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Posts posted by luizragna
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Hello guys, i'm making a custom hp bar system for mob units.
The command show the HP of the mob for all players in the map.
I am using the cutin command, the problem is that I do not think so many files are necessary. In the case 1 image for each percentage of hp I would like your opnion and help to improve this system and make it lighter.
Test yourselves :).
HP Bar System:
payon,147,229,4 script Test#HPbar 1_F_MARIA,{ if (.HP_Bar == 0) { .HP_Bar = 1; .mobGID = monster ("payon",148,226,"[T] HP Test",POPORING,1,strnpcinfo(0)+"::OnDie"); setunitdata .mobGID,UDT_MAXHP,4000; setunitdata .mobGID,UDT_HP,4000; .@count = getunits(BL_PC, .@units, false, "payon"); for (.@i = 0; .@i < .@count; .@i++) addtimer(0,strnpcinfo(0)+"::OnHPBar", .@units[.@i]); } end; OnDie: .HP_Bar = 0; end; OnHPBar: .U_MAXHP = getunitdata (.mobGID,UDT_MAXHP); while (.HP_Bar != 0) { .U_HP = getunitdata (.mobGID,UDT_HP); .P_HP = (.U_HP*100)/.U_MAXHP; cutin(""+.P_HP+"", 1); sleep2 100; } cutin("0", 1); sleep2 5000; //Delay to hide HP Bar cutin("", 255); end; }
Donwload of the data folder files: HP Bar System (2018-06-26).rar
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Hello guys, when i use getunitdata in died mobs, the console shows:
Quote[Warning]: buildin_getunitdata: Error in finding object with given GID 110009625!
[Debug]: Source (NPC): S-BOSS#PayD04 at pay_dun04 (114,125)I'm making a NPC that shows mob HP using command while.
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@happles abre o cmd e digita: cd C:/caminhoDaSuaPastaDoEmulador
exemplo: cd C:\Users\Luiz Victor\Hercules
Após isso, aperta enter e digita o comando: map-server --load-plugin mapcache --map NomeDoSeuMapa
Aperta enter e aguarda, se mesmo assim você não conseguir, pode me add no discord que eu explico. DzG Nightmare#5780
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I tried change de parameters using xvi32, but he continue oppening without thor patcher.
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Amigo, eu estava com o mesmo problema que você, e fiz o seguinte:
Segue este tutorial: http://herc.ws/wiki/Building_HPM_Plugin_for_MSVC
Onde ele diz YourPlugin (ou movespeed como mostra nas imagens), você troca por mapcache.
Basicamente você só vai trocando os sample por mapcache.
Então depois de compilar (como mostra no tutorial), vai funcionar
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Cara você pode usar o emulador cronus:
Forum: https://forum.cronus-emulator.com
Donwload (Github): https://github.com/Cronus-Emulator
Mas caso prefira usar o Hercules e editar manualmente:
(Partindo do princípio que você está usando o emulador no modo renewal)
Você vai em db/re/mob_db.conf
e edita o name: "nome do mob"
exemplo: (Pé Grande)
Antes:
Id: 1060 SpriteName: "BIGFOOT" Name: "Bigfoot" Lv: 29
Depois:
Id: 1060 SpriteName: "BIGFOOT" Name: "Pé Grande" Lv: 29
OBS¹: Não altere o sprite name.
OBS²: Você deve converter o arquivo para ANSI para que o acentos não fiquem bugados.
Só que essas edições de nome só servem somente para o comando @monster
Para editar o nome dos monstros spwanados você edita eles na pasta: npc\re\mobs
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It's a very simple example:
announcement.sql:
DROP TABLE IF EXISTS `announcements`; CREATE TABLE IF NOT EXISTS `announcements` ( `time` DATETIME NOT NULL DEFAULT '00-00-0000 00:00:00', `announcement` VARCHAR(50) NOT NULL DEFAULT '', PRIMARY KEY (`time`) ) ENGINE=MYISAM;
announce.txt:
prontera,159,180,3 script Announcer Girl 1_F_MARIA,{ set .@announcement$,"Hello "+strcharinfo(PC_NAME)+" from World"; announce(""+.@announcement$+"", bc_all); query_sql("INSERT INTO `announcements` (announcement,time) VALUES ('"+.@announcement$+"',NOW() )"); end; }
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I think it's not easy, as it very probably that want edit in the hexed
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3 hours ago, iubantot said:@iubantot Follow this tutorial to create your mapcache: http://herc.ws/wiki/Building_HPM_Plugin_for_MSVC
Where he talk YourPlugin rename to mapcache
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59 minutes ago, AnnieRuru said:I remember this is client issue though, correct me if I'm wrong ....
because I remember I read this topic/article before ....
it just like all those Job_Knight2/Job_Crusader2 is actually tell the client
sprite change from Job_Knight which is setmount MOUNT_NONE; into Job_Knight2 which is setmount MOUNT_PECO;so its the same if you want to make other jobs that can mount pecopeco, has to make more custom job like example Job_Novice2 ... etc etc
Note the difference between Job_Star_Gladiator and Job_Star_Gladiator2so yeah, the only way is to client hexing ...
erm ... Good luck ~It was as I imagined, for I searched everywhere.
