karazu
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Posts posted by karazu
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I am planning to play RO again just to use some extra time if I am booring.
What server can you recommend?
I want an active community.
I want a private server.
I can accept any rates and levels as long as my time staying is worth.
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It will stop spawning only if you will conquer it.
For that state the castle is owned by the monsters. -
Posted 19mins ago!
+1 -
Happy birthday.!!!!!!!!!!!!!!!!
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Lel this is interesting. They are adopting new trends from other mmo's keeping RO alive
This is correct
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For those who are in a hurry dont be an a*s its for free you are not giving something to Dastjir.
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Looks f*cking GOOD
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Dastgir gave me a Plugin for this one.
U can ask him about it though
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PH servers rely on Facebook.
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Thank you Angel,
Will surely try this one.. -
Can someone please make it an automated event?
According to Goddameit its working in Hercules.
SOURCE
https://rathena.org/board/topic/102134-another-devil-square/#entry285737
////// Author Goddameit// Version 2015/06/10// Web http://goo.gl/0vY9GV//////-------------------------------------------------------////-------------------------------------------------------////---------------------Reward Setting--------------------////-------------------------------------------------------////-------------------------------------------------------//ordeal_1-1, 149, 149, 4 script #DevilSquarewarp2zoon6 1324,{ warp "prontera", 150, 180; getitem 607, 1; end;}//-------------------------------------------------------////-------------------------------------------------------////---------------------NPC location----------------------////-------------------------------------------------------////-------------------------------------------------------//prontera,150,180,4 script Another Devil Square 100,{ callsub OnPlayerClickNPC;//-------------------------------------------------------////-------------------------------------------------------////---------------------Level Setting---------------------////-------------------------------------------------------////-------------------------------------------------------//OnSpawnMob: switch(getarg(0,0)) { case 1: switch(getarg(1,0)) { case 1: callsub OnTimeLeftAnnounce, 100; callsub OnSMob, 234, 61, 245, 52, 1002, 2; break; case 2: callsub OnTimeLeftAnnounce, 100; callsub OnSMob, 234, 61, 245, 52, 1002, 1; callsub OnSMob, 234, 61, 245, 52, 1083, 1; break; case 3: callsub OnTimeLeftAnnounce, 100; callsub OnSMob, 234, 61, 245, 52, 1002, 10; break; case 4: callsub OnTimePauseDelay, 30; enablenpc "#DevilSquarewarp2zoon2"; break; } break; case 2: switch(getarg(1,0)) { case 1: callsub OnTimePauseDelay, 10; enablenpc "#DevilSquarewarp2zoon3"; break; } break; case 3: switch(getarg(1,0)) { case 1: callsub OnTimePauseDelay, 10; enablenpc "#DevilSquarewarp2zoon4"; break; } break; case 4: switch(getarg(1,0)) { case 1: callsub OnTimePauseDelay, 10; enablenpc "#DevilSquarewarp2zoon5"; break; } break; case 5: switch(getarg(1,0)) { case 1: callsub OnTimeLeftAnnounce, 100; callsub OnSMob, 140, 140, 160, 160, 1099, 3; break; } break; default: // Game Over, go to reward mapannounce "ordeal_1-1", "[Devil Square]: You win!!", bc_map, 0x00FF00, 400, 18; enablenpc "#DevilSquarewarp2zoon6"; stopnpctimer; sleep2 5000; callsub OnEndd; break; } if(.wave_complete == 1) { // No more wave on this level .game_level++; .game_wave = 0; } return;//-------------------------------------------------------////-------------------------------------------------------////-------------------------------------------------------////-------------------------------------------------------////---I guess you don't need to care about below things---////-------------------------------------------------------////-------------------------------------------------------////-------------------------------------------------------////-------------------------------------------------------//OnPlayerClickNPC: if(getgroupid() >= 99) { switch(prompt("Active", "End", "Nothing")) { default: break; case 1: callsub OnEndd; .game_status = 1; announce "[Devil Square]: GM active this game.", bc_all, 0x00FF00, 400, 18; break; case 2: callsub OnEndd; announce "[Devil Square]: GM close this game.", bc_all, 0x00FF00, 400, 18; break; } } if(.game_status == 0) { mes "This game doesn't be actived yet."; close; } if(.game_status >= 3) { mes "This game is running"; close; } for(.