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Sephus

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  1. Like
    Sephus got a reaction from ragar in Hercules Battlegrounds   
    Hercules Battlegrounds
    A full conversion and enhancement of eAmod's Battlegrounds system into a easy-to-install Hercules plugin library.
    Version: 1.0a (alpha)
     

     
    Repository @ https://github.com/Smokexyz/HerculesBG

    Installation
    1) Place plugin files in plugin directory. (If you wish to re-compile the code, please do so the standard way.)
    2) Place all script files in the default directory provided in the repository (or your own).
    3) Place all database and config parts in their respective files.
    4) in conf/plugins.conf add "hBG".
     
    Instructions on installing Plugins - http://herc.ws/wiki/HPM#Building_a_plugin
     
    Battleground Modes
    Capture the Flag Eye of Storm Triple Inferno Team DeathMatch Bossnia Conquest Stone Control Domination Rush Free For All Why use it?
    1) Prevents conflicts when updating Hercules.
    2) Easy to install.
    3) Can be easily modified for more functions/features in the future.

    For contributors
    If you wish to add a free BG script to the list of available battleground modes, please contact me.
     
    Bug Reporting
    Please feel free to open an issue on the repository and I'll get to it as soon as I can.

    Donate to support the project and motivate updates.


  2. Upvote
    Sephus reacted to Legend in Hercules Battlegrounds   
    such a wonderful release, thanks
  3. Upvote
    Sephus got a reaction from M4karov in Hercules Battlegrounds   
    Hercules Battlegrounds
    A full conversion and enhancement of eAmod's Battlegrounds system into a easy-to-install Hercules plugin library.
    Version: 1.0a (alpha)
     

     
    Repository @ https://github.com/Smokexyz/HerculesBG

    Installation
    1) Place plugin files in plugin directory. (If you wish to re-compile the code, please do so the standard way.)
    2) Place all script files in the default directory provided in the repository (or your own).
    3) Place all database and config parts in their respective files.
    4) in conf/plugins.conf add "hBG".
     
    Instructions on installing Plugins - http://herc.ws/wiki/HPM#Building_a_plugin
     
    Battleground Modes
    Capture the Flag Eye of Storm Triple Inferno Team DeathMatch Bossnia Conquest Stone Control Domination Rush Free For All Why use it?
    1) Prevents conflicts when updating Hercules.
    2) Easy to install.
    3) Can be easily modified for more functions/features in the future.

    For contributors
    If you wish to add a free BG script to the list of available battleground modes, please contact me.
     
    Bug Reporting
    Please feel free to open an issue on the repository and I'll get to it as soon as I can.

    Donate to support the project and motivate updates.


  4. Upvote
    Sephus reacted to xRO in [Showcase] New web design   
    Update: Live version can now be seen here: https://x-r.online/
     
     
     
    Just thought I'd share a design I'm currently working with. I'm by no means any professional designer, but just know my way around Photoshop a bit.
    At the moment, it's nowhere done, there's so much more to re-touch and add. Maybe it can give some inspiration. Enjoy! 
     
    * Potentially looking for a coder to slice it up and finalize it into a FluxCP integrated design, since I have no clue how that's going to work.
     
    Version 1: http://i.imgur.com/cnW2imw.jpg
    Version 2: http://i.imgur.com/nv8gMGt.jpg
     
    Latest:

  5. Upvote
    Sephus reacted to Monsieur Panda in compile freya emulator   
  6. Upvote
    Sephus reacted to Ridley in [WIP] Hercules Offline - A Ragnarok Online Story   
    Well, not much done yet but I thought I can already show some progess :x
    Goal is a Ragnarok Online RPG, for this I started with the maps. (Nothing else done yet). 
    For the initial step I want to do Prontera and Prontera Inn. Maybe followed by the field around it. In case I (hopefully) ever finish this, I don't want to talk about the story yet
    As the Title screen I used kRO's login screen, ingame the related BGM's are played. I use a custom code for the lights, but I think it's becoming quite good already (even if there is still room for improvement). Once the maps are done I want to work on a fighting/battle system which comes closer to the Ragnarok Online one. Long talking, I show you what is ready right now.
     

