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Aeromesi

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Everything posted by Aeromesi

  1. I also converted "@damageignore" that's an atcommand in rAthena into the Hercules source (just renamed clif_displaymessage(fd,) to clif_message->) It works as intended, like you can't hit mob or use skills or you can when activated. it says it Fails but it really doesn't. Anyone else that wants '@damageignore' just do this to your src: ../src/map/atcommand.c Under ACMD_DEF(lang), Add: ACMD_DEF(damageignore), and Under ACMD(lang) { uint8 i; if( !message || !*message ) { clif->messages(fd,"Usage: @%s <Language>",info->command); clif->messages(fd,"There are %d languages available:",script->max_lang_id); for(i = 0; i < script->max_lang_id; i++) clif->messages(fd,"- %s",script->languages[i]); return false; } for(i = 0; i < script->max_lang_id; i++) { if( strcmpi(message,script->languages[i]) == 0 ) { if( i == sd->lang_id ) { clif->messages(fd,"%s is already set as your language",script->languages[i]); } else { clif->messages(fd,"Your language has been changed from '%s' to '%s'",script->languages[sd->lang_id],script->languages[i]); sd->lang_id = i; } break; } } Add: /*========================================== // Small fix for Herc by: Aeromesi * @damageignore * => Makes any attack or skill by user to receiver miss. * PS: It will say "@damageignore Failed." * but the output will say you are now unable to use skills or attacks vise verca *------------------------------------------*/ACMD(damageignore){ nullpo_retr(-1, sd); if (!sd->state.damage_ignore) { sd->state.damage_ignore = 1; clif->messages(fd, "You are now unable to use skills or attacks."); } else { sd->state.damage_ignore = 0; clif->messages(fd, "You are now allowed to use skills or attacks."); } return 0;}
  2. What about your item_db? and also your id numbers in use for them to show-in game have to match both client and server
  3. What kind of client are you using? Is your graphics card okay? Try changing a setting in the Setup.exe I believe. Not sure if it will fix your issue, never came across it. @@anotheronebitesthedust
  4. This sounds pretty cool, but don't you think this would cause a really big balance issue? @@esquilla13
  5. sorry @@Tranquility i just noticed that.
  6. Off topic but I KNEW SOMEONE WOULD SAY SOMETHING LOL. Yeah it needs a clean-up, so what? I'll get to it... ONCE I FIGURE OUT MY GIT PROBLEMS QQ @@Frost xD
  7. Damn I thought you died @@• TSilver •. Curious you have skype? I'd like to talk to you =) Add me if you do: itzmichaelmorici
  8. And how would I go about that? @@Samuel. I really need help here, been attempting this for a while now (more like lots of days)
  9. This is what I get which was my previous error... @@Tranquility edited Honestly if I could have a dev or anyone update my emulator and fix these conflict issues I'll gladly throw some $ >.> this is becoming troublesome for me.-
  10. Aeromesi

    Tree of Savior

    You on right now? What channel @@fxfreitas
  11. Thanks for all the support guys. I'm sure I'll be able to make something interesting now...
  12. Aeromesi

    Git questions

    So I have a few questions and a problem. 1st Problem: (FIXED) <- means ignore this Now my question (pertaining to Git) My hercules is modified a lot, and when updating with a git pull I come across a lot of errors that won't allow me to compile, is there a quick or easy solution? This is what I've been doing since the beginning: So what I do is this; 1) Click Merge, and select Commit and I input the next Commit hash that hasn't been added to my server 2) Hit Commit, then Proceed to Stash Save (sometimes I get successful sometimes I get errors) 3) Upon Stash Save being successful, I proceed to Merge the revision number back into the project. Then it checks to see of stash pop was successful and it is (haven't had it not yet, only when doing a full upgrade with git pull from CMD) Any help here? I talked to @@Dastgir about it but didn't get far into my own attempts q-q
  13. Aeromesi

    Tree of Savior

    Anyone playing the next CBT? Who wants to play with me, haven't picked a server yet because I want to play with some other users here on Herc
  14. Set the mapflags and then load the mapflags with loadevent with OnPCLoadMapEvent: when entering the map. @@keough From script_commands.txt OnPCLoadMapEvent: This special label will trigger once a player steps in a map marked with the 'loadevent' mapflag and attach its RID. The fact that this label requires a mapflag for it to work is because, otherwise, it'd be server-wide and trigger every time a player would change maps. Imagine the server load with 1,000 players (oh the pain...)
  15. Don't think you can reload the zones, as that all gets initialized when the server starts. And yes you can block certain items/cards, but will they be for the whole server? or just certain maps/events? specifics help
  16. Yeah that's the only thing I've thought about @@Winterfox, the crashing/reload of the server... How would I handle it... xD As progress gets made I'll make sure to update you guys about it
  17. Omfg thank you for that section of code, it's going to come in handy
  18. Well an instance would simulate a "digital" world where I could save their class/job/base along with stats and progression, then land them back into that specific part of the instance where they could continue their adventure in the digital world. In all reality would it be possible or just a big hassle?
  19. So for my instance mod package one of my ideals is to create an Sword Art Online mod via the instancing system. What are the Instance limitations? Can a user "leave virtual reality of the instance, like taking the VR helm off" and come back into the instance? My ideas are they have a unique class they switch into upon entering the virtual reality instance, and be able to keep all progress, have players all dump into the same instance. Just don't know how to keep track of variables seeing as 'InstanceVars get deleted upon @reloadscript or server-restart. and if there were timers for any specific events I'd be worried about that too, being able to freeze whatever script that has a timer when they logout of virtual reality instance (SAO mod) Any of this possible like converting 'InstanceVars to permanent character variables? 'InstanceVar = CharVar; Like this? That way there instance progressed could be saved in the virtual reality Instance for next enter on instance. Tell me if I'm in the right direction here :/
  20. Really good use of colors along with structure of the design, keep em coming
  21. Please use english, as it's the main language, go to your respective language in http://herc.ws/board/forum/56-international-communities/ for support D: Just a heads up
  22. What kind of bonuses are you going to add to this Sword?
  23. @@Dastgir man of the man's fixed it up for me, non-related issue to Hercules, it's something I did on my end. =P
  24. Whenever they deprecate a script command for me, or change the syntax on some commands because then I have to manually go inside all my scripts and replace a lot of functions. Example: goto, set, and how NPC labels are called
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