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Mhalicot

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  1. Upvote
    Mhalicot got a reaction from Christian [epicRO] in Costume Item Plugins   
    File Name: Costume Item Plugins
    File Submitter: Mhalicot
    File Submitted: 10 Feb 2014
    File Category: Plugins
     
    HPM @costumeitem complete package.
     
    Compatible with Windows System Only
     
    if you are using Linux, ignore other files and use only afk.c
    Instruction.
     
    1. Download and extract files using 7z or any application that can extract it.
    2. extract it in your server directory ex: C:/RO Server/Hercules/
    2.1. edit conf/plugins.conf and add costumeitem
    3. Your done. you can now try your plugins
     
    if you are using VS2010/VS2009/vs2013 or whatsoever and you are failing to compile because of platform issue.
    this is what you need to do.
     
    In Recompiling:
    If you are using other MSVS/C
    Quote
     
    Note: Recompile if you modify the script.
     
    If you have any questions feel free to drop a comment.
     
    NOTE: You done have to edit your src to add this custom features(Less conflict when you want to update your server). Thanks to Mr. Ind for making this Plugins possible, This Plugins will convert your items to costume(item stats/combos/bonuses will also copied)
     
    for more info on how to to use HPM visit Here
    (Tested on Hercules rev. 146**)
    Script Release: Costume System
     
    Click here to download this file
  2. Upvote
    Mhalicot got a reaction from ShankS in help!!!   
    Thanks for your response @Mysterious
     
     
    Translation:
      Okay, Para naman sagutin yung tanong mo.. Meron tayong mga Thor patcher na available sa Download, try mo pumili at mag post ka sa Topic Starter nang mga tanong mo about dun sa dinownload mo. kung may mga katanungan ka pa, try mo muna gamitin ang Search kasi baka ang mga tanong mo ay natanong na rin at nasagot na nang iba.
     
    Pakiusap, Basahin mo po ang ating Hercules Forum Rules
  3. Upvote
    Mhalicot got a reaction from karazu in Zeny gained by killing monsters   
    Hello,
     
    Do not forget to Click "Mark Solved" if you think your problem has been solved. (Mark Solved).
     
    Int'l Moderator,
    Mhalicot
  4. Upvote
    Mhalicot reacted to Tokeiburu in Act Editor   
    File Name: Act Editor
    File Submitter: Tokeiburu
    File Submitted: 03 Dec 2014
    File Category: Client Resources
     
    Heya,
     
    This tool is an action file editor, it edits Act and Spr files. You will find similarities with ActOR in its design, but it should be much more enjoyable to edit animations ;].
     
    Special thanks to Nebraskka for testing this software in its early days. All the suggestions and feedbacks made this software much better.
     
    How to install
    Download the zip archive provided from the download link at the bottom of this description or directly from there : http://www.mediafire.com/download/y3amu1o5zsmgd2o
    Install the application with Act Editor Installer.exe; if you are missing a .NET Framework you will be prompted to download it.
    Once you are done, you can start the program from the link on your desktop.


     
     
    Key features
    The software has many, many features available. It would take too long to describe each one of them, so I've only focussed on the more impotant ones.
    You can undo and redo everything, scripts included.
    You can edit and add sounds easily.
    Powerful and easy to use palette editor.
    Sprite types have been abstracted - you don't have to worry or care about that.
    Animation speed can be changed easily.
    Most components have a drag and drop feature.
    Advanced scripting engine (C# language). The scripts can also be used to customize the software menus.
    Error checking when saving the act/spr to avoid invalid files. The sprite version will be automatically downgraded if RLE compression is not available.
    Frame interpolation (inbetweening/tweening) is possible via the Animation menu.
    Prompts you with an image converter dialog if the added image is invalid.
    Allows advanced edition for actions and frames via their respective menus.
    You can load files from GRFs directly (and save in the GRFs directly as well).

    Technical stuff
    Requires .Net Framework 3.5 (SP1) Client Profile to run (3.5 or more will work as well).
    When prompted with an error, use the "Copy exception" button to copy the debugging info. I will need this to fix the issue you're encountering.

    The editor's primary window
    The interface is really straightforward and similar to ActOR. I'll only focus on new elements!
     
    Rendering mode : This option changes the behavior of how layers are rendered. If you use 'Editor', you'll clearly see all the pixels when zooming in. If you use 'Ingame', it will use a linear scaling instead, which is closer to what the client does.

