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Garr

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Everything posted by Garr

  1. I think there's already a conf option for this? conf/battle/monster.conf // Whether or not the size of specially summoned mobs influences experience, drop rates,// and stats. The rates will be doubled for large mobs, and halved for small ones.// This is only invoked under the 'monster' command, @monsterbig, and @monstersmall. (Note 1)// Default: nomob_size_influence: yes
  2. Or not mentioning ViewID at all. Check out Gemmed Sallet, it's that one headgear that doesn't have sprite for who knows how long...
  3. This is way so awesome *_* /lv ETA: I think you can actually set constants inside plugin_init for less hooking involved. I checked that when I was remaking your pcblock pull request into plugin (my actual Herc version is few months old, and probably not updating until deal with monster.conf is finished).
  4. Right, forgot to end after OnInit >.< And yeah, loadevent mapflag. I won't add it inside script, since I don't really know what maps OP wants, but thanks for mentioning
  5. As large as of a strain it is on server, I'd advice to use loadmapevent better here, just to avoid recall thing. If you don't care for recall Annie's suggestion is way better. - script deter_kagero_oboro -1,{end;OnInit: setarray .@WoEmaps[0],"prtg_cas01","aldeg_cas01"; .comp = ";" + implode(.@WoEmaps,";") + ";";end;OnPCLoadMapEvent: if( !compare(.comp,";" + strcharinfo(PC_MAP) + ";") ) end; if( Class == Job_Kagerou || Class == Job_Oboro ) { dispbottom "You can't join woe on Kagerou/Oboro."; warp "SavePoint",0,0; close; } end;}
  6. Well, about Violet aura, it seems that you misspelled the sprite name, all other auras start with capital "A" in "Aura", but violet one starts with small "a". I don't know what it might be with red and yellow ones though. Check if they match the name?
  7. Just out of curiosity (and without killing any cats), what client are you using? By the shop button I'd assume it's one of the 2014 ones?
  8. Your HP/SP tables are reaching till level 150, and you're level 250 on the screen.
  9. Sorry, I'm not quite familiar with delayed operations, maybe some source dev will help you out.
  10. I'm not really familiar with sleep operation, but since Herc is single-threaded, wouldn't it stop ALL operations for 10 seconds? Like everything will freeze, not only the player?
  11. Open RO.iss and add following lines: DiskSpanning = yesDiskSliceSize = 1600000000 After WizardSmallImageFile=installer_square2.bmp You should change DiskSliceSize to number you see more fitting. I set it to ~1.5GB. Just a warning: this will spawn several part installer: - main installer file (.exe) - parts of installer ( They are named the same as main installer file and have 1,2,3...n at the end of name, .bin) Your players will need all parts and main installer file in one folder for it to work. Usually just pack them up in one zip and you're good to go.
  12. Well, actually, since he'll use password protected GRF and embedded data.ini he should be safe from 0delay grf as long as a) he doesn't release his grf without pass and he doubles proper animation files inside his grf. Packet Obfuscation will make it way harder to WPE spam packets, and MD5 hash will prevent people from diffing your client further. I'd say get some more protection to prevent bots/macros, and you're pretty good to go.
  13. Yup, probably missed filling NPCIdentity.lub(lua) and jobname.lub(lua)
  14. As a lazy person I completely agree ^ It even takes way less space if you do it that way :3 motd_hourly.txt
  15. ^ +1 Then probably should also add in mob_avail inside
  16. Same result, upon consuming item 12210 on pre-renewal configured Hercules I didn't get any hit decrease. My compiled source is not really up to date, though.
  17. Umm, according to my tests it didn't decrease HP on consuming item 12210. What emulator are you running? Version? Is it clean version? Or you have some modifications?
  18. Hate to disappoint, but iirc you can't get the cloud effect only by copying the map. In fact, you can't get it unless you diff the client... OR There's this thing, that should let you add sky effect to any map you like.
  19. Hmm, wouldn't this part .@reward = getd(".rewardIds_"+.chances[.@i]+"["+rand(getd(".rewardIds_"+.chances[.@i]))+"]"); in case of, let's say, 59, return .@reward = getd(".rewardIds_60["+rand(5474)+"]"); Seems to miss getarraysize, even though I'm not really sure if it'll work with getd.
  20. Garr

    [Request] Script

    That's exactly the problem solution I gave for. If quest isn't complete (somevariable isn't set to something) right when equipping item it'll unequip itself. If it's not weapon then change unequipped slot (EQI_HAND_R and EQI_HAND_L). Here's full list: EQI_HEAD_TOP (1) - Upper head gearEQI_ARMOR (2) - Armor (Where you keep your Jackets and Robes)EQI_HAND_L (3) - What is in your Left hand.EQI_HAND_R (4) - What is in your Right hand.EQI_GARMENT (5) - The garment slot (Mufflers, Hoods, Manteaus)EQI_SHOES (6) - What foot gear the player has on.EQI_ACC_L (7) - Accessory 1.EQI_ACC_R (8) - Accessory 2.EQI_HEAD_MID (9) - Middle Headgear (masks and glasses)EQI_HEAD_LOW (10) - Lower Headgear (beards, some masks)EQI_COSTUME_HEAD_LOW (11) - Lower Costume HeadgearEQI_COSTUME_HEAD_MID (12) - Middle Costume HeadgearEQI_COSTUME_HEAD_TOP (13) - Upper Costume HeadgearEQI_COSTUME_GARMENT (14) - Costume GarmentEQI_SHADOW_ARMOR (15) - Shadow ArmorEQI_SHADOW_WEAPON (16) - Shadow WeaponEQI_SHADOW_SHIELD (17) - Shadow ShieldEQI_SHADOW_SHOES (18) - Shadow ShoesEQI_SHADOW_ACC_R (19) - Shadow Accessory 2EQI_SHADOW_ACC_L (20) - Shadow Accessory 1
  21. As another option you can create some kind of "hazards" on the map via script+effect that'd prevent some routes along with changing warp positions. Or even make some new routes via editing gat between and setting it same height as the actual walking part. That way you can setcell those parts and make them some kind of invisible (visible with, per instance, LP cell effect) bridge to change routes. For instance, closing route on red and creating "bridge" on green part will already change the maze right path drastically.
  22. Garr

    [Request] Script

    Hmm... You can edit all glorious items OnEquip script like this: OnEquipScript: <" if( somevariable != something ) { unequip EQI_HAND_R; unequip EQI_HAND_L; dispbottom "Weapon evades your firm grasp and slips out of your hand."; }"> It's unequipping both hands to prevent abuse from sin classes with their double wielding. And then just set that "somevariable" after quest is finished. You can make it account-wide if you want.
  23. Meh. I'm guilty of that myself, downloading something to take look at it (just curious, caught my eye, for future use, to see how it's done and maybe fetch a trick or two, whatever reason you can think of) and then completely forgetting about it and leaving it in my downloads folder until next time I clean it up. ... I'm sorry to whoever I did that to, I'm just a forgetful person like that T.T
  24. Just compare the first line of each: JT_INVOKERJT_4_INVOKER See what I'm talking about?
  25. Hmm. Idea is nice, but the thing is... Are you sure that after finding a way through the maze once people won't lose interest as it won't change?
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