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Emistry

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Posts posted by Emistry


  1. perhap just indicate which line got error is enough ...dont have to show the part that error ....

    just display which file ....which line ..

     

    even in map server...when you have toooooo many errors...althought it show all...but sometime you unable to view all due to the limit of line that can show in the console...

     

    but usually @reloadscript / @loadnpc will return lesser error ...why ? because i believe they should have fixed most of it before they try run the server ... = )


  2. how about something like in-game error display ? xD

    display the map-server error in the chatbox of the GM who used @reloadscript / @loadnpc / etc ....

     

    most of the time..server who host under linux ..the admin can only view the error through the putty ..

    but then they closed it...they cant open the putty just to view the error anymore...they have to restart the server so that they can view the map console again ..

    i heard there was 1 trick used in putty ..something called "screen" ? dunno .. i never success to use it ... newbie in these stuff ..

     

    so i was wondering is it possible to add a "in-game display error for the GM who used @reloadscript / @loadnpc ?

    if this is accepted...perhap can add a config which allow the admin to turn ON/OFF for this features ?


  3. should be this .....

     

    conf/battle/monster.conf

    // Defines on who the mob npc_event gets executed when a mob is killed.// Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0)// Type 0: On the player that did the most damage to the mob.// NOTE: This affects who gains the Castle when the Emperium is broken. mob_npc_event_type: 1

  4. If the optional event and trigger parameters are given, the event label ("<NPC object name>::<label name>") will be invoked as if with a 'doevent' upon the number of people in the chat room reaching the given triggering amount.

    *enablewaitingroomevent {"<NPC object name>"}; 

    used to enable the waitingroom can be trigger upon meeting all requirement ...

     

    *waitingroom "<chatroom name>",<limit>{,<event label>,<trigger>,<required zeny>,<min lvl>,<max lvl>};

    added so that a npc event can be triggered.


  5. I know, but the script command would be wonderful for script events (you need to do something to activate a new quest, for example)

    It would be nice for role servers or for custom chained events.

    i dont think so ... if you are refering to something like this...
    Player A talk with NPC....and trigger the command to load the NPC B ...what happen IF player B straight skip the NPC A since Player A have triggered the NPC B..and Player B able to access to NPC B without need to talk with NPC A.... 
    and to solve this...you still have to do some variable trick to fix it....so at the end...you still end up using variable to solve your problem ..

     

    so this is useless ... same thing can be achieve by using the disablenpc / enablenpc .... there is no point to add this ...


  6. 2ro0olu.jpg

     

    it's animated!!!!!!!!!!!!!!!!!!!!!!!

     

     

     

    is it possible if you can make something like my sig userbar "Proud to be Pinoy"(I mean Hercules but same with my font style) in the your 2nd userbar?

    Thanks.. ;)

     

    :meow:

    "Proud to be Hercules Member"  xP


  7. change

    OnPCDieEvent:if(.System){if(getgmlevel() >= .GMLevel){ end; }if(.PvPMap$[0] != "All"){ 	for(set .@i, 0; .@i < (getarraysize(.PvPMap$) - 1); set .@i, .@i + 1){		if(strcharinfo(3) != .PvPMap$[.@i]){ end; }		set Death, Death + 1;	}}} end;

     

     

    to

    OnPCDieEvent:if( .System ){	if(getgmlevel() < .GMLevel)		if(.PvPMap$[0] != "All"){			set .@size,getarraysize(.PvPMap$);			set .@map$,strcharinfo(3);			for(set .@i, 0; .@i < .@size; set .@i, .@i + 1)				if( .@map$ == .PvPMap$[.@i]){					set Death, Death + 1;					break;				}		}else{			set Death, Death + 1;		}}end;

     

     

     

    actually ... if you wanna use DotA sound + PVP ... i would recommend to use 

    http://www.eathena.ws/board/index.php?showtopic=237765


  8. @Jabote

    you dont need this

    	if (!.init) {		donpcevent strnpcinfo(3)+"OnInit";		sleep2 10; // This way the OnInit event has time to load completely	}

     

    all npc will now execute OnInit label when the npc is loaded into the server.

     

    beside...you are missing this if you want to run above statement otherwise the statment above will run everytime player touch the npc

    set .init,1;

  9. ugh this sucks, when u have so much custom source on your server, then suddenly, boom, the source is gone

    i think it would be kinda easier for you to add back those custom in Hercules...especially when Hercules have a system called "Plugin/Hook" ..forget what it called..i think is "Hercules Plugin Manager" ....

     

    and ya..rathena is just down ... not dead .... still hope it can be back soon since alot of useful guide is there ....hopefully still there ...

    >.< all google result pointed to rAthena instead of eAthena / Hercules.. >.<

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