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Emistry

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Reputation Activity

  1. Upvote
    Emistry got a reaction from AnnieRuru in Add *pcblockattack *pcblockskill *pcblockchat *pcimmune script commands   
    if you want ...
    BLOCK_SKILL BLOCK_COMMAND BLOCK_DROP BLOCK_ATCOMMAND BLOCK_GSTORAGE BLOCK_NOIDEAWHATELSETOPOSTHERE

    i just random post..O_O
     
    about this part
    + unsigned int blockedattack :1;+ unsigned int blockedskill :1;+ unsigned int blockedchat :1; how about just make use only one variable and store all the enum value since it's bitmask ??
    with this, we can easily create another script command that get all the blocked state.
     
    Example :
    if ( getpcblock() & BLOCK_MOVE ) { mes "your movement is still blocked.";}
  2. Upvote
    Emistry got a reaction from AnnieRuru in MOTD Hourly - (Randomized MOTD's every Hour!)   
    - script MOTD_HOURLY -1,{OnInit: .@ServName$ = "YourRO"; setarray .announcements$, "Hope you're having fun on "+ .@ServName$+"!", "Please remember to review our "+ .@ServName$+", check the website for more information!", "Remember, prolong periods of gameplay can cause serious health problems, take a breather! "+ .@ServName$+" can wait!", "Type @commands to view a list of helpful tools to aid you in your adventure.", "Don't forget to check the forums for the latest updates on "+ .@ServName$+"!", "Remember, a GM will never ask for your username and password, always be safe.", "Reminder, hackers, botters, exploiters will recieve a harsh punishment if caught. That is NOT tolerated here at "+ .@ServName$+".", .@ServName$+" is very happy to have such a wonderful community!", "Don't forget to Vote to gain Points!", "Keep up the fun here at "+ .@ServName$+"!"; .announcements_size = getarraysize( .announcements$ ); .npc_name$ = strnpcinfo(0); end;OnPCLoginEvent: addtimer 3600000,.npc_name$+"::OnPCLoginEvent"; announce .announcements$[ rand( .announcements_size ) ],bc_self;end;}  
    or
    - script MOTD_HOURLY -1,{ OnPCLoginEvent: addtimer 3600000,strnpcinfo(0)+"::OnPCLoginEvent"; .@ServName$ = "YourRO"; .@motd$ = F_Rand( "Hope you're having fun on "+ .@ServName$+"!", "Please remember to review our "+ .@ServName$+", check the website for more information!", "Remember, prolong periods of gameplay can cause serious health problems, take a breather! "+ .@ServName$+" can wait!", "Type @commands to view a list of helpful tools to aid you in your adventure.", "Don't forget to check the forums for the latest updates on "+ .@ServName$+"!", "Remember, a GM will never ask for your username and password, always be safe.", "Reminder, hackers, botters, exploiters will recieve a harsh punishment if caught. That is NOT tolerated here at "+ .@ServName$+".", .@ServName$+" is very happy to have such a wonderful community!", "Don't forget to Vote to gain Points!", "Keep up the fun here at "+ .@ServName$+"!" ); announce .@motd$,bc_self; end;}
  3. Upvote
    Emistry got a reaction from AnnieRuru in NPC - Random item   
    .@rate = rand( 100 );if ( .@rate <= 10 ) { .@item = F_Rand( 5074,5132 );}else if ( .@rate <= 40 ) { .@item = F_Rand( 5766,5786 );}else else { .@item = F_Rand( 5474,5137 );}getitem .@item,1;announce strcharinfo(0)+" has been rewarded with "+getitemname( .@item )+";bc_all;
  4. Upvote
    Emistry got a reaction from AnnieRuru in Possible? (fly wing)   
    @Master AnnieRuru
    http://nn.nachtwolke.com/dev/npclist/?q=45-999%2C10000-10090&qq=search
  5. Upvote
    Emistry got a reaction from Ehwaz in Progress bar   
    or maybe can provide an extra parameter to indicate it's moveable or not ?  default to not moveable.
  6. Upvote
    Emistry got a reaction from minx123 in Show alive and Dead MVPs NPC   
    http://upaste.me/64d29a
  7. Upvote
    Emistry got a reaction from ShadowLight in Remove skill via script?   
    assign the temporary flag "1" to the skill.
    skill 1001,1,1; or you could also try this to remove it.
    skill 1001,0,0;
  8. Upvote
    Emistry got a reaction from GmOcean in Progress bar   
    or maybe can provide an extra parameter to indicate it's moveable or not ?  default to not moveable.
  9. Upvote
    Emistry got a reaction from ShadowLight in Sending Mail via Script?   
    https://rathena.org/board/topic/74969-send-mail-via-scriptcommand/
  10. Upvote
    Emistry got a reaction from mrlongshen in A clickable item to zeny and some command   
    no need.
  11. Upvote
    Emistry got a reaction from mrlongshen in A clickable item to zeny and some command   
    { Id: 674 AegisName: "Mithril_Coin" Name: "Mithril Coin" Type: 0 Buy: 5000 Weight: 40 Script: <" Zeny += 10000000; ">},
  12. Upvote
    Emistry got a reaction from ToiletMaster in Dynamic Switch Statement with choices   
    just some invalid variables.
    http://upaste.me/8a86be
  13. Upvote
    Emistry got a reaction from ToiletMaster in Dynamic Switch Statement with choices   
    something like this ?
    http://upaste.me/356ebf
     
