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stiflerxx

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Posts posted by stiflerxx


  1. Hello
    Herculisnianos '-'
     
    are two doubts:
    1 (already exists but does not know where there seems to be the (Eamod))
    System of conquest (sistema de conquista(br)):
    picture:
    u8oB6y9.jpg
    description:
    And like a quest when you reach the goal you get 1 achievement.
     
    2nd New Insurance System.
    would be equal to the normal trade could however only runs every 24 hours and another window that is would be similar to the system of two kafras.
    I do not know if it is possible to duplicate the system of trade.

  2. I was busy with writing maintenance mod ok ?

    actually I just forgot to add aFree(temp)

    npc.c:4020:71: warning: character constant too long for its type
    npc.c: In function 'npc_parse_mapflag':
    npc.c:4020: warning: comparison is always true due to limited range of data type
     
    ?
    help?

  3.  

     

     

    bom eu só baixei e tentei compilar e já deu erro '-'

    uso o visual 2013 completo. e tentei compilar no v12 do hercules.

     

    o erro e esse:

    c0KNcqY.png

     

    bom eu mesmo nem configurei nada só extrai do zip que baixei no github do hercules e cliquei pra compilar...

     

    me fale como corrigir pq antes de mexer queria que pelo mesmo n tive-se erros sem nem mesmo ter editado nada.

     

    postei no geral PT-br pq no report bug teria que escrever em inglês e não sou bom ai teria que usar o translator ai ficaria pior kkk

     

     

    abç.

     

    pode ignorar esse erro, o importante é q o map, char, login e mapcache foram compilados com sucesso, esse erro já foi reportado e eles vão corrigi-lo em breve :)

    but this error can not create future problems?

     

    não vai criar não ^^ e pode falar português pois eu sou brasileiro tbm kkkkkk

    amen kkkkkkkk e tenso acha um br kkkkk e pq não costumo fica atualizando o emulador toda hora.


  4.  

    bom eu só baixei e tentei compilar e já deu erro '-'

    uso o visual 2013 completo. e tentei compilar no v12 do hercules.

     

    o erro e esse:

    c0KNcqY.png

     

    bom eu mesmo nem configurei nada só extrai do zip que baixei no github do hercules e cliquei pra compilar...

     

    me fale como corrigir pq antes de mexer queria que pelo mesmo n tive-se erros sem nem mesmo ter editado nada.

     

    postei no geral PT-br pq no report bug teria que escrever em inglês e não sou bom ai teria que usar o translator ai ficaria pior kkk

     

     

    abç.

     

    pode ignorar esse erro, o importante é q o map, char, login e mapcache foram compilados com sucesso, esse erro já foi reportado e eles vão corrigi-lo em breve :)

    but this error can not create future problems?


  5. the default status is stone curse, maybe it cant find the status you added

     

    You forgot to add sc in status.h,so you got stone curse

     

    btw, your custom icon number is too big ,I think  801  is enough

     

    and it would be better if icon number is the same as  sc number

     

    status.h:
    SC_CONVERT_AGUA,
    SC_CONVERT_FOGO,
    SC_CONVERT_VENTO,
    SC_CONVERT_TERRA,
    SI_CONVERT_AGUA                          = 801,
    SI_CONVERT_FOGO                          = 802,
    SI_CONVERT_VENTO                         = 803,
    SI_CONVERT_TERRA                         = 804,
     
    status.c:
    status->IconChangeTable[sC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC;
    status->IconChangeTable[sC_CONVERT_AGUA] = SI_CONVERT_AGUA;
    status->IconChangeTable[sC_CONVERT_FOGO] = SI_CONVERT_FOGO;
    status->IconChangeTable[sC_CONVERT_VENTO] = SI_CONVERT_VENTO;
    status->IconChangeTable[sC_CONVERT_TERRA] = SI_CONVERT_TERRA;
     
