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jaBote

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Everything posted by jaBote

  1. Version 1.0a

    1757 downloads

    These are the Oktoberfest ACT and SPR files available at fRO server GRF, just for these who don't have them, along with their correct location inside the GRF. I will provide no support for these since I didn't make them and the fact that I'm not quite good on client-side. You only have to download one of two files offered here: File 1 (data.zip) provides the content extracted from the GRF, while file 2 (oktoberfest.zip) contains an oktoberfest.grf file with the same contents, for easy management and merging with existing GRFs. It's not necessary to download both of them.
  2. File Name: Oktoberfest ACT and SPR files File Submitter: jaBote File Submitted: 31 Dec 2013 File Category: Sprites & Palettes These are the Oktoberfest ACT and SPR files available at fRO server GRF, just for these who don't have them, along with their correct location inside the GRF. I will provide no support for these since I didn't make them and the fact that I'm not quite good on client-side. You only have to download one of two files offered here: File 1 (data.zip) provides the content extracted from the GRF, while file 2 (oktoberfest.zip) contains an oktoberfest.grf file with the same contents, for easy management and merging with existing GRFs. It's not necessary to download both of them. Click here to download this file
  3. Knew you'd add another note to mine XD
  4. I don't have access to the repository right now, but I'm 99% sure we also have that kind of converter from eAthena to Hercules.
  5. This is so exploitable, but I believe yes. Let me elaborate: An ontouch NPC is on that square that sets @killable (the atcommand) on the users that step inside and attach, for example, a 1 second timer on them. Whenever the timer runs out, also check the position of the player. If it's outside of the square then unset the killable status, else keep it on (don't do nothing).
  6. True, sorry for the mistake. Closing this topic, all questions regarding this topic shall be asked on the other topic since both of them are the same. P.S.: Please avoid making the same topic twice, you'll us have the forum cleaner and maybe you'd even get better support.
  7. Moving to Source Requests since this is source related. Please tell us when you have your request fulfilled if it isn't yet.
  8. Will move to Source Requests then, since adding a full-blown custom mapflag is source related. Hope you'll get more luck there!
  9. I think this topic should be better in Source requests since we're mainly speaking about source here. Moving!
  10. You have the answer for the Endless Tower cooldown here: /npc/instances/EndlessTower.txt#L302 Just make a NPC that takes that purification stone and in exchange deletes the etower_timer variable and removes the cooldown quests set on you by the script. For disabling hiding in a town, you could just add a new zone in map_zone_db.conf (assuming Renewal) that inherits from the "Towns" zone and change Izlude from "Towns" zone to that zone in /npc/mapflag/town.txt.
  11. jaBote

    Gold Room

    Previous gold rooms should still work with Hercules. If you find one that isn't working you could leave it to us so that we can give it a glance. No fixing guaranteed but we'll try In the event that gold room allows skill usage inside, just add this line outside of the NPC: YOUR_MAP mapflag noskill Replace YOUR_MAP with the map in which you have the gold room and please mind the tabs since without them the mapflag won't work.
  12. No errors found @ Haru's script checker.
  13. Are you getting any errors parsing this item? You're using getitem wrong. getitem <ITEM_ID>, <QUANTITY>; So your script should be like this: { getitem 2524,1; getitem 2421,1; getitem 2357,1; getitem 2115,1; } BTW, there's now a new item format available, I suggest you to update your revision in order to get better support and flexibility for your custom items. P.S.: Moving to database support since this is more related to in-game databases.
  14. For making the custom weapon work both for High Wizard and Professor, just do an hexadecimal sum of the Wizard and Sage values on the jobs mask, then on the upper mask select that the weapon is able to be wielded by upper (trans jobs), also doing the corresponding sum. Moving to Database Requests.
  15. You should add mobinfo, iteminfo and allskill, then all aliases will work for them. Please, avoid bumping the topic before 24 hours of the last post, this way you'll make us get the forum cleaner. Keeping on that could result in actions taken against you.
  16. I think they should be by default in /conf/atcommand.conf. By giving users access to the base command, it should also enable them to use the aliases...
  17. Have you disabled your aura while diffing your client?
  18. Aaaaaand... did you add the map client-side?
  19. min and max are the minimum and maximum caps of that item drop probability for usable items in that case. I mean, if some monster's usable item drop is below the item_drop_use_min value, then it'll drop that object at item_drop_use_min value; if it's over item_drop_use_max then its drop rate will be item_drop_use_max. It's obvious to say item_drop_use_min should be less or equal than item_drop_use_max.
  20. Hi Smoke. You can see its status here: https://github.com/HerculesWS/Hercules/issues/69 However, be wary this isn't being the main focus of the development ATM, so it's possible they'll take a while to be fully finished.
  21. jaBote

    WoE Setter

    I wouldn't reccommend using that one at the moment, since it's being debugged and it's not a final version, so it may not work as expected.
  22. jaBote

    MAC IP Address

    Please center on the topic. I have some things related to this IP and MAC discussion myself, but if you want to hear about that you'll have to resume all this discussion on the Off-Topic section since this topic serves a different purpose. Thank you.
  23. It would be an interesting suggestion. Most mapflags are set, in fact, on their own scripts. But I think it'd better to get rid of most of the mapflags in that folders and put them on their corresponding script if it's related. Same with monsters. That way you would have base lighthalzen scripts, mapflags and field & biolabs mobs in the same file, or at least same folder. Much better organisation this way and you'd know better where to address.
  24. Your answer is hidden inside doc/script_commands.txt, inside the getitem2 description:
  25. You can do whatever you want on the options you've stated - either edit an existent mobspawn file or make your new one. If you make a new one just make sure that its route appears in your npc/scripts_custom.conf file.
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