     



  7. Upvote
    Sephus got a reaction from Ridley in Client Side text/lua files to database   
    So I decided to convert client side lua/text files to SQL for use on web applications.
     
    Repository: https://github.com/Smokexyz/ROClientSideDatabase
     
    Files done -
    iteminfo.lua questid2display.txt You could probably do cool things like make item/quest tooltips (like they do for WoW) or just link item/quest descriptions on your website. I'd be happy to help with PHP/JS stuff. 
  8. Upvote
    Sephus got a reaction from MikZ in Max connection (failed to connect)   
    I think he means a firewall capping your concurrent connections.
  9. Upvote
    Sephus got a reaction from Ridley in iRO Scripts + database releases   
    So here's a release of my iRO scripts and some of their required database parts. I know some of these are already out there, but this is my original work and I hope ya'll enjoy them.
     
    Link - Smokexyz's ROScripts
     
     
    iRO Gramps
    * ------------------------------- * - Official Quests Supported : * --- 17 x 100 Hunting Quests * --- 24 x 200 Hunting Quests * --- 108 x 400 Hunting Quests * ------------------------------- * - Quests are ordered by level of the players * from 70 ~ 150. * - 400 Hunting Quests organised and randomised by map. * Automated to select a new quest for each category every 3 days. * - Supports a custom Happy Hour feature with randomised bonus rates. * - Automatically increases mob spawn in maps of the selected quests. * ------------v2.1------------------- * - Added support for premium Exp combination of Base/Job. * - Fixed a bug with per Mob Exp where both mob and quest exp were * affected by rates. Using custom strmobinfo(8/9) for original exp. * - Fixed display of Exp in string format. * - Fixed bug with reset stone, it will now delete all cool-downs and * current un-submitted quests. * * Note that this does not completely emulate 100% iRO gramps; * iRO switched quest level categories to 3 from 4. This will * be changed later.  
    iRO Mighty Hammer
    * Source - iRO Wiki * - Your gear must be +7 or higher in order to begin upgrading. * - Continue upgrading without exiting NPC conversation * (if HD Ores are present in your inventory.) * - Custom Feature: Utilizes kRO Safe to +N Certificates.  
    iRO Bounty Boards - Complete from http://irowiki.org/wiki/Bounty_Board_Quests (except Aldebaran).
     
    iRO Overlook Dungeons - http://irowiki.org/wiki/Overlook_Water_Dungeon_Quests
     
     
    Feel free to create issue reports on the repository for any issues/suggestions that you may have. I will update with more scripts in the future.
  10. Upvote
    Sephus got a reaction from Ragno in iRO Scripts + database releases   
    So here's a release of my iRO scripts and some of their required database parts. I know some of these are already out there, but this is my original work and I hope ya'll enjoy them.
     
    Link - Smokexyz's ROScripts
     
     
    iRO Gramps
    * ------------------------------- * - Official Quests Supported : * --- 17 x 100 Hunting Quests * --- 24 x 200 Hunting Quests * --- 108 x 400 Hunting Quests * ------------------------------- * - Quests are ordered by level of the players * from 70 ~ 150. * - 400 Hunting Quests organised and randomised by map. * Automated to select a new quest for each category every 3 days. * - Supports a custom Happy Hour feature with randomised bonus rates. * - Automatically increases mob spawn in maps of the selected quests. * ------------v2.1------------------- * - Added support for premium Exp combination of Base/Job. * - Fixed a bug with per Mob Exp where both mob and quest exp were * affected by rates. Using custom strmobinfo(8/9) for original exp. * - Fixed display of Exp in string format. * - Fixed bug with reset stone, it will now delete all cool-downs and * current un-submitted quests. * * Note that this does not completely emulate 100% iRO gramps; * iRO switched quest level categories to 3 from 4. This will * be changed later.  
    iRO Mighty Hammer
    * Source - iRO Wiki * - Your gear must be +7 or higher in order to begin upgrading. * - Continue upgrading without exiting NPC conversation * (if HD Ores are present in your inventory.) * - Custom Feature: Utilizes kRO Safe to +N Certificates.  
    iRO Bounty Boards - Complete from http://irowiki.org/wiki/Bounty_Board_Quests (except Aldebaran).
     