    the trick is more or less the same..
  14. Upvote
    Emistry got a reaction from Stein in Commands with Underscore not working?   
    I believe it's case sensitive
  15. Upvote
    Emistry got a reaction from evilpuncker in Script Command : setmobdata / getmobdata   
    I believe these 2 commands is a must for Hercules in the near future, at least some similar script command need to be developed and added into the Hercules emulator.
     
    This is because I have seen official server to released some contents that might required the uses of these script command.
    For example:
    Faceworm Nest Memorial Dungeon Toy Factory Memorial Dungeon etc.

     
    There 2 quests I noticed that it required the script to be able to alter the data of the summoned monsters.
     
    for the Toy Factory, I not sure it can be category into the same script command or not, but it's also part of "alter monster data" i guess.
     
     
    previously, the setmodata / getmobdata is implemented through the MobController script, but the MobController script so these setmobdata/getmobdaat was never officially added into the script.
     
     
    I think it's time for Hercules to add these script commands.
     
     
    * I know rAmod/eAmod have a script command for monster that work quite similar for setmobdata() but they dont have getmobdata() I believe.
    So, but I think setmobdata / getmobdata would be better than having a custom monster script command to spawn a monster that have altered information.
     
     
    Extra :
    http://ea.dj-yhn.com/index.php?c=setmobdata
    http://ea.dj-yhn.com/index.php?c=getmobdata
  16. Upvote
    Emistry got a reaction from Nebraskka in GRF Editor   
    @@Tokeiburu
    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.
  17. Upvote
    Emistry got a reaction from JulioCF in Map Zone Expansion   
    { name: "Zone Name" disabled_skills: { RG_INTIMIDATE: "PLAYER" AL_TELEPORT: "PLAYER" SC_FATALMENACE: "PLAYER" SC_DIMENSIONDOOR: "PLAYER" } disabled_items: { Wing_Of_Fly: true } // Expansion of Classes limitation... (perhap based on BaseLevel would be good too?) disabled_classes: { Job_Knight: True Job_Blacksmith: True Job_Novie: True Job_Clown: True } // Expansion of Battle Conf settings ... battle_conf: { multi_level_up: yes base_exp_rate: 100000 job_exp_rate: 100000 mvp_exp_rate: 100000 quest_exp_rate: 100000 death_penalty_base: 100000 death_penalty_job: 100000 rare_drop_announce: 100 } },   
     
    I would like to suggest for map zone supporting these battle_conf and disabled_classes
    I think it's good to further customize settings and entry of a map.
     
