Hadeszeus
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Hadeszeus reacted to Mhalicot in All in one npc problem
what script you use? if you use refine.txt search for this line
case 0: //Refine Armor set .@price,2000; set .@material,985; set .@safe,4; <-- change to 8 break; case 1: //Refine Level 1 Weapon set .@price,50; set .@material,1010; set .@safe,7; break; case 2: //Refine Level 2 Weapon set .@price,200; set .@material,1011; set .@safe,6; break; case 3: //Refine Level 3 Weapon set .@price,5000; set .@material,984; set .@safe,5; break; case 4: //Refine Level 4 Weapon set .@price,20000; set .@material,984; set .@safe,4; //<-- Change to 8 break; case 5: //Refine other stuff? set .@price,2000; set .@material,985; set .@safe,4; break; -
Hadeszeus reacted to Mumbles in Help to put auto repair on my healer and indentify
I'm just nitpicking, but why not use a for loop since it's counter-controlled anyway?
for (.@i = 0; .@i < @inventorylist_count; .@i++) { if (!@inventorylist_identify[.@i]) { delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0; getitem @inventorylist_id[.@i],1; } }
Also, it might be nice to add in a visual effect for that repair (and enclose it in curly braces, because one-liners is just bad coding habit):
if (getbrokenid(1)) { specialeffect2 EF_REPAIRWEAPON; repairall; } -
Hadeszeus reacted to Mhalicot in Buy items using vend mode
^ Yes it is available in Hercules, Please follow this Guide Open Buying Store Quest
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Hadeszeus reacted to Mhalicot in Buy items using vend mode
to be more specific this is the item
{ Id: 12548 AegisName: "Buy_Market_Permit2" Name: "Black Market Bulk Buyer Shop License" Type: 2 Buy: 20 Weight: 10 Upper: 63 Script: <" buyingstore 2; ">}, -
Hadeszeus reacted to Mumbles in Instant Third-Class Jobs
This will only prompt players if they do not have the variable auto_third set; if they've already selected their job once, they won't encounter the message anymore. However, if you're loading this (as it is) into a live server, pre-existing players will also be prompted, even if they already have their class of choice. To prevent this from happening, change this line:
if(auto_third) {
to this:
if(auto_third || Class) { -
Hadeszeus reacted to Mumbles in Can I request this awesome script? I hope it's easy
Here's a version that supports multiple items:
prontera,150,150,0 script testwarp WARPNPC,1,1,{ message strcharinfo(0), "You touched me!"; /*----------------------------------------------------- Configuration -----------------------------------------------------*/ OnInit: // Item constant/ID, amount setarray .item_id[0], Jellopy, 1, Clover, 5, Fluff, 10; // Warp destination .warp_map$ = "prontera"; .warp_x = 155; .warp_y = 179; end; /*----------------------------------------------------- Script -----------------------------------------------------*/ OnTouch: // Check items for (.@i = 0; .@i < getarraysize(.item_id); .@i += 2) { if (countitem(.item_id[.@i]) < .item_id[.@i + 1]) { message strcharinfo(0), "You need the following items to access this warp:"; for (.@j = 0; .@j < getarraysize(.item_id); .@j += 2) { message strcharinfo(0), .item_id[.@j + 1] +" "+ getitemname(.item_id[.@j]); } message strcharinfo(0), "Access denied."; end; } } // Delete items for (.@i = 0; .@i < getarraysize(.item_id); .@i += 2) { delitem .item_id[.@i], .item_id[.@i + 1]; } // Warp player warp .warp_map$, .warp_x, .warp_y; end;} -
Hadeszeus reacted to Mumbles in Can I request this awesome script? I hope it's easy
Why would it be? OnPCLoadMapEvent doesn't run until the player is already on the map. Your example would leave the player on the map itself after simply prompting them that they needed to have something to be there; then with that close, they'd walk happily off, confused as to why they were even told such a thing.