    iRO Overlook Dungeons - http://irowiki.org/wiki/Overlook_Water_Dungeon_Quests
     
     
    Feel free to create issue reports on the repository for any issues/suggestions that you may have. I will update with more scripts in the future.
  11. Upvote
    Sephus got a reaction from Legend in iRO Scripts + database releases   
    So here's a release of my iRO scripts and some of their required database parts. I know some of these are already out there, but this is my original work and I hope ya'll enjoy them.
     
    Link - Smokexyz's ROScripts
     
     
    iRO Gramps
    * ------------------------------- * - Official Quests Supported : * --- 17 x 100 Hunting Quests * --- 24 x 200 Hunting Quests * --- 108 x 400 Hunting Quests * ------------------------------- * - Quests are ordered by level of the players * from 70 ~ 150. * - 400 Hunting Quests organised and randomised by map. * Automated to select a new quest for each category every 3 days. * - Supports a custom Happy Hour feature with randomised bonus rates. * - Automatically increases mob spawn in maps of the selected quests. * ------------v2.1------------------- * - Added support for premium Exp combination of Base/Job. * - Fixed a bug with per Mob Exp where both mob and quest exp were * affected by rates. Using custom strmobinfo(8/9) for original exp. * - Fixed display of Exp in string format. * - Fixed bug with reset stone, it will now delete all cool-downs and * current un-submitted quests. * * Note that this does not completely emulate 100% iRO gramps; * iRO switched quest level categories to 3 from 4. This will * be changed later.  
    iRO Mighty Hammer
    * Source - iRO Wiki * - Your gear must be +7 or higher in order to begin upgrading. * - Continue upgrading without exiting NPC conversation * (if HD Ores are present in your inventory.) * - Custom Feature: Utilizes kRO Safe to +N Certificates.  
    iRO Bounty Boards - Complete from http://irowiki.org/wiki/Bounty_Board_Quests (except Aldebaran).
     
    iRO Overlook Dungeons - http://irowiki.org/wiki/Overlook_Water_Dungeon_Quests
     
     
    Feel free to create issue reports on the repository for any issues/suggestions that you may have. I will update with more scripts in the future.
  12. Upvote
    Sephus got a reaction from Prourhildr in iRO Scripts + database releases   
    So here's a release of my iRO scripts and some of their required database parts. I know some of these are already out there, but this is my original work and I hope ya'll enjoy them.
     
    Link - Smokexyz's ROScripts
     
     
    iRO Gramps
    * ------------------------------- * - Official Quests Supported : * --- 17 x 100 Hunting Quests * --- 24 x 200 Hunting Quests * --- 108 x 400 Hunting Quests * ------------------------------- * - Quests are ordered by level of the players * from 70 ~ 150. * - 400 Hunting Quests organised and randomised by map. * Automated to select a new quest for each category every 3 days. * - Supports a custom Happy Hour feature with randomised bonus rates. * - Automatically increases mob spawn in maps of the selected quests. * ------------v2.1------------------- * - Added support for premium Exp combination of Base/Job. * - Fixed a bug with per Mob Exp where both mob and quest exp were * affected by rates. Using custom strmobinfo(8/9) for original exp. * - Fixed display of Exp in string format. * - Fixed bug with reset stone, it will now delete all cool-downs and * current un-submitted quests. * * Note that this does not completely emulate 100% iRO gramps; * iRO switched quest level categories to 3 from 4. This will * be changed later.  
    iRO Mighty Hammer
    * Source - iRO Wiki * - Your gear must be +7 or higher in order to begin upgrading. * - Continue upgrading without exiting NPC conversation * (if HD Ores are present in your inventory.) * - Custom Feature: Utilizes kRO Safe to +N Certificates.  
    iRO Bounty Boards - Complete from http://irowiki.org/wiki/Bounty_Board_Quests (except Aldebaran).
     
    iRO Overlook Dungeons - http://irowiki.org/wiki/Overlook_Water_Dungeon_Quests
     
     
    Feel free to create issue reports on the repository for any issues/suggestions that you may have. I will update with more scripts in the future.
  13. Upvote
    Sephus reacted to Samuel in Custom @command   
    Hello everyone!
     
