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Beret

High Council
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Posts posted by Beret


  1. In aegis the bonus items are cleaner than the current emulator, I don't know why eathena never followed the model aegis to bonus because let cleaner script tab items. Why not change some bonus for aegis mechanics, for example:

     

    Aegis

     

    AddParamTime VAR_STR 3 5400AddParamTime VAR_DEX 3 5400AddParamTime VAR_AGI 3 5400AddParamTime VAR_INT 3 5400AddParamTime VAR_VIT 3 5400AddParamTime VAR_LUK 3 5400

     

    Hercules

     

    sc_start SC_INCALLSTATUS,5400000,3;

     

    The way it exists in the aegis can view which is much better, because we can work as a bonus for STR, AGI, among others, consumable items currently does not support str bonus to consume the item, has only effects support SC

     

     

    Another example.

     

    Aegis

     

    AddAttrTolerace PROPERTY_All 3 MAGIC

     

    Hercules

     

    bonus3 bSubEle,Ele_Neutral,3,BF_MAGIC;bonus3 bSubEle,Ele_Water,3,BF_MAGIC;bonus3 bSubEle,Ele_Earth,3,BF_MAGIC;bonus3 bSubEle,Ele_Fire,3,BF_MAGIC;bonus3 bSubEle,Ele_Wind,3,BF_MAGIC;bonus3 bSubEle,Ele_Poison,3,BF_MAGIC;bonus3 bSubEle,Ele_Holy,3,BF_MAGIC;bonus3 bSubEle,Ele_Dark,3,BF_MAGIC;bonus3 bSubEle,Ele_Ghost,3,BF_MAGIC;bonus3 bSubEle,Ele_Undead,3,BF_MAGIC;

     

    In hercules is created an effect for each State, in aegis besides a of every effect there is one that involves everyone.

     

     

    There are bonus items in aegis that does not yet exist in hercules, and also very items are with the incorrect bonus compared to aegis.

     

     

    Leave your opinion about this subject, let's leave hercules with the same mechanics aegis, thank you all.


  2. This effect is nothing more than the continuation of the scroll effect with a difference this effect is activated by hitting the target has some chance of success, in addition to being transformed you earn some bonus
     
     

     

    SC_ACTIVE_MONSTER_TRANSFORM
     
    2zya8a8.jpg
     
    We can see an example of item aegis which uses this status.
     
    item COMBIITEM_Shiba_Set									event OnStartEquip:									var temp = GetRefineLevel [LOCATION_HEAD2]								SetAutoWeapon COMBIITEM_Shiba_Set 3+(3*temp) 5								SetAutoAttacked COMBIITEM_Shiba_Set 3+(3*temp) 5							return								event OnFinishEquip:									var temp = GetRefineLevel [LOCATION_HEAD2]								ResetAutoWeapon COMBIITEM_Shiba_Set 3+(3*temp) 5								ResetAutoAttacked COMBIITEM_Shiba_Set 3+(3*temp) 5							return								event OnActiveWeapon:									ShowEffect "" EF_POTION_BERSERK								Active_Montransform ATROCE								SetDisappearSPAmount COMBIITEM_Shiba_Set 1 5								AddExtParam User VAR_ATTPOWER 30							return								event OnDeactiveWeapon:									DeActive_Montransform ATROCE								ResetDisappearSPAmount COMBIITEM_Shiba_Set								SubExtParam User VAR_ATTPOWER 30							return								event OnActiveArmor:									ShowEffect "" EF_POTION_BERSERK								Active_Montransform ATROCE								SetDisappearSPAmount COMBIITEM_Shiba_Set 1 5								AddExtParam User VAR_ATTPOWER 30							return								event OnDeactiveArmor:									DeActive_Montransform ATROCE								ResetDisappearSPAmount COMBIITEM_Shiba_Set								SubExtParam User VAR_ATTPOWER 30							return							

     

     
     
     
     
     
     
     

  3. I think we should leave this feature for ind implement, as submitted by pull request that comes from rathena doesn't work at all as the official. I left exactly the operation and file used for this system, I don't think it pays to use rathena feature since it was done without a follow-up to aegis.


