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AnnieRuru

Script Developers
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Everything posted by AnnieRuru

  1. @@esquilla13 yeah you didn't explained properly on the 1st post so I also misunderstood your request http://upaste.me/1f1121809115785ba I added .@total_rebirth variable so this will calculate the total amount of rebirth so even the ranking shows 3 rebirth and 3 master rebirth if your .MasterRebirth = 5; then the total is 3x5+3 = 18 total rebirth, gained +15 atk/matk @@Aeromesi lol, in script request we don't care about server balance issue gives the player 10000 status points is just a keyboard away !
  2. it seems I really using wrong msgstringtable ... but I don't care ! I just need a test server to write script, nothing else
  3. OnPCDieEvent can only undisguise player when died, but still allow GMs to @disguise when died that's why I did a plugin just test again, it actually works maybe your hercules still use the old plugin format that still needs GET_SYMBOL stuff
  4. your request will need a source modification OnPCStatCalcEvent well rathena has it, but somehow Ind refused to add it in ... oh well https://github.com/HerculesWS/Hercules/pull/351 nvm I can rewrite this for hercules ... again and again OnPCStatCalcEvent and the script http://upaste.me/b3f52179820a539e1 psss ... go back to irc
  5. yeah I changed Drop Lock: On/Off#into Drop Lock#. now its fixed
  6. How to make this inventory window (Alt+E) shorter ? I've set my screen resolution to 1400x900, my computer can support the highest resolution possible but I still can't see the bottom of this window
  7. @@tr0n_... if you used the search button, I did the party kill thing ages ago http://herc.ws/board/topic/4453-party-share-kill/
  8. sry I just reread the script again and found a SERIOUS bug version 2.1 - fix the script gives the reward to the 2nd last person who DIED !! Not to the winner !! OMG !! - fix the script sometimes the event doesn't end --- because if the previous round winner logout during 5 sec, the script terminated without resetting variables
  9. ok another script that should deserve in the script release section ... after having countless fix in script request ... Download: 2.3a script Make sure your hercules server is compile after 2015-11-15 ok what this event do ... Run ! or you gonna DIE ! this event will keep spawning Bomb Poring and BOOM and KABOOM every player they came across until the last player who are still alive on the map will be declare winner this should be a simple script ... hope you guys know how to edit by your own ... original topic in eathena it was just a simple script request ... however it went popular for some reason
  10. man ... how nostalgic ... I was still using *set command ... and ... OnWhisperGlobal ... hahaha I actually did an update version in rathena https://rathena.org/board/topic/91996-does-any-1-remember-this-script-3/ but rathena .... damn you paradog and akkarin, many of my scripts just lost like that I think I'm gonna write again from scratch check out the script release section in about 1~2 hours
  11. try explain thisI don't think this kind of script can make server crash or even if it is crash, it was saved as permanent player variable, they should be inside `char_reg_num_db` table
  12. what does that patch do ? I think its bug and in post#6, somebody already say just use @killable isn't it ?
  13. @@Winterfox yeah I forgot to reset the variables ... always a mistake for me. +1 update the script in my previous post if you gonna save them in SQL, how many columns are you going to make ? if the player has about 50 skills learned, make 50+ columns ? isn't this is the one gonna lag the server ? and the info about saving too many variables will hit the performance this is outdated info for eathena hercules has already use new method http://herc.ws/board/topic/3886-hercules-1st-2014-megapatch/ previously it was limited to 128 elements because it was using array in the source to simulate it but now hercules are using pointer to store array in theory, this should allow server to make as many variable as possible until server run out of RAM there shouldn't be a performance hit unless when the player having over 500,000 variables -during player login and sql retrieve too many rows crash ? no such thing ... if it happens, post in bug report
  14. after I saw this bug report https://github.com/HerculesWS/Hercules/issues/834 suddenly an urge for me to update this script version 2.0 - change npc sprite ID into constant - fixed player can't stand on the cell by changing unitwalk into warp - use source modification so players can vend on the npc while min_npc_vendchat_distance activated
  15. nothing is impossible, that I always said yeah its kinda a hassle... so you better not do it ... lol but if you want, just save their character information upon entering the map then when they want to quit, just retrieve the information again, destroy the variable, then good to go and again .... THIS IS NOT INSTANCE SCRIPT http://upaste.me/f10c21780b813f199 ok the hassle part I even did it for u ...
  16. prontera,156,180,5 script qwer 1_F_MARIA,{ npctalk "I'm qwer"; doevent "asdf::OnClick"; end;}prontera,158,180,5 script asdf 1_F_MARIA,{OnClick: npctalk "I'm asdf"; end;}what are you trying to do actually ?
  17. AnnieRuru

