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Aeromesi

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Everything posted by Aeromesi

  1. Basically says it all, I'd like to know who uses/used my scripts, in a detailed thoughtful "resume" of using my works I guess you could put it xD. (Vote Poll at the Top) If you do, please detail the following: What you voted "Yes or No", if voted No, do not answer any more questions from ( 2 - 6 ) below. 7 being an acception if you want to throw out an idea or two for me. 1.) Server name (if Live server) 2.) Website (if Live server) 3.) Favorite Script 4.) Least Favorite Script 5.) Custom Modifications done to any Used scripts by Me (for potential updates to current script made) If you feel uncomfortable with sharing your "unique code/idea (cough all you closed source mofos, you know who you are)" simply label "None" to this question. 6.) New NPC Script/System/Instance you would like to see from me. People I personally deem was given a very good review of my works, I will personally help them develop the "New NPC Script/System/Instance" (Note: As long as I am CAPABLE of said Idea) for them to be shared to us all here at Hercules! PS: Happy early Halloween I guess?
  2. The 6th map doesn't exist, 1@trivia is actually used to enter BACK INTO the instance, as well as a script (auto-event that's coming to Hercules) I designed specifically for 1@trivia. 2@trivia is where everything begins. with the 4 Cosmos Guardians you must click and defeat. EDIT: That's also something I forgot to point out to the unfortunate 110 downloads. For all those respective people note this: once you die, you can come back into the instance by: When you die: 1.) Going back where the Trivia Totem is. 2.) Spawning in 1@trivia where you must talk to the Dimensional Gate in the middle. 3.) Depending which Trivia you're currently enduring will be where you are warped to and also an Announced Reminder will be given when you come back to the Trivia you're on. 4.) I'm pretty sure I made the time to enter the instance after dieing 3 or 2 minutes. So get back in quickly as possible!
  3. Can we sail through the changes? Can I handle the Season's of my live? Well I've been afraid of Changes...

  4. If you want to comment out the whole segment, just do this. /* Commented out 1 Commented out 2 Commented out 3 */
  5. I'm able to start off by killing a monster or takin out a fire first. What error shows? (the progression to trigger the next wave is checked in both the fires and monsters).
  6. I hope my scripts make people happy. I'm a pretty depressed person, I just want to feel useful. lol

  7. This might be of some use. http://herc.ws/wiki/Getinventorylist
  8. What error? Please detail and show what pops up in the map-server. What error? Please detail and show what pops up in the map-server. Did you put viewpointmap into your src so your emulator can use the script command?
  9. It's because you failed to add the maps to your servers map_cache. Did you also add the map_index and maps.conf?
  10. Version 1.5

