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Axl

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  1. Like
    Axl got a reaction from Neffletics in Skill_Count [eAmod]   
    View File Skill_Count [eAmod]
    Counter char skills casted in WoE Maps
    eAMod for Herc.
    Submitter Axl Submitted 08/15/20 Category Source Modifications  
  2. Like
  3. Like
    Axl reacted to Christian [epicRO] in Restock System   
    It will check if the last of selected item was consumed and do ::OnRestock NPC Event to restock the items to the selected amount. Works very well and without any ms of lag. Thanks to @Dastgir
     
    Fixed and corrected. Works fine on current branch.
    How to enable:
    Move "restock.c" to "src/plugins" and open "Makefile" with editor. add "restock" to line "MYPLUGINS = "

    Move "atcommand_restock.txt" to "npc/custom" and add "npc/custom/atcommand_restock.txt" to your "scripts_custom.
    conf" for autostart.Open file "conf/plugins.conf" and add "  "restock",  " to enable this plugin after you'll restart the map serve
    Do "make all" on console. To enable all changes. Enjoy @restock and @restock2
     
    If you want to disable @restock on Castles/WoE just configure your atcommand_restock.txt and do a mapcheck on "OnRestock:" like

     
    getmapxy(.@playermap$, .@playerx, .@playery, UNITTYPE_PC); if (getmapflag(.@playermap$, "mf_gvg_castle") == 1) { dispbottom "Atcommand disabled on this map."; end; }  
    restock.c
    atcommand_restock.txt

    SQL Table:
     
    CREATE TABLE `restock` ( `charid` INT(10) NOT NULL, `restockid` INT(6) NOT NULL, `restkq` INT(5) NOT NULL, `restkf` INT(10) NOT NULL DEFAULT '1' ) COLLATE='latin1_swedish_ci' ENGINE=MyISAM ;  
  4. Like
    Axl reacted to Christian [epicRO] in Restock System   
    If you want to make Arrows and Bullets Auto-Equip after they have been restocked:

     
    if (.@qu){ .@ru = restkid; ++ if (getiteminfo(.@ru, ITEMINFO_TYPE) == 10) autoequip(.@ru, 1); restock_item(.@ru,.@qu,.@fr); if (.@fr == 1) .@from$ = "Storage"; if (.@fr == 2) .@from$ = "Guild Storage"; sleep2 500; if (countitem(.@ru) == 0) { announce "Trying to restock "+.@qu+"x "+.@ru+" from "+.@from$+". Failed. Amount does not fit.",bc_self,0xFF8F01; } ++ if (getiteminfo(.@ru, ITEMINFO_TYPE) == 10) autoequip(.@ru, 0); restkid = 0; }  
  5. Like
    Axl reacted to KirieZ in GvG Maps set Damage in 1   
    If I recall correctly emperium does have some special behavior for WoE (I don't recall if this behavior is activated by some woe mapflag or by gvg map flag), did you try with other mobs? And I think there are something gvg (or woe) related that hides your real damage (e.g. display 1 to client while actually causing real damage -- I think there is a battle conf for that). One way to test would be to try on a poring or some other weak monster and check if you'll kill it in one hit.
  6. Upvote
    Axl reacted to Visual in Hybrid FluxCP Design (VD)   
    Hi guys, while I'm in the army, I was very bored and I decided to work FluxCP.
    I can answer all questions in PM.


     
    Update Purchase

  7. Upvote
    Axl reacted to Rebel in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    Emergency Call can be cast repeatedly..
    BG Type (Announce) is not working.. should rotate the bg type in configure time using OnTimer10000: // Rotation if BG don't start (10 seconds or?)...?
    Also is NPC Telma supported in this Extended BG? Like the mapflag for BG Items that can be used only BG Maps or WoE Exclusive Items.
  8. Upvote
    Axl reacted to Rebel in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    @Axl Are you using the latest? Haven't experiencing this using the latest.
  9. Upvote
    Axl got a reaction from Nebraskka in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    Hey, great project. It will take the dependence of many rAmod and finally migrate to Hercules. Go Go hard!
  10. Upvote
    Axl reacted to Ind in Hercules Ultimate Localization Design   
    Hercules Ultimate Localization Design
    Hello~! - What?!
    Servers are now able to run under any number of languages, without having any of the default files modified Designed by Haruna and Ind  
    Translating NPCs without editing them
    By launching map server with the --generate-translations param a .pot (.po template) file will be created with all of the servers translate-able strings (including all npc dialogue), this file can be edited in text mode or by utilising any .po editor (there are many out there; for a high range of OSes) A .po file does not need to be fully translated to be used, map server will know when loading the file, and will fallback to the hardcoded string in the npc files as necessary Users are able to change their language with the new @lang command, @lang controls what language users see in @commands (msg_txt stuff) as well as over npc dialogues map-server.conf has a new setting called default_language where server owners may specify which language should be used as a base When you have a new .po file you want map server to use, add it to db/translations.conf Easy to Maintain
    Since .po is a widely used format there are many tools that can help with merging for example Poedit, which easily consolidates a translated .po file with a newly generated .pot. For example when you have a translated .po and since it was created npc dialogs were added or modified all you have to do is launch map server to generate a new .pot, open your old .po in Poedit, go "Catalog -> Update from POT file" and it will insert the new translatable strings without touching your existing translations, it will also notify you of any "obsolete" strings that are in your .po file but that are no longer in use Script Command Macro
    Besides messages.conf, all the dialogue utilised by 'mes' and 'select' is included in the .pot automatically, this patch also introduces a mechanism for utilising strings outside of these commands, the script macro _() which can be employed just as if it were a script function, for example set .@status$,_("Available"); tells map server to export "Available" as a translate-able string when it is run with --generate-translations (when running map server normally the macro has no overhead during runtime) Special Thanks to
    Raizen and Roberto from Cronus, we would not have worked on this if it weren't for them Links~!
    Commit Editing Example
  11. Upvote
    Axl reacted to pan in Remove Effect on Kaite and Kaupe Skills   
    Open srcmapbattle.c and search for:
    clif->specialeffect(bl, 462, AREA);change it to://clif->specialeffect(bl, 462, AREA);Now open srcmapstatus.c, search for:set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );replace it with:set_sc( SL_KAUPE , SC_KAUPE , SI_BLANK , SCB_NONE );set_sc( SL_KAITE , SC_KAITE , SI_BLANK , SCB_NONE );Open srcmapskill.c and find:clif->specialeffect(bl, 438, AREA)change it to: //clif->specialeffect(bl, 438, AREA);I think this way there won't be any effects regarding those stati, but I'm not sure..
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