icabit
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Posts posted by icabit
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a must have again +1 to topic
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i agree with jabote
im using hercules for pre-re works great -
It seems it could be a nice idea to remodel this for also checking the destination of the skill or even the pair caster-receiver. But I think it's quite good as is, especially if most uses of this mods will surely be for PvP or WoE.
indeed, thinking about it now, it makes more sense to make it depend on target not source
+1 to this
and im sorry i didn't know that it was for the caster of the skill
cause i was trying to put the cap on damaging against players
ill just hope this would be implemented in the future updates
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hi i don't know whats wrong with mine
here's my video showing that skill damage cap isn't working for exclusively for monsters using
MO_EXTREMITYFIST: (200000,"MONSTER")
and i disabled HMAP_ZONE_DAMAGE_CAP_TYPE
i also set my svn to pre renewal mode in renewal.h i added a comment on all renewal mechanics
cause you might be wondering why im editing map_zone.conf if pre-re folder in the video
and i haven't added any modifications to the svn. i just edited some files like conf and mmo.h to make it work as a test server
map.h for max lvl. disabled all the npc so the emulator would loadfaster
pls correct me if im wrong i am very new to hercules
MO_EXTREMITYFIST: (200000,"PLAYER") - WORKS btw
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skill_damage_cap: { //Exemple Below caps firebolt damage in maps within this zone to a maximum 50 damage, // (depends on HMAP_ZONE_DAMAGE_CAP_TYPE in src/config/core.h) // to players and monsters. //MG_FIREBOLT: (50,"PLAYER | MONSTER") }
im using the most updated svn at this time that i posted
im sorry for this noob question but how do you make a cap for players only?
i tried
MG_FIREBOLT: (50,"MONSTER") didn't cap at 50 when im hitting a monster
MG_FIREBOLT: (50,"PLAYER") didn't cap at 50 when im hitting a player
MG_FIREBOLT: (50,"PLAYER | PLAYER") didn't cap at 50 when im hitting a player
MG_FIREBOLT: (50,"MONSTER | MONSTER") didn't cap at 50 when im hitting a monster
or is it really required to cap them in both player and monster?(basically using that format)
since /MG_FIREBOLT: (50,"PLAYER | MONSTER") this works perfectly
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please make irc-bot patch for rathena
Why..? This is Hercules. A separate emulator. If they want to put it into the rAthena emulator, they'll do it there, just like they did with Ind & friend's chat channel system. Frankly, I'd rather NOT see it implemented on rAthena, because it only continues the tension between the two projects that people have for whatever reason. I'd much prefer seeing each project truly fork and continue to develop separately, than seeing CUSTOM additions continuously merged into rAthena. But, you know, that's just my two cents, who am I?
i totally agree with this
just switch to hercules nndsl and you won't regret it
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awesome <3 i love the damage capper thing a lot
+ the less memory consumption and much faster processing -
not much to it. if <-boolean yes or no (strcharinfo(0) <--- the character's name is the 0 option see script_commands.txt i blieve == <---boolean equals if these are in fact equal "icabit" <--you)) mes <---script command for a message similar to printf or something like that followed by what you are printing ---> "sup" ;<---don't forget the semicolon. super paranoid scripting logic.
waaaaaaa you misunderstood my reply
i mean the whole structure of hercules like difference between eathena/rathena/hercules xD
advantages and disadvantages. well and after reading topics. i think hercules is better. more flexible
i did understand your if(decision statement xD)
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i like the idea +1 to this
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+1 to topic a must have
but may i suggest of the structure?
i got this idea from lilith's skill damage (just like clydelion said)
i think it would be more effective this way
// Format: Skill ID, Mode, PC damage Cap, Mob Damage Cap, Boss Damage Cap, Other damage Cap// Mode// 1 - normal maps// 2 - PVP// 4 - GVG// 8 - Battlegrounds// 32 - zone 1// 64 - zone 2// 128 - zone 3// 256 - zone 4// 512 - zone 5// 1024 - zone 6// 2048 - zone 7
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trying to set hercules now
i need to learn the structure of this
>.<if(strcharinfo(0) == "icabit")) mes "sup.";
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i like the idea hope this gets implemented
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hey icabit . Nice to see you here
Hercules Link => https://github.com/HerculesWS/Hercules/
There is an intro there as well which should be helpful
thx msteam :3
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thx for welcoming me here in the community
now ill try to look for a guide how to install hercules xDNice to meet you. Welcome to Hercules.
Welcome and Mabuhay
Welcome to Hercules icabit xD
Hello, welcome friend, hehe! -
i haven't downloaded hercules but if it uses skill_db with these format
//id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description// 01 ID// 02 range (combo skills do not check for range when used,// if range is < 5, the skill is considered melee-range)// 03 hit (8- repeated hitting, 6- single-hit)// 04 inf (0- passive, 1- enemy, 2- place, 4- self, 16- friend, 32- trap)// 05 element (0 - neutral, 1 - water, 2 - earth, 3 - fire, 4 - wind, 5 - poison,// 6 - holy, 7 - dark, 8 - ghost, 9 - undead, -1 - use weapon element// -2 - use endowed element, -3 - use random element.)// 06 nk (skill damage properties):// 0x01 - No damage skill// 0x02 - Has splash area// 0x04 - Damage should be split among targets// 0x08 - Skill ignores caster's % damage cards (misc type always ignores)// 0x10 - Skill ignores elemental adjustments// 0x20 - Skill ignores target's defense (misc type always ignores)// 0x40 - Skill ignores target's flee (magic type always ignores)// 0x80 - Skill ignores target's def cards
0x40 - Skill ignores target's flee (magic type always ignores)
i hope this helps and enjoy
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hi im icabit from rathena, spriterepository, midgard community and icabit69 from eathena.ws/board
i have registered here before dunno when was that LOL(i think its a late introduction already xD)
anyway nice to meet you all and have a nice day
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As long as I know, now that I've just checked the doc/script_commands.txt of both emulators, you can use almost all script commands present in rAthena in Hercules with identical behavior. But there are some script commands that Hercules doesn't have yet such as sit; stand; delequip; morphembryo; checkhomcall; and a script command that has a distinct name such as consumeitem (rA) --> itemeffect (Herc).
However, I'd say script compatibility is 95+% because they're either quite new commands or haven't been extensively used in scripts -I've never seen any of the rAthena "exclusive" commands in use on a public released script yet-.
Hope I helped you.
P.S.: Hey Ind, i still don't know the reason of maintaining the get_revision() command. I think it should be changed to get_hash() or do something about its behavior since in rAthena it returned an integer value. Well, I think this one hasn't ever been used for a serious script so never mind. And the charisupper doc example has a mistake too I think. And there is the suggestion of merging those script commands for increased rAthena-Hercules compatibility.
nice info
Skill ID Processing Overhaul
in Repository News
Posted
awesome work saved up more ram <3