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Everything posted by Emistry
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just some invalid variables. http://upaste.me/8a86be
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perhap you set to type 3 ?? https://github.com/HerculesWS/Hercules/blob/master/conf/char-server.conf#L68
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/* 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
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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..
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If player has item, warp back to savepoint
Emistry replied to msecastro's question in Script Requests
http://upaste.me/87577a -
something like this ? http://upaste.me/356ebf the trick is more or less the same..
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hmm .. like this ? http://upaste.me/4d2c66
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is it possible to encrpyt .INI files?
Emistry replied to Lord Ganja's question in Client-Side Support
it's also possible to embed it into the client using the NEMO. -
instance_npcname( "cakewall" )
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https://github.com/HerculesWS/Hercules/pull/700
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I believe it's case sensitive
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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.
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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.
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@@Winterfox
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OnClock0000:OnClock0300:OnClock0600:...... disablenpc strnpcinfo(0); end;
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yes, possible. Example: http://pastebin.com/raw.php?i=sgTq0gQR
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double check on the map files that you added/updated to the mapcache.dat.
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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
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-- 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'
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Thor Volcano Dungeon 3 - Black hidden area
Emistry replied to Nagad's question in Client-Side Support
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 ) -
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$,.@npc_x,.@npc_y ); end;}
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Concerns about function that checks if a given element is in an array
Emistry replied to jaBote's question in Script Support
@@Winterfox it should be if( !compare( "#"+implode( .@maps$, "#" )+"#", "#"+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. -
- 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
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the script command night / day affect all maps.. it doesnt apply to only 1 map.