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Posts posted by pan
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Acho que vai demorar um pouco mais, pelo menos até eles terem informações mais oficiais do que o iROwiki, se não me engano. Hm, mas da para portar qualquer codigo do rA para o Hercules e vice-versaentendo...gosto do rathena porém ele consome muita memória no host e causa muito lag, estou usando o hercules atualmente, só queria saber quando vão liberar as skills do rebellion aqui no hercules.
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Se você tiver o eAmod e a revisão do eAthena que eles "forkearam" da para fazer uma comparação usando alguma ferramenta de Diff e então aplicar todas as diferenças manualmente no core de outro emulador, Hercules ou rAthena.tem como add o eamod ao rathena mais recente?
Porém se for para aplicar no Hercules teria maior necessidade de readequar as funções utilizadas por causa da interface polimórfica que é usada pelo HPM, mas se for só para o rAthena, se não estou enganado, da para só aplicar sem mudar praticamente nada c:
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@jaBote
Sim, sempre tem que se dar o devido crédito ao desenvolvedor, e também deve-se manter alguma forma de changelog para se saber que o código foi modificado, o que foi e por quem. Porém no caso do Hercules não há necessidade de um arquivo escrito como esse, pois é utilizado um sistema de controle de versões (git/svn).
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Opa, obrigado pela resposta c: Ah, pelo que eu entendi da GNU GPL da para vender versões que você fez alterações como o eAmod, então tecnicamente eles podem vender ele, é uma sacanagem, mas eles podem. Está no preambulo da GPL v3 (que é usada pelo emulador)eAmod é um conjunto de mudanças principalmente na BG, incluindo algumas "novas"(já que são custons) e editando as atuais ponto mais funções e comandos
Além de coisas extras no emulador em sí
e Sim, é vendido.. é feito por um membro antigo do eAthena.. se não me engano agora o projeto anda meio abandonado, só tendo algumas atualizações
Enfim.. é só mais conjunto que deixou os jogadores mal acostumados fazendo eles selecionares mais a dedo o servidor que for jogar
[*]Tem eAmod? será um ótimo servidor
[*]Não tem eAmod? não presta
Falando curto e grosso, é assim que a grande maioria dos jogadores BR's agem.
Sobre o eAmod: https://github.com/JulioCF/itens-gerais/blob/master/eAmods/LEIA-ME - eAmods.txt
se quiser ler, ta a versão "crackeada"
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
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To protect your rights, we need to prevent others from denying you
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For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
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No there isn't, sleep2 is an actual function:
*sleep {<milliseconds>};*sleep2 {<milliseconds>};*awake "<NPC name>";These commands are used to control the pause of a NPC.sleep and sleep2 will pause the script for the given amount of milliseconds.Awake is used to cancel a sleep. When awake is called on a NPC it will run as if the sleep timer ran out, and thus making the script continue. Sleep and sleep2 basically do the same, but the main difference is that sleep will not keep the rid, while sleep2 does.Examples: // This will pause the script for 10 seconds and ditch the RID // (so no player is attached anymore) sleep 10000; // Pauses the script for 5 seconds, and continue with the RID attached. sleep2 5000; //Cancels any running sleep timers on the NPC 'NPC'. awake "NPC";
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Great use of unit related commands. The only problem I can see is that there is a limited number of 'servants', maybe using the mercenary system to replace the npc as servant... Or even using a mob as servant, one mob = one npc instance to control it, and then use whisper commands to get buffs and such.
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If you are using another emulator it's difficult to help, you should switch to Hercules as this forum is aimed to support it.
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Dei uma procurada e achei o script original, antes da "otimização" http://pastebin.com/a9jDXBfh teste esse e veja se funciona
@JulioCF
O que é o eAmod? Eu dei uma pesquisada e vi que são U$150 para comprar o.õCompre a porcaria do eAmod
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Se for custom tenta usar um "oficial", debugar esse seu script seria um inferno, eles devem estar em português:
https://github.com/Cronus-Emulator/Cronus/tree/master/npc/portugues/battleground
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It isn't affected by GTB, I've tested using latest Hercules. Open your skill_db and find Magic Crasher's entry, it should be exactly like:
365,9,8,1,-1,0,0,1,1,yes,0,0,0,weapon,0, HW_MAGICCRASHER,Stave Crasher
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What version of Hercules are you using? Also, what do you want to be fixed precisely?
Have you made any changes in your homunculi system?
