Adam
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Everything posted by Adam
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What about them ? Are you asking if they are safe or are you saying they are safe and should be used instead ?
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Modify asura after-delay SP regen after reconnection
Adam replied to Adam's question in Source Requests
Hey Jabote, I'm aware my friend, hence I made clear in the bug tracker-related topic I have no access to iRO/kRO to test there by myself so I tested with the only official available to me (fRO). I would be very surprised if such a big difference regarding "core mechanism" was confirmed between these offy servers but yeah, it s not that impossible. Anyways, I ll try your idea when I get back home and let you know. Thanks! -
Hello, For now using Hercules if you Asura> Log off > Log back in = You get a 5 Minutes delay before you can naturally regenerate SP. In my experience this behavior differs from the official behavior which allow an instant natural SP regeneration after logging off/back in (bug report http://herc.ws/board/tracker/issue-8220-asura-sp-regenerating-upon-log-offin/). So regardless if it's confirmed as bug or "intended", I need your help to "customize" the source for it to suit this scheme please: Asura> Log off > Log back in = Instant natural SP regeneration (like in this below video made on the official european server) Thank you.
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No harm made, no worries
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Hello Jabote, It is there already, it is the link and quote i made in the 1rst post. I just copied/pasted it in this section to give it more visibility as the former bug report by Raziel doesn t seem active (no dev reply)
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Hello Hercules community, This is a revival of a topic started by Raziel that can be found here. I thought maybe with a better visibility, more people would be able to testify if they experience the same issue or not, for it to get eventually fixed thanks
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I can only do the 1st part ehhehe.. I'm not good in scripting. mes "Hello."; mes "Would you like to participate in the ^FF0000King of Emperium Hill Tournament^000000?"; if ( select ( "Yes", "No" ) == 2 ) close; switch(select( "North","East","West","South","Close" )) { case 1: warp "guild_vs1", 50, 88; end; case 2: warp "guild_vs1", 88, 50; end; case 3: warp "guild_vs1", 50, 11; end; case 4: warp "guild_vs1", 11, 50; end; case 5: close; }} Thanks for that Hadeszeus =]
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Sweet, thanks.
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Thanks for the in-depth explanation, now you make me want to double check some scripts.
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you can still use mail system via alt+h then send message. or it can be access via npc. yup there is a bug regarding on it specially when you have a @security on your server. Hello, I never was aware (I must not be the only one) people could dupe using a bug related to the mail system, could you please elaborate for us ? So we can take counter-measures too if necessary. Thanks !
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Hey~ Any news regarding this please ? Allow me to expose a little scenario to demonstrate the essential use of such a feature: X Guild meets members of Y Guild in a random field. X's leader flags Y's as antagonists and X men start killing Y members. Problem: Y men can't hit back because their leader hasn't flagged X Guild as Antagonist yet Solutions: Option 1: Reciprocity check (This option works almost identical to the official "Alliance" guild system;except in case of antagonism, no need to ask for confirmation): If X adds Y antagonist, then X gets automatically flagged as antagonist in Y's books too. If Y has the maximum amount of Antagonists allowed already,then X can't flag Y antagonist. Reciprocity would also work the opposite way: If X takes Y out of antagonist list, X is also taken out of Y's antagonist list. About allies, they shouldn't be taken into account in this system imo, this would make things way too complicated. Z can't attack/can't be attacked by X just because Z is Y's ally. Z would have to flag X as Foe to be able to fight it (therefore Antagonism system may not apply if X's Antagonist limits have already been reached) Option 2: Announcement When X adds Y as Antagonist, there would be a self_broadcast to online members of both guilds saying "New Foe has been added !" (maybe with red letters for more visibility). So at least, if the 1rst option can't be done, at least people get warned. Option 3: Combo Option 1+ option 2 (would be fantastic) Why not turning the whole server PK ?: Not everyone likes PK servers, some people enjoy PvE/Quest aspect of the game and may dislike being randomly killed in fields. The good thing about this antagonism system is it allows people from specific rival guilds to kill each other even outside of PvP without harming anyone else around (for instance party members not guilded in any of the rival guilds) This should enhance the guild hatred/rivalry in a great fashion, without any external plugin/script but just using something native in Ragnarok.
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Need this script applied to the party, not only the killer in the party
Adam replied to Adam's question in Script Support
Nice variation of annie's original script, and interesting request. -
Little help to customize AR's KoE1.0a script please, thanks.
Adam replied to Adam's question in Script Requests
hehe alright, noted. Sorry if i sounded rude in the first place -
Little help to customize AR's KoE1.0a script please, thanks.
Adam replied to Adam's question in Script Requests
Agree with the First IDEA but not in the next two. Well, it's not a poll to be honest, I'm requesting help to bend the script my way Back on topic, if I should have post on "script support section" then sorry for my mistake and would be great if a moderator could move the topic where it belongs, thanks. -
1. possible by implementing as a script command but I don't think its possible to list more than 3 ... the client not able to list the 4th one when invite the 4th antagonist guild 2. I think its possible ... just need an extra check the opponent guild already has max antagonist guild These 2 ideas are definitely great; hope the great Annie can get this to work
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Little help to customize AR's KoE1.0a script please, thanks.
Adam posted a question in Script Requests
Hi everyone, I thought i should make a fresh thread instead of bumping another one. So here am I again, requesting the same modifications on the AnnieRuRu's KoE script: KoE warper: People are not randomly warped on the KoE map but they choose which entry they want to spawn at (north,south,east,west); this should certainly emphasize the tactic dimension When KoE ends, the Guild Leader is granted access to a treasure room where a customizable amount of Treasure boxes are waiting to be collected Guild Leader has until the next KoE starts to redeem the boxes, if he doesn't then the boxes are lost Thanks ! -
Need this script applied to the party, not only the killer in the party
Adam replied to Adam's question in Script Support
Thanks, that's just perfect -
Need this script applied to the party, not only the killer in the party
Adam replied to Adam's question in Script Support
Hey Annie, hi all, So I'm finally using your script (scenario #2 ) and I was wondering if we could add an idle check to it (can easily be abused by Alchemist/Creators with homunculus otherwise) which would "cancel" the custom drop if the player is flagged AFK. Thanks ! -
http://herc.ws/wiki/Timers_%28Scripting%29#AttachNPCTimer1. attachnpctimer is a npc type timer that is attached to the npc 2. addtimer is a player type timer that is attached to the player they are different 3. sleep type timer ... my favorite 4. static timer ... gettimetick(2) Thanks for this suggestion Annie, it works great this way /no1
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I see, thanks mate.
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That s exactly what I asked for in the first place, I'm sorry if i didn't make myself clear :/
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item_db.conf evilpuncker