    214 downloads

    [Add-On] Recent | Favorite Warps (Euphy's Warper) What exactly is the Recent and Favorite addition to Euphy's Warper? It's exactly what it sounds like. You can choose from 5 Most Recent locations you have Warped to. You can choose to [save] or [select] your Favorite Warps. Your Favorite Warps are saved by saving your Most Current Recent Warps list. It's a straight sample from our Public Github in "..npc/custom/warper.txt" (Just so you know what to copy and paste if you have warper.txt enabled.) Enjoy Hercules!
  11. View File [Add-On] Recent | Favorite Warps (Euphy's Warper) [Add-On] Recent | Favorite Warps (Euphy's Warper) What exactly is the Recent and Favorite addition to Euphy's Warper? It's exactly what it sounds like. You can choose from 5 Most Recent locations you have Warped to. You can choose to [save] or [select] your Favorite Warps. Your Favorite Warps are saved by saving your Most Current Recent Warps list. It's a straight sample from our Public Github in "..npc/custom/warper.txt" (Just so you know what to copy and paste if you have warper.txt enabled.) Enjoy Hercules! Submitter Aeromesi Submitted 10/19/16 Category Utility  
  12. I'm pretty sure the RO client has a filter to enable/disable No Swearing. Probably through using a differ
  13. From my beliefs I don't think adding a couple more ticks to saving account/game progression will reduce lag, might have to talk to host provider. is your hercules up to date?
  14. Well the way it was before was a very custom approach to handling the item/mobs (I found it kind of hard). We're now going into a libconfig format change to our files to standardize how everything is... or something like that, I know I'm close to the answer. Maybe problem with converting rA -> Herc stuff? I could understand at that point but we're just updating to a more standardized reading of the files
  15. How about the cashpoint to coin reward? Thanks! Well in your PM I told you about that, here's the randomized maps you wanted (and for anyone else) just add the maps in the array and the x/y coordinates Satan should spawn on. // Created by Aeromesi - script SatanMorroc#Inv -1,{ OnInit: .points = 100; // Points to give the player upon killing Morocc. .points_name$ = "#CASHPOINTS"; // Variable name for points .MobID = 1916; .MobAM = 1; setarray .maps$[1],"morocc","prontera","geffen"; setarray .mapsx[1],158,150,180; setarray .mapsy[1],92,150,150; initnpctimer; end; OnTimer360000: // 1 hour OnSpawnMorocc: if ( !$@Invaded ) { .mapsize = getarraysize(.maps$); .mapselect = rand(.mapsize); announce "Satan has invaded "+.maps$[.mapselect]+"! Head there at once to stop him!",bc_all; $@Invaded++; monster .maps$[.mapselect],.mapsx[.mapselect],.mapsy[.mapselect],""+strmobinfo(1,.MobID)+"",1916,1,strnpcinfo(0)+"::OnSatanDead"; end; } else if ( $@Invaded ) { end; } OnSatanDead: announce "Congratulations to "+strcharinfo(0)+" for sending Satan back into the Dimensional Vortex...",bc_all; setd .points_name$, getd(.points_name$) + .points; dispbottom "You now have "+#CASHPOINTS+" Cash Points!"; sleep 4000; announce "Be warned... Satan will be back again.",bc_all; $@Invaded = 0; initnpctimer; end; }
  16. Figured it out. All you need to do is the following: Edit $@MaxDup to the TOTAL amount of duplicated NPCS + the original NPC is, so if we have 1 in prontera, 1 in geffen, 1 in izlude, it would be 3. Added '@fireloc' command so you can view the locations of your fires. Get rid of the 99 requirement so players can use the command if need be. Version 1.0 : Without Healing feature prontera,151,159,4 script Firewood#1 89,{ for ( .n = 1; .n <= $@MaxDups; .n++ ) { if ( strnpcinfo(0) == "Firewood#"+.n+"" && $@Lit[.n] == 0) { callsub OnStartFire; end; } else if ( strnpcinfo(0) == "Firewood#"+.n+"" && $@Lit[.n] == 1) { callsub OnEndFire; end; } } OnStartFire: mes "[Fire]"; switch(select("Light firewood","Exit")) { case 1: if ( countitem(7035) >= 1 ) { delitem 7035, 1; mes "Matchstick consumed. Lighting fire."; $@Lit[.n] = 1; donpcevent strnpcinfo(0)+"::OnEnableFire"; close; } else mes "Firewood needs 1 Matchstick to be lit."; close; case 2: mes "Fire was not lit."; close; } OnEndFire: switch(select("Put out firewood","Exit")) { case 1: $@Lit[.n] = 0; dispbottom "You put out the fire."; donpcevent strnpcinfo(0)+"::OnDisableFire"; close; case 2: close; } OnEnableFire: initnpctimer; end; OnDisableFire: stopnpctimer; end; OnTimer500: specialeffect 25; initnpctimer; end; OnAtFireLoc: for ( .@i = 1; .@i <= 3; .@i++ ) { mes ""+$@FireMap$[.@i]+","+$@FireX[.@i]+","+$@FireY[.@i]+"."; } close; OnInit: // Change this to how many duplicate fire's you make. $@MaxDups = 3; // Command '@fireloc' to view the locations of your fires. // For players to use this command, just get rid of the 99 requirement below. bindatcmd "fireloc",strnpcinfo(0)+"::OnAtFireLoc",99; for ( .@i = 1; .@i <= $@MaxDups; .@i++ ) { getmapxy .@mapname$[.@i],.@mapx[.@i],.@mapy[.@i], 1, "Firewood#"+.@i+""; // debugmes "NPC Firewood#"+.