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Dastgir

Script Developers
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Posts posted by Dastgir


  1.  

    @Neo

    if possible, can you make it like ,

    1) for seeing char name, a packet is received, and that packet will contain color code, so the char name can be colored.

    2) increase charname size limit (current its 24)

    3) same as first, but instead charname color, itemname color can be changed.

     

    Would these patches be possiblr?

    1 & 3 -> I'll need to see if its possible.

    2 -> this one is not possible (well to be exact its a pain to even think about it. so I am not going to pursue it :D)

     

    Hmm i think its high time that i publish how to make patches in script. :)

     

    In the meantime you can expect two other patches (1 of them courtesy of Yommy) coming in today :D

    Well Neo, What happened to 1st and 3rd patch? still no update.? (Its been 45 days since that post)

     

    @ossi,

    Just saw the old post, I almost forgot that I have posted it here.


  2. Any client crash reports? Or any extra info like which map? Maybe your players wearing something for which u need updated kRO.

    Oops, looks like I misunderstood ur topic.

     

    Maybe send a coredump and we would be able to identify the cause.


  3. What you mean by logs the sql and server file?

    If you want to know the cause of crash, just enable coredump, if you dont understand coredump, you can asknhere for help with coredump.


  4. Which rA feature you are talking about?

    (No offense but some truths)

    Rebellion skills: no official data used, bcoz we dont have it. They are coded with info available about them.

    Items: coded with information from irowiki.

    Npc: maybe this is the one we would have to merge

    Source: we cant compare due to large conflicts, but personally, I think why should copy all things that rA do , if something is in kRO, Surely hercules dev will implement it.


  5. Well, Michieru will fix that soon,

    About New Items Update, I am making a tool that will get the changes of every little desc changes, so we can track the Other Item changes too(Yah, This is what I am making,) But unfortunately Due to my unavailability of time, I think I will make it public at April, Also with some massive updates here.


  6.  

     

    http://herc.ws/board/index.php?app=downloads&module=display&section=screenshot&id=6

    File Name: Special Shop

    File Submitter: Dastgir Pojee

    File Submitted: 15 May 2013

    File Category: Source Modifications

     

    As Per This Topic: http://herc.ws/board/topic/3204-special-shop/#entry21298

    Example of usage:

     

    For using ItemID x for buying Items

    <map name>,<x>,<y>,<facing>    itemshop    <npc name>    <spriteid>,<item_id><itemid>:<amount>,.....
    This shop will use item id mentioned in the NPC.

     

    For Using Variable for buying items

     

    <map name>,<x>,<y>,<facing> pointshop    <npc name> <spriteid>,"<variable_name>":"<variable_description>",<itemid>:<amount>,.....
    Variable_Name will be deducted from your variable,and it will show variable_description when click npc.

     

    Please See ScreenShot for More information.

     

     

    NOTE:

    Please Do Not Share without Credit.Please Do not Share this as Paid Service.

     

    Click here to download this file

    can i ask how can i put this in my hercules server? should i put the codes manually? because i don't know the fastest way..

    Well its now obsolute, since i have seen hercules changed the shop code, so you can use that.


  7. You can add those below

    #ifndef RENEWAL_ASPD	if((skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)		bstatus->aspd_rate -= 5*skill_lv;	if((skill_lv = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd))		bstatus->aspd_rate -= 30*skill_lv;	if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0 &&		(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))		bstatus->aspd_rate -= ((skill_lv+1)/2) * 10;	if(pc_isriding(sd))		bstatus->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY);	else if%2

  8. can you make the code like this. instead of dropping the item even the @garbage is active, it will show a message you cannot drop this item.

    Well What exactly you want?

    Garbage means the item will be deleted immediately as its dropped.

    If you don't want specific Item to drop, You can enable ItemLock, Else you can use character bounded items, or configure item_id in item_trade.txt


  9. -	script	at_monster	-1,{	OnInit:		bindatcmd "monster",strnpcinfo(3)+"::OnAtcommand",0,99;		end;	OnAtcommand:		atcommand "@monster " +implode(.@atcmd_parameters$, " ");		announce "[ "+strcharinfo(0)+" ] spawned "+(.@atcmd_parameters$[1]==""?1:.@atcmd_parameters$[1])+" "+getmonsterinfo(atoi(.@atcmd_parameters$[0]), 0)+" on "+strcharinfo(3)+"!",0;		end;}

    You inputted number, but .@atcmd_parameters$[0] is a string($ at end indicates its a string variable), so just use atoi for it.


  10. Information should be cross checked, since we cannot fully depend on descriptions,(what about items which says, give you some strength.),also buy/sell price?

    Well but atleast we will get some data for those items , and can enjoy that new item.


  11.  

    Line 205:(sonicxxx:)

    Add Before(can also put after it), it the "OnClockxxxx" or "OnMinute"

    In case you want every 1 hour, you can put "OnMinute00" Before it.

     

     

    attachicon.gifporingsoccerv3.txt (Done it every 1 hour)

    u edit it for me? thank you very much.

     

     

     

    EDIT:

     

    OnMinute01:sonicxxx: 
    its in your code. hmm is that every 1 hour? or every 1st minute of the hour?
    Every 1st minute of hour ( that simply means every 60 minute)

  12. this will need seperate item/mob databases for each episode.

    seperate script folders, etc

     

    even the source will need to be flooded with IFDEF for all the changed mechanics over the years

     

    yes it is a good idea, but not a practical one

    Well, better to have 1mech, and about item db, with its new format, I think we can make optional episode variable, so if that variable is equal or less than defined, that item will be loaded.
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