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jaBote

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Everything posted by jaBote

  1. Because of the errors I told you before: Mob ID range 3000 to 4000 are reserved to clone sprites, so you can either use an available ID or change the MAX_MOB_ID definition I said before. Just in case you changed MAX_MOB_ID and don't see anything changed: have you recompiled? Remember that each and every change made on the source code (inside src/) requires recompilation for working. In case you plan to never change your source code, you could even remove the src folder without any problem because they aren't required for the server to work, but to compile or recompile it.
  2. jaBote

    R>Runes Giver

    Emistry is right. Just change xyz to the item ID you want. You can copy this: if( countitem( xyz ) < 3 ) getitem xyz,( 3 - countitem( xyz ) ); over and over inside the first if and changing the xyz for the different items you wanna give up to 3 so that you can accomplish what you want. Remember that OnPCDieEvent label should be inisde an NPC.
  3. jaBote

    Refine NPC

    Just remove any dialogues: izlude,131,148,4 script Refiner 899,{ for(set @i,1; @i!=11; set @i,@i+1) { if(!getequipisenableref(@i)) continue; switch(getequipweaponlv(@i)) { case 0: callsub SafeRefine; break; case 1: callsub SafeRefine; break; case 2: callsub SafeRefine; break; case 3: case 4: callsub SafeRefine; break; } }close;SafeRefine: mes "Success"; while (getequipisequiped(@i) && getequippercentrefinery(@i)==100) successrefitem @i; return;}
  4. I've had this same problem lots of times. First time I got some other user to connect to my local server via Hamachi, when I let him connect later I've had this problem and never could solve it. Maybe try setting all servers IPs and bind IPs to the Hamachi IP you have? I can't test right now on Hamachi but let's give it a try. P.S.: Hamachi broke my laptop each time I installed it XD
  5. The first one: I've realized this one some minutes ago when solving a mobs problem for another user. It seems that mob ID# 1792 (Soccer Ball, unused AFAIK). Reading on the DB and looking for this mob's entry, we see that the Def parameter of this mob is 128, larger than its maximum which is 127 and its mode is that it only gets 1 damage per hit. For this, you can either change that parameter to a smaller value (from 127 downwards to 0, it doesn't matter since that mob only gets 1 damage per hit) or if you are never going to use that mob on your server you can comment that entry by placing a double slash (//) at the start of the line. Anyways, you can safely ignore this since the emulator is automatically defaulting its defense value to 127 and in case the script/db developers decide to amend this you'll get a conflict when you try to update your working copy. For the green C, I believe it means that those entries have been read from Hercules Cache, a recently developed feature that uses up a bit more of hard disk space but makes Hercules boot faster than before.
  6. About the mob, when using a valid available ID (I tried 2955) there's no problem when using the mob I told you to try before: 2955,WHISPORING,WHISPORING,WHISPORING,60,79523,0,4152,2173,1,669,890,54,58,1,65,80,74,65,105,10,12,1,8,66,0X37B5,180,1072,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 [Status]: Done reading '1' entries in 'db/mob_db2.txt'. I have neither the mob's skills and/or sprite (or the mob_avail entry) so I can't be much more of help without that info.
  7. Let's go step by step even for the FCP, so that you get used to Hercules a bit faster. On Hercules (it's not present in 3CeAM) we have a db file which manages what status can be removed/dispelled by what event (death, dispell, etc.) and it's located in db/sc_config.txt. FCP is the sum of the individual alchemist strip protections, so on that DB they are these: SC_PROTECTWEAPON, 28SC_PROTECTSHIELD, 28SC_PROTECTARMOR, 28SC_PROTECTHELM, 28 Which, according to the key at the start of the file, means 16 + 8 + 4 which means: buff, can't be reset by Dispell and can't be reset by Clearance. If Dispell was able to remove it something would be wrong since that file is shared among pre-re and re. For the sight range of players, maybe you mean this setting in /conf/battle/client.conf, line 45: // Visible area size (how many squares away from a player can they see)area_size: 14 If changing it (and issuing @reloadbattleconf or restarting the server) doesn't change anything, then it's possible that the client has a maximum sight range hardcoded and then you won't be able to change it to more than it is. I don't know the truthfulness of this last thing.
  8. jaBote