Mhalicot's approach was on the right track, but I believe the topic starter would something more seamless. Here's my method:
prontera,150,150,0 script testwarp WARPNPC,1,1,{ /*----------------------------------------------------- Configuration -----------------------------------------------------*/ OnInit: .item_id = Jellopy; .item_amount = 1; .warp_map$ = "prontera"; .warp_x = 155; .warp_y = 179; end; /*----------------------------------------------------- Script -----------------------------------------------------*/ OnTouch: if (countitem(.item_id) < .item_amount) { message strcharinfo(0), "You need "+ .item_amount +" "+ getitemname(.item_id) +" to access this warp."; } else { delitem .item_id, .item_amount; warp .warp_map$, .warp_x, .warp_y; } end;} -
Hadeszeus reacted to Patskie in delete certain items when entering the map.
Supports multiple items and multiple maps configuration ( check the OnInit part ) :
- script Sample -1,{ OnPCLoadMapEvent: getmapxy .@map$, .@xx, .@yy, 0; for ( .@x = 0; .@x < getarraysize(.Maps$); .@x++ ) { for ( .@y = 0; .@y < .size; .@y++ ) { if ( .@map$ == .Maps$[.@x] && countitem(.item_id[.@y]) ) { dispbottom "Item " +getitemname(.item_id[.@y])+ " (" +countitem(.item_id[.@y])+ ") was deleted on your inventory"; delitem .item_id[.@y], countitem(.item_id[.@y]); } } } end; OnInit: setarray .Maps$[0],"prontera","payon","geffen"; setarray .item_id[0],501,502; .size = getarraysize(.item_id); for ( .@i = 0; .@i < getarraysize(.Maps$); .@i++ ) setmapflag .Maps$[.@i], mf_loadevent; end;} -
Hadeszeus reacted to Mhalicot in Emperium Breaker Event (Just a new IDEA)
change the
monster "prontera",150,150,"Emperium",1288,1,strnpcinfo(1)+ "::OnKill"; to
monster "prontera",0,0,"Emperium",1288,1,strnpcinfo(1)+ "::OnKill"; -
Hadeszeus reacted to Patskie in Emperium Breaker Event (Just a new IDEA)
Not sure :
- script Sample -1,{ OnMinute00: if ( ( gettime(3) % 2 ) == 0 ) monster "prontera",150,150,"Emperium",1288,1,strnpcinfo(1)+ "::OnKill"; end; OnKill: announce strcharinfo(0)+ " breaks the Emperium",0; getitem 7227,10; end;} -
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Hadeszeus reacted to Mhalicot in each event start after 2 hr of ga
example:
OnMinute00: // Triggers at each new hour, so 1:00, 2:00, 3:00, 4:00 etc.OnMinute17: // Triggers each hour at 17 minutes past. So, 8:17, 9:17, 10:17 etc. you can also play with Timer scripts.
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Hadeszeus reacted to Mumbles in Instant Third-Class Jobs
Utility: Instant Third-Class Jobs
As per spectator's request: http://herc.ws/board/topic/882-rinstant-job-changer/
Description:
Allows player to choose a third-class job upon initial login; if the player fails to choose a class for any reason, (s)he will be prompted again upon next login.
Download:
https://github.com/datmumbles/Scripts/raw/master/util/thirds.txt
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Hadeszeus reacted to KianIshie in need help! adding pub on this npc
Do you mean by this?
Just add the "waitingroom "your pub name",0;" on OnInit:
Hope that helps..
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Hadeszeus reacted to Mhalicot in each event start after 2 hr of ga
You can search and edit OnClock0000: on each of does script.
OnClock<hour><minute>: example:
// DiceOnClock0100: // event start// DisguiseOnClock0300: // event start// Mushroom EventOnClock0500: // event start// Run For Your LifeOnClock0700: // event start// Run And DieOnClock0900: // event start// Royal RumbleOnClock1100: // event start// DiceOnClock1300: // event start// DisguiseOnClock1500: // event start// Mushroom EventOnClock1700: // event start// Run For Your LifeOnClock1900: // event start// Run And DieOnClock2100: // event start// Royal RumbleOnClock2300: // event start you can also use
OnMinute<minute>:OnHour<hour>:On<weekday><hour><minute>:OnDay<month><day>: -
Hadeszeus reacted to Mhalicot in Your autoloottype/id is not working
yung autoloottype po kasi ang pag gamit nyan, @autolootid +n
for example idadagdag ko yung apple sa list @autolootid +501 same din sa autoloottype pag babawasan mo naman -501
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Hadeszeus got a reaction from JulioCF in Regarding WPE enable using 2013-08-07aRagexe
When I enable packet_obfuscation: 2 I get clif_parse: Received unsupported packet <packet 0x7f57 (0x022d), 19bytes received. Nag basa basa na din ako sabi sa thread na to
http://herc.ws/board/topic/1105-hercules-wpe-free-june-14th-patch/page-6#entry25265
The 2013-08-07 client falls into this category.