@i = 0; .@i < .game_player_num; .@i++) { if(.game_player_name$[.@i] == strcharinfo(0)) { mes "You have already joined this game"; close; } } if(prompt("Join", "Leave") != 1) { close; } if(.game_status == 0) { mes "This game doesn't be actived yet."; close; } if(.game_status >= 3) { mes "This game is running"; close; } if(.game_player_name$[0] == "") { .game_player_num = 1; .game_player_name$[0] = strcharinfo(0); query_sql "SELECT DATE_FORMAT(TIMESTAMPADD(SQL_TSI_SECOND, "+.time_joining+", NOW( )), '%T'), CURTIME( )", .@time_fstr$, .@time_nstr$; announce "[Devil Square]: Game will start at "+.@time_fstr$+" (Now: "+.@time_nstr$+")", bc_all, 0x00FF00, 400, 18; .time_delay = gettimetick(2) + .time_joining; .game_status = 2; initnpctimer; } else { .game_player_name$[.game_player_num] = strcharinfo(0); .game_player_num++; } mes "Done"; close; end;OnTimer5000: if(.time_delay <= gettimetick(2)) { if(.game_status == 2) { // Warp player to zone 1 .game_status = 3; killmonsterall "ordeal_1-1"; for(.@i = 0; .@i < .game_player_num; .@i++) warpchar "ordeal_1-1", 186, 112, getcharid(0, .game_player_name$[.@i]); // zone 1 enter .game_level = 1; .game_wave = 1; callsub OnSpawnMob, .game_level, .game_wave; } else if(.game_status == 3) { // Loop check level and wave if(.wave_complete == 0) { mapannounce "ordeal_1-1", "[Devil Square]: You lose!!", bc_map, 0x00FF00, 400, 18; .game_status = 0; sleep2 30000; callsub OnEndd; } else { .game_wave++; callsub OnSpawnMob, .game_level, .game_wave; } } else ; } if(.game_status != 0) initnpctimer; else stopnpctimer; end;OnSMob: areamonster "ordeal_1-1",getarg(0),getarg(1),getarg(2),getarg(3),"--en--",getarg(4),getarg(5),strnpcinfo(0)+"::OnMobKill"; return;OnMobKill: if(.game_status == 0) end; sleep2 1000; .@left = mobcount("ordeal_1-1", strnpcinfo(0)+"::OnMobKill"); if(.@left <= 0) { .time_delay = 0; .wave_complete = 1; } mapannounce "ordeal_1-1", "[Devil Square]: Remain "+.@left+" Mob"+(.@left > 1 ? "s" : ""), bc_map, 0x00FF00, 400, 18; end;OnTimeLeftAnnounce: sleep2 1000; query_sql "SELECT DATE_FORMAT(TIMESTAMPADD(SQL_TSI_SECOND, "+getarg(0)+", NOW( )), '%T'), CURTIME( )", .@time_fstr$, .@time_nstr$; mapannounce "ordeal_1-1", "[Devil Square]: Level:"+.game_level+"-"+.game_wave+" will end at "+.@time_fstr$+" (Now: "+.@time_nstr$+")", bc_map, 0x00FF00, 400, 18; .time_delay = gettimetick(2) + getarg(0); .wave_complete = 0; sleep2 5000; initnpctimer; return;OnTimePauseDelay: query_sql "SELECT DATE_FORMAT(TIMESTAMPADD(SQL_TSI_SECOND, "+getarg(0)+", NOW( )), '%T'), CURTIME( )", .@time_fstr$, .@time_nstr$; mapannounce "ordeal_1-1", "[Devil Square]: Game will start at "+.@time_fstr$+" (Now: "+.@time_nstr$+")", bc_map, 0x00FF00, 400, 18; .time_delay = gettimetick(2) + getarg(0); initnpctimer; return;OnEndd: disablenpc "#DevilSquarewarp2zoon2"; disablenpc "#DevilSquarewarp2zoon3"; disablenpc "#DevilSquarewarp2zoon4"; disablenpc "#DevilSquarewarp2zoon5"; disablenpc "#DevilSquarewarp2zoon6"; killmonsterall "ordeal_1-1"; deletearray .game_player_name$; .game_player_num = 0; .game_status = 0; .time_delay = 0; .wave_complete = 0; .game_level = 0; .game_wave = 0; getmapxy .@m$, .@x, .@y, 1, strnpcinfo(0); mapwarp "ordeal_1-1", .@m$, .@x, .@y; stopnpctimer; return;OnInit: callsub OnEndd; .time_joining = 100; // How long that game will start after first join. (second) end;}ordeal_1-1, 245, 51, 4 script #DevilSquarewarp2zoon2 45,3,3,{ warp "ordeal_1-1", 98, 148; end;}ordeal_1-1, 26, 150, 4 script #DevilSquarewarp2zoon3 45,3,3,{ warp "ordeal_1-1", 149, 98; end;}ordeal_1-1, 150, 25, 4 script #DevilSquarewarp2zoon4 45,3,3,{ warp "ordeal_1-1", 201, 150; end;}ordeal_1-1, 274, 150, 4 script #DevilSquarewarp2zoon5 45,3,3,{ warp "ordeal_1-1", 149, 149; end;}
Thank you! -
Welcome!
