Jump to content

jaBote

Community Contributors
  • Content Count

    2037
  • Joined

  • Last visited

  • Days Won

    43

Reputation Activity

  1. Upvote
    jaBote got a reaction from Slowpoker in H>Item Script.   
    We made a cleanup of status names so that our emulator has more resemblance to Aegis official server. This has led to some changes on the SC_ names in db/const.txt. If you want to see all of them, I've made an online comparation  of these lists (new vs old names) as of July 27th which is still mostly up to date.
     
    Your statuses:
    SC_FIREWEAPONSC_WATERWEAPONSC_WINDWEAPONSC_EARTHWEAPON  
    Are now called:
    SC_PROPERTYFIRESC_PROPERTYWATERSC_PROPERTYWINDSC_PROPERTYGROUND  
    By checking that list. Just note that if you try to use a SC_ name that it's not in that list (the new ones) it'll default to 0, which you can see it's SC_STONE which means Stone Curse.
  2. Upvote
    jaBote got a reaction from Mumbles in Is it possible?   
    I don't like myself the EVERY hit part, but you could try this as your item script:
     
    { if(getmapflag(strcharinfo(3),mf_pvp) || getmapflag(strcharinfo(3),mf_gvg)) { bonus bSPVanishRate,1000,4; } } That is supposed to do that, in every hit in PvP or GvG (this includes WoE), target's SP will be reduced by 4% (this effect won't work on things such as @duel on a non-pvp map for example). If you want to reduce 4% SP with each hit regardless of where (remember monsters usually have 0 SP, they cast without SP restrictions), just make its script like this:
     
    { bonus bSPVanishRate,1000,4; }  
    P.S.: Documentation says that for this bonus, 1000 means 100% (of hits in this particular case), but I'm not completely sure since in other things 100% is 10000. This is just matter of trial and error I think.
  3. Upvote
    jaBote got a reaction from Ai4rei in RO Open Setup, v3.1.0.627 - last updated 2023/11/18   
    Translating'em since I've a bit of free time:
     
    IDCHECKBOX_HELDEVICE, "Activa o desactiva la aceleración de gráficos por hardware.nnUtiliza esta opción solo si tienes problemas con tu tarjeta gráfica. Si está activado, el cliente no utilizará la tarjeta gráfica para renderizar gráficos.nNota: Esta opción NO se recomienda para los usuarios de sistemas de bajas o medias capacidades." IDINFOICON_VIDEO_MIRRORDRIVER, "Aviso: Se ha detectado un controlador espejo (mirror driver).nnNo se puede detectar tu tarjeta gráfica si tienes un controlador espejo activo. Esto puede ocurrir a causa de una sesión activa de VNC, software de control remoto o malware." TEXT_DLG_HELDEVICE, "Desactivar aceleración de gráficos por hardware" As I told you, a bit unsure on the mirror drivers one, but the others are good enough.
  4. Upvote
    jaBote reacted to Ai4rei in RO Open Setup, v3.1.0.627 - last updated 2023/11/18   
    Updated to 2.9.0, adds troubleshooting option for disabling hardware-accelerated graphics, detection of active mirror drivers (which prevent hardware-acceleration) and various tweaks to visuals and translations.
     
    New bits:
    IDCHECKBOX_HELDEVICE, "Turns hardware-accelerated graphics on and off.nnThis option is only for troubleshooting graphics card issues. When enabled, graphics card will not be utilized by the client for graphics rendering.nNote: This option is NOT recommended for low and average system specification users." IDINFOICON_VIDEO_MIRRORDRIVER, "Warning: Mirror driver detected.nnYour graphics card cannot be detected when a mirror driver is active. This can be caused by an active VNC session, remote control server software or malware." TEXT_DLG_HELDEVICE, "Disable hardware-accelerated graphics"
  5. Upvote
    jaBote got a reaction from quesoph in R> Full Debuff   
    As doc/script_commands.txt says:
     
    'sc_end' will remove a specified status effect. If SC_All is used (-1), it will do a complete removal of all statuses (although permanent ones will re-apply). So I think it ends it but then it's reapplied.
  6. Upvote
    jaBote got a reaction from malufett in Baaxal al habla:   
    ¡Hola!
     
    Encantado, soy jaBote.
     
