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Adam

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Posts posted by Adam


  1.  

    try this

    -	script	cieffect	-1,{Onatlootend:	atcommand "@autoloot 0";end;}and item script	Script: <" 	deltimer "cieffect::Onatlootend";	while(input(.@rate,1,100)!=0);	atcommand "@autoloot "+.@rate;	addtimer 5000,"cieffect::Onatlootend";	">

    Hey there :)

     

    Can you help please ? I want to attach the @autoloot function to a miscellaneous item (that cannot be "consummed"), also for a week duration; so when the times expires, item gets deleted :)

    By the way I read in a different topic the "attachtimer" function shouldn't be used too often, is it relevant in this case ?

    Thanks.


  2. Hi all,

    First, I'm just wondering if this file here is correct

    //--------------------------------------------------------
    // Hercules Script Configuration File
    //--------------------------------------------------------

    warn_func_mismatch_paramnum: yes

    check_cmdcount: 655360

    check_gotocount: 655360

    // Default value of the 'min' argument of the script command 'input'.
    // When the 'min' argument isn't provided, this value is used instead.
    // Defaults to 0.
    //input_min_value: 0

    // Default value of the 'max' argument of the script command 'input'.
    // When the 'max' argument isn't provided, this value is used instead.
    // Defaults to INT_MAX.
    //input_max_value: 2147483647
    input_max_value: 10000000

    // Specifies whether or not each built-in function's arguments are checked for
    // correct type. When a function is given an argument different from what it
    // expects, a warning is thrown before the function is ran anyway.
    // Default: yes
    warn_func_mismatch_argtypes: yes

    import: conf/import/script_conf.txt


    Then ; I have some questions:

    • [*]Where do I modify files to turn any mob aggressive ?

    Thanks :)

    I got helped, topic closed. Thanks.


  3. Hello,

     

    May I ask for little customizations to your nice script please ?

    [*]Upon talking to the KoE warper, people are not randomly warped on the map but they choose which entry they wanna spawn at (north,south,east,west); this would allow more tactic plans

    [*]When KoE ends, the Guild Leader (only him) would be granted access to a treasure room where [Choose an amount here] different boxes will spawn with customs rewards in it

    [*]Guild Leader has until the next KoE starts to redeem the boxes, if he doesn't then the boxes are lost

    Thanks !


  4. Hello again :)

     

    Testing your script Annie, I have come into this weird behaviour.

     

    Testing settings:

     

     

    .sleeploop = 5000; // every 5 seconds

       .tick = 6; // loop 6 times of 5 seconds == 30 seconds

       .afk = 60; // default value : 2 = loop 2 times of 5 seconds (10 seconds) // value 60 = 300 seconds/5 minutes

       end;

     

    Testing procedure:

     

    With a timer by my side, I'm being active for 30 seconds (moving around) and it works great; I m getting rewarded after 30 seconds.

    The tick system is working good until after "being active" for 15 seconds I intentionally logged off and in again:

    Moving around again, I'm then getting rewarded more than I should since I got rewarded 3 times within 30 seconds...

     

    Am I wrong to think that the previous activity somehow stacked its rewards with the rewards of the new session (when I re-logged) ?

    Not sure my question was understandable, sorry about that if it's not.

     

    Anyways, can you confirm (or make sure) in case someone who has been tagged as idle/@at/Jailed, gets his timer back to zero.

    For instance; if someone plays for  54 minutes but is AFK for 5 minutes; then  his timer goes back to zero and that person will have to play another full hour (60 minutes) in order to get his reward.

    (using this example, I feel like your script does like this : I play 54 minutes and afk 5/10/15/XXX minutes...When I m active again I only have to play 6 minutes to get the reward.)

     

    Thanks Annie and don't hesitate to let me know if my explanations were a bit too obscur, hehe.


  5. Hello everyone,

    Based on Annie's notice

     

    AnnieRuru, on 02 Feb 2014 - 11:32, said:

    try not to use attachnpctimer unnecessary
    attachnpctimer I only use them in 1 scenario
    which use in botkiller script to kick players which doesn't answer in a certain time period
    means, only use in a npc dialog script

    because if this script already uses attachnpctimer,
    if there is other script use attachnpctimer again, the timer wouldn't run anymore

    for this kind of script, I rather use sleep2
    http://rathena.org/board/topic/90989-hourly-points-help/?p=238289

     


    Consequently, I tried to re-write a script I'm using so it doesn't use the "attachtimer" function but the "sleep" function instead.
    Unfortunately it seems It's not as simple as putting "B" instead of "A"
    My original script