    Example : Map A
    cant multi level up higher exp rate disabled novice enter etc Example : Map B
    can multi level up low exp rate only novice enter etc And yeah, some of these settings can be done by using mapflags, but some are not or it would be end up harder way to do it using npc script.
  18. Upvote
    Emistry got a reaction from Litro in Map Zone Expansion   
    { name: "Zone Name" disabled_skills: { RG_INTIMIDATE: "PLAYER" AL_TELEPORT: "PLAYER" SC_FATALMENACE: "PLAYER" SC_DIMENSIONDOOR: "PLAYER" } disabled_items: { Wing_Of_Fly: true } // Expansion of Classes limitation... (perhap based on BaseLevel would be good too?) disabled_classes: { Job_Knight: True Job_Blacksmith: True Job_Novie: True Job_Clown: True } // Expansion of Battle Conf settings ... battle_conf: { multi_level_up: yes base_exp_rate: 100000 job_exp_rate: 100000 mvp_exp_rate: 100000 quest_exp_rate: 100000 death_penalty_base: 100000 death_penalty_job: 100000 rare_drop_announce: 100 } },   
     
    I would like to suggest for map zone supporting these battle_conf and disabled_classes
    I think it's good to further customize settings and entry of a map.
     
    Example : Map A
    cant multi level up higher exp rate disabled novice enter etc Example : Map B
    can multi level up low exp rate only novice enter etc And yeah, some of these settings can be done by using mapflags, but some are not or it would be end up harder way to do it using npc script.
  19. Upvote
    Emistry got a reaction from Badarosk0 in Script Command : setmobdata / getmobdata   
    I believe these 2 commands is a must for Hercules in the near future, at least some similar script command need to be developed and added into the Hercules emulator.
     
    This is because I have seen official server to released some contents that might required the uses of these script command.
    For example:
    Faceworm Nest Memorial Dungeon Toy Factory Memorial Dungeon etc.

     
    There 2 quests I noticed that it required the script to be able to alter the data of the summoned monsters.
     
    for the Toy Factory, I not sure it can be category into the same script command or not, but it's also part of "alter monster data" i guess.
     
     
    previously, the setmodata / getmobdata is implemented through the MobController script, but the MobController script so these setmobdata/getmobdaat was never officially added into the script.
     
     
    I think it's time for Hercules to add these script commands.
     
     
    * I know rAmod/eAmod have a script command for monster that work quite similar for setmobdata() but they dont have getmobdata() I believe.
    So, but I think setmobdata / getmobdata would be better than having a custom monster script command to spawn a monster that have altered information.
     
     
    Extra :
    http://ea.dj-yhn.com/index.php?c=setmobdata
    http://ea.dj-yhn.com/index.php?c=getmobdata
  20. Upvote
    Emistry got a reaction from minx123 in NPC Punching Beg auto respawn when die   
    this way is better
    http://herc.ws/wiki/Permanent_Monster_Spawn
  21. Upvote
    Emistry got a reaction from Akaneharuka in I have a problem with this script   
    http://upaste.me/r/197847
  22. Upvote
    Emistry got a reaction from Hadeszeus in Script Command : getquestinfo   
    I can try show an example later when I get back to home.
     

    example :

     
    as you can see from the picture, most of these quest npc are written in a way like this, so that the NPC can tell which monsters they are going to hunt and how many.
    and they are hardcoded into the npc script.
    official server doesnt have any changes for the quest, so there isnt any major issue about it.
     
    but what if the private server plan to adjust the quest ?? then they have to manually adjust all the related NPC script due to the content are mostly hardcoded into the script itself.
     
    if we can add a script command to retrieve the quest information, things could be done easily, even the script could be much more simpler or shorter at certain cases ( *custom script mostly* )
     