     
    References : These allow you to know where your item will be positionned (the yellow marker is the anchor, see below).

     
    Color mask : To edit the color of a layer, simply click on the color rectangle. You can also drag and drop the colors between different layers to quickly modify many of them.
     
    Common shortcuts : You can manipulate layers by using common shortcuts. More can be found from the Edit menu. These below are only the primary ones.
    Ctrl-A : Select all layers.
    Ctrl-C : Copy the selected layers.
    Ctrl-V : Paste the copied layers.
    Ctrl-X : Cut the selected layers.
    Alt-C : Copy current action.
    Alt-V : Paste current action.

    Advanced action and frame editions
    These expose all the available methods of the editor. You can remove a range of frames or copy a frame 10 times very quickly and easily. This dialog is found in Action/Frame > Advanced edit...

     
     
    Anchors
    You can edit anchors from the editor directly. Anchors are points that connect frames together, from different act files. Here's an example without and with anchors :
     



     
    This is mostly useful when you're using reference sprites (on the right panel). Clicking on the anchor button will let you choose where to attach the sprite (this is set semi-automatically for you though). You can edit those from the Anchors menu, but it is recommended to start from a pre-existing act to avoid doing this tedious process.
     
     
    Palette editor
    The palette editor allows you to quickly recolor sprites with an intuitive interface. Only indexed images can be edited (it's a palette editor after all) and three modes are available. The gradient mode changes an existing gradient to another color while keeping the original saturation and brightness of the colors - this makes the gradients blend in better. If there are no gradient (usually because it's a custom sprite), there's always the Adjust color mode. This one changes all color from a specified range to another one (Photoshop has a similar feature, which does work better).
     

     
    You can click on the image (on the left) to automatically select the palette indexes. These will be highlighted for a few seconds to show you what you're about to edit.
     
     
    Interpolation (tweening)
    This script can be accessed via Animation > Interpolate frames. This process fills the images between two frames by detecting the changes applied to the layers. Here's a simple example of how it can be used :
     
     
     
     
    Script engine
    The script engine can be accessed via Scripts > Script Runner. This is a big feature of Act Editor, it allows you to automate all your work with the act and much more. Click on the Help button for guides and available methods (don't hesitate to try out a script; if an error occurs the act will be reversed to its previous state). The documentation doesn't cover all of the available options and methods for obvious reasons (the .net framework is huge). Doc example :
     

     
    The language used by the script engine is C#. If you're not familiar with it, simply check out the script samples (Scripts > Open scripts folder)! I won't go into details here, questions can be asked in the support thread regarding addiotional features and methods. If you believe your script should be added in the program, send it to me and I'll probably add it.
     
     
    Customizable
    The settings dialog allows you to modify all colors in the editor easily.

     
    You'll also find the sound resources (GRFs and folders) that can be set up in the Sound tab. The Shell integration tab can associate the .act files with the software to edit them more easily.
     

     
    Don't hesitate to give me a feedbacks or suggestions!
     
    Click here to download this file
  5. Upvote
    Mhalicot got a reaction from ShankS in R> Costume Job Sprite   
    Just replace
    OnEquipScript: <" changebase Job_Novice; "> // Changes player to Novice sprite. Replace with any Job Sprite you want. OnUnequipScript: <" changebase Class; "> // Changes player back to default sprite. you can check all possible job in const.txt
  6. Upvote
    Mhalicot got a reaction from ShankS in R> Costume Job Sprite   
    visit http://herc.ws/wiki/Custom_Items
  7. Upvote
    Mhalicot got a reaction from ShankS in R> Costume Job Sprite   
    try to use
     
    *changebase <job ID number>;
      This command will change the appearance of the invoking character to that  of a specified job class. Nothing but appearance will change.   Example: OnEquipScript: <" changebase Job_Novice; "> // Changes player to Novice sprite. OnUnequipScript: <" changebase Class; "> // Changes player back to default sprite.
  8. Upvote
    Mhalicot got a reaction from ShankS in costume conveter NPC cant Click   
    post first your script.c please use upaste.me.. 
  9. Upvote
    Mhalicot got a reaction from ShankS in costume conveter NPC cant Click   
    Please use Notepad++ so that you can read it more easily..
  10. Upvote
    Mhalicot got a reaction from ShankS in costume conveter NPC cant Click   
    Means you did not succeed in applying *costume system in your source... please double check it..
     