  4. I use hercules and don't regret since it consumes less memory, so the initial reading of the emulator is faster. There are also systems in hercules which are of own official server.

     

    In rathena only good content I see are the npcs and database.

     

    In hercules many new features are coming, I'm hoping to get some time ind to give you some information of the aegis systems, so hercules getting practically right next aegis mechanics missing only part of skills.

  5. Well this feature is much more ancient was never implemented in an emulator.

     

    This system sets the time in which the player has access to the server for example:

     

    18:54:50

     

    in this case above I have 18 hours 54 minutes and 50 seconds of server access.

     

    - When that time runs out even me being online I will be disconnected from the server.

     

    - When character is offline time is not counted, only counts the time in which the character is online in game.
     
    gtfo.jpg
     
     
    If I'm not mistaken the same packet working other types of restrictions that are they:
     
    1 - maintenance = Here you must block access to the server allowing only GM.

    2 - over 18 = Here is to check the age of the player for him to have access if it has 18 years or more.

    3 - paying = here is to check if the player has and how much credit he has time before being kicked from the server. If the time ends and he is online will be kicked from the server and a message will be displayed that he need more credits.

    4 - P2P = Here is the server in free mode. 
     
     
    I find it interesting that the implementation of this system, because players who help with a donation to the server could have access to a paid server, which could be determined the time by the administrator for example:

     

    2013-10-10 18:54:50

    In this case above the player has 30 days of access to the paid server.

  6. When you add support for all items, could add the item log as the aegis.

     

     

    CREATE TABLE [dbo].[itemLog](	[index] [int] IDENTITY(1,1) NOT NULL,	[Ver] [int] NULL,	[SID] [int] NULL,	[Action] [int] NULL,	[logtime] [datetime] NULL,	[ip] [varchar](20) NULL,	[eventx] [int] NULL,	[eventy] [int] NULL,	[srcAccountID] [int] NULL,	[srcAccountName] [varchar](24) NULL,	[srcCharID] [int] NULL,	[srcCharName] [varchar](24) NULL,	[srcJobType] [int] NULL,	[srcLevel] [int] NULL,	[desAccountID] [int] NULL,	[desAccountName] [varchar](24) NULL,	[desCharID] [int] NULL,	[desCharName] [varchar](24) NULL,	[Serialcode] [bigint] NULL,	[ItemName] [varchar](24) NULL,	[ItemID] [int] NULL,	[ItemCount] [int] NULL,	[MapName] [varchar](24) NULL,	[price] [int] NULL,	[slot1] [int] NULL,	[slot2] [int] NULL,	[slot3] [int] NULL,	[slot4] [int] NULL,	[refiningLevel] [int] NULL,	[AuctionID] [int] NULL,	[ItemBuyCash] [int] NULL,	[Zeny] [int] NULL,	[DestZeny] [int] NULL,	[ItemHireExpireDate] [datetime] NULL,	[bizType] [int] NULL,	[identity] [bigint] NOT NULL, CONSTRAINT [PK_itemLog] PRIMARY KEY CLUSTERED 

  7. the current doesn't work as the official team, Kenpachi an item for example it asks if you want to link the item to account and pressing yes the item is attached to the account.

     

    As the file ItemMoveInfoV4.txt has the following safety:

     

    Drop, Trade, Storage, Cart, NPC, mail, auction 

     


  8. As there must be some official file to add items, if I'm not mistaken in aegis are ItemMoveInfo.txt and ItemMoveInfoV4.txt

     

    There is a message to equip item that opens a window with Yes or no, if marked Yes the item is equipped and linked the account if it is marked not the item is not equipped.

     

    msgstringtable.txt

     

    lines 1328 and 1329.

    This item will be permanently bound to this character once it is equipped. Do you really want to equip this item?#%s is now permanently bound to this character.#

     

    I hope hercules support this feature, I hope it helped with the information for that system.

     

    This system works in many ways, blocks the drop of the item, the sale in npc, among other functions.

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