    Saw this feature in RagEmu so I adapted their code and turned it into a plugin.
     
    With this plugin enabled, custom commands that were created using bindcmd will be shown when you use @command depending on the gm level the account has if that custom command is available for his level.
     
    Enjoy!
     
    Credits to: RagEmu
     
    Link
  14. Upvote
    Sephus reacted to Haru in [2016-05-01] HPMHooking improvements   
    Rationale:
    This changeset offers improvements to the HPMHooking, making it capable to detect, at compile time, an error in the type of a hook function, as well as allowing pre-hooks to be more powerful when it comes to pointer-type arguments.
     
    Contents:
    The HPMHooking macros addHookPre() and addHookPost() have been slightly edited, and they can now detect if the type of the passed function is the correct type for the hooked function. In order to do so, the HPMHookingGen script produces one more header (HPMHooking.Defs.inc) that lists the hook function types.
    This means that, if a plugin hooks into a function through HPMHooking, and the core function changes, the plugin will show a compile-time warning instead of silently compiling (and crashing at runtime or causing undesired effects).
    The post-hook function types have been simplified, dropping all the extra indirection levels that were added originally.
    The pre-hook function types have been changed, increasing the indirection level for pointers (now all variable types require an extra '*' in pre-hooks). This makes it possible to override const pointers from pre-hooks.
     
    Impact:
    Scripts that use the HPMHooking will need some small syntax changes.
     
    Details:
    All plugins that want to use the HPMHooking will need to #include "plugins/HPMHooking.h" (it's recommended to include it just above HPMDataCheck.h)
    #include "plugins/HPMHooking.h" // Included by plugins that use the HPMHooking #include "common/HPMDataCheck.h" // Included by all plugins Then the addHookPre() and addHookPost() calls need to be updated to the new syntax, separating interface name and function name:/* Before */ HPExport void plugin_init (void) { addHookPre("pc->dropitem", my_pc_dropitem_pre); addHookPost("pc->dropitem", my_pc_dropitem_post); } /* Now */ HPExport void plugin_init (void) { addHookPre(pc, dropitem, my_pc_dropitem_pre); addHookPost(pc, dropitem, my_pc_dropitem_post); } Pre-hook functions will need an additional indirection level in their pointer-type arguments:/* Hooked function: */ int (*dropitem) (struct map_session_data *sd, int n, int amount); /* Pre-hook (before) */ int my_pc_dropitem_pre(struct map_session_data *sd, int *n, int *amount) // Only adds '*' to the non-pointers /* Pre-hook (after) */ int my_pc_dropitem_pre(struct map_session_data **sd, int *n, int *amount) // Adds '*' to everything Note: arguments of type va_list do not require an additional indirection level. 'va_list ap' remains 'va_list ap' and does not become 'va_list *ap' 
    Post-hook functions will no longer need any additional indirection level in their arguments:
    /* Hooked function: */ int (*dropitem) (struct map_session_data *sd, int n, int amount); /* Post-hook (before) */ int my_pc_dropitem_post(int retVal, struct map_session_data *sd, int *n, int *amount) // Adds '*' to the non-pointers /* Post-hook (after) */ int my_pc_dropitem_post(int retVal, struct map_session_data *sd, int n, int amount) // No longer adds any '*' Merge Date:Sun, 1 May 2016 20:22:03 +0300
     
    Related Pull Requests:
    - #1253 - https://github.com/HerculesWS/Hercules/pull/1253 - HPMHooking improvements [Haru]
     
