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Emistry

Support Leaders
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Everything posted by Emistry

  1. http://herc.ws/board/topic/4643-mac-ip-address/
  2. that's why we asked you to disable the renewal config =='' then everything will be switch back to pre-renewal .... include your monsters / items
  3. your problem if (getgmlevel()<1) goto L_nvip;if (getgmlevel()>1) goto L_Vip; you never checked for level equal to 1...
  4. 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...
  5. it wont be causing any problem i guess...since it will just simply "overwrite" the current one ... unless there are conflict with the mapflags
  6. annieruru explained / compared it here... http://www.eathena.ws/board/index.php?showtopic=181741&view=findpost&p=1478950
  7. change the format to look like other new item_db.conf ? http://pastebin.com/raw.php?i=YSepT1DR refine: ({ TYPE: ARMOR STAT_PER_LEVEL: 0 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }}, { TYPE: WEAPON LEVEL: 1 STAT_PER_LEVEL: 200 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 2 STAT_PER_LEVEL: 300 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 3 STAT_PER_LEVEL: 500 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }},{ TYPE: WEAPON LEVEL: 4 STAT_PER_LEVEL: 700 RATE: { 100:100, // +1 refine RATE:randome bonus rate 100:100, // +2 refine RATE:randome bonus rate 100:100, // +3 refine RATE:randome bonus rate 100:100, // +4 refine RATE:randome bonus rate 100:100, // +5 refine RATE:randome bonus rate 100:100, // +6 refine RATE:randome bonus rate // etc.... }}) Propose: Overhaul the structure Passing the refine rate into server based on MAX_REFINE if want other customization ... maybe another field for "Bonus_Script" ?? that give bonus to all items that have specific refine ?? About the passing refine rate based on server MAX_REFINE: if a rate is set for the refine rate, then it's passed into the server ... but.. if the MAX_REFINE doesnt match with the max refine in the refine_db , then the extra non-exist refine rate just simply pass in the value of -1 ? or maybe 0 ? with this other users can just simply add in a check using this getequippercentrefinery(<equipment slot>) ​if value returned is equal or below 0 , then failed to refine .. Current issue that is known for current refine_db If the MAX_REFINE doesnt match with the entry inside the refine_db , whenever players try to refine in server, they simply get 100% of refine rate, and the server get some errors about lack of entry for refine_db during the start-up too . a bit hard for user to find and edit refine rate ... Advantages : easier to read or configure allow users to prevent players from refine abusing IF the admin ignored all these missing entry error due to MAX_REFINE ... Disadvantages : larger file size longer passing time ?
  8. seem like less users noticed there are already answer given to their problems =='' /swt
  9. you can just use atcommand "@mi "+killedrid;
  10. lol..everything about annie is pink..... O__O

  11. just wondering .... why you guys alway "ignore" the solution given ....O__O parse_syntax: use of deprecated keyword (use 'case' instead). <---- ANSWERED automatically by the map-server. just change all "Case" to "case" ....lowercase...
  12. something like this https://github.com/HerculesWS/Hercules/blob/master/src/map/pc.c#L4091 if( sd->status.inventory[n].card[0] == MVP_CARD_ID1 || sd->status.inventory[n].card[0] == MVP_CARD_ID2 || sd->status.inventory[n].card[0] == MVP_CARD_ID3 || sd->status.inventory[n].card[0] == MVP_CARD_ID4 ) return 0; you still have to check for slot 1 2 3 4 if it's weapon....or your equipment have more than 1 slot.
  13. why not just setup trader npc ?? https://github.com/HerculesWS/Hercules/blob/master/doc/sample/npc_trader_sample.txt
  14. make sure you have added the correspond group id entry inside the conf/group.conf
  15. ..........................

  16. https://github.com/HerculesWS/FluxCP/blob/master/data/npc/DonationNPC.txt
  17. i believe the calculation is wrong ?? i think it's suppose to be 1.00 USD = 100 credit(s)
  18. persoanlly, i have never used this grf setting thingy.. not even once.. O__O i am using the WeeMapcache all the time ...it's way more simply then using the grf setting mentioned above. just a few click ...and you are done adding a new maps... vote for drop it.
  19. probably this ? http://www.eathena.ws/board/index.php?showtopic=138710
  20. Emistry

    Revision Log

    you mean which line is edited / added ?? random example ... it did show where to add / modify
  21. Emistry

    Revision Log

    you can view it here https://github.com/HerculesWS/Hercules/commits/master
  22. Annie the Bunsin invaded Hercules.....

  23. Merry Christmas ~ :3

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