    De momento estoy haciendo guías que siguen muy detalladamente cada paso de cómo montar un servidor (mientras lo monto yo personalmente), aunque no están todas acabadas y por ello hay algún que otro salto. Tras hacer todas las guías necesarias tenía pensado montar una especie de macro guía de cómo hacer un servidor, simplemente enlazando cada paso grande hacia su respectiva guía.
     
    De momento no tengo tiempo para hacer muchas más guías porque le estoy dando un repasito a la documentación oficial de Hercules y otros asuntos personales más que me quitan tiempo, aunque a cada guía que hago le adjunto una sección de FAQs en la primera respuesta. No sé si te refieres a eso pero, ¿no las has visto?
     
    Cualquier otro problema que te surja y sea capaz de solucionar, simplemente coméntame.
     
    ¡Un saludo!
  7. Upvote
    jaBote got a reaction from Zopokx in Hercules vs rAthena   
    It depends on what you want. Keep in mind that if you ask this here and in rAthena, you'll get here replies that say "Hercules is better" and in rAthena forums you'll be told that "rAthena is better". Correct reply is "Hercules is better in some ways, rAthena is better in some other ways".
     
    We don't get any commission or whatever based on users, (unlike rAthena we don't even place adverts on our pages), but it's an administrator preference.
     
    Here in Hercules we have the fastest and most optimized Ragnarok Online emulator to the moment and there's no possible argument to this: you can run the map server on 70 MB RAM, while rAthena consumes around 200 MB on an idle state. Anyways, this varies on the amount of maps and NPCs you load on your server, and in the amount of users you have. It's also a fact that Hercules consumes much less processing time than rAthena, but I'm not aware of how much. This also means Hercules boots faster than rAthena and has some caching system for even faster boot at the cost of some disk space. Note that these measures also vary depending on the OS you're using
     
    Hercules has some features that rAthena doesn't, and vice versa. For example we have an anti WPE security system (depends on client version) and some unique features (some of them were also merged in rAthena). The same happens on rAthena side, but I'm not well informed on that.
     
    Emulator stability is comparable, but since in Hercules we introduce and make more features it's quite obvious we are a bit riskier on that and may crash a bit more. Anyways, our bug fixing is way faster than rAthena. We're also comparable in emulator support, too, but I believe we've more answered topics in relation to our total amount that rAthena.
     
    The biggest flaw I can see out there is on the scripting and db development side, since rAthena is more active than us on that side (in fact, we seriously lack on them). Anyways, you can generally import all of them here with very little to no effort, most cases it's just a copy and paste issue and they'll work. We're also lifting some IMPORTANT scripting limitations at the moment and have no information of rAthena doing that at the moment.
     
    We've also support for the last 3rd job skills while rAthena doesn't (with good formulas but still not perfect), but neither of us have Rebellion yet.
     
    And we've also have a plugin system that allow you to make new features without the need of creating conflicts in the source code when updating. Anyways I still don't know why third party devs like eAmod still don't want to support us because it's pretty damn easy to do that with the plugin system which was specifically designed for them. I prefer to think they're lazy bums and only want to sell, because in eAmod case they tell you they support Hercules but then when you buy it they tell you it's still in merging process (it's been like 3 months merging, seriously?). Anyways, it's not that I personally like that much people getting rich at the cost of our free emulator.
     
    In short, if you want my opinion:
     
    Performance: Hercules
    Stability: If you mind it over all other things, use rAthena because it's slightly more stable but not much. Else it doesn't quite matter.
    Support: Hercules for bug fixing, doesn't matter for forum support.
    Development of new features: Hercules
    Development of scripts: rAthena (but you can just copy them over here most of the cases).
    Third party support: Still rAthena.
  8. Upvote
    jaBote got a reaction from Red in summon monster script   
    Well, since he's new on it I think we should explain some things before giving him the solution, isn't it?
     
    First of all you know what's an array and possibly miss a bit of how setarray works, but I'd advice you to fill up the arrays on their first position. The first position of an array is number 0, then number 1, 2, 3, etcetera. Why positions start on 0? I don't know very well; Why start setting on position 0? It's a mere convention and you can perfectly start setting at position 1. It could also simplify some calculations/processing later.
     
    That setarray literally said: start setting the array $@monsteridweak at index 1 (second position, remember first one is 0) with the values: 1301 for index 1,1297 for index 2,1403 for index 3, etcetera.
     
