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Emistry

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Posts posted by Emistry


  1. month ago I suggested Hercules to change it to link to GIT too, and Mysterious did changed it.

    Few week later, somehow the link return back to the original state again.

    maybe they prefer like this ?

     

    O__O


    1. next button keep stacking up.
    2. script still running even the character no longer attach to the NPC ( ex: @warp during the npc conversation )
    3. message isnt cleared after the "autonext" which make like new page of message.

    Preview :

     

    s3zSFh7.gif


  2. you can view it like this way

    select( 	"option 1",		//	select() return 1	"option 2",		//	select() return 2	"option 3",		//	select() return 3	"Cancel"		//	select() return 4);

    the IF-ELSE in your case is just used to check which option is selected by the users.  the value is determined by the [wiki=select] which return 1,2,3,4......etc ...

     

     

    and, it's easier to view if you using "," to separate each option for the menu.


  3. good server or not.... isnt depend on you're using eamod or not ...

     

    tons of server out there arent using eamod...but still a good server ==''

     

    it depend on how you manage/handle your server all the times...

     

    what kind of emulator you use...doesnt really matter.


  4. anyway ...for the instance with current existing map ...

    it's available in hercules too ...

    Example:	instance_attachmap("prontera", .@instance_id,1,"via");^ the above creates a instance (or clone) of prontera, on a map called "via" 

     

    the current existing instance system is way better for customization.


  5. just add the <connection> entry in your clientinfo.xml

    example

    <?xml version="1.0" encoding="big5" ?> <clientinfo> 		<servicetype>korean</servicetype>	<servertype>primary</servertype>	<extendedslot>9</extendedslot>	<connection>		<display>Server 1</display>		<desc>Tes Server 1</desc>		<balloon>Unknown</balloon>		<address>127.0.0.1</address>		<port>6900</port>		<version>32</version>		<langtype>1</langtype>		<aid>			<admin>20000000</admin>		</aid>		<registrationweb></registrationweb>	</connection>	<connection>		<display>Server 2</display>		<desc>Tes Server 2</desc>		<balloon>Unknown</balloon>		<address>127.0.0.2</address>		<port>6900</port>		<version>32</version>		<langtype>1</langtype>		<aid>			<admin>20000000</admin>		</aid>		<registrationweb></registrationweb>	</connection><clientinfo>

  6. script ?? 

     

    summon them..and attach with an event label ...

    OnMobDie:getmapxy( .@map$,.@x,.@y,0 );dispbottom "Map : "+.@map$+","+.@x+","+.@y;end;

    you will get the position of your character who killed it... but not the monster since there is no way to trace it.

    but..ur result will be differ alot if you're range attack character

     

    maybe you should try to do with with source mod...

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