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Atomik

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Posts posted by Atomik


  1. On 5/17/2018 at 8:34 AM, AnnieRuru said:

    similar topic appear in rathena forum

    
    prontera,155,180,0	script	Test Instance	1_F_MARIA,{
    	if ( has_instance2("guild_vs2") >= 0 ) {
    //		dispbottom has_instance2("guild_vs2") +" destroy";
    		instance_destroy has_instance2("guild_vs2");
    	}
    	if ( ( .@ins = instance_create( "Test Instance", getcharid(CHAR_ID_ACCOUNT), IOT_CHAR ) ) < 0 ) {
    		mes "error : "+ .@ins;
    		close;
    	}
    	if ( !getstrlen( instance_attachmap( "guild_vs2", .@ins, true, ( getcharid(CHAR_ID_ACCOUNT) )+"INST" ) ) ) {
    		mes "error : 5";
    		instance_destroy .@ins;
    		close;
    	}
    	instance_set_timeout 3600, 15, .@ins;
    	instance_init .@ins;
    	warp has_instance("guild_vs2"), 49,49;
    	end;
    }
    guild_vs2,49,49,5	script	test dialog	1_F_MARIA,{
    	dispbottom strnpcinfo(NPC_MAP);
    	mesf "%d monsters on this map", 'amount;
    	next;
    	select "Destroy";
    	instance_destroy;
    	end;
    OnInstanceInit:
    	monster has_instance("guild_vs2"), 49,49, "--ja--", PORING, 10, instance_npcname( strnpcinfo(NPC_NAME) )+"::OnMobDead";
    	'amount = 10;
    	end;
    OnMobDead:
    	--'amount;
    	if ( !'amount )
    		instance_announce -1, "all monster killed", bc_map;
    	end;
    }

    few things noted for hercules ones

    1. hercules has more instance related script commands, but also make this more flexible to write once you learn them all
    a. hercules has *instance_attach script command, make sure this script command is added before trying do anything instance related in the register npc
    b. hercules has to emulate the map name with *instance_attachmap if the map name doesn't follow the syntax <number>@<5 string limit>

    2. hercules instance ID start from 0, rathena instance ID start from 1
    a. make sure the instance_announce is set to -1

    3. hercules seems cannot *instance_destroy inside the instance map itself ... has to rely on *instance_set_timeout of the timeout value

    Thanks alot <3


  2. Hey guys ,
     

    So i was going through this script , i dont know who it was made by but as i'm trying to learn how to script i read whole script and try to understand how it works 
    so i had a little doubt here please help me if u can. 

    Here's the Script: https://pastebin.com/myhNdrkj

    So as this script pretty much gives u a skill and then stores the skill it gave u in "StalkerSkill"
    and everytime u login it checks for StalkerSkill and gives u the skill back . so it isnt lost .

    But problem is when u speak to the NPC in order to get a new it only checks for the skill that you obtained from NPC.
    So if u have a skill that You got from the NPC it will remove that skill and assign u new one .

    But what about the skill that a stalker copied from other player . When m doing that its stacking up 2 skills .
    2vnqowo.png

    Is there a way to fix it , and if yes how ? 
    Please Help me out with this one Guys <3
     


  3. Hey guys,

    so i've been trying to set item drop rate to 100 % but idk why its not working i had to go to Mobdb.conf and edit them to make them a 100% drop rate item
    my drops.conf also looks completely fine.

    Spoiler
    
    //================= Hercules Configuration ================================
    //=       _   _                     _
    //=      | | | |                   | |
    //=      | |_| | ___ _ __ ___ _   _| | ___  ___
    //=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
    //=      | | | |  __/ | | (__| |_| | |  __/\__ \
    //=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
    //================= License ===============================================
    //= This file is part of Hercules.
    //= http://herc.ws - http://github.com/HerculesWS/Hercules
    //=
    //= Copyright (C) 2014-2016  Hercules Dev Team
    //=
    //= Hercules is free software: you can redistribute it and/or modify
    //= it under the terms of the GNU General Public License as published by
    //= the Free Software Foundation, either version 3 of the License, or
    //= (at your option) any later version.
    //=
    //= This program is distributed in the hope that it will be useful,
    //= but WITHOUT ANY WARRANTY; without even the implied warranty of
    //= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    //= GNU General Public License for more details.
    //=
    //= You should have received a copy of the GNU General Public License
    //= along with this program.  If not, see <http://www.gnu.org/licenses/>.
    //=========================================================================
    // Battle (Drops) Configuration File
    //=========================================================================
    // Note 1: Value is a config switch (true/false)
    // Note 2: Value is in percents (100 means 100%)
    //=========================================================================
    