    some part may probably look simpler and nicer I guess.
    current script example : 
    switch(select("Hunt Dark Frame:Hunt Evil Druid:Hunt Wraith:Hunt Raydric Archer")) { case 1: callsub L_Quest,10110,.@str1$+"Hunt 10 Dark Frames.",.@str2$; case 2: callsub L_Quest,10111,.@str1$+"Hunt 10 Evil Druids.",.@str2$; case 3: callsub L_Quest,10112,.@str1$+"Hunt 10 Wraiths.",.@str2$; case 4: callsub L_Quest,10113,.@str1$+"Hunt 10 Raydric Archers.",.@str2$; }  
    if we have getquestinfo( <quest id>,<param> )  ,  assume param 1  = quest title.
    setarray .@quest_id, 10110, 10111, 10112, 101103; .@quest_id_size = getarraysize( .@quest_id ); for ( .@i = 0; .@i < .@quest_id_size; .@i++ ) { .@quest_menu$ = .@quest_menu$ + getquestinfo( .@quest_id[.@i],1 ) + ":"; } .@i = select( .@quest_menu$ ) - 1; callsub L_Quest,.@quest_id[.@i],.@str1$+"Hunt "+getquestinfo( .@quest_id[.@i],1 ),.@str2$; we could write it this way, where we only need to provide the quest id.
    it reduced the redundancy for certain part of the script.
  23. Upvote
    Emistry reacted to Angelmelody in Playing with the encoding ....   
    ansi chinese  words were stored to UTF8 mysql db  will become gibberish   if you wnat to see correct chinese words, to set up your client connection
    encoding to ansi big5.
     
     
     
  24. Upvote
    Emistry got a reaction from Gerz in Script Command : getquestinfo   
    I can try show an example later when I get back to home.
     

    example :

     
    as you can see from the picture, most of these quest npc are written in a way like this, so that the NPC can tell which monsters they are going to hunt and how many.
    and they are hardcoded into the npc script.
    official server doesnt have any changes for the quest, so there isnt any major issue about it.
     
    but what if the private server plan to adjust the quest ?? then they have to manually adjust all the related NPC script due to the content are mostly hardcoded into the script itself.
     
    if we can add a script command to retrieve the quest information, things could be done easily, even the script could be much more simpler or shorter at certain cases ( *custom script mostly* )
     

    some part may probably look simpler and nicer I guess.
    current script example : 
    switch(select("Hunt Dark Frame:Hunt Evil Druid:Hunt Wraith:Hunt Raydric Archer")) { case 1: callsub L_Quest,10110,.@str1$+"Hunt 10 Dark Frames.",.@str2$; case 2: callsub L_Quest,10111,.@str1$+"Hunt 10 Evil Druids.",.@str2$; case 3: callsub L_Quest,10112,.@str1$+"Hunt 10 Wraiths.",.@str2$; case 4: callsub L_Quest,10113,.@str1$+"Hunt 10 Raydric Archers.",.@str2$; }  
    if we have getquestinfo( <quest id>,<param> )  ,  assume param 1  = quest title.
    setarray .@quest_id, 10110, 10111, 10112, 101103; .@quest_id_size = getarraysize( .@quest_id ); for ( .@i = 0; .@i < .@quest_id_size; .@i++ ) { .@quest_menu$ = .@quest_menu$ + getquestinfo( .@quest_id[.@i],1 ) + ":"; } .@i = select( .@quest_menu$ ) - 1; callsub L_Quest,.@quest_id[.@i],.@str1$+"Hunt "+getquestinfo( .@quest_id[.@i],1 ),.@str2$; we could write it this way, where we only need to provide the quest id.
    it reduced the redundancy for certain part of the script.
  25. Upvote
    Emistry got a reaction from JulioCF in Script Command : setmobdata / getmobdata   
    I believe these 2 commands is a must for Hercules in the near future, at least some similar script command need to be developed and added into the Hercules emulator.
     
    This is because I have seen official server to released some contents that might required the uses of these script command.
    For example:
    Faceworm Nest Memorial Dungeon Toy Factory Memorial Dungeon etc.

     
    There 2 quests I noticed that it required the script to be able to alter the data of the summoned monsters.
     
    for the Toy Factory, I not sure it can be category into the same script command or not, but it's also part of "alter monster data" i guess.
     
     
    previously, the setmodata / getmobdata is implemented through the MobController script, but the MobController script so these setmobdata/getmobdaat was never officially added into the script.
     
     
    I think it's time for Hercules to add these script commands.
     
     
    * I know rAmod/eAmod have a script command for monster that work quite similar for setmobdata() but they dont have getmobdata() I believe.
    So, but I think setmobdata / getmobdata would be better than having a custom monster script command to spawn a monster that have altered information.
     
     
    Extra :
    http://ea.dj-yhn.com/index.php?c=setmobdata
    http://ea.dj-yhn.com/index.php?c=getmobdata
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