    and Please avoid double posting... you can edit your previous post and add there the idea that you have.
  11. Upvote
    Mhalicot got a reaction from ShankS in About Custom items   
    Eto po ang Perfect Guide para jan.. [WIKI]Custom Items.
     
    paki basa at intindihin lang po ang bawat instruction para di maligaw.. kung nalilito ka po..
    wag mahiyang mag tanong..
  12. Upvote
    Mhalicot got a reaction from cJei in Scripting Tutorials & Guides   
    Hello Ocean,
     
    Your topic seems helpful and received a lots of positive feedback. Please continue to support and update your topic
    (Topic Pinned)
     
     
    Int'l Moderator,
    Mhalicot
  13. Upvote
    Mhalicot got a reaction from ShankS in costume conveter NPC cant Click   
    Sorry if i cant help you.. as far as i know eAmod source is different from Herc. source. anyways all you have to do is to find all the lines from diff to your eAmod.. 
  14. Upvote
    Mhalicot got a reaction from ShankS in Skill Damage Adjustment   
    makikita mo po yung List nang Skills sa db/[pre/re]/skill_db.txt
     
    Minsan kailangan mo din po i-explore ang server mo.. tignan mo po lahat nang files kagaya nang Skill_db.txt
    jan nakalagay lahat nang skills na ginagamit sa server mo..
  15. Upvote
    Mhalicot got a reaction from ShankS in costume conveter NPC cant Click   
    Hello,
     
    Are you sure that is the script? is it a Plugins Costume Item Plugins? or Source Mod Costume System? i check your script but it doesn't show the same error as in your screenshot.
     
    In'l Moderator,
    Mhalicot
  16. Upvote
    Mhalicot got a reaction from ShankS in costume conveter NPC cant Click   
    you must apply the source part of it.. check out the link that i gave you..
     