    // If an item is dropped, does it go straight into the users inventory? (Note 1)
    item_auto_get: false
    
    // How long does it take for an item to disappear from the floor after it is dropped? (in milliseconds)
    flooritem_lifetime: 60000
    
    // Grace time during which only the person who did the most damage to a monster can get the item? (in milliseconds)
    item_first_get_time: 3000
    
    // Grace time during which only the first and second person who did the most damage to a monster can get the item? (in milliseconds)
    // (Takes effect after item_first_get_time elapses)
    item_second_get_time: 1000
    
    // Grace time during which only the first, second and third person who did the most damage to a monster can get the item? (in milliseconds)
    // (Takes effect after the item_second_get_time elapses)
    item_third_get_time: 1000
    
    // Grace time to apply to MvP reward items when the Most Valuable Player can't get the prize item and it drops on the ground? (in milliseconds)
    mvp_item_first_get_time: 10000
    
    // Grace time for the first and second MvP so they can get the item? (in milliseconds)
    // (Takes effect after mvp_item_first_get_time elapses)
    mvp_item_second_get_time: 10000
    
    // Grace time for the first, second and third MvP so they can get the item? (in milliseconds)
    // (Takes effect after mvp_item_second_get_time elapses)
    mvp_item_third_get_time: 2000
    
    // Item drop rates (Note 2)
    
    // The rate the common items are dropped (Items that are in the ETC tab, besides card)
    item_rate_common: 10000
    item_rate_common_boss: 500
    item_drop_common_min: 1
    item_drop_common_max: 10000
    
    // The rate healing items are dropped (items that restore HP or SP)
    item_rate_heal: 10000
    item_rate_heal_boss: 5000
    item_drop_heal_min: 1
    item_drop_heal_max: 10000
    
    // The rate at which usable items (in the item tab) other then healing items are dropped.
    item_rate_use: 10000
    item_rate_use_boss: 10000
    item_drop_use_min: 1
    item_drop_use_max: 10000
    
    // The rate at which equipment is dropped.
    item_rate_equip: 50000000
    item_rate_equip_boss: 500
    item_drop_equip_min: 1
    item_drop_equip_max: 10000
    
    // The rate at which cards are dropped
    item_rate_card: 1500
    item_rate_card_boss: 1
    item_drop_card_min: 1
    item_drop_card_max: 10000
    
    // The rate adjustment for the MVP items that the MVP gets directly in their inventory
    item_rate_mvp: 10000
    item_drop_mvp_min: 1
    item_drop_mvp_max: 10000
    
    // The rate adjustment for card-granted item drops.
    item_rate_adddrop: 10000
    item_drop_add_min: 1
    item_drop_add_max: 10000
    
    // Rate adjustment for Treasure Box drops (these override all other modifiers)
    item_rate_treasure: 100
    item_drop_treasure_min: 1
    item_drop_treasure_max: 10000
    
    // Use logarithmic drops? (Note 1)
    // Logarithmic drops scale drop rates in a non-linear fashion using the equation
    // Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
    // Where x is the original drop rate and y is the drop_rate modifier (the previously mentioned item_rate* variables)
    // Use the following table for an idea of how the rate will affect drop rates when logarithmic drops are used:
    // Y: Original Drop Rate
    // X: Rate drop modifier (eg: item_rate_equip)
    //  X\Y | 0.01 0.02  0.05  0.10  0.20  0.50  1.00  2.00  5.00 10.00 20.00
    // -----+---------------------------------------------------------------
    //   50 | 0.01 0.01  0.03  0.06  0.11  0.30  0.62  1.30  3.49  7.42 15.92
    //  100 | 0.01 0.02  0.05  0.10  0.20  0.50  1.00  2.00  5.00 10.00 20.00
    //  200 | 0.02 0.04  0.09  0.18  0.35  0.84  1.61  3.07  7.16 13.48 25.13
    //  500 | 0.05 0.09  0.22  0.40  0.74  1.65  3.00  5.40 11.51 20.00 33.98
    // 1000 | 0.10 0.18  0.40  0.73  1.30  2.76  4.82  8.28 16.47 26.96 42.69
    // 2000 | 0.20 0.36  0.76  1.32  2.28  4.62  7.73 12.70 23.58 36.33 53.64
    // 5000 | 0.50 0.86  1.73  2.91  4.81  9.11 14.45 22.34 37.90 53.91 72.53
    //10000 | 1.00 1.67  3.25  5.28  8.44 15.24 23.19 34.26 54.57 72.67 91.13
    //20000 | 2.00 3.26  6.09  9.59 14.83 25.49 37.21 52.55 77.70 97.95  100%
    //50000 | 5.00 7.87 13.98 21.12 31.23 50.31 69.56 92.48  100%  100%  100%
    item_logarithmic_drops: false
    
