GmOcean
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Everything posted by GmOcean
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Bumping this if I may..... I've tried a few other things to get this to work, and failed sadly. Such as using map->charid2sd to try and obtain the players id, and thusly trying pc->additem(sd, sd->stautus.inventory[idx].nameid, etc...) ultimately everything i've tried failed, because I don't know how to obtain and set the information I need to make it add items in a way that getitem2 does. I'm thinking maybe I'll have to incorporate both script & src to make this work. But first there is the issue of making the shop generate an item list from sql data. Is this even possible? If not let me know, so this can be scrapped already lol. The reason I say this, is because, if a shop can indeed form a list of items to sell/buy from a sql table, then I can use the OnBuyItem/OnSellItem labels, and do the item calculation there without the need to figure out pc->additem function in src. But I have no idea where to even begin when trying to pull data from a sql table let alone store it using src. I've tried looking at *query_sql in script.c but it just left me even more confused lol.
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No, I didn't forget, just didn't know if these created mobs/clones would be able to function the same. Wasn't sure if there was a limitation put on them in the src which prevented it from being able to do whatever lol. But thanks for the info, gonna go run some tests now =p
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When creating this " clone ", is it possible to obtain it's GID? Because if so, you'd be able to command it like any normal mob right? I'm interested in this, because then I'd be able to attach the clones to a script and control them to fulfill my every whim.... Mainly I wanna use it in combination with my campfire system lol, eliminating my need for npc duplicates.
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Impossible to save my map with any rev of Browedit
GmOcean replied to Tyr's question in Graphics Support
You could be having an issue of saving too much. First off, try creating a map and using save as feature when it's completely blank. If this doesn't work then you probably are suffering from an entirely different problem, such as maybe your map is too big. Because I think browedit only supprts 200x200 map size, any bigger and it would fail. -
[Question] how to make a script to bet an item
GmOcean replied to Takumirai's question in Script Support
mapname,x,y,z script npc_name sprite_id,{mes "What would you like to do?";menu "Place a bet",L_Place,"Claim Winnings",L_Claim;L_Place:next;mes "Bets are placed in the form of RedPotions.";mes "How much would you like to bet?";switch( "1 Potion(s):5 Potion(s):10 Potion(s)" ) { case 1: if( !countitem(501) ){ .@i = 1; break; } .potionbets += 1; delitem 501, 1; break; case 2: if( countitem(501) < 5 ){ .@i = 1; break; } .potionbets += 5; delitem 501,5; break; case 3: if( countitem(501) < 10 ){ .@i = 1; break; } .potionbets += 10; delitem 501,10; break;}if( .@i ){ next; mes "You don't have enough potions"; close; }next;mes "Bet placed successfully.";close;L_Claim:next;if( .winnerid != getcharid(3) ) { mes "You aren't the winner"; close; }getitem 501,.potionbets;.potionbets = 0;mes "Congratulations, here is your reward";close;} I won't go into detail on how to make this work, other than, .winnerid needs to be set to the account id of the winner of said game/event. This is also an overly simplified version using somewhat very basic scripting techniques to make it easier to understand. -
Okay after " experimenting " with this a bit, it seems slightly plausible, but only through the use of a modified SELL window. This means that the player will ultimately have to click " sell ", but we could feed it data to have it return items instead. Here's what I did so far: Edit:
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I thought so lol. Didn't know client doesn't send Mac address though. I may be wrong ( I gotta stop saying this cuz I've been been wrong a lot lately when I say say this...) but I do believe the client may actually send the Mac address, atleast from what I remember openkore needed certain info to work, and one of the ways to get it was a packet sniffer such as wpe. This would usually give info needed, some of which included what think was the Mac address when recording yourself logging in. But, again I'm probably wrong on this.
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If clif_selllist uses information from our inventory, that's completely voluntary on our part right? Could we not just " change " that 1 line and make it show something else? Then IF that is possible, (while being somewhat a little annoying) you can leave it as a sell button but send a buy packet instead D:. Or am I just jumping the gun and am overestimating the power of src code lol xD
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Not sure how to bypass 32k heal cap atm, but uhh, I think ad.damage stands for attack-data damage. It's used for like every skill, 1 int to rule them all. But don't worry, each skill sets it's own variation of it so other skills won't be affected.
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Edit: Hiding the post in a spoiler since this is solved already. But here is the patch in case anyone wants to try and use it: buybackfeatureV0.1.patch Don't forget to add this table to your sql database. CREATE TABLE `hercules_mainsql`.`buyback` ( `id` BIGINT UNSIGNED NOT NULL AUTO_INCREMENT, `char_id` INT(11) UNSIGNED NOT NULL, `nameid` INT(11) UNSIGNED NOT NULL DEFAULT 501, `amount` INT(11) UNSIGNED NOT NULL DEFAULT 1, `identify` INT(11) UNSIGNED NOT NULL DEFAULT 1, `refine` INT(11) UNSIGNED NOT NULL DEFAULT 0, `attribute` INT(11) UNSIGNED NOT NULL DEFAULT 0, `card1` INT(11) UNSIGNED NOT NULL DEFAULT 0, `card2` INT(11) UNSIGNED NOT NULL DEFAULT 0, `card3` INT(11) UNSIGNED NOT NULL DEFAULT 0, `card4` INT(11) UNSIGNED NOT NULL DEFAULT 0, `bound` INT(11) UNSIGNED NOT NULL DEFAULT 0, `expire_time` INT(11) UNSIGNED NOT NULL DEFAULT 0, PRIMARY KEY (`id`)); .... Maybe in the future i'll see about just placing this in SRC release D: till then, I feel it's not quite up-to par to be a release lol.
