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Emistry

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Everything posted by Emistry

  1. just some invalid variables. http://upaste.me/8a86be
  2. perhap you set to type 3 ?? https://github.com/HerculesWS/Hercules/blob/master/conf/char-server.conf#L68
  3. /* custom npc trader */prontera,153,152,1 trader TestCustom2 4_F_EDEN_OFFICER,{ OnInit: tradertype(NST_CUSTOM); sellitem Red_Potion,2; end;/* allows currency to be ##CASHPOINTS */OnCountFunds: setcurrency( ##CASHPOINTS ); end;/* receives @price (total cost) */OnPayFunds: if( ##CASHPOINTS < @points ) end; ##CASHPOINTS -= @points; purchaseok(); end;} https://github.com/HerculesWS/Hercules/blob/master/doc/sample/npc_trader_sample.txt
  4. Emistry

    It's Possible?

    it's possible if you already have the cell_pvp source modification. but it's impossible to set an area with that shape. Your current solution would be set the cell_pvp line by line for these area unless it's a square shape..
  5. something like this ? http://upaste.me/356ebf the trick is more or less the same..
  6. Emistry

    Z3R0 Here ;)

    Welcome back Z3R0 ...=D
  7. hmm .. like this ? http://upaste.me/4d2c66
  8. it's also possible to embed it into the client using the NEMO.
  9. instance_npcname( "cakewall" )
  10. https://github.com/HerculesWS/Hercules/pull/700
  11. https://github.com/HerculesWS/Hercules/blob/master/conf/login-server.conf#L150 // Client MD5 hash check// If turned on, the login server will check if the client's hash matches// the value below, and will not connect tampered clients.// Note: see doc/md5_hashcheck.txt for more details.client_hash_check: off// Client MD5 hashes// The client with the specified hash can be used to log in by players with// a group_id equal to or greater than the given value.// If you specify 'disabled' as hash, players with a group_id greater than or// equal to the given value will be able to log in regardless of hash (and even// if their client does not send a hash at all.)// Format: group_id, hash// Note: see doc/md5_hashcheck.txt for more details.//client_hash: 0, 113e195e6c051bb1cfb12a644bb084c5//client_hash: 10, cb1ea78023d337c38e8ba5124e2338ae//client_hash: 99, disabled get the files Hash and add into the conf files.
  12. night() script command. ..... set the night effect to every single maps that have the mapflag of "nightenabled" ... it doesnt limit to only one map. it's a global effect.
  13. OnClock0000:OnClock0300:OnClock0600:...... disablenpc strnpcinfo(0); end;
  14. yes, possible. Example: http://pastebin.com/raw.php?i=sgTq0gQR
  15. double check on the map files that you added/updated to the mapcache.dat.
  16. Ohh. Okay. So if it's like ' -1 = yes, 0= no, 1 = maybe ' return 0 will be no and return -1 will be yes? Depend on what you want the script/function to return. It's depend on what you want it to be, what these value will be represent. It's all define by yourself. Or course, these "1/0" , "true/false" are some standard that you could follow. Useful to indicate the outcome of function is "success/fail" ... https://answers.yahoo.com/question/index?qid=20121125180438AAk9sSo
  17. -- Remove char custom sprite displayUPDATE `char` SET `hair_color` = '0', `clothes_color` = '0', `head_top` = '0', `head_mid` = '0', `head_bottom` = '0', `robe` = '0' -- Unequip all equipments.UPDATE `inventory` SET `equip` = '0'
  18. well, this trick is actually, ....... quite USELESS ... Why ? Because when the server reload / startup .. all monster coordinate spawn are randomized. Yes , you couldn't refrain it from spawn on that hidden area at the starting, but how about next time when it respawn again ? Overlooked the cell updating line. Your possible solutions : update your mapcache after you remove that hidden part from your map files. ( ideal ) limit the spawn location / area of monsters. set a script / auto kill the monster every few hours or detected the monster appear in hidden area. ( bad practice )
  19. prontera,155,165,5 script Sample#thanatos 757,{ mes "Summon Thanatos ?"; mes " "; mes "You need:"; for ( .@i = 0; .@i < .required_item_size; .@i++ ) { mes " > "+getitemname( .required_item[.@i] ); if ( !countitem( .required_item[.@i] ) ) .@fail++; } if ( select( "Take it","Cancel" ) == 1 ) { if ( getmapusers( .map$ ) ) { mes "Someone already inside it."; } else if ( !.@fail ) { for ( .@i = 0; .@i < .required_item_size; .@i++ ) delitem .required_item[.@i],1; warp .map$,0,0; killmonsterall .map$; monster .map$,0,0,"--ja--",1708,1; } else { mes "You didnt meet the requirement."; } } close; OnInit: .map$ = "evt_coke"; setarray .required_item, 7436, 7437, 7438, 7439; .required_item_size = getarraysize( .required_item ); getmapxy( .@npc_map$,.@npc_x,.@npc_y,1 ); setmapflagnosave( .map$,.@npc_map$,.@npc_x,.@npc_y ); end;}
  20. @@Winterfox it should be if( !compare( "#"+implode( .@maps$, "#" )+"#", "#"+strcharinfo( PC_MAP )+"#" ) ) end; you should add the delimiter at the front and end of the string to get an accurate checking, which could fix the checking in Angelmelody post.
  21. - script map_player_count -1,{ end; OnTimer3000: delwaitingroom; waitingroom getusers( 8 ) + " players in "+strnpcinfo(4), 0; OnInit: if ( strnpcinfo(4) != "" ) initnpctimer; end;}prontera,155,181,4 duplicate(map_player_count) Prontera Count 2_BULLETIN_BOARDmorocc,155,181,4 duplicate(map_player_count) Morocc Count 2_BULLETIN_BOARDpayon,155,181,4 duplicate(map_player_count) Payon Count 2_BULLETIN_BOARDalberta,155,181,4 duplicate(map_player_count) Alberta Count 2_BULLETIN_BOARD
  22. the script command night / day affect all maps.. it doesnt apply to only 1 map.
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