    Then, let's go to the summoning part: you tried to summon this piece of code:
    monster "this",0,0,"--ja--",$@monsteridweak[1],100,strnpcinfo(3)+"::OnWave1"; which I think you know what it literally means, but let's go to the monster ID variable you passed. You're trying to summon the content of $@monsteridweak at index 1, which is just ID# 1301 and just summons that mob, and that's your issue. What to do to solve this? Just passing the $@monsteridweak variable? Wrong (that'll only summon the monster at position 0 if possible). You need a new tool for it, that's looping on the array till all desired monsters are summoned.
     
    How do you get the size of an array? With getarraysize, that gets all set positions except trailing zeros or empty strings (which by default mean unset variable), but getarraysize counts leading zeros or empty strings. You are already familiar with loops so, as examples:
    // Supposing empty arrays before setting. !!Position 0 is the first position of an array!!setarray .@myArray1[0],5,4,3,2,1; // myArray1 = 5,4,3,2,1 at positions 0,1,2,3,4 respectivelygetarraysize(.@myArray1); // Returns 5// Correct loop around .@myArray1for (set .@i, 0; .@i < getarraysize(.@myArray1); set .@i, .@i + 1) { // i varies from 0 to 4 whatever with .@myArray[i];}setarray .@myArray2[1],5,4,3,2,1; // myArray2 = 0,5,4,3,2,1 at positions 0,1,2,3,4,5 respectivelygetarraysize (.@myArray2); // Returns 6// Correct loop around .@myArray2for (set .@i, 1; .@i <= getarraysize(.@myArray1); set .@i, .@i + 1) { // i varies from 1 to 5, position 0 is skipped whatever with .@myArray[i];}  
    Since Via and others have already caught me up you have now a correct solution at the moment depending on what you want, but hope that this explanation has given you a bit of more insight if possible!
     
    P.S.: 31 filled up positions on the array... Multiplying by 100... You sure you want to summon 3100 monsters on the same map at once? O.O
  9. Upvote
    jaBote reacted to Mystery in Hercules vs rAthena   
    This *could cause potential drama between rAthena and Hercules members, thus I should close it just incase it *may get out of hand. jaBote's post has clearly stated what the topic owner wanted.
     
    This topic is not meant to be a hatred topic towards rAthena nor a blinded love for Hercules. This topic is just merely stating the Pros and Cons between both Hercules and rAthena. Based on such Pros and Cons, members of both communities should make their decision whether they'll use Hercules or rAthena as a preference for their server.
  10. Upvote
    jaBote got a reaction from MrDracula in Hercules vs rAthena   
    It depends on what you want. Keep in mind that if you ask this here and in rAthena, you'll get here replies that say "Hercules is better" and in rAthena forums you'll be told that "rAthena is better". Correct reply is "Hercules is better in some ways, rAthena is better in some other ways".
     
    We don't get any commission or whatever based on users, (unlike rAthena we don't even place adverts on our pages), but it's an administrator preference.
     
    Here in Hercules we have the fastest and most optimized Ragnarok Online emulator to the moment and there's no possible argument to this: you can run the map server on 70 MB RAM, while rAthena consumes around 200 MB on an idle state. Anyways, this varies on the amount of maps and NPCs you load on your server, and in the amount of users you have. It's also a fact that Hercules consumes much less processing time than rAthena, but I'm not aware of how much. This also means Hercules boots faster than rAthena and has some caching system for even faster boot at the cost of some disk space. Note that these measures also vary depending on the OS you're using
     
    Hercules has some features that rAthena doesn't, and vice versa. For example we have an anti WPE security system (depends on client version) and some unique features (some of them were also merged in rAthena). The same happens on rAthena side, but I'm not well informed on that.
     
    Emulator stability is comparable, but since in Hercules we introduce and make more features it's quite obvious we are a bit riskier on that and may crash a bit more. Anyways, our bug fixing is way faster than rAthena. We're also comparable in emulator support, too, but I believe we've more answered topics in relation to our total amount that rAthena.
     
    The biggest flaw I can see out there is on the scripting and db development side, since rAthena is more active than us on that side (in fact, we seriously lack on them). Anyways, you can generally import all of them here with very little to no effort, most cases it's just a copy and paste issue and they'll work. We're also lifting some IMPORTANT scripting limitations at the moment and have no information of rAthena doing that at the moment.
     
