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Posts posted by Emistry
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instance_npcname( "cakewall" )
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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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OnClock0000:OnClock0300:OnClock0600:...... disablenpc strnpcinfo(0); end;
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Hello please help with this problem because i think its in hercules error in mapcache.dat
double check on the map files that you added/updated to the mapcache.dat.
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It depends on return type of function, and what does function do...
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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- script InitConfig -1,{OnInit: setcell "thor_v03",1,1,3,105,cell_walkable,0; killmonsterall "thor_v03";}
That's what I used on my server in the past. The killmonsterall call is necessarry, because monsters might have already been loaded before this particular script was loaded.
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 )
- update your mapcache after you remove that hidden part from your map files. ( ideal )
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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$,.@npc_x,.@npc_y ); end;}
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it should be
if( !compare( "#"+implode( .@maps$, "#" )+"#", "#"+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.
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- 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.
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there is no need to use array... and much the script so complicated.
this is sufficient.
- script sample#ip_mac -1,{ OnInit: .useLastMAC = 1; end; OnPCLoginEvent: @accinfo_aid = getcharid(3); query_sql("SELECT `"+( ( .useLastMAC )?"lasp_mac":"last_ip" )+"` FROM login WHERE account_id = "+ @accinfo_aid , @accinfo_ip_mac$ ); dispbottom "Account ID : "+@accinfo_aid ; dispbottom "Last "+( ( .useLastMAC )? "MAC":"IP" )+" : "+@accinfo_ip_mac$; end;}
just save the variable in a char temporary variable that last until your char logout.
@accinfo_aid @accinfo_ip_mac$
these 2 variable could store the IP/MAC and AccountID that you need. (accountID is alway available using the [wiki=getcharid](3) tho.)
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did u set it with nightenabled mapflag?
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well... it's possible to make it lower than 0.01% if you do it using NPC script with some work around ...
if using database ... probably 0.01 is the lowest ...
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If you dont mind, can you create an option that allow user to set a custom directory as default file extracting location ?
Sometime feel kinda lost to find the files I extracted when I opened more than 1 GRF to extract files.
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yuno_fild02,0,0,0 script setwallcake -1,{ end;OnInstanceInit: setwall strnpcinfo(4),89,185,7,6,false,"cakewall"; end;}
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