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Posts posted by banhelba2019
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thank you!
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where is the place where the actual weapon aspd base ? like 2h sword is slower then 1h....
i am also looking for the job level bonus stat you get please
i remember seeing it before but now i cant find it :'(
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you need to go to you vcproj folder , im using vcproj-14... you will see something called plugin.sample, make a copy of that in the same folder, and rename the copy mapcache.... go into your visual studio and right click on your hercules solution and add existing, go to the mapcache u just made and then you will now see it, ok right click hercules solution and rebuild... should have 0 error if i remember, then go WIN+R cmd , go "cd desktop\hercules" then do "map-server.exe - -help" 2 dash no space hard to see then do "map-server.exe - -map (mapname)" 2 dash no brackets or perenteses
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post what you did in your db and lub
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i just did ctrl alt delete and then esc , fixed it zzz lol
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only happened when i started hercules emulator but nividia geforce gtx 745
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textures seem really low quality, i can barely see emoticons... im using client 140205b.... only client i could get to work....resolution doesnt change anything...
please halp
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I havnt seen a quick switch to enable 8.0 only content but if you know everything.... just set your limits
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maybe no pre set to quickly change everything but you could do it yourself pretty easily
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in mob spawn theres an additional 2 hidden options for size and ai
setting the last of the 2 to 1 did it
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1 hour ago, Myriad said:I made a guide for generating mapcache. Maybe it can help you.
everytime i do something i expect 100 errors but surprisingly getting none
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you need to take the plugin.sample file foud in your vcproj folder and rename that mapcache then right click solution hercules and add existing and click the new mapcache file you make and then rebuild solution... after that it worked for me but i might be forgetting a step lol
after u do that do
and after map-server.exe --help , you type
map-server --map (mapname)
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Hello i was wondering if there was a way for mobs to attack each other? if i use @summon and @spawn they will fight but there must be a way to spawn them like this> Thank you
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looking to make something that expires an hours after it drops / given to you by an npcnot really a script requestbut i cant find it in item_bonusthank yourentitem 5265,1209600;
good old rms
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Yep eathena is super similar, lots of file names and thinks are kinda different in herc though... instead of login.conf you use sqlconnections and alot of things seem to be condensed
doesnt look like our friend here linked a english translation for you though, youll probably need that
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thought i saved a typo or something but i restarted completly and i still get this when i try to make a rogue, didnt try any others besides sinx/gs/wiz and they were fine but rogue only has 1 skill and some of them are in his etc
pre renewal client is 140205-b
please help
ok so i tried all my jobs and when i i tried jobchange stalker i had just the one rogue skill and all my stalker skills in the right places(full strip preserve) place....
please help
Edit2: Just so your not too worried about me i just removed the inherit rogue from stalker and just gonna add onto stalker from here since im not getting this error anymore. . . . if you asked me if i could make a successful server without stalker, i would say yes probably lol
edit3: just removing inherit and then copying all rogue skills into the stalker sections works fine probably a simple script to skip rogue for whatever reason if you care but probably an easy fix i d k FUCK
But you know, its probably not good to leave it like that
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yeah i think i got it lol thanks
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Im a bit late to the party but when i open this and read the readme it says i cant use any of the textures that the arrow points to....so all i can do with this then is pick a map with textures i like and completly re work it?i try brow classic and i cant even find the exe or whatever RIPPnevermind, just jumped to 586 like in that dudes tutorial, no idea why i bother posting
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i see pokemon all the time, and i was wondering what the laws are on this stuff?
lets say i wanna add pikachu and some other random anime things to my server, can i get sued or forced to change like who the fuck cares but yeah people do
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any easy way to make a database similar to rms or would i have to input everything separately or whatever
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nevermind...... sorry for all the bumps but it works now, excluding spr and act files there was no need to modify the clients data/skillinfoz and i was just making errors for myself, the only files i had to modify were ones in the server, i havnt added my own sprites yet and for some reason one of my spells always misses
Player Animation
in General Server Support
Posted · Edited by lllaaazzz
So my edit may be more useful for you but if you go to your custom skill, in the skill.ca and add this line :
SRC is for self and BL is target, 149 is effect number and area can be left as 0, bash is effect 1 but i dont have anything handy to test how ugly it is cause its a pretty horrendous command.
cause when you miss with this , you still apply the effects.... ugly af and misleading but whatever not like bash ever misses LOL
im gonna leave this here though,
but honestly pal if your going that for and wanna go the extra couple Kilometres do this, make sm_bash go to level 20 then im sure you could figure out a way to make skilllvls 11-20 deal a custom amount of damage different from the 1-10 levels... that way you can keep them different like for example doing
skillration+= 100*skillvl - MINUS (skilllvl * 5) Something along these lines
yeah that part is internal but heres what you can do , i do this for third job skills cause if you add 3rd job to trans class it adds 3rd tab SOOO...
in skill c jump to down here
case WM_SEVERE_RAINSTORM_MELEE: case WM_GREAT_ECHO: case GN_SLINGITEM_RANGEMELEEATK: case KO_SETSUDAN: case GC_DARKCROW: case LG_OVERBRAND_BRANDISH: case LG_OVERBRAND: skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag); case KN_SWAVE: skill_attack(BF_WEAPON,src,src,bl,RK_SONICWAVE,skill_lv,tick,flag); break; int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag); case KN_BLOODSPEAR: skill_attack(BF_WEAPON,src,src,bl,RK_HUNDREDSPEAR,skill_lv,tick,flag); break;
so add this underneath where i said, and if its magic skill do it with bf_magic or whatever it is....
You might not need the int skill_castend_damage since thats just identifying or whatever, i didnt delete them probably was confused or already achieved my desired results, not gonna matter unless you use those factors and we arent.... LOL sorry
so now my new custom skills KN_BLOODSPEAR and KN_SWAVE are duplicates hundred spear and sonic wave from RK except for a few things it seems , looks like i take the formulas for battle.c are the same, but since you just wanna make a skill like bash with less sp cost and such... you can easily do that... theres probably a way to fix this but as for me, im not there yet, so i dont have a complete answer for you