    We've also support for the last 3rd job skills while rAthena doesn't (with good formulas but still not perfect), but neither of us have Rebellion yet.
     
    And we've also have a plugin system that allow you to make new features without the need of creating conflicts in the source code when updating. Anyways I still don't know why third party devs like eAmod still don't want to support us because it's pretty damn easy to do that with the plugin system which was specifically designed for them. I prefer to think they're lazy bums and only want to sell, because in eAmod case they tell you they support Hercules but then when you buy it they tell you it's still in merging process (it's been like 3 months merging, seriously?). Anyways, it's not that I personally like that much people getting rich at the cost of our free emulator.
     
    In short, if you want my opinion:
     
    Performance: Hercules
    Stability: If you mind it over all other things, use rAthena because it's slightly more stable but not much. Else it doesn't quite matter.
    Support: Hercules for bug fixing, doesn't matter for forum support.
    Development of new features: Hercules
    Development of scripts: rAthena (but you can just copy them over here most of the cases).
    Third party support: Still rAthena.
  11. Upvote
    jaBote got a reaction from Legendary in Starter items   
    Starting items: conf/char-server.conf: line 97
    // Starting items for new characters// Format is: id1,qt1,idn,qtnstart_items: 1201,1,2301,1 If I remember well, you can add up to 64 items in this format, more will crash your server.
     
    Setting players level to ten, I recommend you to auto issue an @lvup by script then setting a variable for making people not level up twice.
  12. Upvote
    jaBote got a reaction from ToiletMaster in summon monster script   
    Well, since he's new on it I think we should explain some things before giving him the solution, isn't it?
     
    First of all you know what's an array and possibly miss a bit of how setarray works, but I'd advice you to fill up the arrays on their first position. The first position of an array is number 0, then number 1, 2, 3, etcetera. Why positions start on 0? I don't know very well; Why start setting on position 0? It's a mere convention and you can perfectly start setting at position 1. It could also simplify some calculations/processing later.
     
    That setarray literally said: start setting the array $@monsteridweak at index 1 (second position, remember first one is 0) with the values: 1301 for index 1,1297 for index 2,1403 for index 3, etcetera.
     
    Then, let's go to the summoning part: you tried to summon this piece of code:
    monster "this",0,0,"--ja--",$@monsteridweak[1],100,strnpcinfo(3)+"::OnWave1"; which I think you know what it literally means, but let's go to the monster ID variable you passed. You're trying to summon the content of $@monsteridweak at index 1, which is just ID# 1301 and just summons that mob, and that's your issue. What to do to solve this? Just passing the $@monsteridweak variable? Wrong (that'll only summon the monster at position 0 if possible). You need a new tool for it, that's looping on the array till all desired monsters are summoned.
     
    How do you get the size of an array? With getarraysize, that gets all set positions except trailing zeros or empty strings (which by default mean unset variable), but getarraysize counts leading zeros or empty strings. You are already familiar with loops so, as examples:
    // Supposing empty arrays before setting. !!Position 0 is the first position of an array!!setarray .@myArray1[0],5,4,3,2,1; // myArray1 = 5,4,3,2,1 at positions 0,1,2,3,4 respectivelygetarraysize(.@myArray1); // Returns 5// Correct loop around .@myArray1for (set .@i, 0; .@i < getarraysize(.@myArray1); set .@i, .@i + 1) { // i varies from 0 to 4 whatever with .@myArray[i];}setarray .@myArray2[1],5,4,3,2,1; // myArray2 = 0,5,4,3,2,1 at positions 0,1,2,3,4,5 respectivelygetarraysize (.@myArray2); // Returns 6// Correct loop around .@myArray2for (set .@i, 1; .@i <= getarraysize(.@myArray1); set .@i, .@i + 1) { // i varies from 1 to 5, position 0 is skipped whatever with .@myArray[i];}  
    Since Via and others have already caught me up you have now a correct solution at the moment depending on what you want, but hope that this explanation has given you a bit of more insight if possible!
     
    P.S.: 31 filled up positions on the array... Multiplying by 100... You sure you want to summon 3100 monsters on the same map at once? O.O
  13. Upvote
    jaBote got a reaction from KaL EL ™ in Hercules vs rAthena   
    It depends on what you want. Keep in mind that if you ask this here and in rAthena, you'll get here replies that say "Hercules is better" and in rAthena forums you'll be told that "rAthena is better". Correct reply is "Hercules is better in some ways, rAthena is better in some other ways".
     