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On 16/05/2018 at 9:56 PM, AnnieRuru said:let's see ...
#include "common/hercules.h" #include "map/pc.h" #include "map/mob.h" #include "map/battle.h" #include "plugins/HPMHooking.h" #include "common/HPMDataCheck.h" HPExport struct hplugin_info pinfo = { "Poring invincible", SERVER_TYPE_MAP, "0_0", HPM_VERSION, }; int64 battle_calc_damage_pre(struct block_list **src,struct block_list **bl,struct Damage **d,int64 *damage,uint16 *skill_id,uint16 *skill_lv) { struct block_list *s_bl = *src; if ( (s_bl = battle->get_master(*src)) == NULL ) { s_bl = *src; } if ( s_bl->type == BL_PC && (*bl)->type == BL_MOB ) { TBL_PC *sd = BL_UCAST( BL_PC, s_bl ); TBL_MOB *md = BL_UCAST( BL_MOB, *bl ); if ( !strcmp( mapindex_id2name(sd->mapindex), "prontera" ) && md->class_ == 1002 ) { hookStop(); return 0; } } return 0; } HPExport void plugin_init (void) { addHookPre( battle, calc_damage, battle_calc_damage_pre ); }
still can agi down the mob ... etc
lazy to do the restEDIT: some other answers on rathena forum ...
NPC_INVINCIBlE = SC_INVINCIBLE ....
means dealing 1 damage .... not 0 damage thoughIt's a plugin?
What i do after add this plugin? -
Hello guys! I'm creating a custom skill that can others jobs can fly.
But first, i'm edditing the skill "Union of the Sun Moon and Stars" (SG_FUSION)
doc/script_commands.txt:
0x008000 Option_Flying
When i execute the script command:
setoption(0x008000);
The character look changes to Star Gladiator flying.
I tried change the SA sprite to kagerou sprite: (And he works )
But when i change to other job, he don't work :/
src/map/pc.h:
if (type&OPTION_FLYING && !(p_type&OPTION_FLYING)) { //new_look = JOB_STAR_GLADIATOR2; //The original new_look = JOB_ROYAL_GUARD; //My change }
He changed to RG look, but not fly :/
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Hello everyone, How do I make this unit invincible?
universe,19,40,4 script Huena#OP 1_F_MARIA,{ set .@amount,1; for (.@i = 0; .@i < .@amount; .@i++) { .mobGID = monster ("universe",20,36,"[Teste] Puto",1004,1); setunitdata .mobGID,UDT_LEVEL,7; setunitdata .mobGID,UDT_MAXHP,10; setunitdata .mobGID,UDT_HP,10; }
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Thank you, guys!
The full script:
universe,40,40,4 script Tester#OP 4_M_REINDEER,{ .@count = getunits(BL_PC, .@units, false, "universe"); // Adds all BL_PC on prontera type to the array .@units for (.@i = 0; .@i < .@count; .@i++) addtimer(0, "Tester#OP::OnMyEvent", .@units[.@i]); end; OnMyEvent: mes "Hello"; close; }
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I tried:
.@count = getunits(BL_PC, .@units, false, "prontera"); // Adds all BL_PC on prontera type to the array .@units for (.@i = 0; .@i < .@count; .@i++){ mes "Hello"; close; }
But he just ran the command 2 times in the same player.
And not one in each.
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Hello guys. How i do it?
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I found the mapcache.c in the plugin folder, but how do I compile it?
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7 hours ago, Myriad said:I made a guide for generating mapcache. Maybe it can help you.
In step 3, how do I build the mapcache? It does not appear in visual studio...
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I tried execute: map-server.exe --load-plugin mapcache
And he show:[Fatal Error]: HPM:plugin_load: failed to load 'plugins/mapcache.dll' (error: NÒo foi possÝvel encontrar o m¾dulo especificado.)
The last version of the emulator don't contain the mapcache to build.
How i can run robrowser?
in General Server Support
Posted
Hello guys. I'm trying run the roBrowser. but I don't understand anything about Api and js
i followed the tutorial Getting Started, but which program do I use to run?
I can use the WampServer?