, such as: agi, str, luk, int, etc ... The only way I thought this could be executed is with: Setunitdata, Getunitdata, Getunitname, Setunitname. Does anyone else imagine? Note: This is a request.
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https://github.com/HerculesWS/Hercules/pull/1584setunitdata and getunitdata has merged with Hercules repo, you can use those. This is very good. Thank you very much!
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Why is this file no longer a plugin? It's been almost 2 years since the last post, could not we make it a plugin again?
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Has this work been released on Hercules? I found it cool.
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Wow, thank you very much, Sir. Your work is awesome! Please keep converting the other diffs, even though I have to wait longer. I will be eternally grateful to you. Note: I added 2 more diffs for you at a glance (8 and 9), and also cleaned the first post with thanks and credits. Once again I would like to thank you, I am very happy with that.
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Thank you for helping! I made some changes to the script for a more practical example, are they correct? Although I did not understand a few things ... How will npc know that it needs to execute the events in a certain order, only one at a time? I wish one event could only be started after the other one ended and there should be no events running concurrently. Can all events be started with the same command? I at least did not recognize any part of the code that directs the NPC to do this.
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Hello, Dastgir, thank you so much for helping. I can not deny that I was a bit sad, because the most important codes can not be converted. But on the other hand I'm happy, because I know that these codes in your hands will be of great benefit to the Hercules community As for the learning issue, I love learning new things that are going to be really useful, but as you know, you can not learn programming in just a few days, this will take years and a lot of time dedicated. But in the future I intend to, I already started with the scripts, and I can do basic things ... But when it involves source, it is impossible for those who have not studied.
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Someone? Please
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RO Patcher Lite, v4.5.0.1340 - last updated 2024/09/21
Like it~* replied to Ai4rei's topic in Client-Side Releases
Now it's clear. Thank you very much! -
Thanks for trying to help, but I'm not a programmer.
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Someone? Please.
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RO Patcher Lite, v4.5.0.1340 - last updated 2024/09/21
Like it~* replied to Ai4rei's topic in Client-Side Releases
Thank you very much for your response and attention. Just confirm me if I understand correctly, because I do not speak English. RO Patcher Lite is already a patch like: (Thor Patcher / Neoncube / etc). For now, RO Patcher Lite can not download .grf files from private servers, but in the future it will do so. Right? The RSU Multi Plugin is capable of downloading .grf files from private servers, but only if it is used in conjunction with RO Patcher Lite, correct? -
Someone? Please.
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RO Patcher Lite, v4.5.0.1340 - last updated 2024/09/21
Like it~* replied to Ai4rei's topic in Client-Side Releases
Does RO Patcher replace a patch for updating server.grf files? What is the difference between using RO Patcher with or without [RSU Plugin]? http://herc.ws/board/index.php?showtopic=1545