    We don't get any commission or whatever based on users, (unlike rAthena we don't even place adverts on our pages), but it's an administrator preference.
     
    Here in Hercules we have the fastest and most optimized Ragnarok Online emulator to the moment and there's no possible argument to this: you can run the map server on 70 MB RAM, while rAthena consumes around 200 MB on an idle state. Anyways, this varies on the amount of maps and NPCs you load on your server, and in the amount of users you have. It's also a fact that Hercules consumes much less processing time than rAthena, but I'm not aware of how much. This also means Hercules boots faster than rAthena and has some caching system for even faster boot at the cost of some disk space. Note that these measures also vary depending on the OS you're using
     
    Hercules has some features that rAthena doesn't, and vice versa. For example we have an anti WPE security system (depends on client version) and some unique features (some of them were also merged in rAthena). The same happens on rAthena side, but I'm not well informed on that.
     
    Emulator stability is comparable, but since in Hercules we introduce and make more features it's quite obvious we are a bit riskier on that and may crash a bit more. Anyways, our bug fixing is way faster than rAthena. We're also comparable in emulator support, too, but I believe we've more answered topics in relation to our total amount that rAthena.
     
    The biggest flaw I can see out there is on the scripting and db development side, since rAthena is more active than us on that side (in fact, we seriously lack on them). Anyways, you can generally import all of them here with very little to no effort, most cases it's just a copy and paste issue and they'll work. We're also lifting some IMPORTANT scripting limitations at the moment and have no information of rAthena doing that at the moment.
     
    We've also support for the last 3rd job skills while rAthena doesn't (with good formulas but still not perfect), but neither of us have Rebellion yet.
     
    And we've also have a plugin system that allow you to make new features without the need of creating conflicts in the source code when updating. Anyways I still don't know why third party devs like eAmod still don't want to support us because it's pretty damn easy to do that with the plugin system which was specifically designed for them. I prefer to think they're lazy bums and only want to sell, because in eAmod case they tell you they support Hercules but then when you buy it they tell you it's still in merging process (it's been like 3 months merging, seriously?). Anyways, it's not that I personally like that much people getting rich at the cost of our free emulator.
     
    In short, if you want my opinion:
     
    Performance: Hercules
    Stability: If you mind it over all other things, use rAthena because it's slightly more stable but not much. Else it doesn't quite matter.
    Support: Hercules for bug fixing, doesn't matter for forum support.
    Development of new features: Hercules
    Development of scripts: rAthena (but you can just copy them over here most of the cases).
    Third party support: Still rAthena.
  14. Upvote
    jaBote got a reaction from Legend in Hercules vs rAthena   
    It depends on what you want. Keep in mind that if you ask this here and in rAthena, you'll get here replies that say "Hercules is better" and in rAthena forums you'll be told that "rAthena is better". Correct reply is "Hercules is better in some ways, rAthena is better in some other ways".
     
    We don't get any commission or whatever based on users, (unlike rAthena we don't even place adverts on our pages), but it's an administrator preference.
     
    Here in Hercules we have the fastest and most optimized Ragnarok Online emulator to the moment and there's no possible argument to this: you can run the map server on 70 MB RAM, while rAthena consumes around 200 MB on an idle state. Anyways, this varies on the amount of maps and NPCs you load on your server, and in the amount of users you have. It's also a fact that Hercules consumes much less processing time than rAthena, but I'm not aware of how much. This also means Hercules boots faster than rAthena and has some caching system for even faster boot at the cost of some disk space. Note that these measures also vary depending on the OS you're using
     
    Hercules has some features that rAthena doesn't, and vice versa. For example we have an anti WPE security system (depends on client version) and some unique features (some of them were also merged in rAthena). The same happens on rAthena side, but I'm not well informed on that.
     
    Emulator stability is comparable, but since in Hercules we introduce and make more features it's quite obvious we are a bit riskier on that and may crash a bit more. Anyways, our bug fixing is way faster than rAthena. We're also comparable in emulator support, too, but I believe we've more answered topics in relation to our total amount that rAthena.
     
    The biggest flaw I can see out there is on the scripting and db development side, since rAthena is more active than us on that side (in fact, we seriously lack on them). Anyways, you can generally import all of them here with very little to no effort, most cases it's just a copy and paste issue and they'll work. We're also lifting some IMPORTANT scripting limitations at the moment and have no information of rAthena doing that at the moment.
     