    WoE Issue

    That's a strange issue. Are you getting any debug, warning or error whenever trying that @reloadmobdb? My mobs work fine :/
  9. jaBote

    Refine NPC

    Change this line: while (getequipisequiped(@i) && countitem(getarg(0)) && getequippercentrefinery(@i)==100) { delitem (getarg(0)),1; successrefitem @i; } Into this: while (getequipisequiped(@i) && getequippercentrefinery(@i)==100) successrefitem @i; And optionally delete all arguments passed to SafeRefine (do it if map server complains about unused arguments in the function).
  10. That's why I told you that'd be difficult and the main reason I didn't do it. I'm not that good on source.
  11. Trying that mob, only errors I get are these: [Error]: mob_parse_dbrow: Invalid monster ID 3147. Range 3001-3999 is reserved for player clones. Please increase MAX_MOB_DB (4000).[Error]: sv_readdb: Could not process contents of line 48 of "db/mob_db2.txt". Line 48 is the one that holds your Whisporing in the mob_db2 I tested. You can do two things for solving this: Change the ID of the Whisporing to an available one (right now, checking renewal mob_db you can see IDs from 2381 onwards are free). Just in case, remember to also update the mob entries in db/mob_skill_db2.txt and db/mob_avail.txt, and whichever custom or modified scripts you have that reference the mob. Increase the value of MAX_MOB_DB in src/map/mob.h, line 19. I don't know what happens if you use existent job IDs but it can't be pretty, so avoid collisions with job sprites. In case you modify this, when you get to monster ID 4000 it'd be clever if next mob ID starts in around 4500 for letting room for new jobs to accomodate (Oboro and Kagerou are using job IDs 4211 and 4212).
  12. I mean, the other script I already referenced puts mapflag gvg on guild_vs1 to guild_vs4 and if you try to put elsewhere mapflag battleground you'll get that error. I reccomend commenting one of the mapflags settings (GvG or BattleGrounds), the one you needn't.
  13. You'd mostly need to change somewhere near when MODIB_EMPERIUM appears in src/map/battle.c and src/map/skill.c (and in src/map/mob.c if you want the other Emperiums to have HP and defense bonus for castle economy) for them to have similar "benefits" to what the emperium does. If you want them to exactly mimic the Emperium except for the race (set in mob_db2.txt) you should edit around ALL entries of MOBID_EMPERIUM on the source.
  14. Pensé que lo habías cogido del post que colocaste en Script Requests. Personalmente no tengo ninguno, pero nndsl te ha ofrecido este script de rAthena: http://rathena.org/board/topic/53647-fishing-script/ Haciendo una comprobación rápida a ojímetro tiene pinta de que no es necesario adaptarlo a Hercules y que funciona tal cual lo descargas. No necesitas usar el parche anti WPE/RPE que ofrece ese usuario, solo el script.
  15. jaBote