  17. Upvote
    Mhalicot got a reaction from karazu in No ERROR not Working.   
    Hello,
     
    I'd made some modification in your script because some if will be deleted in future. see details Deprecation of Legacy Script Commands. But I haven't test it yet.
    //==============================================================================////= Script Release : Job Changer + Max Leveler [ Version 1.6 ]//==================================By==========================================////= ManiacSociety//==============================================================================////= Idea Came From : ManiacSociety//= Helper : Emistry & Kenpachi//==============================================================================////= D E S C R I P T I O N S//==============================================================================//// -- 1. Character can choose a Job which he like to be.// -- 2. This NPC only have 1 Time Usage.// If it is set to Account Based then that account can use 1 times.// If it is set to Character Based then all new character can use 1 times.// -- 3. Complete skills / Skill Points will be given if it is set to be.// -- 4. Base Level and Job Level will be given upon Job Change.// -- 5. Allow players to click an items to call out the NPC.//==============================================================================////= V E R S I O N S//==============================================================================//// -- [ 1.6 ] : Added Item Script which allow the Scripts work as a "Tickets".// -- [ 1.5 ] : Added Configuration for Account Based / Character Based Settings// -- [ 1.4 ] : Added Baby Classes + 3rd Job Classes. // -- [ 1.3 ] : Added Configuration Option , 4 Announce Option , Informations. // -- [ 1.2 ] : Simplified Scripts + Shorten the Scripts. // -- [ 1.1 ] : Added New Job Change Option. // -- [ 1.0 ] : Simple Login Auto Max Level + Job Changer. //==============================================================================////= R U L E S//==============================================================================//// -- 1. Do not use for exchanging purpose. // -- 2. Do not claim it as yours. // -- 3. Do not change or remove the credits.// -- 4. Do not sell the script in order to get paid.// -- 5. Do not re-sharing upon modified without permission.//==============================================================================//// -- Add this at item DB. ( Change it to any items to your like. )// -- 30000,JobClassTicket,JobClassTicket,11,10,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ doevent "ClassHelper::OnMenu"; },{},{}- script ClassHelper -1,{OnInit:// -- Configuration Option.npcname$ = "[ ^0000FF Class Helper ^000000 ]";.InfoMenu =1; // Classes Informations Option [ 0 - Disable / 1 - Enable ].1stClassMenu =1; // First Job Class Option [ 0 - Disable / 1 - Enable ].2ndClassMenu = 1; // Second Job Class Option [ 0 - Disable / 1 - Enable ].High1stClassMenu = 1; // High 1st Class Option [ 0 - Disable / 1 - Enable ].Trans2ndClassMenu = 1; // Transcendent Class Option [ 0 - Disable / 1 - Enable ].Trans3rdClassMenu = 1; // Third Job Class Option [ 0 - Disable / 1 - Enable ].ExpandedClassMenu = 1; // Expanded Class Option [ 0 - Disable / 1 - Enable ].BabyClassMenu = 1; // Baby Job Class Option [ 0 - Disable / 1 - Enable ].Baby3rdClassMenu = 1; // Baby Third Job Class Option [ 0 - Disable / 1 - Enable ].Allskills = 0; // Complete Skills Option [ 0 - Disable / 1 - Enable ]// -- Usable for Only 1 Time.Based = 1; // [ 0 - Account Based / 1 - Character Based ]end;OnMenu: if( ClassHelper == 1 || #ClassHelper == 1 ) end; mes .npcname$; mes "PLEASE CHOOSE YOUR JOB..."; mes " ^FF0000________________________________^000000"; mes "What do you want to be?"; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "Do you admire those who have a great power ? Do you wish to become a part of them ? If yes , then which classes that you admire the most ?"; next; switch(select(( !.InfoMenu)?"":"^4EEE94Classes Information^000000", ( !.1stClassMenu)?"":"^0000FFFirst Job Classes^000000", ( !.2ndClassMenu)?"":"^0000FFSecond Job Classes^000000", ( !.High1stClassMenu)?"":"^0000FFHigh First Job Classes^000000", ( !.Trans2ndClassMenu)?"":"^0000FFTranscendent Job Classes^000000", ( !.Trans3rdClassMenu)?"":"^0000FFThird Job Classes^000000", ( !.ExpandedClassMenu)?"":"^0000FFExpanded Job Classes^000000", ( !.BabyClassMenu)?"":"^0000FFBaby Normal Job Classes^000000", ( !.Baby3rdClassMenu)?"":"^0000FFBaby Third Job Classes^000000", "^FF0000Sorry, I admire nobody....