Helena
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Everything posted by Helena
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I've been checking in status.c how to make the start aspd higher. When a new novice is made, you start of with (i believe) 153 ASPD and after equipping a weapon this reduces more. I want to make that start value higher. Like 165 or something when you login with a newly made novice. Can anyone point me in the right direction? Thanks!
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Ok done more testing, not only buffs... when equipment is taken off too, when another warm wind element is applied as well, the heat is just stuck with one the same damage until you walk away from a monster a monster and re-attack it! Help please!
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Hi community, I was wondering if there is a way to stop making skills proc in items that are disabled during woe. For example ring of resonance still casts assumptio while assumptio is a disabled skill in woe. I wish for this to change. There's probably a label to attach to the items that does this but is there a way to make it work for all disabled skills in the map_zone.conf at once instead of individually in the item_db.conf? Thanks a lot
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I noticed that when a buff is applied (i.e blessing) when heat of the moon/stars/sun is activated, the damage does not change until you take a few steps back and re-attack the monster. I don't know if this is working as intended, but is there a way to change this? I'd like for the damage to change right away.
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I'm getting this strange gibberish text/announcement on my server every now and then. Not only I do, but all the players do. The time seems to vary, some get it every 30 minutes, others get it only 1 or 2 times a day. I've tried to trace it in msgstringtable but without result. Also, it doesn't appear in the chatbox, just at the top of my screen so I suppose it's not an announce script. Has to be clientside right? Can anyone point me in the right direction how to remove it? Thanks
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Hi hercules, I was wondering how i can make it so that when my storage is open, i can not use the teleport skill. Can anyone help me out? Thanks a lot.
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How would I calculate the cords? I'd really like it to be top-left, right of the character info box/windows. Client I'm using is 07 08 2013. Thank you so much.
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Hello dear community, Can anyone please help me? I'm using annie's custom BG script, it works well but for some weird reason the last person that dies is being warped twice. First to prontera (as they should) but afterwards it gets warped back to its savepoint. Does anyone know why? I have no where a line that says warp "SavePoint",0,0; I don't really care if he gets sent back to his savepoint but if that is the case, I want everyone to send back to their savepoint, but something like mapwarp "guild_vs3","SavePoint",0,0; does not work, is there another way i can achieve this? Or is there a way (in the source?) were I can stop the last player that dies in bg from being forced to first warp back to its savepoint? This is the script, gracias. - script custom_bg#control -1,{OnInit: set .minplayer2start, 7; // minimum player to start ... please do not set to 1 setarray .rewarditem, 22001, 200, // reward to the winning team 22001, 50; // reward to the losing team set .startingscore, 30; // score at start set .eventlasting, 20*60; // event last 20 minutes or the system abort itself set .red_cloth, 