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Yeah, this currently isn't possible nor do I think will it ever be possible. But if your not too concerned about the NPC itself, you can simulate this with instances. I've experimented with it pretty recently, I created an instance version of prontera and it's surrounding fields, then I added in all the NPCs. After which, I added in 2 more NPCs that are only apart of the instance. So from this, you could make that instance of the map only available to players level 1-254. Then do some clean up and make them go back to the normal map where the entire server population can co-exist lol. Otherwise, you better off just making the NPC ignore the unqualified players.
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But the problem with that is, multiple players in the same household will show up as 1 IP address, therefore they'll be counted as invalid. Since we don't want to wrongfully discredit those players we need to check the MacAddress of the computers since those are never the same as another computer. Unless there is something I'm missing from your sql query, because I don't see how comparing IP address's alone can confirm dual clienting :/
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Quest Sample Questlog & Achievement script
GmOcean replied to AnnieRuru's topic in Quest, Shops, Functions & Algorithms Releases
@showevent and questinfo not working - Are you using an outdated client? It should be fixed in client version 2013-08-07 onwards. Atleast some report that it's fixed. If it's an issue regarding a different matter, perhaps it's similar to this: http://rathena.org/board/tracker/issue-8156-showevent-statecolor/ -
+1, I see no reason NOT to have it. Also, it'll be nice to add these in to improve the variety of plugins that can be made.
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Actually it's fine the way it is. While someone's server may not have in herently 50-100 people, it does on the other hand offer players to make multiple accounts and dual client. Not to mention 99% of all servers have increase rates. This means that they'd far more easily obtain the levels/items required. If anything those limits need to be increased to support the likely outcome that one's server becomes populated. But seeing as how most people remove those quests from servers, better to just leave it as is, and those who want to make changes should learn to script.
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Updated to v0.2
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You going to need a src/sql mod to do the part about dual clienting. Because In order to check that you need to compare MacAddress'.
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Yes, please stop quoting multiple posts lol, i was getting like 3-4 " someone has quoted you " lol. I was like wtf!? When did i get this popular lol. @OnTopic - That looks amazing, I actually want to try it D:
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File Name: Slot Machine File Submitter: GmOcean File Submitted: 14 Sep 2014 File Category: Events & Games This script will allow users to spend zeny &/or an item for a chance to win a prize from the slot machine. Currently there are 2 versions. First is a Single Slot Machine, where only 1 slot is rolled. Second is the Triple Slot machine, where 3 slots are rolled. For either version, SUCCESS must be the only thing displayed in order to win. To add the cutins, just place them in: data/texture/À¯ÀúÀÎÅÍÆäÀ̽º/illust /* ============================================================= /* NOTE - If using soundeffects you must add the ".wav" files /* provided in the ".rar" file to your: data/wav folder located /* in either your: ( Ragnarok folder ) OR ( .grf file ) /* ============================================================= I've included the PSD file, so you can edit it as you like. Click here to download this file
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Version v0.7
1962 downloads
This script will allow users to spend zeny &/or an item for a chance to win a prize from the slot machine. Currently there are 2 versions. First is a Single Slot Machine, where only 1 slot is rolled. Second is the Triple Slot machine, where 3 slots are rolled. For either version, SUCCESS must be the only thing displayed in order to win. To add the cutins, just place them in: data/texture/À¯ÀúÀÎÅÍÆäÀ̽º/illust /* ============================================================= /* NOTE - If using soundeffects you must add the ".wav" files /* provided in the ".rar" file to your: data/wav folder located /* in either your: ( Ragnarok folder ) OR ( .grf file ) /* ============================================================= I've included the PSD file, so you can edit it as you like. -
This can be simulated using numerous NPCs and just summon them to your location. However, this is a resource heaven way of doing it. Right now I don't think there is a way of doing what you want. But I've been wrong before.
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I thought I replied to this already lol. I must have erased it oh wellz. Hours * 3600 * 1000 = Hours in ticks3 * 3600 * 1000 = 10800000 (3 hours in ticks) As for reading the format: Seconds * 60 = 60seconds(1min) * 60(min) = 3600seconds(1hour) * 1000(ticks) = 3600000ticksSince we know what 1 hour is, we simplify it by doing this:(Hours we want) * 3600(1hour) * 1000(ticks) = hourswewant_in_ticksTo make it cleaner just do this:(Hours we want) * ( 3600 * 1000 ) = hourswewant_in_ticks3 * ( 3600 * 1000 ) = 10800000
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Oh okay. Well, i made the script with cutin so meh. No need to try and fight the client =p
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It was stated yesterday that it required HPMHooking, you also said you got it yesterday as well, did you somehow un-add that lol. At either rate, this plugin is awesome, it works great as intended. Perhaps the only thing you need to do now Annie, to prevent further repeat issues, is to just make a small notation at the First Post, about needing to enable HPMHooking.
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Change all instances of: cooldown_warp INTO: #cooldown_warp