^000000")) { case 1: callsub Classes_info; case 2: callsub FirstJob_Classes; case 3: callsub SecondJob_Classes; case 4: callsub HighFirstJob_Classes; case 5: callsub TransSecondJob_Classes; case 6: callsub TransThirdJob_Classes; case 7: callsub ExpandedJob_Classes; case 8: callsub BabyJob_Classes; case 9: callsub BabyThirdJob_Classes; case 10: if (!.Based) #ClassHelper = 1; else ClassHelper = 1; close; } FirstJob_Classes: mes .npcname$; mes "So, I give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Swordman^000000", "^76EE00Magician^000000", "^76EE00Archer^000000", "^76EE00Acolyte^000000", "^76EE00Merchant^000000", "^76EE00Thief^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,1,174,50,60,"All"; case 2: callsub Job_Changing,2,174,50,60,"All"; case 3: callsub Job_Changing,3,174,50,60,"All"; case 4: callsub Job_Changing,4,174,50,60,"All"; case 5: callsub Job_Changing,5,174,50,60,"All"; case 6: callsub Job_Changing,6,174,50,60,"All"; case 7: callsub OnMenu; }HighFirstJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00High Swordsman^000000", "^76EE00High Magician^000000", "^76EE00High Archer^000000", "^76EE00High Acolyte^000000", "^76EE00High Merchant^000000", "^76EE00High Thief^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4002,174,50,60,"All"; case 2: callsub Job_Changing,4003,174,50,60,"All"; case 3: callsub Job_Changing,4004,174,50,60,"All"; case 4: callsub Job_Changing,4005,174,50,60,"All"; case 5: callsub Job_Changing,4006,174,50,60,"All"; case 6: callsub Job_Changing,4007,174,50,60,"All"; case 7: callsub OnMenu; } SecondJob_Classes: mes .npcname$; mes "So, I give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Knight^000000", "^76EE00Priest^000000", "^76EE00Wizard^000000", "^76EE00Blacksmith^000000", "^76EE00Hunter^000000", "^76EE00Assassin^000000", "^76EE00Crusader^000000", "^76EE00Monk^000000", "^76EE00Sage^000000", "^76EE00Rogue^000000", "^76EE00Alchemist^000000", ( Sex == 0 )?"":"^76EE00Dancer^000000", ( Sex == 1 )?"":"^76EE00Bard^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,7,174,50,110,"All"; case 2: callsub Job_Changing,8,174,50,110,"All"; case 3: callsub Job_Changing,9,174,50,110,"All"; case 4: callsub Job_Changing,10,174,50,110,"All"; case 5: callsub Job_Changing,11,174,50,110,"All"; case 6: callsub Job_Changing,12,174,50,110,"All"; case 7: callsub Job_Changing,14,174,50,110,"All"; case 8: callsub Job_Changing,15,174,50,110,"All"; case 9: callsub Job_Changing,16,174,50,110,"All"; case 10: callsub Job_Changing,17,174,50,110,"All"; case 11: callsub Job_Changing,18,174,50,110,"All"; case 12: callsub Job_Changing,20,174,50,110,"All"; case 13: callsub Job_Changing,19,174,50,110,"All"; case 14: callsub OnMenu; }TransSecondJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Lord Knight^000000", "^76EE00High Priest^000000", "^76EE00High Wizard^000000", "^76EE00Whitesmith^000000", "^76EE00Sniper^000000", "^76EE00Assassin Cross^000000", "^76EE00Paladin^000000", "^76EE00Champion^000000", "^76EE00Professor^000000", "^76EE00Stalker^000000", "^76EE00Creator^000000", ( Sex == 0 )?"":"^76EE00Gypsy^000000", ( Sex == 1 )?"":"^76EE00Clowm^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4008,174,70,130,"All"; case 2: callsub Job_Changing,4009,174,70,130,"All"; case 3: callsub Job_Changing,4010,174,70,130,"All"; case 4: callsub Job_Changing,4011,174,70,130,"All"; case 5: callsub Job_Changing,4012,174,70,130,"All"; case 6: callsub Job_Changing,4013,174,70,130,"All"; case 7: callsub Job_Changing,4015,174,70,130,"All"; case 8: callsub Job_Changing,4016,174,70,130,"All"; case 9: callsub Job_Changing,4017,174,70,130,"All"; case 10: callsub Job_Changing,4018,174,70,130,"All"; case 11: callsub Job_Changing,4019,174,70,130,"All"; case 12: callsub Job_Changing,4021,174,70,130,"All"; case 13: callsub Job_Changing,4020,174,70,130,"All"; case 14: callsub OnMenu; }TransThirdJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Rune Knight^000000", "^76EE00Warlock^000000", "^76EE00Ranger^000000", "^76EE00Arch Bishop^000000", "^76EE00Mechanic^000000", "^76EE00Guillotine Cross^000000", "^76EE00Royal Guard^000000", "^76EE00Sorcerer^000000", ( Sex == 0 )?"":"^76EE00Wanderer^000000", ( Sex == 1 )?"":"^76EE00Minstrel^000000", "^76EE00Shura^000000", "^76EE00Genetic^000000", "^76EE00Shadow Chaser^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4060,174,70,210,"All"; case 2: callsub Job_Changing,4061,174,70,210,"All"; case 3: callsub Job_Changing,4062,174,70,210,"All"; case 4: callsub Job_Changing,4063,174,70,210,"All"; case 5: callsub Job_Changing,4064,174,70,210,"All"; case 