1; // color value from red clothing set .blue_cloth, 2; // color value from blue clothing set .grey_cloth, 3; // color value from grey clothing end;OnStart: if ( getwaitingroomstate( 0, .rednpcname$ ) < .minplayer2start || getwaitingroomstate( 0, .bluenpcname$ ) < .minplayer2start ) { announce " [ Battle Ground DeathMatch System ] Blue Team : "+ getwaitingroomstate( 0, .bluenpcname$ ) + "/" + .minplayer2start + ". Red Team : "+ getwaitingroomstate( 0, .rednpcname$ ) + "/" + .minplayer2start,bc_all,0x00CED1; end; } .red = waitingroom2bg( "guild_vs3", 13,50, strnpcinfo(0)+"::OnredQuit", strnpcinfo(0)+"::OnredDead", .rednpcname$ ); copyarray .team1aid, $@arenamembers, $@arenamembersnum; .team1count = .minplayer2start; .blue = waitingroom2bg( "guild_vs3", 86,50, strnpcinfo(0)+"::OnblueQuit", strnpcinfo(0)+"::OnblueDead", .bluenpcname$ ); copyarray .team2aid, $@arenamembers, $@arenamembersnum; .team2count = .minplayer2start; delwaitingroom .rednpcname$; delwaitingroom .bluenpcname$; bg_warp .red, "guild_vs3", 13,50; bg_warp .blue, "guild_vs3", 86,50; .score[1] = .score[2] =.startingscore; bg_updatescore "guild_vs3", .score[1], .score[2]; callsub L_setleader, 1; callsub L_setleader, 2; for ( .@i = 0; .@i < .minplayer2start; .@i++ ) { attachrid .team1aid[.@i]; @clotes_color = getlook( look_clothes_color ); setlook look_clothes_color, ( .leader_aid[1] == getcharid(3) )? .grey_cloth : .red_cloth; } for ( .@i = 0; .@i < .minplayer2start; .@i++ ) { attachrid .team2aid[.@i]; @clotes_color = getlook( look_clothes_color ); setlook look_clothes_color, ( .leader_aid[2] == getcharid(3) )? .grey_cloth : .blue_cloth; } sleep .eventlasting * 1000; if ( .score[1] > .score[2] ) { mapannounce "guild_vs3", "red side wins !", 0; callsub L_reward, 1, 0; callsub L_reward, 2, 2; } else if ( .score[1] < .score[2] ) { mapannounce "guild_vs3", "blue side wins !", 0; callsub L_reward, 2, 0; callsub L_reward, 1, 2; } else { mapannounce "guild_vs3", "Draw !", 0; callsub L_reward, 1, 2; callsub L_reward, 2, 2; } bg_warp .red, "prontera",152,178; bg_warp .blue, "prontera",154,178; bg_destroy .red; bg_destroy .blue; donpcevent .rednpcname$ +"::OnStart"; donpcevent .bluenpcname$ +"::OnStart"; .leader_aid[1] = .leader_aid[2] = 0; for ( .@i = 0; .@i < .team1count; .@i++ ) { attachrid .team1aid[.@i]; setlook look_clothes_color, @clotes_color; @clotes_color = 0; } for ( .@i = 0; .@i < .team2count; .@i++ ) { attachrid .team2aid[.@i]; setlook look_clothes_color, @clotes_color; @clotes_color = 0; } end;L_reward: for ( .@i = 0; .@i < getd(".team"+ getarg(0) +"count"); .@i++ ) getitem .rewarditem[ getarg(1) ], .rewarditem[ getarg(1) +1 ], getd(".team"+ getarg(0) +"aid["+ .@i +"]" ); return;OnredDead: callsub L_dead, 1;OnblueDead: callsub L_dead, 2;L_dead: if ( .leader_aid[ getarg(0) ] != getcharid(3) ) .score[ getarg(0) ]--; else { callsub L_setleader, getarg(0); .score[ getarg(0) ] -= 2; } bg_updatescore "guild_vs3", .score[1], .score[2]; if ( .score[ getarg(0) ] <= 0 ) awake strnpcinfo(0); sleep2 1250; percentheal 100,100; end;OnredQuit: callsub L_quit, 1, .red;OnblueQuit: callsub L_quit, 2, .blue;L_quit: percentheal 100, 100; while ( getd( ".team"+ getarg(0) +"aid["+ .@i +"]" ) != getcharid(3) && .@i < getd(".team"+ getarg(0) +"count") ) .@i++; deletearray getd( ".team"+ getarg(0) +"aid["+ .@i +"]" ), 1; setd ".team"+ getarg(0) +"count", getd(".team"+ getarg(0) +"count") -1; if ( .leader_aid[ getarg(0) ] == getcharid(3) ) callsub L_setleader, getarg(0); setlook look_clothes_color, @clotes_color; @clotes_color = 0; if ( bg_get_data( getarg(1), 0 ) > 1 ) end; .score[ getarg(0) ] = 0; awake strnpcinfo(0); end;L_setleader: while ( ( .@tmp = getd( ".team"+ getarg(0) +"aid["+ rand( getd(".team"+ getarg(0) +"count") ) +"]" ) ) == playerattached() ); .leader_aid[ getarg(0) ] = .