    WoE Issue

    If you're using Renewal (this means you haven't commented out the RENEWAL define entries in src/config/renewal.h) your DB files are in db/re, not in db/pre-re. This means your mob_db.txt file is located in db/re/mob_db.txt. You could even remove all the db/pre-re directory because you won't ever need it unless you compile the server in pre-renewal mode, but it's not wise to do so because if you do you'll have to cope with some conflicts when updating your Hercules working copy. And remember to @reloadmobdb or restart the server when you change it or the changes will never take effect
  16. It's supposed you can use this with any client as far as I'm concerned.
  17. You have 2 kinds of warnings out there: First one says you can't have GvG and Battleground mapflags set on the same map: GvG mapflag is automatically set in guild_vs2 because of the /npc/mapflags/gvg.txt file, line 19 and you try to set Battleground mapflag from your file. So, when you set GvG and Battlegrounds Mapflags at once in the same map, one of them is ignored. In the case of the console output, the Battleground mapflag is the one that's being ignored. Second one is elsewhere, on a custom shop NPC you have: the price at which you're selling those items makes possible an infinite Zeny exploit on your server since merchants can sell those items for more money than they spend to buy them. I'd suggest you check your custom shops to find them.
  18. AFAIK if you want only antagonists to hit the emperium you'll also need a source edit too. For using the custom emperiums I'll suppose you already have them done on db/mob_db2.txt and that you'll also use default emperium (ID 1288). Take the custom emperium IDs, they'll be EMPID2, EMPID3 and EMPID4 on my example code. Changes, again, will be made on npc/guild/agit_main.txt. Look for THIS: OnAgitStart:if (strnpcinfo(0) == "Gld_Agit_Manager") end;MapRespawnGuildID strnpcinfo(2),GetCastleData(strnpcinfo(2),1),6;GvgOn strnpcinfo(2); Add below (you can ommit adding the comments if you want): setarray .@custom_emps[0], 1288, EMPID2, EMPID3, EMPID4; // You can add more if you wishset $@this_woe_emp, .@custom_emps[rand(getarraysize(.@custom_emps))]; // If you add more Emperiums there'll no need to amend this piece of code.sleep 10; // This way, if there are more active castles, they'll all pick an emperium but the last one picked will prevail over all. Look for THIS (on an unedited script it's on line 94): monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Emperium",1288,1,"Agit#"+strnpcinfo(2)+"::OnAgitBreak"; Change to: monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Emperium",$@this_woe_emp,1,"Agit#"+strnpcinfo(2)+"::OnAgitBreak"; And I think you're done with it. I haven't tested it but I think it works unless I've made a quite little mistake. Note the custom emperiums will be affected by skills unless you edit some piece of code inside battle.c.
  19. Last time I tried Toasty it worked but it was months ago. I'll make a try whenever I have time, but I haven't available a recent version of Herc server right now. That'd be a pity since on my old eA server I used Toasty's and would love to keep using it in case I have another server, this time Herc based. About the mob, after a quick manual check I find there's a problem on that mob, exactly what the DB says: Drop number 8 is item ID# 1500, which is unexistent and drops at 0.00% rate and I've counted 1 more column than necessary. Maybe removing that column will solve your error. Try this: 3147,WHISPORING,WHISPORING,WHISPORING,60,79523,0,4152,2173,1,669,890,54,58,1,65,80,74,65,105,10,12,1,8,66,0X37B5,180,1072,672,480,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 Hope this helps again.
  20. You can check the atcommands you can use for reloading things in /doc/atcommands.txt. You can see the reload commands from line 1118 to 1144. Any other thing that cannot be reloaded that way would require a server restart.
  21. Oh, last post is useless then: I understood you wanted to change the position in which the Emperium is spawned. If possible, try to explain a bit better and elaborate some more on the request next time so that I can get it better next time. In case you want to make different Emperium mobs with the same restrictions (immune to skills, etc), you should do some minor source editions along with adding the corresponding database entries and a minor edition to the agit_main script. I could try those source edits but chances are I'll fail since I'm not that good on src. So is that it what you want? 4 different race emperiums (if you don't want them with the corresponding benefits then the source edits are not required) and making only one to spawn througout all of one WoE session?
  22. Yeah. That item is suppose to add +10% damage reduction from Undead race.