    - script hourlypoints -1,{

    OnPCLoginEvent:
    announce "You are now listed on the Hourly Reward System.",bc_self;
    announce "Remain active for a continuous hour to be rewarded",bc_self;
    announce "Being idle for 5 minutes disables your timer.",bc_self;
    attachnpctimer ""+strcharinfo(0)+"";
    initnpctimer;
    end;

    OnTimer300000: // Check players status every 5 minutes
    if( checkvending() || 4 < checkidle() || strcharinfo(3) == "sec_pri" )
    {
    announce "Your reward has been disabled because you were idle/Vending/Jailed.",bc_self;
    announce "Re-log if you want to initiate your timer.",bc_self;
    stopnpctimer;
    end;
    }
    end;


    OnTimer3600000:
    set @minute, @minute + 1; //Check every 1 Minute
    if(@minute == 60)
    {
    //Check if Vending (normal or @at)
    if(checkvending() >= 1)
    {
    announce "Your reward has been disabled because you were vending. Please re-log if you wish to start again.",bc_self;
    stopnpctimer;
    end;
    }
    else
    {
    set @minute,0;
    set .@point_amt, 1; //Points to get every hour (default: 1)
    getitem 671,.@point_amt;
    announce "You received "+.@point_amt+" for being active for a continuous hour.",bc_self;
    set @consecutive_hour, @consecutive_hour + 1;
    }
    }

    //Check for 12 hours consecutive
    if(@consecutive_hour == 12)
    {
    //Check if Vending (normal or @at)
    if(checkvending() >= 1 || checkchatting() == 1)
    {
    announce
    "Your reward has been disabled because you were idle. Please re-log if you wish to start again.",bc_self;
    stopnpctimer;
    end;
    }
    else
    {
    set @consecutive_hour,0;
    set .@cpoint_amt, 10; //Points to get for 12 Consecutive hours (default: 10)
    getitem 671,.@cpoint_amt;
    announce "You received extra "+.@cpoint_amt+" for being active for 12 consecutive hours. Keep it up !",bc_self;
    }
    }
    stopnpctimer;
    initnpctimer;
    end;
    }


    Can anyone help with the edits, please ?

    Thanks :)


  6. This is a very amazing tool but AFAIK, the packet obfuscation does stop bots if set to 2. please correct me if i am wrong.

    I thought Hercules features were blocking WPE "activities" but couldn't do anything against bots; tho I'd be the happiest man in the world if I am proven wrong :)

    Confirmation (or not) is indeed very welcome :)


  7. Original topic :http://rathena.org/board/topic/66834-antibot-botkiller-6/

     

    All credits and thanks go to Myzter for creating and maintaining up-to-date for FREE such a great tool for years.

    This antibot script is originally written for *Athena platforms, but there's no reason why people running Hercules shouldn't enjoy such a useful tool, right ?

    (Especially when you don't have much of a choice for replacement out there.)

     

    Copy/Paste of the rAthena topic:

     

    BotKiller 6

    BotKiller 6 is a powerfull antibot system based on Scripts, useful to detect Bots without modify your server executables nor install external libraries.

    Features:
    ​BK6 support external modules, giving flexibility and security to your server.
    BK6 was integrated with a new multi-language system that support multiple languages at the same time, the users can change the default language whispering to npc:lang
    BK6 give you enough time to find a safe place before initiate the interrogatory, during that time the player will glow to visually alert to other players about this process.
    During the interrogatory, the player will see the remaining time to respond in real time.
    BK6 rewards player when their effectiveness is OK responding the antibot (AGI,DEX,Zeny,Exp)
    BK6 will try to bypass recently interrogated players and definitely will ignore chatting or vending players.
    The Administrators are allowed to send a manual interrogatory to anyone in any moment.
    The players are allowed to send a manual interrogatory to any other common player, excepting players chatting, vending or in locked places (whisp to npc:bkconfig to configure BK6 safe zones)
    BK6 now uses "real time" in prison, the countdown only works when the guy remains logged in the jail. When the countdown is over, the player have to respond a new interrogatory to be sure is a human. if failed, the countdown is restarted and the Bot player is kicked from the server.
    BK6 store logs that helps administrators to detect Bots Players and apply other sanctions.
    Installation:
    Download​ the script:
    bk6.rar (6.17)
    Additional Languages:
    Portuguese: BK6_PT.txt (by Pedro Brito)
    Modify "script_athena.conf" setting this values to the check_* parameters.
    check_cmdcount: 655360
    check_gotocount: 655360
    Create this folders in your server root:
    npc/custom/bk
    npc/custom/bk/lang
    npc/custom/bk/mods
    Copy this scripts in the following paths:
    npc/custom/bk/LangManagement.txt
    npc/custom/bk/VarSystem.txt
    npc/custom/bk/BotKiller6.txt
    npc/custom/bk/lang/BK6_EN.txt
    npc/custom/bk/lang/BK6_ES.txt
    npc/custom/bk/mods/BK6_Asc2Num.txt
    npc/custom/bk/mods/BK6_Asc2Word.txt
    npc/custom/bk/mods/BK6_Fakename.txt
    npc/custom/bk/mods/BK6_Img2Num.txt
    npc/custom/bk/mods/BK6_SMath.txt
    npc/custom/bk/mods/BK6_Lie2Me.txt
    npc/custom/bk/mods/BK6_WordNum.txt
    To use Img2Num Module, use this client patch:
    BK6_Img2Num.rar
    Edit npc/scripts_custom.conf adding the following lines:

    // Unlimited Variable System
    npc: npc/custom/bk/VarSystem.txt
    // Multi-Language System
    npc: npc/custom/bk/LangManagement.txt
    // Translations
    npc: npc/custom/bk/lang/BK6_EN.txt // English Dialogs
    npc: npc/custom/bk/lang/BK6_ES.txt // Spanish Dialogs
    // Remember to copy and declare here any additional language

    // BotKiller Main Script
    npc: npc/custom/bk/BotKiller6.txt
    // BotKiller Modules
    npc: npc/custom/bk/mods/BK6_Asc2Num.txt
    npc: npc/custom/bk/mods/BK6_Asc2Word.txt
    npc: npc/custom/bk/mods/BK6_Fakename.txt
    npc: npc/custom/bk/mods/BK6_Img2Num.txt
    npc: npc/custom/bk/mods/BK6_Lie2Me.txt
    npc: npc/custom/bk/mods/BK6_SMath.txt
    npc: npc/custom/bk/mods/BK6_WordNum.txt

    Run your server and whisp to npc:bkconfig to configure BotKiller 6.



    Some Demos:

    Basic Demo:



    Modules:

    Lie2Me Module:


    Asc2Number Module:


    Img2Num Module:


    Simple Math Module:


    Asc2Word Module:


    Word Num Module:




    Testing GM Commands trying to ByPass BotKiller 6:





    History:

    2011-05-01: 6.0 - New version, a friendly Police in Midgard!
    2012-01-18: 6.1 - Using the new version of Unlimited Variable System!
    2012-01-19: 6.11 - Fixed some problems in the jail!
    2012-01-19: 6.12 - Fixed another wierd function in the jail!
    2012-01-28: 6.13 - npc:bk don't show player selector when found only 1'
    2012-01-28: 6.13 - removed some useless variables in functions

     

     

    Ok, it seems this module needs adjustments to be fully working on Hercules..

    For instance I ran into this issue:

     


    Features:
    ​BK6 support external modules, giving flexibility and security to your server. works
    BK6 was integrated with a new multi-language system that support multiple languages at the same time, the users can change the default language whispering to npc:lang works
    BK6 give you enough time to find a safe place before initiate the interrogatory, during that time the player will glow to visually alert to other players about this process. works
    During the interrogatory, the player will see the remaining time to respond in real time.works
    BK6 rewards player when their effectiveness is OK responding the antibot (AGI,DEX,Zeny,Exp) works
    BK6 will try to bypass recently interrogated players and definitely will ignore chatting or vending players. works
    The Administrators are allowed to send a manual interrogatory to anyone in any moment. works
    The players are allowed to send a manual interrogatory to any other common player (supposely you get acces to BK menu by whispering npc:bk) doesnt work

     

    tdao.jpg



    Another good feature to this would be a "cooldown" to prevent people to abuse and investigate the same person multiple times in a row....

     

     

    Another issue; some check modules seem buggy; like this WordNumber module which gives things like these:

     

    mbwt.jpg

     

     

    Counting on our people skills to make this 100% compatible with Hercules ;)


  8. Ok, good.

     

    Last question to make things 100% clear: How does it exactly work the way you've written it ?

    Little scenario:

    (K, S1, S2 and s3 are partying; K is the main killer, S are support classes.)

     

    Scenario #1: Anytime K gets randomly rewarded for killing a monster, everyone in the party also is (S1, S2 and S3)

    Or

    Scenario #2: Any of K, S1, S2 and S3 can randomly and individually (not everyone get rewarded but just one partymember) get rewarded for a kill made by K

     

    Thanks.


  9. If you are using 20120410 or greater client, then file location should be data/luafiles514/lua files/skillinfoz/

     

    Be sure to repack it into GRF.

    Also make sure your client reads lua files first(as I see, all files in ur dir is .lua) or if it reads .lub first, compile .lua to .lub, or just rename it.

     

    Edit: Seems like topic already solved , and my reply coming late due to hell slow internet for me,

    Well thanks anyways for trying /no1

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