@i+": "+.@mapname$[.@i]+","+.@mapx[.@i]+","+.@mapy[.@i]+"."; $@FireMap$[.@i] = .@mapname$[.@i]; $@FireX[.@i] = .@mapx[.@i]; $@FireY[.@i] = .@mapy[.@i]; } end; } All I need to do now is add the feature for the healing..., maybe a refine system similar to Blade and Souls near a fire higher success chance? So many ideas Here's the new version. Supports the top post but with the following now: Heals at 3 second rate 5% for HP/SP MUST be sitting down in order heal your HP/SP or to burn the fire out. NOTE: Once you activate the fire, walk away and come back to it, it adds the timer on the 6x6 cell radius to your character. Could be a way for you to "leave" to go tell your friends about your campfire! xD Version 2.0 : With Healing feature prontera,151,159,4 script Firewood#1 89,6,6,{ for ( .n = 1; .n <= $@MaxDups; .n++ ) { if ( strnpcinfo(0) == "Firewood#"+.n+"" && $@Lit[.n] == 0) { callsub OnStartFire; end; } else if ( strnpcinfo(0) == "Firewood#"+.n+"" && $@Lit[.n] == 1) { callsub OnEndFire; end; } } OnStartFire: mes "[Firewood]"; switch(select("Light firewood","Exit")) { case 1: if ( countitem(7035) >= 1 ) { delitem 7035, 1; mes "Matchstick consumed. Lighting fire."; $@Lit[.n] = 1; donpcevent strnpcinfo(0)+"::OnEnableFire"; close; } else mes "Firewood needs 1 Matchstick to be lit."; close; case 2: mes "Fire was not lit."; close; } OnEndFire: mes "[Firewood]"; if ($@Lit[.n] && !issit() ) { mes "Please proceed to sitting down to heal your HP/SP or to put out the fire."; close; } switch(select("Put out firewood","Exit")) { case 1: $@Lit[.n] = 0; dispbottom "You put out the fire."; donpcevent strnpcinfo(0)+"::OnDisableFire"; close; case 2: close; } OnEnableFire: initnpctimer; end; OnDisableFire: stopnpctimer; end; OnTimer500: specialeffect 25; initnpctimer; end; OnAtFireLoc: for ( .@i = 1; .@i <= 3; .@i++ ) { mes ""+$@FireMap$[.@i]+","+$@FireX[.@i]+","+$@FireY[.@i]+"."; } close; OnInit: $@MaxRange = 6; // Change this to how many duplicate fire's you make. $@MaxDups = 3; // Command '@fireloc' to view the locations of your fires. // For players to use this command, just get rid of the 99 requirement below. bindatcmd "fireloc",strnpcinfo(0)+"::OnAtFireLoc",99; for ( .@i = 1; .@i <= $@MaxDups; .@i++ ) { getmapxy .@mapname$[.@i],.@mapx[.@i],.@mapy[.@i], 1, "Firewood#"+.@i+""; $@FireMap$[.@i] = .@mapname$[.@i]; $@FireX[.@i] = .@mapx[.@i]; $@FireY[.@i] = .@mapy[.@i]; } end; OnTouch: while ( $@Lit[.n] || !$@Lit[.n] ) { for ( .n = 1; .n <= $@MaxDups; .n++ ) { if ( strnpcinfo(0) == "Firewood#"+.n+"" && $@Lit[.n] == 0) { callsub OnCheckFail; end; } else if ( strnpcinfo(0) == "Firewood#"+.n+"" && $@Lit[.n] == 1) { callsub OnCheckSuccess; end; } } } OnCheckFail: end; OnCheckSuccess: if ( Hp == MaxHp && Sp == MaxSp ) { end; } if ( !issit() ) { addtimer 3000,strnpcinfo(0)+"::OnTouch"; end; } percentheal 5,5; // 5% HP / 5% SP healing addtimer 3000,strnpcinfo(0)+"::OnTouch"; if ( Hp == MaxHp && Sp == MaxSp ) { dispbottom "Health fully recovered."; end; } end; }
  17. So update.. I was able to get mapxy coordinates. Let's see how this pans out
  18. It's ok. As long as you're using the Hercules provided map-cache you should be good to go.
  19. To make it more interesting, we can also make it heal players faster (or heal more) who are sitting in the 6x6 area. Lol my fishing script requires the player to be sitting in order to use the feature. I'll do that let's see how this turns out I'll post the new one underneath this post. If they want the fires to be all over the world of ragnarok I wonder how I will be able to get the mapxy coordinates of the duplicated npc... Hmmm making 1 of the fires with the feature might be easy but for a lot of them I might have to pull something different (Dastgir update your duplicatenpc command... xD)!
  20. Here you go. prontera,151,159,4 script Firewood 89,{ mes "[Fire]"; if ( !.lit ) { switch(select("Light firewood","Exit")) { case 1: if ( countitem(7035) >= 1 ) { delitem 7035, 1; mes "Matchstick consumed. Lighting fire."; .lit = 1; donpcevent ("Firewood")+"::OnEnableFire"; close; } else mes "Firewood needs 1 Matchstick to be lit."; close; case 2: mes "Fire was not lit."; close; } } else if ( .lit ) switch(select("Put out firewood","Exit")) { case 1: .lit= 0; dispbottom "You put out the fire."; stopnpctimer; close; case 2: close; } OnEnableFire: initnpctimer; end; OnTimer500: specialeffect 25; initnpctimer; end; } Checks whether lit or not, consumes (1) Matchstick. A good idea I thought about is while its lit get the area around the fire, maybe 6x6, and any players that are near the bonfire will regenerate SP/HP relatively quickly? Just my idea behind the fires.
  21. This is kind of outdated it's a guide for eAthena.
  22. Possible idea: add an option to view when the event will start from mr.pluckins?
  23. Not sure if it's possible without heavily modding the client right?
  24. Test it out and tell me what you think.
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