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jTynne

High Council
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Posts posted by jTynne


  1. You and the others are amazing and I love you. Please have my children.

     

    On a serious note, thank you. That Sirius no longer provides support for a $200 product is disappointing, but that's the internet for you. Renewable liscences would have been more preferred than having to wait for members from a different project all together to make someone else's paid product work on their software. That said, the commitment to ensuring end-users like myself without the coding knowledge necessary to accomplish such feats is greatly appreciated.


  2. thumb-59ca61d6d35a291ef36b611aae4c45cd-recolors-by-jtynne.png

    File Name: Christmas Smokey Recolors by jTynne

    File Submitter: jTynne

    File Submitted: 30 Nov 2013

    File Category: Sprites & Palettes

     

    Simple monster sprite recolors for inclusion in various Christmas themed events. Includes the original red Gift and Sock Smokey, and four recolors of each in Green, Purple, Blue, and Icey (powder blue). See screenshot for recolors.

     

    I don't provide support on how to implement custom monsters or how to get the sprites to work in your game client. Look around the forum or google spriting guides. I simply am sharing some recolors I've made for my own use.

     

    Click here to download this file


  3. Howdy all,

     

    Is Harmony officially dead? I've seen no activity from Sirius beyond his account's auto-logins from the scripts that run and sign into it to perform various tasks daily. I've also not been able to update Hercules in several weeks again because of compatibility issues between the emulator and Harmony's install script. Is anyone still providing their own solutions to the compatibility issues to the public?


  4. Those of you with custom items, run this command to update your customs to be compatible:

     

    update `item_db2` set `equip_upper` = 63 where `equip_upper` = 7;

     

    Specifically, those of you running in RE mode as the class stuff changed. /ok


  5. This is the one I've been using and it's working fine with me.

     

    Attack and Matk is working fine in the Item List and View page.

     

    Just extract the to the correct folders.

     

    Modules.7z goes to modules/item/

     

    item.7z goes to themes/themeyouareusing/item/

     

    Edit:

     

    Added screenshots:

     

     

     

    itemlist.png

    aquastaff.jpg

     

     

    You are beautiful. <3


  6. This is a very simple event script I created for the GM's of my server.

     

    Basically, you type one command and it spawns 5 "Wandering Porings" on the map of your choosing.

     

    You will want to customize the prizes that you receive from the event (it gives Red/Yellow/Orange/White/Blue Potions by default). It's also extremely easy to add in additional prizes.

     

    // Syntax: Item ID / Quantity

    if(.@prize == 1) { getitem 501,1; }

    if(.@prize == 2) { getitem 502,1; }

    if(.@prize == 3) { getitem 503,1; }

    if(.@prize == 4) { getitem 504,1; }

    if(.@prize == 5) { getitem 505,1; }

    // 25 Poring Coins Base Prize

    getitem 7539,25;

     

    Below is the code; After you change the values noted above in red, you should be able to just save this as a .txt, load it in-game, and voila. :)

     

    Questions, comments? Post as a response to this thread! If you find it useful, please +1 this thread and rate me five stars. Thanks!

     

     

    -	script	poringbind	-1,{OnInit:	unbindatcmd "poring";	bindatcmd("poring","poringbind::OnAtcommand",20,90);	end;	OnAtcommand:if(getgroupid() < 20) { end; }set @map$,.@atcmd_parameters$[0];  if(@map$ == "") {dispbottom "Syntax: @poring <mapname>";dispbottom "Five Porings will spawn on the map you choose. Recommended usage for this event is 3-5 times per day.";dispbottom "NOTE: Do NOT use capitals in the map name otherwise no Poring will spawn!";end;} monster @map$,0,0,"Wandering Poring",1002,5,"poringbind::OnKill";announce "[Wandering Poring] : 5x Wandering Porings have been sighted on the map: "+@map$+". The first person to find and kill each will receive an award!",0;end; OnKill:// Update Here!set .@prize,rand(1,5);announce "[Wandering Poring] : "+strcharinfo(0)+" has captured a Wandering Poring on the map "+strcharinfo(3)+"!",0;// Syntax: Item ID / Quantityif(.@prize == 1) { getitem 501,1; }if(.@prize == 2) { getitem 502,1; }if(.@prize == 3) { getitem 503,1; }if(.@prize == 4) { getitem 504,1; }if(.@prize == 5) { getitem 505,1; }// 25 Poring Coins Base Prizegetitem 7539,25;end; }

  7. This is something I inquired about on the Git project page; Currently, it's not compatible because Hercules makes usage of two fields for atk / matk, and equip_level became equip_level_min and equip_level_max. Xantara's CP is written for rAthena, which still uses the atk:matk and equip_level fields.

     

    I'm in the process of trying to find someone to update the item module contents so that the control panel supports latest Hercules. This will happen hopefully sooner rather than later.

     

    RE: http://herc.ws/board/topic/1692-flux-item-monster-database-issues/

     

    As for your having issues skipping the install page, go into your config/application.php file and modify the session key to a different name, or, clear your browser cookies.


  8. For the +30 effect, all you need to do is modify your weapon scripts to include bonus bAllStats,30;, reload your item database, and voila.

    For the stone curse effect, you need to modify your scripts. About a month ago malufett I believe implemented all of the official names for SC_ status effects, so any old scripts that are using SC_ effects not found in our /db/const.txt file, cause stone curse effect.

     

    If you need help updating your scripts that cause Stone Curse, paste them as a response here and I'll be happy to look into them for you if no one else beats me to it. :)

     

    As for custom mobs.. are you using .txt based database or SQL? What emulator are you switching to Hercules from?


  9. Alrighty, using Xantara's latest Flux release, there's still several issues getting the item and monster databases to display properly.

     

    I've made a few changes just to get the errors to stop the pages from loading, but now I can't seem to get the matk or equip_level_max fields to display.

     

    I'm not a programmer, so I'm sure you'll find plenty of things that I've done in the code that'll make you scratch your head (see attached file).

     

    This is the modules/item/view.php file attached. Since Hercules doesn't have atk:matk in one column any longer, that presented an issue, so I tinkered around a bit. It's allowing the page to load as I've modified it, but as you can see here on the site I've attached to my test server: http://rune-midgard.com/?module=item&action=view&id=1599 MATK and Equip Level Max are 0/None.

     

    Any assistance in getting this working would be greatly appreciated. Thanks!

    view.php


  10. I originally released this over on rA, but I'm releasing it here free of charge.

    eden.png

     

    Download: http://www.jtynne.com/hercules/Eden.zip

     

    Please note this package contains only maps. You'll have to edit your fogparam tables, choose spawns, create warp portals, choose MP3s/map names, etc.

     

    Like the maps? Using them on your own project? Please shoot me a couple bucks via Paypal as thanks: [email protected] -- Thanks!


  11. I released this originally over on rA, and I'm providing it here free of charge.

     

    helheim.png

     

    Download: http://www.jtynne.com/hercules/Helheim.zip

    You'll have to edit your own fogparam table, choose mp3/map name stuff, and provide your own scripts. This is simply the maps.

     

    Like the maps? Using them on your own project? Please shoot me a couple bucks via Paypal as thanks: [email protected] -- Thanks!

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