    // Can the monster's drop rate become 0? (Note 1)
    // Default: false (as in official servers).
    drop_rate0item: false
    
    // Makes your LUK value affect drop rates on an absolute basis.
    // Setting to 100 means each luk adds 0.01% chance to find items
    // (regardless of item's base drop rate).
    drops_by_luk: 0
    
    // Makes your LUK value affect drop rates on a relative basis.
    // Setting to 100 means each luk adds 1% chance to find items
    // (So at 100 luk, everything will have double chance of dropping).
    drops_by_luk2: 0
    
    // Whether or not Marine Spheres and Floras summoned by Alchemist drop items?
    // This setting has three available values:
    // 0: Nothing drops.
    // 1: Only marine spheres drop items.
    // 2: All alchemist summons drop items.
    alchemist_summon_reward: 1

     

    Please help 

    :)


  4. Hey Guys ,
    Can some one please tell me 

    1) How many custom jobs can we add to game at max.
    2) How many custom Skills can we add to game(max).

    3) is there a way to add custom skill effect ?

    4) Can there be custom Mounts ?
    5) What is latest Client ? And what features does it have ?
    6) Any way to remove Doram from Latest Client ?

    7) What Kind of client is this 

    Spoiler

    ipsh91.png


    <3 Y'alll
    - Atomik


  5. Updated Link: 

     Beginner Scripts -

    Spoiler

     

    Basic Healer & Buffer Script ( 5 Parts )

    A Basic Healer Script. Here we will cover most, if not all of the basics of scripting.

     

    Basic Item Trader Script ( 2 Parts )

    A basic item trader script. Here we will learn how to give players an item in exchange for other items.

     

    Basic Floating Rates Script - Complete ( 2 Parts )

    Here we will create a " floating " npc. And have it adjust base & job experience rates.

     

    Basic Player vs Player Script - Complete ( 1 Part )

     - Intermediate Scripting -

    Spoiler

    Intermediate Healer & Buffer Script - Complete ( 2 Parts )

    An Intermediate version of the Basic Healer & Buffer script.

     

    Custom AtCommand @buff - Complete ( 2 Parts )

    A custom @command, that will buff the player with preset buffs, have a cast time, cost zeny, have a cooldown time, and will unlock more buffs the more they use it !!

     

    Bounty Hunting PvP Script - Complete ( 2 Parts )

    An intermediate level PvP script. This script is intended to help improve your scripting abilities, while also making you feel more comfortable about PvP scripts.

     

    - Advanced Scripting - 

     

    (I DO NOT OWN ANY OF THESE TUTORIALS , I'M JUST TRYING TO HELP COMMUNITY BY RE-LINKING THE GUIDES :) )

    Happy Scripting ! 
     


  6. Hey guys,

    Just wanted to know if its possible to create Multiple instances for a single map.

    For Example .

    A guy takes a Quest and he is teleported to a Map to complete the following quest of killing a monsters.

    At same time another guy takes the same QUEST But then i dont want him to go in same map as the other guy instead of that i want to create a separate instance for this guy .

    So i wanna make it like the quest can be only done solo .

    Kindly help me out with it <3

    Regards,
    Atomik 


  7. Hello Guys,

    It's a pleasure to meet you all, its been a while since i've played RO , but it feels good to be back .

    when i left RO the only emulator i knew about / was around was rAthena, so now u know i'm really old player :P

    But yet i'm young , here's my brief introduction.

    i'm 20 years old, i can codee infact i love to code .

    i'm a certified Ethical Hacker 

    my favorite programming language is PYTHON ! <3

    i can code using c++ & c# .

    Not a pro , but can code in PHP aswell.
    ( just in case if someone wants to know i follow laravel framework)

    i'm here to learn stuff from ya'll and grow my skill set .

    ^_^ Thanks For using your valuable time to read my introduction xD

    Cu around , Peas ! 171286.jpg

     


  8. Hi Guys,
     

    So i've been trying to install fluxcp on my local host .
    i've xampp ready and all but when ever i try to enter fluxcp folder i get redirected to localhost/dashboard

    i've been trying to fix it for a while now .


    My cp location is : C:\xampp\htdocs\flux

    when i type localhost/flux in my URL bar it redirects me to localhost/dashboard

     

    Kindly help me out :)

     

    Regards,
    Atomik.

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