    Related Commits:
    1ec9328 - https://github.com/HerculesWS/Hercules/commit/1ec9328 - Sun, 28 Feb 2016 02:12:48 +0100 Moved HPMHooking-related definitions to plugins/HPMHooking.h [Haru]
    5db7c79 - https://github.com/HerculesWS/Hercules/commit/5db7c79 - Sun, 28 Feb 2016 02:17:21 +0100 Added type-checking for the addHookPre() and addHookPost() macros [Haru]
    4e49441 - https://github.com/HerculesWS/Hercules/commit/4e49441 - Sun, 28 Feb 2016 02:20:40 +0100 HPM Hooks Update [Haru]
    2788afc - https://github.com/HerculesWS/Hercules/commit/2788afc - Sun, 28 Feb 2016 02:40:15 +0100 Replaced memset with braced initializers in the HPMHooking hook handlers [Haru]
    fa2f2f4 - https://github.com/HerculesWS/Hercules/commit/fa2f2f4 - Sun, 28 Feb 2016 02:41:01 +0100 HPM Hooks Update [Haru]
    8aacecc - https://github.com/HerculesWS/Hercules/commit/8aacecc - Fri, 15 Apr 2016 19:37:54 +0200 Removed extra indirection level in HPMHooking post-hooks [Haru]
    7eb4ae4 - https://github.com/HerculesWS/Hercules/commit/7eb4ae4 - Sun, 17 Apr 2016 00:38:37 +0200 HPM Hooks Update [Haru]
    89e0550 - https://github.com/HerculesWS/Hercules/commit/89e0550 - Sun, 28 Feb 2016 02:48:47 +0100 Added one level of indirection to all variables in pre-hook functions [Haru]
    e9c98a1 - https://github.com/HerculesWS/Hercules/commit/e9c98a1 - Sun, 28 Feb 2016 02:50:40 +0100 HPM Hooks Update [Haru]
    95b4e32 - https://github.com/HerculesWS/Hercules/commit/95b4e32 - Sun, 1 May 2016 20:22:03 +0300 Merge pull request #1253 from HerculesWS/hpmhooking [Andrei Karas]
  15. Upvote
    Sephus got a reaction from Ridley in About root privileges   
    What it should really do is, "You are running RagEmu, aborting...." 
  16. Upvote
    Sephus reacted to 4144 in point of rAthena   
    Not sure how good or bad ragnarok features implimented in hercules or rathena.
    But hercules allow plugins. For now plugins may change/replace almost anything. Dont need any line of code change in hercules.
    This is was main feature for me. I implimenting completly oher game engine based on hercules, and i using only plugins.
    This is simply impossible with any other ragnarok emulators.
  17. Upvote
    Sephus reacted to Ridley in point of rAthena   
    k I hope to do that without beeing too dramatic or insulting xD
     
    rAthena's content is not merged (most of the time) because the code is crap. I don't know Haru personally but if you follow the pull requests you can see that he is quite picky. But that is one of the reasons why Herc is so much faster (and imo better) than rA. Why should they blindly merge code which Ind removed/replaced over several years.
    I won't say Herc is dead, they announced that thei're looking for staff. Most of the current ones are more the architect type.
    Then there is the aim to be official. It has no use to add some fantasy formulas (rA's HomunS, Rebellion) but this is my opinion. And yea there is no recent Aegis leak to get proper information.
     
    What I like on Herc: Even if it's official but obviously a bug they won't implement it. Playtester is following blindly and even add those bugs. But from what I saw recently from him he now adds options to disable those.
     
    Years ago I was part of rA by myself and I know what drama happens there. I do not know how it's here but the simple fact is that the Emu Architects are here while the content writers are at rA and blow their code up.
     
    Edit:
    Additionaly I have the feeling that's most ppl can't stand when their code is reviewed in a negative way. As you can see on rA is no code review at all. Here on herc you get instructions what to do/improve and they ask questions for specific lines in the code. I think that's another reason why people stay on other emulators.
  18. Upvote
    Sephus reacted to hemagx in [2016-04-16] introduction of private headers   
    Hello ~
     
    Rationale:
     
    For long time we had many functions or variables that were supposed to be kept privately used, but because of the design of our header files were kept a public access. This caused, on one hand, poor design choices (too much binding between separate components), and on the other hand, excessively long long re-compile for the whole project if anything changed in this headers (because cause any or all files can be affected). Now with private headers only the file meant to use this header will be recompiled resulting in less compile times, waaay less!
     