    We've also support for the last 3rd job skills while rAthena doesn't (with good formulas but still not perfect), but neither of us have Rebellion yet.
     
    And we've also have a plugin system that allow you to make new features without the need of creating conflicts in the source code when updating. Anyways I still don't know why third party devs like eAmod still don't want to support us because it's pretty damn easy to do that with the plugin system which was specifically designed for them. I prefer to think they're lazy bums and only want to sell, because in eAmod case they tell you they support Hercules but then when you buy it they tell you it's still in merging process (it's been like 3 months merging, seriously?). Anyways, it's not that I personally like that much people getting rich at the cost of our free emulator.
     
    In short, if you want my opinion:
     
    Performance: Hercules
    Stability: If you mind it over all other things, use rAthena because it's slightly more stable but not much. Else it doesn't quite matter.
    Support: Hercules for bug fixing, doesn't matter for forum support.
    Development of new features: Hercules
    Development of scripts: rAthena (but you can just copy them over here most of the cases).
    Third party support: Still rAthena.
  15. Upvote
    jaBote got a reaction from hikarizu in Hercules vs rAthena   
    It depends on what you want. Keep in mind that if you ask this here and in rAthena, you'll get here replies that say "Hercules is better" and in rAthena forums you'll be told that "rAthena is better". Correct reply is "Hercules is better in some ways, rAthena is better in some other ways".
     
    We don't get any commission or whatever based on users, (unlike rAthena we don't even place adverts on our pages), but it's an administrator preference.
     
    Here in Hercules we have the fastest and most optimized Ragnarok Online emulator to the moment and there's no possible argument to this: you can run the map server on 70 MB RAM, while rAthena consumes around 200 MB on an idle state. Anyways, this varies on the amount of maps and NPCs you load on your server, and in the amount of users you have. It's also a fact that Hercules consumes much less processing time than rAthena, but I'm not aware of how much. This also means Hercules boots faster than rAthena and has some caching system for even faster boot at the cost of some disk space. Note that these measures also vary depending on the OS you're using
     
    Hercules has some features that rAthena doesn't, and vice versa. For example we have an anti WPE security system (depends on client version) and some unique features (some of them were also merged in rAthena). The same happens on rAthena side, but I'm not well informed on that.
     
    Emulator stability is comparable, but since in Hercules we introduce and make more features it's quite obvious we are a bit riskier on that and may crash a bit more. Anyways, our bug fixing is way faster than rAthena. We're also comparable in emulator support, too, but I believe we've more answered topics in relation to our total amount that rAthena.
     
    The biggest flaw I can see out there is on the scripting and db development side, since rAthena is more active than us on that side (in fact, we seriously lack on them). Anyways, you can generally import all of them here with very little to no effort, most cases it's just a copy and paste issue and they'll work. We're also lifting some IMPORTANT scripting limitations at the moment and have no information of rAthena doing that at the moment.
     
    We've also support for the last 3rd job skills while rAthena doesn't (with good formulas but still not perfect), but neither of us have Rebellion yet.
     
    And we've also have a plugin system that allow you to make new features without the need of creating conflicts in the source code when updating. Anyways I still don't know why third party devs like eAmod still don't want to support us because it's pretty damn easy to do that with the plugin system which was specifically designed for them. I prefer to think they're lazy bums and only want to sell, because in eAmod case they tell you they support Hercules but then when you buy it they tell you it's still in merging process (it's been like 3 months merging, seriously?). Anyways, it's not that I personally like that much people getting rich at the cost of our free emulator.
     
    In short, if you want my opinion:
     
    Performance: Hercules
    Stability: If you mind it over all other things, use rAthena because it's slightly more stable but not much. Else it doesn't quite matter.
    Support: Hercules for bug fixing, doesn't matter for forum support.
    Development of new features: Hercules
    Development of scripts: rAthena (but you can just copy them over here most of the cases).
    Third party support: Still rAthena.
  16. Upvote
    jaBote got a reaction from xienne15 in monster die will drop items randomly in map   
    0, 0 isn't a valid argument for makeitem, you could want to try this other script:
     