  23. Yes, it is, but you'd have to perform some slight edits to your npc/guild/agit_main.txt lines 69 to 88 (depending on the castle you want to make the emperium spawn randomly and assuming you haven't already edited it). Once you located the line of the castle you want: Look for THIS: OnAgitStart:if (strnpcinfo(0) == "Gld_Agit_Manager") end;MapRespawnGuildID strnpcinfo(2),GetCastleData(strnpcinfo(2),1),6;GvgOn strnpcinfo(2); Add below: set $@empspawnpoint, rand(1,4); Change THIS (X and Y reference to the original x and y positions on the script, it's different to each castle): { setarray .@emproom[0],X,Y; } To THIS (where X1, Y1 reference the first x and y emperium spawn position and so on): { switch($@empspawnpoint) { case 1: setarray .@emproom[0],X1,Y1; break; case 2: setarray .@emproom[0],X2,Y2; break; case 3: setarray .@emproom[0],X3,Y3; break; default: // case 4 and unhandled setarray .@emproom[0],X4,Y4; }} Haven't tested but should work. Only flaw is that if you have more than 1 castle on WoE at once, the spawn point will be the same for each of them (if random number was 4, all castles will use the 4th spawn point for the WoE), but correcting that would require a more complex edit.
  24. Hi. You have a full text file about all the bonuses you can have on items: it's on doc/item_bonus.txt. The bonus effect you want to know about is particularly on the line 122: bonus2 bSubRace,n,x; +x% damage reduction against race n n: 0=Formless, 1=Undead, 2=Brute, 3=Plant, 4=Insect, 5=Fish, 6=Demon, 7=Demi-Human, 8=Angel, 9=Dragon, 10=Boss monster, 11=Other than (normal monster) boss monster Hope this helps you.
  25. Post made on assumption you will be using Renewal on Hercules. First of all, make sure you have backups of whatever you're changing. It's common sense but it's sometimes necessary to remind them. Refines up to +30 must be a custom edit since 3CeAM only supports refines up to +10 and official servers support up to +20. Never mind, you can compare the db/refine_db.txt file from your local 3CeAM repository and try to port them to Hercules. Hercules refine db is in db/re/refine_db.txt (the db/pre-re path is reserved for pre-renewal servers and the files immediately inside db are shared for both re and pre-re). Its syntax is a bit more complicated but it's because of trying to accomodate to support official renewal refining mechanics, which 3CeAM explicitely doesn't support (see the Note). Remember that if you change your max refine on the refine_db.txt, you should also edit src/map/status.h, line 16 (assuming you haven't edited it) in Hercules to change MAX_REFINE parameter accordingly. As for the stone curse effect, it's due to what jTynne said: on a relatively recent commit some status effect names were changed and when you use an invalid status name it defaults to 0, which is Stone Curse in the status section of db/const.txt (line 687 right now). I've taken out all Hercules SCs and 3CeAM SCs and compared them both (Hercules is the left one; 3CeAM is the right one; link expires in 1 year) so that you may know the exact differences. You can change them by yourself just looking through that list and changing whatever status effects are invalid in your current scripts. I didn't get what you meant for rentals not working for mado gears. Maybe it's because the script commands changed? I can't get whatever 3CeAM is using for it, but as you can see in doc/script_commands.txt, lines 3623 to 3630, in Hercules those script commands are the ones that are specifically used for mado gears. For the mobs problems I'll be assuming you're using txt mob dbs as you previously said (if you aren't using them you must explicitely tell the server to use SQL dbs at the end of conf/inter-server.conf): As far as I'm concerned, mobs from eAthena/3CeAM/rAthena are directly compatible with Hercules, but if you don't show us the exact error on the custom mobs we can't be much of help, but maybe you are trying to overwrite official mobs (which are in db/re/mob_db.txt in Hercules and in db/mob_db.txt in 3CeAM) by directly copying and pasting the custom entries you previously had on your 3CeAM's db/mob_db2.txt to your Hercules' db/mob_db2.txt and since Hercules has like 200 more official mobs than 3CeAM, the ID of a custom mob you have in 3CeAM may collide with one that Hercules already has in its official mob db. I think the ones in mob_db2.txt take precedence over them, but maybe you should change your custom mobs IDs to take free IDs. Also remember their skills go in db/mob_skill_db2.txt and if you want a custom mob to use an existing sprite you use db/mob_avail.txt. Anyways, if this doesn't solve your errors please tell us. Hope I've been helpful here.
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