6: callsub Job_Changing,4065,174,70,210,"All"; case 7: callsub Job_Changing,4073,174,70,210,"All"; case 8: callsub Job_Changing,4074,174,70,210,"All"; case 9: callsub Job_Changing,4076,174,70,210,"All"; case 10: callsub Job_Changing,4075,174,70,210,"All"; case 11: callsub Job_Changing,4077,174,70,210,"All"; case 12: callsub Job_Changing,4078,174,70,210,"All"; case 13: callsub Job_Changing,4079,174,70,210,"All"; case 14: callsub OnMenu; } ExpandedJob_Classes: mes .npcname$; mes "So, i give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Super Novice^000000", "^76EE00Gunslinger^000000", "^76EE00Ninja^000000", "^76EE00Takewon^000000", "^76EE00Star Gladiator^000000", "^76EE00Soul Linker^000000", ( Sex == 0 )?"":"^76EE00Kagerou^000000", ( Sex == 1 )?"":"^76EE00Oboro^000000", "^76EE00Extended Super Novice^000000", "^76EE00Rebellion^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,23,174,99,110,"All"; case 2: callsub Job_Changing,24,174,50,600,"All"; case 3: callsub Job_Changing,25,174,50,60,"All"; case 4: callsub Job_Changing,4046,174,50,60,"All"; case 5: callsub Job_Changing,4047,174,50,110,"All"; case 6: callsub Job_Changing,4049,174,50,110,"All"; case 7: callsub Job_Changing,4212,174,100,130,"All"; case 8: callsub Job_Changing,4211,174,100,130,"All"; case 9: callsub Job_Changing,4190,174,100,130,"All"; case 10: callsub Job_Changing,4215,174,100,130,"All"; case 11: callsub OnMenu; }BabyJob_Classes: mes .npcname$; mes "So, I give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Baby Swordsman^000000", "^76EE00Baby Magician^000000", "^76EE00Baby Archer^000000", "^76EE00Baby Acolyte^000000", "^76EE00Baby Merchant^000000", "^76EE00Baby Thief^000000", "^76EE00Baby Knight^000000", "^76EE00Baby Priest^000000", "^76EE00Baby Wizard^000000", "^76EE00Baby Blacksmith^000000", "^76EE00Baby Hunter^000000", "^76EE00Baby Assassin^000000", "^76EE00Baby Crusader^000000", "^76EE00Baby Monk^000000", "^76EE00Baby Sage^000000", "^76EE00Baby Rogue^000000", "^76EE00Baby Alchemist^000000", ( Sex == 0 )?"":"^76EE00Baby Dancer^000000", ( Sex == 1 )?"":"^76EE00Baby Bard^000000", "^76EE00Baby Baby^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4024,174,50,60,"All"; case 2: callsub Job_Changing,4025,174,50,60,"All"; case 3: callsub Job_Changing,4026,174,50,60,"All"; case 4: callsub Job_Changing,4027,174,50,60,"All"; case 5: callsub Job_Changing,4028,174,50,60,"All"; case 6: callsub Job_Changing,4029,174,50,60,"All"; case 7: callsub Job_Changing,4030,174,50,110,"All"; case 8: callsub Job_Changing,4031,174,50,110,"All"; case 9: callsub Job_Changing,4032,174,50,110,"All"; case 10: callsub Job_Changing,4033,174,50,110,"All"; case 11: callsub Job_Changing,4034,174,50,110,"All"; case 12: callsub Job_Changing,4035,174,50,110,"All"; case 13: callsub Job_Changing,4037,174,50,110,"All"; case 14: callsub Job_Changing,4038,174,50,110,"All"; case 15: callsub Job_Changing,4039,174,50,110,"All"; case 16: callsub Job_Changing,4040,174,50,110,"All"; case 17: callsub Job_Changing,4041,174,50,110,"All"; case 18: callsub Job_Changing,4043,174,50,110,"All"; case 19: callsub Job_Changing,4042,174,50,110,"All"; case 20: callsub Job_Changing,4045,174,50,110,"All"; case 21: callsub OnMenu; } BabyThirdJob_Classes: mes .npcname$; mes "So, I give you a chance now. Which Classes will you choose to join ? Tell me your desired Classes."; next; switch(select("^76EE00Baby Rune Knight^000000", "^76EE00Baby Warlock^000000", "^76EE00Baby Ranger^000000", "^76EE00Baby Arch Bishop^000000", "^76EE00Baby Mechanic^000000", "^76EE00Baby Guillotine Cross^000000", "^76EE00Baby Royal Guard^000000", "^76EE00Baby Sorcerer^000000", ( Sex == 0 )?"":"^76EE00Baby Wanderer^000000", ( Sex == 1 )?"":"^76EE00Baby Minstrel^000000", "^76EE00Baby Sura^000000", "^76EE00Baby Genetic^000000", "^76EE00Baby Shadow Chaser^000000", "^FF0000Back^000000")) {// --- callsub Job_Changing,<JOB>,<BaseLv>,<JobLv>,<Skill>,<Announce>; case 1: callsub Job_Changing,4096,174,70,210,"All"; case 2: callsub Job_Changing,4097,174,70,210,"All"; case 3: callsub Job_Changing,4098,174,70,210,"All"; case 4: callsub Job_Changing,4099,174,70,210,"All"; case 5: callsub Job_Changing,4100,174,70,210,"All"; case 6: callsub Job_Changing,4101,174,70,210,"All"; case 7: callsub Job_Changing,4102,174,70,210,"All"; case 8: callsub Job_Changing,4103,174,70,210,"All"; case 9: callsub Job_Changing,4105,174,70,210,"All"; case 10: callsub Job_Changing,4104,174,70,210,"All"; case 11: callsub Job_Changing,4106,174,70,210,"All"; case 12: callsub Job_Changing,4107,174,70,210,"All"; case 