    - script randmobdrops -1,{OnNPCKillEvent: // Triggered on the player getmapxy(.@map$,.@x,.@y,0); switch(killedrid){ case 1002: setarray .@rewards[0],969,969; //Add your rewards as Item IDs here. They must be valid. break; // case other_mob_id: // setarray .@rewards[0], item_id1, item_id2, (...); // break; } if (!getarraysize(.@rewards)) end; // For mobs without rewards freeloop(1); // The do-while loop can repeat quite a lot of times for (set .@i, 0; .@i < getarraysize(.@rewards); set .@i, .@i + 1){ do { // No way of getting the actual map size, so will try to find a suitable cell with this brute-force algorithm set .@x, rand(1, 512); // Hardcoded max map width set .@y, rand(1, 512); // Hardcoded max map height } while ( !checkcell(.@map$,.@x,.@y,cell_chkpass) ) // Repeat till the cell is passable //Now we have everything we need: the item ID as .@rewards[.@i], the map, x and y coordinates. Dropping the item... makeitem .@rewards[.@i], 1, .@map$, .@x, .@y; } end;}  
    This, basically, hunts down a random cell and places the item there, matter what map you're in. Could be a bit resource_hungry since the 0,0 or the "Random" properties aren't defined in that, so I had to make my very own version of it. I haven't tested it so it may not work.

    You may not see the rewards unless you make looots of them or you work in a tiny map, though (the smaller the map is, the most tries and thus resource consumption the script will take for finding a suitable cell since the place is random).
  17. Upvote
    jaBote reacted to schwierig in How to add items in Cash shop In game   
    Why aren't you just reading the thread?
     
    ITEM_ID:PRICEGrape:100
  18. Upvote
    jaBote got a reaction from Mumbles in Positions?   
    It's quite simple yet intuitive:
     
    Just go to that map, and place yourself on the place you want to put your NPC, then use /where (it's a command client that tells you the map and the x,y positions you are in). You'll get the map and the x, y coordinate positions on that map. Then you just put those numbers on the NPC coordinates.
  19. Upvote
    jaBote reacted to Asura in A little help here please?   
    Hi Legendary,
     
    Make sure you have put the correct MySQL username/password, it appears to be incorrect.
  20. Upvote
    jaBote got a reaction from Legendary in Positions?   
    It's quite simple yet intuitive:
     
    Just go to that map, and place yourself on the place you want to put your NPC, then use /where (it's a command client that tells you the map and the x,y positions you are in). You'll get the map and the x, y coordinate positions on that map. Then you just put those numbers on the NPC coordinates.
  21. Upvote
    jaBote got a reaction from Legendary in Adding proof of donation in game?   
    You could use a script for that, that gives the Proof of Donation ingame to whoever fulfills some conditions or even to anyone if you want: check doc/script_commands.txt for a full guide on that and the doc/sample folder for some samples on some scripts. That amount of information may be overwhelming for a first contact, so maybe you'll prefer to read this basic scripting guide first.
     
    You could also add it as a mob drop, either editing official mobs by editing any of the drop columns in db/pre-re or re/mob_db.txt or making your custom ones if you want.
     
    There are more ways of getting the item ingame, such as using @item, inserting it directly into the database and so on.
  22. Upvote
    jaBote reacted to Uzieal in Hercules Guild Emblem   
    File Name: Hercules Guild Emblem
    File Submitter: Uzieal
    File Submitted: 09 Sep 2013
    File Category: Other Graphics
     
    Hello, I thought I would offer the community this simple Hercules Guild Emblem in-case you want to represent Hercules in-game.
     
    Click here to download this file
  23. Upvote
    jaBote got a reaction from Legendary in Help me Please Disconnected from server   
    I think it's PhantomRO1.exe?
  24. Upvote
    jaBote reacted to Mumbles in N> Help on SC_PROPERTYFIRE   
    You could do it with a script, like:
     
     
    OnPCDieEvent:  sc_end SC_PROPERTYFIRE;  end;
  25. Upvote
    jaBote reacted to Uzieal in Uzieal's Art Corner   
    Second Request! Thanks for the request Valor, I hope you enjoy the signature and avatar. If you do I never mind reputation points   So I  hope even if you do not need a request you will all give me your opinions and critiques regarding my art work, After all, I only do this to perfect my art and contribute to the community! Avatar Direct Link: http://img703.imageshack.us/img703/8864/qwrp.png Signature Direct Link: http://img838.imageshack.us/img838/5726/m1fr.png All credits for this collage go to the respective owners.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.