    QUEST SHOP NPC

    Hello ? KISS ... ok ? Keep It Short & Simple ... http://upaste.me/6890217783a73aa17
  18. hmm ... #include "common/hercules.h"#include <stdio.h>#include <string.h>#include <stdlib.h>#include "map/pc.h"#include "common/HPMDataCheck.h"HPExport struct hplugin_info pinfo = { "deadnodisguise", // Plugin name SERVER_TYPE_MAP,// Which server types this plugin works with? "0.1", // Plugin version HPM_VERSION, // HPM Version (don't change, macro is automatically updated)};int pc_disguise_pre( struct map_session_data *sd, int class_ ) { // disable player from disguise if ( pc_isdead(sd) ) hookStop(); return 0;}int pc_dead_pre( struct map_session_data *sd, struct block_list *src ) { // undisguise when player die if ( sd->disguise != -1 ) pc->disguise(sd, -1); return 0;}HPExport void plugin_init (void) { addHookPre( "pc->disguise", pc_disguise_pre ); addHookPre( "pc->dead", pc_dead_pre );}sry that I no longer writing source, only plugins EDIT: sry there are 2 checks
  19. I just learned from that video you can change the instance information display at the client by recreating the instance sounds fun http://upaste.me/5de6217775ae2235a
  20. hmm ... its simpler this time someone must have optimized this code src/map/atcommand.c | 5 +++++ 1 file changed, 5 insertions(+)diff --git a/src/map/atcommand.c b/src/map/atcommand.cindex ff88f2c..cabef1e 100644--- a/src/map/atcommand.c+++ b/src/map/atcommand.c@@ -1019,6 +1019,11 @@ ACMD(jobchange) return true; } + if ( pc->jobid2mapid(job) & JOBL_THIRD ) {+ clif->message(fd, msg_fd(fd,155)); // You are unable to change your job.+ return false;+ }+ if (pc->jobchange(sd, job, upper) != 0) { clif->message(fd, msg_fd(fd,155)); // You are unable to change your job. return false;
  21. if you are planning to emulate SAO game, then its better to take a look at SAO: Infinity Moment http://swordartonline.wikia.com/wiki/Sword_Art_Online:_Infinity_Moment I have tried to get my hands on it, but all the download links wants your credit card or download ringtones ... bah... so I just watch all videos about the game in the youtube to satisfy myself I think you are not talking about instancing just using normal map will do because from google the "Infinity Moment" in youtube I learn that the floor is cleared when that floor's boss beaten and after the boss beaten, it never respawn, and the city's portal immediately have access to the next floor for 1st question, just use a permanent server variable so let's say your players already beaten 3rd floor just set a variable $SAO_floorbeaten = 3 when a boss beaten, OnMobKill ... set $SAO_floorbeaten, 3; ... when server start ... OnInit: if ( $SAO_floorbeaten >= 3 ) ... enablenpc 4floorportal ... and town has a portal ... if ( $SAO_floorbeaten >= 3 ) ... @menu$ = @menu$ + ":4th floor"; // dynamic menu the player side quest can be track with normal var SaoQuest ... just example if they completed a quest , set SaoQuest, 1; something like that the topic title is just confusing and good luck with finding map designer to make lots of maps for u
  22. simple script - script kdjsfhksdjfh FAKE_NPC,{OnInit: setarray .itemid, Poring_Coin, TCG_Card; setarray .rate, 10000, 10000; .blacklist$ = "1062,1088,1183,1186,1200,1212,1220,1221,1234,1235," + "1244,1245,1250,1268,1290,1293,1294,1296,1298,1299," + "1300,1301,1303,1304,1305,1306,1308,1309,1311,1313," + "1515,1588,1618,1676,1677,1678,1679,1796,1797,1974," + "1975,1976,1977,1978,1979"; .size = getarraysize(.itemid); freeloop true; for ( .@id = 1001; .@id <= 5000; .@id++ ) // 5000 is MAX_MOB_DB from srcmapmob.h if ( strmobinfo( 3, .@id ) && !compare( ","+ .blacklist$ +",", ","+ .@id +"," ) ) for ( .@i = 0; .@i < .size; .@i++ ) addmonsterdrop( .@id, .itemid[.@i], .rate[.@i] ); end;}.. . @@Winterfox there is no need to use query_sql for this operation just a *compare command will do EDITING for dynamic item ID and random rate done
  23. I believe all you need to do is change set .MinWait,1320;into 60 ... didn't test hmmm .. but this script isn't optimized ...
  24. @@Emistry I almost going to write one, and your 2nd type is almost the same as the one I have in mind give you 1 rep but where is .npc_name$ ? shouldn't it be strnpcinfo(0) ?
  25. http://upaste.me/ae2821775660dbe55 I just noticed that sometimes you use `mvp_rank` and sometimes use `custom_mvp_rank` make sure there is only 1 type
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