13: callsub Job_Changing,4108,174,70,210,"All"; case 14: callsub OnMenu; }Job_Changing: mes .npcname$; mes "You are now a part of ^FF0000"+jobname(getarg(0))+"^000000."; if (compare(getarg(4),"All")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_all,0x76EE00; } if (compare(getarg(4),"Map")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_map,0x76EE00; } if (compare(getarg(4),"Area")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_area,0x76EE00; } if (compare(getarg(4),"Self")){ announce "[ "+strcharinfo(0)+" ] has changed to [ "+jobname(getarg(0))+" ].",bc_self,0x76EE00; } jobchange getarg(0); set BaseLevel,getarg(1); set JobLevel,getarg(2); resetskill; resetstatus; set SkillPoint,getarg(3); if ( .Allskills == 1 ){ atcommand "@allskills"; SkillPoint = 0; } percentheal 100,100; if (!.Based) #ClassHelper = 1; else ClassHelper = 1; delitem 20401,1; dispbottom "Congratulation! Thank you for choosing a Class!."; dispbottom "Please make your base level 175 to get out of this area.."; close; Classes_info: mes .npcname$; mes "=====[^76EE00 Swordman Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Enthusiastic skills in sword fighting is a definite attraction to all teenagers. Easy to control and master character enables most players to be a great player."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Archer Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Long ranged attack ability and special techniques of archers in defeating enemy often lure players to try this."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Mage Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Fascinating element techniques involvement of nature in its abilities is truly amazing with their series of undefeatable magics."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Thief Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Poisoning and dodging abilities will defeat most of the enemy. Maximum defensive and offensive ability caused this character to fearsome one."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Acolyte Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A supportive character, most of the skills like helping will benefit to teammates who lead to teammates act like a terminator."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Merchant Classes ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Involving communication with other players that emphasizes on battles, intelligence in business dealing. His versatility made him must not be look down."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Super Novice ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A job who are Advanced after Novice Class. It look alike like a Novice but it is not. Beside that, it can learn most of the skills for all 1st Job Class."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Gunslinger ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "The only Job class in RO who are using Gun as weapon. If are you a Gun Lover , there is no doubt you will choose this Job."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Ninja ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A mysterious Job Class , who alway processing Ancient Spells , look alike with Mage but not mage , good in PK , can evade very well during PK."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Taekwon ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Just like the name has mentioned. The only class in RO who are not using any Weapon. Attack enemy using barehand and foots. "; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Star Gladiator ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "A class who can use the power of the Sun / Star / Moon. By processing the power of Universe to gain a stronger Power."; mes " ^FF0000________________________________^000000"; next; mes .npcname$; mes "=====[^76EE00 Soul Linker ^000000]====="; mes " ^FF0000________________________________^000000"; mes "^4EEE94Description :^000000"; mes "Class that work like a Shaman, who able to recalling the soul of the dead from the underworld to Boost other class ability."; mes " ^FF0000________________________________^000000"; next; callsub OnMenu;}
  18. Upvote
    Mhalicot got a reaction from ShankS in Skype Group for Pinoy Hercules users!   
    haha, Kaka tapos lang. Kumpleto pa ba mga daliri natin jan ?
  19. Upvote
    Mhalicot got a reaction from Like it~* in Costume Item Plugins   
    File Name: Costume Item Plugins
    File Submitter: Mhalicot
    File Submitted: 10 Feb 2014
    File Category: Plugins
     