@tmp; .@origin = playerattached(); attachrid .leader_aid[ getarg(0) ]; addtimer 1, strnpcinfo(0) +"::Onteam"+ getarg(0) +"leader"; attachrid .@origin; return;Onteam1leader: callsub L_lead, 1, 548;Onteam2leader: callsub L_lead, 2, 549;L_lead: while ( .leader_aid[ getarg(0) ] == getcharid(3) ) { specialeffect2 getarg(1); sleep2 1000; } end;}turbo_room,106,117,3 script Red Team 733,{ end;OnInit: sleep 50; set getvariableofnpc( .rednpcname$, "custom_bg#control" ), strnpcinfo(0);OnStart: waitingroom "Red Team", getvariableofnpc( .minplayer2start, "custom_bg#control" ) +1, "custom_bg#control::OnStart", 1; end;}turbo_room,93,117,5 script Blue Team 734,{ end;OnInit: sleep 50; set getvariableofnpc( .bluenpcname$, "custom_bg#control" ), strnpcinfo(0);OnStart: waitingroom "Blue Team", getvariableofnpc( .minplayer2start, "custom_bg#control" ) +1, "custom_bg#control::OnStart", 1; end;}guild_vs3 mapflag battleground 2guild_vs3 mapflag nosave SavePointguild_vs3 mapflag nowarpguild_vs3 mapflag nowarptoguild_vs3 mapflag noteleportguild_vs3 mapflag nomemoguild_vs3 mapflag nopenaltyguild_vs3 mapflag nobranchguild_vs3 mapflag noicewall
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Argh, okay. Thanks Dastgir.
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Not get rid of it, just move it elsewhere (like at the right side of the "basic info" window). Does anyone know how to achieve that? It bothers me how it partly blocks the BG score. I love the function though, so I wouldn't want to get rid of it. Hope someone can help. Thank you so much!
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Hello Hercules, i have a request but I am not even sure if this is possible. I know how the waiting room event script works, but I wonder if there is a way to make it so: 1. You can have a minimum of 3 players and a maximum of 5 players in the chat/waitingroom. 2. To make the above happen it would not have a insta-start. It checks every 10 seconds how many players are in there. If it has 3, it will run the event after the 10 seconds check, but if it has 4 or 5 it will also run the event. The number has to be equal though, so if one side has 5 the other can't have 3. I need this for a bg based event. I don't want to have a strict amount to start so that I don't have to lock possible participants out but at the same time offer more space in the chat-/waitingroom for peak hours. If it helps anything I'm using Annie's BG script for this purpose. Thank you so much. turbo_room,106,117,3 script Red Team 733,{ end;OnInit: sleep 50; set getvariableofnpc( .rednpcname$, "custom_bg#control" ), strnpcinfo(0);OnStart: waitingroom "Red Team", getvariableofnpc( .minplayer2start, "custom_bg#control" ) +1, "custom_bg#control::OnStart", 1; end;}turbo_room,93,117,5 script Blue Team 734,{ end;OnInit: sleep 50; set getvariableofnpc( .bluenpcname$, "custom_bg#control" ), strnpcinfo(0);OnStart: waitingroom "Blue Team", getvariableofnpc( .minplayer2start, "custom_bg#control" ) +1, "custom_bg#control::OnStart", 1; end;}
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Two monster bugs. Which codes are responsible for this?
Helena replied to Helena's question in Source Support
Thank you! I'll try that! If I may ask, to what number did you raise it? I'd like to know what would be a good number to use and get rid of the sprites without making any risking changes. -
Two monster bugs. Which codes are responsible for this?
Helena replied to Helena's question in Source Support
Thanks! Sadly, this isn't only the case with OnNPCKillEvent triggers, it also happens in normal maps with high spawn rates. Would increasing that value have any point for me then? -
Two monster bugs. Which codes are responsible for this?