    stateiconimginfo.lua:
    [EFST_IDs.EFST_CONVERT_AGUA] = "STATUSAGUA.TGA",
    [EFST_IDs.EFST_CONVERT_FOGO] = "statusfogo.TGA",
    [EFST_IDs.EFST_CONVERT_VENTO] = "statusterra.TGA",
    [EFST_IDs.EFST_CONVERT_TERRA] = "statusvento.tga",
     
    stateiconinfo.lua:
    StateIconList[EFST_IDs.EFST_CONVERT_AGUA] = {
    haveTimeLimit = 1,
    posTimeLimitStr = 2,
    descript = {
    { "the great totem of ancient spirit", COLOR_TITLE_BUFF },
    { "%s", COLOR_TIME },
    { "Bônus em ataque mágico e físico" },
    { "em 10% contra monstros do tipo demônio" }
    }
    }
     
    efstds.lua:
    EFST_CONVERT_AGUA = 801,
    EFST_CONVERT_FOGO = 802,
    EFST_CONVERT_VENTO = 803,
    EFST_CONVERT_TERRA = 804,
     
    item_bd.conf
     
     sc_start SC_CONVERT_AGUA,10000,0;
     sc_start SC_CONVERT_FOGO,10000,0;
     sc_start SC_CONVERT_VENTO,10000,0;
     sc_start SC_CONVERT_TERRA,10000,0;
    I think the error is in item_db.conf
    I think it wrong to write! alright so?
     
     sc_start SC_CONVERT_AGUA,10000,0;
     sc_start SC_CONVERT_FOGO,10000,0;
     sc_start SC_CONVERT_VENTO,10000,0;
     sc_start SC_CONVERT_TERRA,10000,0;

  6.  

     

    Help to find the script command to display information about the item.

    The link is written in the NPC dialogue. 

    In the dialogue box to display the text "Display Name" and clicking on it

    open the description with the image of things.

    Was like this:

     

    <ITEM>Display Name<INFO>Item id</INFO></ITEM>";

     

    Sorry for bad English.

    hello 

    did not quite understand what u want ...

     

    Was like this:

    <ITEM>Butterfly Wing<INFO>602</INFO></ITEM>";

     

     

    vcCoIPHECbk.jpg

    "+ Getitemname (ID) +" =)


  7. Help to find the script command to display information about the item.

    The link is written in the NPC dialogue. 

    In the dialogue box to display the text "Display Name" and clicking on it

    open the description with the image of things.

    Was like this:

     

    <ITEM>Display Name<INFO>Item id</INFO></ITEM>";

     

    Sorry for bad English.

    hello 

    did not quite understand what u want ...


  8. where I went wrong?

     

    status.c

    status->IconChangeTable[sC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC;
    status->IconChangeTable[sC_STATUS_CONVERT_AGUA] = SI_STATUS_CONVERT_AGUA;
     
    status.h

    SI_STATUS_CONVERT_AGUA                   = 2000,
     
    SI_MAX,
    };
    recompiled
    data:
    efstids.lub:

    EFST_AKAITSUKI = 660,
    EFST_STATUS_CONVERT_AGUA = 2000,
    __newindex = function()
    error("unknown state")
    end
    }
    stateiconinfo.lub:

    StateIconList[EFST_IDs.EFST_STATUS_CONVERT_AGUA] = {
      haveTimeLimit = 1,
      posTimeLimitStr = 2,
      descript = {
        {"Conversor de água Ativado",COLOR_TITLE_BUFF},
        {"%s", COLOR_TIME},
        {"Bônus contra a propriedade Fogo"},
        {"Penalidade de Dano contra água by:Ravnos"}
      }
    }
    stateiconimginfo.lub:
    PRIORITY_BLUE = {
    [EFST_IDs.EFST_STATUS_CONVERT_AGUA] = "STATUSAGUA.TGA"
    item_db.conf

    {
    Id: 12115
    AegisName: "Elemental_Water"
    Name: "Elemental Converter"
    Type: 11
    Buy: 2
    Weight: 10
    BuyingStore: true
    Script: <" sc_start SC_STATUS_CONVERT_AGUA,10000,0; itemskill ITEM_ENCHANTARMS,2; ">
    },
    db/const.txt:
    SC_FALLENEMPIRE 579
    SC_STATUS_CONVERT_AGUA 580
     
    poatRhL.jpg
    ?

    thank you

     

    link guide>>>http://herc.ws/board/topic/7526-guide-adding-new-status-icons/#entry46157

     

    @edit

    petrifies but he did not put the status icon does not appear.