Hindi pa ba supported na yung 20130807 na client? Dun kasi sa packet.h meron na for 20130807 tapos meron din sa thread na to. http://herc.ws/board/topic/630-2013-ragexe-and-diff-up-to-date-2013-08-07/
How to resolve this issue?
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Hadeszeus reacted to goddameit in Dedicated NPC [v.3]
Add what you want at here
http://i.imgur.com/w9SetVJ.png
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Hadeszeus reacted to goddameit in Dedicated NPC [v.3]
Preview :
http://bit.ly/Z0ECZx
Introduction :
You can hire this npc, it will follow you and give you buff.
Download :
dedicated_npc_3.txt
More NPC :
First add new npc like this:
,,,duplicate(DedicatedNPCMain)Add new name define into .npc_name$setarray .npc_name$[0],"Dedicated Poring AAA","Dedicated Poring BBB","Dedicated Poring CCC"; Time Set :
60 seconds
set getvariableofnpc(.npc_time[@id_use],"DedicatedNPCTimer"),gettimetick(2)+60; Update :
2014/02/27 : http://herc.ws/board/topic/4107-dedicated-npc-v2/?p=27298
http://rathena.org/board/topic/74607-dedicated-npc-v2/?p=244414
2014/01/24 : Rewrite timer and npc runner.
Edit :
No repairall? >> reply
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Hadeszeus reacted to Jedzkie in Regarding WPE enable using 2013-08-07aRagexe
dapat di mo isama sa diff ang enable packet obfuscation.
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Hadeszeus reacted to Ind in Official Item Group/Package/Chain
Official Item Group/Package/Chain
Overview
Implementation of the official 'Item Packages', 'Item Group' redesign, 'Item Chain' implementation. item_group.conf : Overview / Sample
The file was redesigned to make it attend the official equivalent's and to be more flexible, there are no more limitations on the number of groups or on how many items a group may contain, these limitations were lifted. Old_Card_Album: ( // <= <Container_Item_Name> ("Poring_Card",8), // <= entries can be either ( "<Item_Name>", <Repeat_Count> ) "Sting_Card" // <= or "<Item_Name>" (no repeat) ) item_packages.conf : Overview / Sample
The file was created to meet the requirements of the official 'Package Item' feature, there are no limitations on how many packages you may add either. Gift_Bundle: { // <= <Container_Item_Name> White_Slim_Potion: {// <= <Entry_Item_Name> Random: false //May be omit when not false, signs whether a item is random or should be given whenever the packageis consumed. Count: 30 //May be omit when not higher than 1, stands for how many <White_Slim_Potion> } Muffler_: { Expire: 2 //May be omit when none, signs how many hours this item will last (makes a rental item) Announce: True //May be omit when false, signs whether to relay a special item obtain announce when this item comes out of the package. Rate: 50 //May be omit when 'Random' is false, from 1 to 10000 (0.01% - 100%) Named: True //May be omit when false, signs whether the item should have the owner's name in it. } } item_chain.conf : Overview
Officially this thing is called groups too but I found it'd be confuse to have 2 group files with entirely different functionality, named chains because the items in it are chained to each other, this file fixes quite a few stuff, for example before this patch having BS_FINDINGORE drop something was almost twice as rare than on official servers, also fixes Jewel_Sword, Gaia_Sword, Blazzer_Card, Tengu_Card and Bogy_Horn. New
'packageitem' script command, it has only 1 param which is optional, for the package item id, when not provided it'll try to use the item id from the item it is being used from (if called from an item script), it runs a item package and grants the items accordingly to the attached player. Changes
