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jaBote

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Everything posted by jaBote

  1. You can't currently achieve this via scripting. Will move this topic to source support to see if you get more lucky.
  2. jaBote

    checkemblem()

    And, for example if an emblem is required. What does make it sure other guilds won't copy an existent one for their profit or so on?
  3. ¡Buenas! En efecto, esa configuración fue implementada en el servidor en e095650, aunque todavía sigue vigente en el repositorio. Busca al final de conf/battle/client.conf, pues es la última configuración. El enlace al tema que has publicado se trata de una sugerencia para crear un comando de scripting que permita comprobar si un clan tiene emblema puesto o no; la configuración de ese archivo permite dar un máximo de transparencia a los iconos de guild y se activa dando un valor inferior a 100. Espero haber ayudado.
  4. jaBote

    checkemblem()

    For the records: this (still unaccepted) suggestion has also been requested on Spanish section: http://herc.ws/board/topic/6782-emblema-transparente-guild/ We've got Annie's implementation, so it shouldn't be quite hard to implement it if we eventually decide to include this script command. I'll refrain from voting since I see its usefulness but I don't see plenty of use cases for it.
  5. It's a basic conf matter: /conf/battle/monster.conf#L104 // Rate of monsters on a map, 200 would be twice as many as normal. (Note 2)mob_count_rate: 100
  6. I'm on phone right now, but maybe this will help you: www.linux.com/learn/tutorials/760276-how-to-manage-file-and-folder-permissions-in-linux You should have permissions in your home folder by default (I think, not Linux expert), dunno how you don't. You should add proper read, write and execute permissions on your home.
  7. This could be a nice diff to get added in NEMO (/me rolls eyes)
  8. jaBote

    Change EXP Rate

    I can't think of another approach to that at the moment, but if you save the values as player vars and load them OnPCLogin you could possibly go fine and without a siginificant amount of load.
  9. jaBote