  9. Hello Hercules Community,

    Here's a Guide to Add a New Custom Status Icons(the one displayed on the right)

     

     

    What you Need?

    • Knowledge of Editing and Compiling Server(and ofcourse custom icons)

     

    1) Server Side Edits:

    open

    src/map/status.h

     

    Find

     

    SC_MAX 

    Add Before

     

    SC_MYCUSTOMBUTTON,

     

     

    Find

    SI_MAX,

    Add Before

     

    SI_MYCUSTOMBUTTON = ID_OF_BUTTON,

    (ID of Button can be any, but I suggest to have them > 2000, so not to avoid any updates with kRO(which is at 900) now)

    P.S: Remember that ID_OF_BUTTON, we gonna need them later.

     

     

    src/map/status.c

    Find

    status->IconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC;

    Add Below

    status->IconChangeTable[SC_MYCUSTOMBUTTON] = SI_MYCUSTOMBUTTON;

     

    Recompile 

     

    2) ClientSide Edits

    Get a CleanCopy of statusicon folder (https://github.com/ROClientSide/Translation/tree/master/Data/luafiles514/lua%20files/stateicon)

     

    Open efstids.lub

    Find:

    __newindex = function()error("unknown state")

    Before it add,

     

    EFST_MYCUSTOMBUTTON = ID_OF_BUTTON, 

    P.S: ID_OF_BUTTON should match the one on source(status.h)

     

     

    Open  stateiconinfo.lub

    Find

     

    StateIconList[EFST_IDs.EFST_JUMPINGCLAN] = { 

    Add Before

    StateIconList[EFST_IDs.EFST_MYCUSTOMBUTTON] = {  haveTimeLimit = 1,  posTimeLimitStr = 2,  descript = {    {      "My Custom Button Heading",      COLOR_TITLE_BUFF    },    {"%s", COLOR_TIME},	--do not edit this, this shows time remaining    {      "Description 1"    },    {      "Description 2"    },	{      "Description 3"    }  }}

    Open

    stateiconimginfo.lua

    Find

     

    [PRIORITY_GOLD] = {

    OR

    [PRIORITY_RED] = { 

    OR

    [PRIORITY_BLUE] = { 

    OR

    [PRIORITY_GREEN] = { 

    OR

    [PRIORITY_WHITE] = { 

    (Depending on what background your Custom Button is)

    Add below

     

    [EFST_IDs.EFST_MYCUSTOMBUTTON] = "MYCUSTOMBUTTONFILE.TGA", 

    P.S: Your Button File must be in .TGA form only.

    .tga file must go to data/texture/effect/ Folder

     

    And Its DONE!!!

     

    NOTE: Replace MYCUSTOMBUTTON with your own Icon/Effect Name

    where I went wrong?

     

    status.c
    status->IconChangeTable[sC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC;
    status->IconChangeTable[sC_STATUS_CONVERT_AGUA] = SI_STATUS_CONVERT_AGUA;
     