    Contents:
     
    The login server client interface (lclif) was chosen as a working prototype of this, and now has a private interface (lclif.p.h) alongside its public interface (lclif.h).
     
    Details:
     
    Currently we will start limit the private function/variable/databases to a private interface under a private header only meant to be used by the module itself. This will stop other modules from accessing the private function/variable/databases (lclif.p.h should only be included by lclif.c, but never included by other .c files), however plugins will still be able to access it if they need to (the private interface is fully HPM and HPMHooking compliant).
     
    The private interface is exposed through an opaque pointer inside the public interface.
     
    the private data can be accessed through the interface through the private interface pointer
    interface->p->private_function(); //General example lclif->p->parse_sub(fd, sd); // Example for login client interface  to be able to use the private interface into your plugin please make sure to include the private header !
    It's recommended to still include the public interface as well.
     
    //General example #include "project/file.h" #include "project/file.p.h" // Example to include Login Client Interface Private header #include "login/lclif.h" #include "login/lclif.p.h" Merge Date:Sat, 16 Apr 2016 15:37:47 +0200
     
    Related Pull Requests:
    - #1255 - https://github.com/HerculesWS/Hercules/pull/1255 - Login clif rewrite [hemagx]
     
    Related Commits:
    - 79d9ace - https://github.com/HerculesWS/Hercules/commit/79d9ace - Wed, 30 Mar 2016 23:58:17 +0200 Added support for private headers to the HPMDataCheck/HPMHooking generators [Haru]
    - c0178d2 - https://github.com/HerculesWS/Hercules/commit/c0178d2 - Thu, 31 Mar 2016 00:16:02 +0200 HPM Hooks Update [Haru]
    - ab42483 - https://github.com/HerculesWS/Hercules/commit/ab42483 - Thu, 31 Mar 2016 14:42:56 +0200 Updated GNU Make build system to support private headers [Haru]
    - 7555700 - https://github.com/HerculesWS/Hercules/commit/7555700 - Mon, 28 Mar 2016 21:54:46 +0200 Rewrite client interface for login server (part 7) [hemagx]
    - 37cc46c - https://github.com/HerculesWS/Hercules/commit/37cc46c - Thu, 31 Mar 2016 00:16:48 +0200 HPM Hooks Update [Haru]
    - 15c9710 - https://github.com/HerculesWS/Hercules/commit/15c9710 - Sat, 16 Apr 2016 15:21:18 +0200 Moved packet_db to the private interface of lclif [Haru]
    - 8448e3f - https://github.com/HerculesWS/Hercules/commit/8448e3f - Sat, 16 Apr 2016 15:22:21 +0200 HPM Hooks Update [Haru]
    - bbcb040 - https://github.com/HerculesWS/Hercules/commit/bbcb040 - Sat, 16 Apr 2016 15:37:47 +0200 Merge pull request #1255 from HerculesWS/login-clif_rewrite [ibrahem Hossam]
  19. Upvote
    Sephus reacted to Ridley in [Release] The (data) GRF Project   
    Offering 2 versions of the grf now. Scroll down for more info. Both data.grf do NOT require rdata.grf.
     
    Option 1: (clean standard kRO GRF)
    Download OneDrive
     The grf is up-to-date 2018-12-22. Its cleaned up, and optimized. A Lot of invalid content is removed or merged. The size is 1,40gb (1.503.844.793 bytes) compared to the original 2.13gb (2.291.252.926)
    Works perfect with all current pre-renewal and/or renewal content (rdata.grf is not needed). You still need the content of the Translation Project in order to use this.
    All cutins in this grf are reduced by 35%
    Note: This is pure kro data.grf and does not contain any jro/iro/whatever files
     