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maybe some custom script that you use might be missing a zeny check, or maybe there is any item being sold over the value? it can be really too many thing
Please check this one.
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up
do you really want it as source code when you can do the very same thing with just a few lines of script?
- script kdjshfksdjfh -1,{OnInit: bindatcmd "identifyall", strnpcinfo(0)+"::Onaaa",0,99; end;Onaaa: getinventorylist; for ( .@i = 0; .@i < @inventorylist_count; .@i++ ) { if ( !@inventorylist_identify[.@i] ) { delitem2 @inventorylist_id[.@i], 1,0,0,0,0,0,0,0; getitem @inventorylist_id[.@i], 1; .@c++; } } dispbottom .@c +" items identified"; end;}
by annie ruru
I will test it, Thank you!
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up
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I think its better if you will just let the GM Type the item that he/she wants.
Ex:
Item ID / Quantity / Reason -
Today marks the day we say goodbye to Ind.
It's been a pleasure working with Ind for several years. He has been a great asset to Hercules and the Ragnarok Community over the years. For now, we bid a good farewell to an awesome developer of the Ragnarok Community. Ind will be leaving the RO scene for personal reasons, but may come back in the future. Although Ind is leaving Hercules, Hercules will not die. Hercules will now be lead by Haru and I. Myself and the rest of the staff would like to thank Ind for all of his hard work and dedication throughout the RO emulator projects!
With this change in mind, there had to be a domain change (herc.ws). The old domain (herc.ws) will still be available for the time being, but we recommend using herc.ws and changing all your bookmarks. We believe herc.ws was the best way to go for a domain change... pretty much 'cause all other domains were taken, or were too long then what we wanted (i.e. hercules-emu.org).
Thank you very much IND.
And just noticed the changes after I read it.
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I see, thank you for the confirmation
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Very good one.. hehe
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Thank you very much.
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[Error]: --- failed assertion --------------------------------------------[Error]: skill.c:156: 'skill_lv > 0' in function `skill_get_sp'[Error]: --- end failed assertion ----------------------------------------[Error]: --- failed assertion --------------------------------------------[Error]: skill.c:153: 'skill_lv > 0' in function `skill_get_range'[Error]: --- end failed assertion ----------------------------------------[Error]: --- failed assertion --------------------------------------------[Error]: skill.c:156: 'skill_lv > 0' in function `skill_get_sp'[Error]: --- end failed assertion ----------------------------------------[Error]: --- failed assertion --------------------------------------------[Error]: skill.c:153: 'skill_lv > 0' in function `skill_get_range'[Error]: --- end failed assertion ----------------------------------------[Error]: --- failed assertion --------------------------------------------[Error]: skill.c:156: 'skill_lv > 0' in function `skill_get_sp'[Error]: --- end failed assertion ----------------------------------------[Error]: --- failed assertion --------------------------------------------[Error]: skill.c:153: 'skill_lv > 0' in function `skill_get_range'[Error]: --- end failed assertion ----------------------------------------[Error]: --- failed assertion --------------------------------------------[Error]: skill.c:156: 'skill_lv > 0' in function `skill_get_sp'[Error]: --- end failed assertion ----------------------------------------[Error]: --- failed assertion --------------------------------------------[Error]: skill.c:153: 'skill_lv > 0' in function `skill_get_range'[Error]: --- end failed assertion ----------------------------------------[Error]: --- failed assertion --------------------------------------------[Error]: skill.c:156: 'skill_lv > 0' in function `skill_get_sp'[Error]: --- end failed assertion ----------------------------------------[Error]: --- failed assertion --------------------------------------------[Error]: skill.c:153: 'skill_lv > 0' in function `skill_get_range'[Error]: --- end failed assertion ----------------------------------------[Error]: --- failed assertion --------------------------------------------[Error]: skill.c:156: 'skill_lv > 0' in function `skill_get_sp'[Error]: --- end failed assertion ----------------------------------------[Error]: --- failed assertion --------------------------------------------[Error]: skill.c:153: 'skill_lv > 0' in function `skill_get_range'[Error]: --- end failed assertion ----------------------------------------
What is this all about?
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This NPC is a good one..
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