    status.h
    SI_STATUS_CONVERT_AGUA                   = 2000,
     
    SI_MAX,
    };
    recompiled
    data:
    efstids.lub:
    EFST_AKAITSUKI = 660,
    EFST_STATUS_CONVERT_AGUA = 2000,
    __newindex = function()
    error("unknown state")
    end
    }
    stateiconinfo.lub:
    StateIconList[EFST_IDs.EFST_STATUS_CONVERT_AGUA] = {
      haveTimeLimit = 1,
      posTimeLimitStr = 2,
      descript = {
        {"Conversor de água Ativado",COLOR_TITLE_BUFF},
        {"%s", COLOR_TIME},
        {"Bônus contra a propriedade Fogo"},
        {"Penalidade de Dano contra água by:Ravnos"}
      }
    }
    stateiconimginfo.lub:
    PRIORITY_BLUE = {
    [EFST_IDs.EFST_STATUS_CONVERT_AGUA] = "STATUSAGUA.TGA"
    item_db.conf
    {
    Id: 12115
    AegisName: "Elemental_Water"
    Name: "Elemental Converter"
    Type: 11
    Buy: 2
    Weight: 10
    BuyingStore: true
    Script: <" sc_start SC_STATUS_CONVERT_AGUA,10000,1; itemskill ITEM_ENCHANTARMS,2; ">
    },
    poatRhL.jpg
    ?

  10. hello goodnight
     
    When the player uses the skill (MO_EXTREMITYFIST,Asura Strike) however it usually appears if the player has but 150 "DEX" / "standcast" sprite / .tga the asura no longer appears.
    and some skill does not happen this
     
    how do I get the .tga show him asura / sprite always with the same standcast or 150 DEX?

  11. It is written that if 32 then GOSPEL WILL REMOVE IT.

     

    //         32 - SC considered as debuff and (will) be removed by Gospel and etc.

     

    And one of tarot cards uses same code as gospel, so it won't be removed as well.

    to forgive me and cuz my English is not very good then bad .... interpreite
    sorry and thanks for the support.
    have a good night +1

  12. *facepalm*

     

    I'm sorry, but I have no words. WHY, WHY THE HELL DO YOU SET IT TO 32?

     

    rvf1nc.jpg

    neykb6.jpg

    34eoj00.jpg

    //         32 - SC considered as debuff and be removed by Gospel and etc.

    it is not written for 32- and gospel?
    and to not quit when using tarot card (CG_TAROTCARD, Tarot Card of Fate)?

  13.  

     
    skill.c:14399:23: warning: using the result of an assignment as a condition      without parentheses [-Wparentheses]                        if (sd->last_skill = skill_id)                            ~~~~~~~~~~~~~~~^~~~~~~~~~skill.c:14399:23: note: place parentheses around the assignment to silence this      warning                        if (sd->last_skill = skill_id)                                           ^                            (                        )skill.c:14399:23: note: use '==' to turn this assignment into an equality      comparison                        if (sd->last_skill = skill_id)                                           ^                                           ==skill.c:14402:5: warning: add explicit braces to avoid dangling else      [-Wdangling-else]                                else                                ^skill.c:14407:23: warning: using the result of an assignment as a condition      without parentheses [-Wparentheses]                        if (sd->last_skill = skill_id)                            ~~~~~~~~~~~~~~~^~~~~~~~~~skill.c:14407:23: note: place parentheses around the assignment to silence this      warning                        if (sd->last_skill = skill_id)                                           ^                            (                        )skill.c:14407:23: note: use '==' to turn this assignment into an equality      comparison                        if (sd->last_skill = skill_id)                                           ^                                           ==skill.c:14410:5: warning: add explicit braces to avoid dangling else      [-Wdangling-else]                                else                                ^

     

    int skill_delay_check (struct map_session_data *sd, uint16 skill_id, uint16 skill_lv,uint16 flag) {
    switch (skill_id) {
    case AS_SONICBLOW:
    case GC_CROSSIMPACT:
    case CG_ARROWVULCAN:
    if (sd->last_skill == skill_id){
    if(( DIFF_TICK(sd->canskill_tick2, timer->gettick()) > 0 ))
    sd->state.skill_check_double = 1 ;
    }else{
    sd->canskill_tick2 = timer->gettick() + 1500;
    }
    break;
    case RK_DRAGONBREATH:
    case RK_DRAGONBREATH_WATER:
    if (sd->last_skill == skill_id){
    if(( DIFF_TICK(sd->canskill_tick2, timer->gettick()) > 0 ))
    sd->state.skill_check_double = 1 ;
    }else{
    sd->canskill_tick2 = timer->gettick() + 1000;
    }
    break;
    default:
    break;
    }
    sd->last_skill = skill_id;
    return 1;
    }
     

     

    I put well and stopped the errors

     


  14. see 'db/sc_config.txt' for more info..