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Why not just cap those values via configuration files? You can limit max hp just by altering a setting in conf/battle/player.conf. It's not possible to do something like that using scripts, you could check those stats every time someone kills something (a mob or a player), or changes map, but I don't think that's what you meant in your post.
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Well, the whitesmith skill (also merchant, blacksmith) has only one level while genetic's has 5. Which speed values would you like?
http://irowiki.org/wiki/Cart_Boost
http://irowiki.org/wiki/Cart_Boost_(Geneticist)
EDIT:
if( sc->data[SC_WINDWALK] ) val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );if( sc->data[SC_CARTBOOST] ) val = max( val, 20 );
Just alter 20 to any value that you might like, remember that this number is per cent.Cart boost (Geneticist) - value tableLevel 1 to 3 50Level 3 to 5 75Level 5 100
Build and test c: -
Conseguir diretamente do servidor da gravity é meio difícil, eu usei esse torrent para baixar pelo menos um "começo" e depois atualizei com ROLite (que vem junto):
http://kickass.to/ragnarok-online-10-18-2013-kro-client-folder-t8160080.html#main
Nesse torrent tem grf para os dois servidores
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You are absolutely right c:If I'm not mistaken:
1 minute = 1, and so on for the rest of minutes.
For 1 minute for first prize and 3 for the second:Sir thank you its working now.. I'll let you know if I find anything unusual.
Sir One more thing. Can you please create one timelapse
for 1 minute and 3 minutes (for testing purposes only i dont want to w8 an hour or 2 just for testing it)? Im so confused on how to set the time lapse for 1 and 3 minutes.
setarray .time_lapse[0],60*60*2,60*60*3,0;
setarray .time_lapse, 1, 2, 0;
Remember that after the first time_lapse condition is met the timer resets. So even if the second lapse (.time_lapse[1]) looks like just 2 minutes it's actually 3..time_lapse[0]+.time_lapse[1] = REAL time lapse [1]
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Here it is: http://pastebin.com/3RmAGytY
Just change .time_lapse[0], it works exactly the same as before.
setarray .time_lapse[0],FIRST ID TIME LAPSE,SECOND ID TIME LAPSE,0;
If you have four prizes but only one time_lapse set there's no problem, the time lapse for all prizes will be the same. As usual I haven't tested, any errors just post c:EDIT:
Don't forget that every time a time_lapse is met the time is set to zero.
setarray .time_lapse[0],60*60*2,60*60*3,0;
A player will only win the second prize (.item_reward[1]) if he stays logged for 5 hours.EDIT2:
New version with new config options:
// Account idle players? 1 - true; 0 - falseset .idle,1;// Account players using autotrade? 1 - true; 0 - falseset .autotrade,1;// Account players that are in chats? 1 - true; 0 - falseset .chat, 1;
Set to false if you want that those players don't receive any prize. -
It's fairly simple, this variable is measured in seconds, so 60 would be a minute.
60 -> A minute60*60 -> A minute*60 -> A hour60*60*2 -> 2 hours
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O suporte básico com certeza vai ser feito rapidamente, afinal é só adicionar os novos mapas do mapcache e atualizar os pacotes. Mas a adição de quests etc pode demorar um pouco mais. Até porque até onde eu sei anda bem difícil de conseguir um bom leak do Aegis nesses últimos tempos
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Totally agree, if the syntax changes there won't be backwards compatibilityI think it would be nice to have it as an optional parameter.
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It will go directly.
getitem .item_reward[lrs_prize], .item_reward_qt[lrs_prize];
Any errors just post c: -
IMO job_db1 should get an overhaul as well, it sure isn't as modified as item related databases but as they are now reading them is awful.Bumping here.
I agree that it could be better documented, but the format is just fine IMO, it could get a rework to fit the new formats Hercules has been implementing over the last months.
Anyone want to add any thoughts on this?
All these databases should get an overhaul IMHO:
job_db1mob_dbmob_skill_dbskill_dbskill_require_dbelemental_dbhomun_skill_treehomunculus_dbmercenary_dbpet_dbquest_db
And also all databases and configuration files should be read by a standard config library. I know this is a lot of work, but I think it'd be better to customize and develop using a new format. I'm pretty sure everyone hates having to reident every line just to change the right field. -
Has been awhile since I wrote my last script but here it is:
Haven't tested it though, if any error pops up, just post here and I'll fix it.
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Ele não está ali por ser controlado por quest, ele está em instances/NydhoggsNest.txt
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BG Expansiva
in Suporte a Script
Posted