'#define MAX_RANDITEM' and '#define MAX_ITEMGROUP' were dropped, these limitations no longer exist and the server may support an unlimited number of item groups. 'item_findingore.txt' was dropped, its contents moved into 'item_chain.conf' 'item_bluebox.txt', 'item_cardalbum.txt', 'item_giftbox.txt', 'item_misc.txt', 'item_violetbox.txt' and 'item_group_db.txt' were dropped, its contents moved were updated and moved into 'item_group.conf' 'bonus2 bAddItemHealRate' changed; as group ids no longer exist. 'bAddMonsterDropItemGroup' was renamed to 'bAddMonsterDropChainItem' and changed from bonus 2/3 to bonus (0)/2 as the rate param was dropped because item chains have their own individual rates. Item names are now automatically made constants, so they may be used in any scripts throughout the server e.g. 'getitem Apple,1;', this works for all items except those having ' in their names (e.g. doesn't work for 'Monster's_Feed'). 'getrandgroupitem' and 'grouprandomitem' were modified since group ids no longer exist, item ids should be used instead (or constants as the item above mentions), e.g. 'getrandgroupitem Old_Blue_Box,1;' or 'getrandgroupitem 603,1;' Dropped conf/battle/drops.conf 'finding_ore_rate' for it has no place in the official formula (if you'd like to modify finding ore rates, edit them via item_chain.conf) Special Thanks
Beret and hemagx for bringing this change up to discussion, and the data they contributed into it Yommy and Muad_Dib for all the new item data implemented in this commit (a hell of stuff! THANK YOU BOTH <3) Streusel for all the over 100 new items he converted Gepard for the group item repeat info Masao for his debugging of the monster spawn issue Mysterious for updating the documentation Link~u!
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Hadeszeus reacted to pan in [ Req ] Npc Reward Player online
You are absolutely right c:For 1 minute for first prize and 3 for the second: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] -
Hadeszeus reacted to jaBote in [ Req ] Npc Reward Player online
If I'm not mistaken:
1 minute = 1, and so on for the rest of minutes.
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Hadeszeus reacted to Patskie in Request - NPC SHOP for Proof of Donations Only
Try this :
- shop dynamicshop -1,501:222prontera,150,150,0 script Dynamic Shop 100,{ callshop "dynamicshop",1; npcshopattach "dynamicshop"; end; OnBuyItem: for ( set .@j, 0; .@j < getarraysize(.items); set .@j, .@j + 2 ) { for ( set .@k, 0; .@k < getarraysize(@bought_nameid); set .@k, .@k + 1 ) { if ( @bought_nameid[.@k] == .items[.@j] ) { if ( checkweight( @bought_nameid[.@k], @bought_quantity[.@k] ) ) { if ( countitem(.currency) < .items[.@j+1] ) dispbottom "You don't have enough " +getitemname(.currency)+ " to purchase this item."; else { delitem .currency, .items[.@j+1] * @bought_quantity[.@k]; getitem @bought_nameid[.@k], @bought_quantity[.@k]; } } else dispbottom "You cannot carry out more items with you"; } } } deletearray @bought_quantity, getarraysize(@bought_quantity); deletearray @bought_nameid, getarraysize(@bought_nameid); end; OnInit: set .currency, 7179; // pods setarray .items, 4001,5,7227,100; // Usage : <item id>,<price> npcshopitem "dynamicshop",0,0; for ( set .@i, 0; .@i < getarraysize(.items); set .@i, .@i + 2 ) npcshopadditem "dynamicshop",.items[.@i], .items[.@i+1]; end;} Configuration Part :
set .currency, 7179; // podssetarray .items, 4001,5,7227,100; // Usage : <item id>,<price> -
Hadeszeus reacted to pan in [ Req ] Npc Reward Player online
Has been awhile since I wrote my last script but here it is:
http://pastebin.com/DimazGWd
Haven't tested it though, if any error pops up, just post here and I'll fix it.