     

     

    // Status Change configuration database

    //

    // Structure of Database:

    // SC_NAME, flag

    //

    // flag   1  - SC cannot be removed by death.

    // 2  - SC cannot be saved.

    // 4  - SC cannot be reset by dispell.

    // 8  - SC cannot be reset by clearance.

    // 16 - SC considered as buff and be removed by Hermode and etc.

    // 32 - SC considered as debuff and be removed by Gospel and etc.

    // 64 - SC cannot be reset when MADO Gear is taken off.

    //   128 - SC cannot be reset by 'sc_end SC_ALL' and status change clear.

    //Example:

    //SC_ENDURE, 21 //SC_ENDURE: cannot be removed by death and dispell and cosidered as buff. (16 + 4 + 1 = 21)

     

    :meow:

     

     

    There's no SC_FULLPROTECTION. You just made that up.

     

    SC_PROTECTWEAPON, 28SC_PROTECTSHIELD, 28SC_PROTECTARMOR, 28SC_PROTECTHELM, 28

     

    You need to change those. I think you need to remove 16 from them, but not sure.

     

    SC_PROTECTWEAPON, 12SC_PROTECTSHIELD, 12SC_PROTECTARMOR, 12SC_PROTECTHELM, 12

    //         32 - SC considered as debuff and be removed by Gospel and etc.

     

    SC_PROTECTWEAPON, 32
    SC_PROTECTSHIELD, 32
    SC_PROTECTARMOR, 32
    SC_PROTECTHELM, 32
     
    nothing has changed ... SKILL still comes out ..
     
    the paladin keeps losing (Full Protection) when using PA_GOSPEL,Battle Chant
    B9ICC87.png
    DA7PxH8.png

  15. see 'db/sc_config.txt' for more info..

     

     

    // Status Change configuration database

    //

    // Structure of Database:

    // SC_NAME, flag

    //

    // flag   1  - SC cannot be removed by death.

    // 2  - SC cannot be saved.

    // 4  - SC cannot be reset by dispell.

    // 8  - SC cannot be reset by clearance.

    // 16 - SC considered as buff and be removed by Hermode and etc.

    // 32 - SC considered as debuff and be removed by Gospel and etc.

    // 64 - SC cannot be reset when MADO Gear is taken off.

    //   128 - SC cannot be reset by 'sc_end SC_ALL' and status change clear.

    //Example:

    //SC_ENDURE, 21 //SC_ENDURE: cannot be removed by death and dispell and cosidered as buff. (16 + 4 + 1 = 21)

     

    :meow:

    [Warning]: status_readdb_sc_conf: Invalid status type SC_FULLPROTECTION specified.
    [Error]: sv_readdb: Could not process contents of line 445 of "db/sc_config.txt".
     
     
    SC_FULLPROTECTION, 32 ?

  16. how not to lose the skill (CR_FULLPROTECTION,Full Protection) when using the skill (PA_GOSPEL,Battle Chant) and one of the letters of skill (CG_TAROTCARD,Tarot Card of Fate)?


  17.  

     

    thanks annie, just tested and it works flawlessly :) I love you

    hello could you tell me where u put if ( pc_get_group_level(sd) < 99 )?

     

     

    int buildin_maprespawnguildid_sub_pc(struct map_session_data* sd, va_list ap){	int16 m=va_arg(ap,int);	int g_id=va_arg(ap,int);	int flag=va_arg(ap,int);	if(!sd || sd->bl.m != m)		return 0;	if(pc_get_group_level(sd) == 99)		return 0;	if(	    (sd->status.guild_id == g_id && flag&1) //Warp out owners	 || (sd->status.guild_id != g_id && flag&2) //Warp out outsiders	 || (sd->status.guild_id == 0)              // Warp out players not in guild [Valaris]	  )		pc->setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);	return 1;}

    +1  :meh:

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