Helena replied to Helena's question in Source Support
The first is a issue of new emulators: The sprite won't disappear, the monster stay in stand animation with 0% HP, refreshing the client (@refresh) his just disappear. The second I never see before, mybe because of transition from hercules as well. Wait really? how often does the first issue occur to you? for me like once every 30 killed monsters. -
Hi hercules, My server was previously eathena server but we translateded it to hercules, sadly there are some real strange bugs now. I refrain from posting this in the bug tracker/github because I'm 100% sure it is due to the ea>herc translation. (i used to have a clean copy of hercules before and back then these bugs didnt happen). Therefore i feel these are not emulator bugs, but I'd like to find out which part of the code is causing it. Bug #1: Monster sprites sometimes don't disappear upon dying. Sometimes, just every now and then, monsters don't fade out when they've died. I found a part in clif.c thats suppose to control it, but that part is exactly the same as I have in my version of herc. Is there something else I need to look at? Bug #2: Monsters get stuck in a cell. When I attack a bunch of monsters and they chase me, they stop half-a-way and get stuck in one the same cell. They cluster up and keep going back to it, even if I hit them again, they won't leave the cell. I've looked into mob.c but without result. Could anyone point me in the right direction please? (Also, starting from scratch is not an option).
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Hi hercules, forgive me if i put this in the wrong category. can someone point me in the right direction? my players are very (a bit too) competitive and tend to spam the channel system (main channel in particular) during woe times and some pvp wars when one person/guild defeats another. what i would like is for the main channel to be automatically disabled and not usable (no re-join or send messages) when a player enters certain maps (ie prtg_cas01). I looked into channels.conf but couldn't find an option to blacklist maps. Could anyone help? Thank you so much!
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it is already. No difference. It appears that only SOME mobs crash. It's like a 80% chance to crash and 20% chance i can click it.
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Ive tried to grab the navigation files but alas. now it doesnt open anymore at all.
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if it helps anything, my client works fine other than this issue. Do you know which lua files i need to look at? >.<
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Hello I'm having a issue with the navigation system. When i search for something in there it goes well and results show up but when i put for example "Poring" under mob and click it in the navigation window it crashes the client. this is only the case for mob, the other options (npc and map) both work well. Does anyone know the issue? I found a similar thread here but it still not clear how he solved it. I dont know what he means, I've already replaced my msgstringtable. Can anyone help me out? thanks
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Hello Hercules Its known that 32k is the limit that a character can carry of one item and going past that will cause server issues. So to avoid that Id like to request having multiple stacks, say sets of 30k per item. If you go past owning 30k it will auto create a second (or third, or fourth...) stack. it would show multiple times the item in your inventory. Is this possible? Thanks.
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Don't show last zero in weight (npc dialogue box)?
Helena replied to Helena's question in Script Support
Wow, that was easier than I thought. Thanks so much! -
Don't show last zero in weight (npc dialogue box)?
Helena replied to Helena's question in Script Support
I am aware that it is a display bug. That's why I made this thread, to find a way to "fix" the display bug. I've tried your script but no difference in the display. -
Hi hi Hercules. I have a small issue, I'm using a query to fetch data but the issue is with weight. As we all know the script display weight is different from the text display, I.e: 200 weight in item_db would in fact only be 20 in RO which causes issues at the following: Im using this query to fetch data (which works perfect): .@amount = query_sql ("SELECT ID, weight, attack, defence, slots, equip_level FROM item_db WHERE name_japanese = '"+ escape_sql(.@itemname$) +"'", @iid, .@weight, .@attack, .@defence, .@slots, .@elvl); and this in the NPC dialogue box: mes "Weight: "+.@weight[.@i]; It both works, but the weight is not correct. For example with white potion, the NPC dialogue box displays 130 instead of 13. How to make it display only 13? Thank you so much, god bless.
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Tried, but now it doesnt let me put 400 either ...Ah, ok dastgir. Check my post again. Made the edit but oddly it still takes it.