    HPM @costumeitem complete package.
     
    Compatible with Windows System Only
     
    if you are using Linux, ignore other files and use only afk.c
    Instruction.
     
    1. Download and extract files using 7z or any application that can extract it.
    2. extract it in your server directory ex: C:/RO Server/Hercules/
    2.1. edit conf/plugins.conf and add costumeitem
    3. Your done. you can now try your plugins
     
    if you are using VS2010/VS2009/vs2013 or whatsoever and you are failing to compile because of platform issue.
    this is what you need to do.
     
    In Recompiling:
    If you are using other MSVS/C
    Quote
     
    Note: Recompile if you modify the script.
     
    If you have any questions feel free to drop a comment.
     
    NOTE: You done have to edit your src to add this custom features(Less conflict when you want to update your server). Thanks to Mr. Ind for making this Plugins possible, This Plugins will convert your items to costume(item stats/combos/bonuses will also copied)
     
    for more info on how to to use HPM visit Here
    (Tested on Hercules rev. 146**)
    Script Release: Costume System
     
    Click here to download this file
  20. Upvote
    Mhalicot got a reaction from ShankS in Costume System v1   
    Working pa naman to.. pero may available na tayo na Plugins para di mo na galawin ung source file.. check mo dito Custom Item Plugins
  21. Upvote
    Mhalicot got a reaction from ShankS in Costume System v1   
    Salamat, pero I decided to make it private nalang hehe tutal may nirelease naman ako na Update version ng Costume System.
  22. Upvote
    Mhalicot got a reaction from ShankS in Costume System v1   
    Good News dito, Update version Released! 
  23. Upvote
    Mhalicot got a reaction from ShankS in Costume System v1   
    ~ Originally script by Rebel, Zephyrus [rAthena]. ~ Hindi ko pag aari ang script na ito, ginawa ko lang itong tugma sa Hercules.    Kung sakaling magustuhan nyo, pindutin lamang ang  bilang pasasalamat. ~ [Original Topic] http://goo.gl/YU1Z7o ~ 100% compatible in (revision 12624) ~ Requested by karazu    
      ~ Download: http://herc.ws/board/files/file/51-costume-system/ ~ Maraming salamat sa pag suporta. Bigyan ng rate ang download kung gumana.   Note: Inilagay ko sya sa Download para makita rin ng iba kung sakaling matabunan ang topic na to.          Salamat sa pang unawa.
  24. Upvote
    Mhalicot reacted to GmOcean in Scripting Tutorials & Guides   
    Scripting Tutorials and Guides
    I'm going to attempt to help everyone here with their scripts while not being directly involved in helping you with them xD.
    This will also help future/current scripters get some fresh info and maybe inspire innovative ideas towards scripting.
    So that we can prove that us " Scripters " are the superior ragnarok emulation race! Take that Source Code writers!! Jk lol, we need you too .

    What I'm going to do, is write detailed tutorials on how to write a few scripts. Starting from the basics to more advanced scripts.
    This way everyone can follow along. And hopefully this will help everyone understand how to write a few scripts and even troubleshoot their own scripts.
     
    Also please read: Scripting Standards.
    It will help you understand how to read some of the syntax and way people script things.
    // A list of <sprite id>s can be found here: Sprite_IDs Credits: Ai4rei
    Scripting Tutorials & Guides
    In this section you will learn how to write scripts ranging from Complete Begginer Level Scripts ( Me and Some of you ) -> Expert Level Scripts ( Think, Developer Status O.o; )
    - Beginner Scripts -
    Scripts for complete beginners and novice scripters.
     
     
    - Intermediate Scripts -
    Scripts for intermediate level scripters. If you completed my beginner script series, then you are ready for this section.
     
     
    - Advanced Scripts -
    Scripts for advanced level scripters. If you completed my intermediate script series and have made a few of your own intermediate scripts, then you are ready for this section.
     
     
    The idea behind this topic, is for new users, and current ones, to have a (second)place they can go to for reference when trying to write a script if they can't figure it out with script_commands.txt file. It will also help people learn how to write scripts. While hopefully, keeping script writing techniques to a ' very ' similar structure!
     
    *Read Me* - I have updated the links on this post to link to the oldboard so these guides can be viewed. However, do note that the script_commands.txt links within those guides are no longer accurate. Enjoy your scripting.
  25. Upvote
    Mhalicot got a reaction from drimlok in Costume Item Plugins   
    File Name: Costume Item Plugins
    File Submitter: Mhalicot
    File Submitted: 10 Feb 2014
    File Category: Plugins
     
    HPM @costumeitem complete package.
     
    Compatible with Windows System Only
     
    if you are using Linux, ignore other files and use only afk.c
    Instruction.
     
    1. Download and extract files using 7z or any application that can extract it.
    2. extract it in your server directory ex: C:/RO Server/Hercules/
    2.1. edit conf/plugins.conf and add costumeitem
    3. Your done. you can now try your plugins
     
    if you are using VS2010/VS2009/vs2013 or whatsoever and you are failing to compile because of platform issue.
    this is what you need to do.
     
    In Recompiling:
    If you are using other MSVS/C
    Quote
     
    Note: Recompile if you modify the script.
     
    If you have any questions feel free to drop a comment.
     
    NOTE: You done have to edit your src to add this custom features(Less conflict when you want to update your server). Thanks to Mr. Ind for making this Plugins possible, This Plugins will convert your items to costume(item stats/combos/bonuses will also copied)
     
    for more info on how to to use HPM visit Here
    (Tested on Hercules rev. 146**)
    Script Release: Costume System
     
    Click here to download this file
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