    Change EXP Rate

    I think that's what the account data table is for: CREATE TABLE IF NOT EXISTS `account_data` (`account_id` INT(11) UNSIGNED NOT NULL DEFAULT '0',`bank_vault` INT(11) UNSIGNED NOT NULL DEFAULT '0',`base_exp` TINYINT( 4 ) UNSIGNED NOT NULL DEFAULT '100',`base_drop` TINYINT( 4 ) UNSIGNED NOT NULL DEFAULT '100',`base_death` TINYINT( 4 ) UNSIGNED NOT NULL DEFAULT '100',PRIMARY KEY (`account_id`)) ENGINE=MyISAM; It's made for accounts, but I think you can cheat it by setting the exp, drop and death from 100 (regular, no modification) to others.
  10. Not on my PC so my reply may be vague and/or inaccurate. Look up the quest id, then use script commands much like checkquest I believe.
  11. I think you're mistaken. The timeout of an instance is the amount of time that lasts on the instance before expiring, but the quest time (instance cooldowns are quests in this sense) is handled at the quest DB out there in the db folder...
  12. Nice! I think it should get merged in the repo but... Doesn't this do already pretty much the same thing?
  13. Name of the compiled plugin is costumeitem, not customeitem. It seems you've screwed since you've made customeitem but the name is costumeitem. Please check you've named it correctly in your src/plugins folder, makefiles and the conf, then retry. If still not solved, please check that the plugin gets made in your /plugins directory.
  14. Todo esto acabará siendo algo cíclico, parece. Por parte de Hercules, que tenga conocimiento varios desarrolladores están enfrascados en grandes commits que harán. Kisuka está con la conversión de una serie de scripts oficiales de Renewal que serán originales de Hercules (por algún motivo desde la implementación de Renewal no se han puesto bien los episodios y faltan muchas cosas en todos los emuladores, deberían haber sido incluidos hace años y nadie lo ha hecho hasta entonces). Ind está con una cosa enorme que quiere que sea sorpresa y Haruna igual. Tenemos mientras tanto a Pan machacando bugs (que me ha hecho gracia que meses más tarde hayan entrado a rAthena). Aunque honestamente, la elección de emulador es propia de cada persona según se ajuste a los gustos y necesidades. Siendo proyectos similares y de software libre, ninguno fuerza a nadie a permanecer en cualquiera de las comunidades ni ello nos reporta algún tipo de beneficio directo o indirecto (bueno, rAthena y Cronus generan ingresos a través de publicidad, que es una decisión siempre respetable). Un saludo.
  15. I think the only file that gave me problems when compiling once transferred from Windows was configure. You can test trying to compile and just dos2unix the files your machine complains about.
  16. I think we'd need to see the script codes. You'll most probably check for a variable that is now nonexistent without a fail check or something like that.
  17. Diga-me a saída do script debug (na consola do map server) quando você executa o seguinte no script antes que o atcommand (adicione esta linha), na etiqueta OnTouch: debugmes "Esta mensagem deve ter o nome exato do jogador: "+strcharinfo(PC_NAME); ou tente com strcharinfo(0).
  18. If you test the file on your server's parser, or other online checkers such as Haru's (and fix the header tabs), you'll see the following output: The event label problem is because it's outside of a script, and last closing curly brace seems so lonely without its respective opening one. Maybe you're missing a script header out there? Try adding a NPC header before the OnEventGameOverClassic label, such as: - script CTF -1,{ If you fix the if cases and add the NPC header, it works. Try the following code: bat_c01,149,52,5 script Red Base::red_base 1026,{ getmapxy($@redbase$,$@redbasex,$@redbasey,1);getmapxy($@rbasetouch$,$@rbasetouchx,$@rbasetouchy,0); if (distance($@redbasex,$@redbasey,$@rbasetouchx,$@rbasetouchy) <= 2){ if (@team == 2) { if ($@flagcarrier$ == strcharinfo(0)) { movenpc "neutral_flag2",65,116; set $@nredpt, $@nredpt + 1; set #fcapt, #fcapt + 1; set fcapt, fcapt + 1; set ctfpt, ctfpt + 10; set tctfpt, tctfpt + 10; announce "The Blue Team has "+$@nbluept+" points.",bc_map; announce "The Red Team has "+$@nredpt+" points.",bc_map; set $@flaggone, 0; set $@flagcarrier$, "-"; if ($@nredpt >= 5) { mapannounce "bat_c01", "The Red Team has won the match",0; set $@nbluept, 0; set $@nredpt, 0; set $@nblueqt, 0; set $@nredqt, 0; set $@flagcarrier$, "-"; set $@nredwin, 1; donpcevent "CTF::OnEventGameOverClassic"; }} if ($@reddropped == 1) { //Return the Flag movenpc "neutral_flag",134,65; set $@redgone, 0; set $@reddropped, 0; set #freturn, #freturn + 1; set freturn, freturn + 1; announce "The Red Flag has been returned.",bc_map; }}}} bat_c01,50,131,4 script Blue Base::blue_base 1188,{ getmapxy($@bluebase$,$@bluebasex,$@bluebasey,1);getmapxy($@bbasetouch$,$@bbasetouchx,$@bbasetouchy,0); if (distance($@bluebasex,$@bluebasey,$@bbasetouchx,$@bbasetouchy) <= 2){ if (@team == 1) { if ($@flagcarrier$ == strcharinfo(0)) { movenpc "neutral_flag",134,67; set $@nbluept, $@nbluept + 1; set #fcapt, #fcapt + 1; set fcapt, fcapt + 1; set ctfpt, ctfpt + 10; set tctfpt, tctfpt + 10; announce "The Blue Team has "+$@nbluept+" points.",bc_map; announce "The Red Team has "+$@nredpt+" points.",bc_map; set $@flaggone, 0; set $@flagcarrier$, "-"; if ($@nbluept >= 5) { mapannounce "bat_c01", "The Blue Team has won the match",0; set $@nbluept, 0; set $@nredpt, 0; set $@nblueqt, 0; set $@nredqt, 0; set $@flagcarrier$, "-"; set $@nbluewin, 1; donpcevent "CTF::OnEventGameOverClassic"; } } if ($@bluedropped == 1) { //Return the Flag // movenpc "blue_flag",65,116; set $@bluegone, 0; set $@bluedropped, 0; set #freturn, #freturn + 1; set freturn, freturn + 1; announce "The Blue Flag has been returned.",bc_map; }}}} - script CTF -1,{OnEventGameOverClassic:set .@classqt, getarraysize($@classic);set .@cctf, 0; over:if (.@cctf < .@classqt){ { attachrid $@classic[.@cctf]; if (@classic == 1) { if (@team == 2) { if ($@redwin == 1) { set #win, #win + 1; set win, win + 1; } if ($@bluewin == 1) { set #lose, #lose + 1; set lose, lose + 1; } } if (@team == 1) { if ($@redwin == 1) { set #lose, #lose + 1; set lose, lose + 1; } if ($@bluewin == 1) { set #win, #win + 1; set win, win + 1; } } } save originmap$, (originx), (originy); mapwarp "prt_are01","prontera",156,182; callfunc("setlook2", 6, hair); callfunc("setlook2", 7, body); set Hp, charhp; set Sp, charsp; set @playing, 0; set @classic, 0; set @heal, 0; detachrid; set .@cctf, .@cctf + 1; goto over; }}for (set .@i, 0; .@i < getarraysize($@classic); set .@i, .@i+1) { setarray $@classic[.@i], 0;}end;}
  19. I think it's nonexistent in Hercules scripting at the moment, but could be a nice suggestion to be made
  20. It's inside the item script, both in db/{pre-}re/item_db.conf and in the SQL. For example, since you're interested on the SQL: REPLACE INTO `item_db` VALUES ('1257','Katar_Of_Thornbush','Katar of Quaking','4','45000','22500','1200','105','0','0','1','0','4096','63','2','34','3','55',NULL,'1','16','0','0','0','0',NULL,'0',NULL,'0',NULL,'0','bonus bAtkEle,Ele_Earth; bonus2 bAddEff,Eff_Blind,500;','',''); Check the script part: bonus bAtkEle,Ele_Earth; bonus2 bAddEff,Eff_Blind,500; The bonus bAtkEle, <element> is responsible for weapon elements, as you see.
  21. Next best thing you can work out in current scripting is purchasing the items, then opening the storage for you to place them there.
  22. Not possible in current scripting, but could be a neat plugin addition
  23. I think it's possible not to run that as root on bootup, but I'm no Linux expert so wouldn't know how to make it (if actually possible).
  24. I think he's saying that Hercules should be started on server's machine boot, the same way it happens with Apache, MySQL, SSH and other services.
  25. Then try asking your server host. A friend of mine which was using a RO host had the same problem and only could get it solved via her hosting support...
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