      
    Option 2: GRF with the content of all official servers
    Download Mediafire
    Download OneDrive
    Download Mega
     
    This GRF contains all official files. Its cleaned up, and optimized. A Lot of invalid content is removed or merged. The size is 1,43gb (1.536.478.834 bytes)
    The grf is up-to-date 2016-08-04.
    Please throw a PM on me if this GRF is missing something! I want this to be the most complete one of all
    Small summarize
    more than 200 additional maps more than 700 additional items more than 60 additional NPC's more than 130 additionalmobs more than 900 additional cutins
     
    Instructions:
    1. Download the data.7z
    2. Extract it
    3. Put both (grf + dll) into your RO folder
     
    Changelog: Fixed Rock Ridge Illustrations use wrong Magenta (200, 238, 120 instead of 200, 240, 120) Removed chunk  
    Option 3: Episode 13.2 Pre-Renewal GRF
    This one is 775 MB (812.914.794 Bytes) and great for all kind of pre-re servers.
    Download OneDrive

    All rights and credits belong to Gravity
     
    Note: you can still encrypt your grf with SecureGRF or Tokei's GRF Editor - just use another name than cps.dll for it.
    updated thread 2019-01-13
  20. Upvote
    Sephus got a reaction from humble in Super Leveling Instance   
    So here's a cool script I made for a server long long time ago, it should work fine on Hercules as I've tested. Please do let me know if any bugs I'll try fixing them ASAP. Have fun~
     
    What it does?
    It's a Super Leveling instance where you will be warped to an instance for you and your party to level up. Mobs will spawn at a rate and level of your choice (selectable through an NPC in the dungeon),
    there's a monster list for each level range configured in the script, feel free to edit the monsters per level
    It also includes a Happy Hour with 50% bonus (default), to change find and configure .HappyHourBonusRate from 150 (150%) to your liking.
    The current map used to create an instance is 1@mir, if you wish to change it just find 1@mir and replace every instance of it, it's simple.
     
     
    SuperLeveling.txt - v1.2 
    - Fixed a slight misplacement of the Happy Hour npc variable.
    - Fixed happy hour announcement command [Thanks AphrRO for pointing that out]
  21. Upvote
    Sephus got a reaction from rector in Base Drop Rate Tweek !   
    to exactly double the amount? you can make a script that will increase all drop rates to exactly double using something like
    setbattleflag "drop_rate_common",getbattleflag("drop_rate_common")*2;
     
    and run this every hour or day for any drop rate battle flag that you need using the OnDay, OnHour, OnMinute events. See http://herc.ws/wiki/Timers_(Scripting) for more info 
  22. Upvote
    Sephus got a reaction from Tio Akima in skill basic atack   
    Something like this?
     
    find in battle.c - 
    struct Damage battle_calc_attack  
    Add the following right before #ifdef HMAP_ZONE_DAMAGE_CAP_TYPE
    if(target && !skill_id && attack_type == BF_WEAPON && bl->type == BL_PC){ npc->event((TBL_PC*)src,"CalcBasicAttack::OnBasicAttack",0);}  
    And then make an npc :
     
    - script CalcBasicAttack -1,{end;OnBasicAttack: @attackcount++; if(@attackcount == 10) { // Dance for me. }}  
    Just a rough idea , I haven't tested this.
  23. Upvote
    Sephus reacted to Garr in Super Leveling Instance   
    rA uses completely different instance setting, it has instance_db, so it doesn't need instance_attachmap/instance_set_timeout. Also, there's no instance map name emulation or character/guild/anyone instances.
  24. Upvote
    Sephus reacted to Garr in NPC View Id using constants related question   
    Use monster constant, by default 2nd value in line in mob_db1/2 (Sprite_Name).
  25. Upvote
    Sephus reacted to Winterfox in Passing npc array variable to function?   
    - script testnpc 123,{ OnWhisperGlobal: setarray .test[0],1,12,123; callfunc "abc"; end;}function script abc { copyarray .@test, getvariableofnpc(.test,"testnpc"), getarraysize( getvariableofnpc(.test,"testnpc") ); return;}
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