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Everything posted by fiction
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Hi, how can i store the current item bonus ?. i'm having trouble when i use an enchantment npc with an item that have item bonus, because the enchantment override the currently bonus. i think it's something with getequipoption , but i don't know how to store the current item bonus and set again the same bonus.
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Hi, i'm wondering if someone can make compatible this niec system from @Omnipotent https://pastebin.com/3R39TV8t
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Thank you @Dastgir, now it's working !
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Yeah, it's seems only works for cards. If i try to adjust an etc item, healing or whatever, the chance is not changed, still keeping the old chance drop.
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Hi, i've a confusion regarding to mob_item_ratio. In rAthena, i remember that when i add an item that a mob doesn't have, the item appear with the porcentage that i specifiqued. Currently in my items drops, i have all the etc, healing, equip in 100% possibility to drop. I'm looking for make specific drop for certain items, but isn't working that i expected. First, the item ins't appear in the mob drop Second, if i manually add the item in the mob, the mob_item_ratio ins't fuctionally, because the % still in 100.
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Ok... the problem was me . I used a npc to identify all the time the items, and i forget that the npc delete the item in first place. i made a fool of myself 😢
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i tried up the rate until 10,000 but the result is the same
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Up. This system isn't working 😕
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Hi @KirieZ thank you for answer. I removed the comma, but isn't fixed the problem. Note that the console isn't showing any warning o error, but when i apply some map in the mapcache, the error appear. [Error]: mob_read_db_optdrops: Invalid option drop group "MYITEM_M" on item "Knife_" in monster 1002, does this group really exists? Skipping... option_drop_group_db: ( { /************************************************************************** ************* Entry structure ******************************************** ************************************************************************** <Group Name Constant>: ( { // Option Slot 1 Rate: (int) chance of filling option slot 1 (100 = 1%) // Possible options for slot 1 // min/max value : int, defaults to 0 // chance : int, 100 = 1% if not set, will be 100%/number of possibiltiies OptionName: value // or OptionName: [min value, max value] // or OptionName: [min value, max value, chance] // ... (as many as you want) }, // ... (up to MAX_ITEM_OPTION) ), **************************************************************************/ MYITEM_M: ( { // Option Slot 1 Rate: 10000 // It has 100% of chance of being filled // This slot may have one of the following options: WEAPON_ATTR_WIND: 5, // WEAPON_ATTR_WIND Lv5 (33.33%) WEAPON_ATTR_GROUND: [2, 4] // WEAPON_ATTR_GROUND Lv 2~4 (33.33%) WEAPON_ATTR_POISON: [1, 4, 8000] // WEAPON_ATTR_POISON Lv 1~4 (80%) }, { // Option Slot 2 Rate: 5000 // It has 50% of chance of being filled // If filled, may have one of the following options: WEAPON_ATTR_WATER: 4 // WEAPON_ATTR_WATER Lv4 (100%) }, ) } ) { Id: 1002 SpriteName: "PORING" Name: "Poring" Lv: 1 Hp: 50 Sp: 0 Exp: 2 JExp: 1 AttackRange: 1 Attack: [7, 10] Def: 0 Mdef: 5 Stats: { Str: 1 Agi: 1 Vit: 1 Int: 0 Dex: 6 Luk: 30 } ViewRange: 10 ChaseRange: 12 Size: "Size_Medium" Race: "RC_Plant" Element: ("Ele_Water", 1) Mode: { CanMove: true Looter: true CanAttack: true } MoveSpeed: 400 AttackDelay: 1872 AttackMotion: 672 DamageMotion: 480 MvpExp: 0 Drops: { Jellopy: 7000 Knife_: (100, "MYITEM_M") Sticky_Mucus: 400 Apple: 1000 Empty_Bottle: 1500 Apple: 150 Unripe_Apple: 20 Poring_Card: 1 } },
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Hi @Zarbony, thank you for reply. The syntax is option_drop_group_db: ( { /************************************************************************** ************* Entry structure ******************************************** ************************************************************************** <Group Name Constant>: ( { // Option Slot 1 Rate: (int) chance of filling option slot 1 (100 = 1%) // Possible options for slot 1 // min/max value : int, defaults to 0 // chance : int, 100 = 1% if not set, will be 100%/number of possibiltiies OptionName: value // or OptionName: [min value, max value] // or OptionName: [min value, max value, chance] // ... (as many as you want) }, // ... (up to MAX_ITEM_OPTION) ), ) } So, if i believe to this syntax, need to put an "}" at the end. Now that i pay more attention that i wrote, i think i put an extra comma here: VAR_MAXHPPERCENT: 5, Gonna test it at home @edit: Ok, i tested in my home with the same example, and isn't working for me. //================= Hercules Database ===================================== //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License =============================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright (C) 2018 Hercules Dev Team //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by //= the Free Software Foundation, either version 3 of the License, or //= (at your option) any later version. //= //= This program is distributed in the hope that it will be useful, //= but WITHOUT ANY WARRANTY; without even the implied warranty of //= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //= GNU General Public License for more details. //= //= You should have received a copy of the GNU General Public License //= along with this program. If not, see <http://www.gnu.org/licenses/>. //========================================================================= //= Random Option Drop Group Database //========================================================================= option_drop_group_db: ( { /************************************************************************** ************* Entry structure ******************************************** ************************************************************************** <Group Name Constant>: ( { // Option Slot 1 Rate: (int) chance of filling option slot 1 (100 = 1%) // Possible options for slot 1 // min/max value : int, defaults to 0 // chance : int, 100 = 1% if not set, will be 100%/number of possibiltiies OptionName: value // or OptionName: [min value, max value] // or OptionName: [min value, max value, chance] // ... (as many as you want) }, // ... (up to MAX_ITEM_OPTION) ), **************************************************************************/ MYITEM: ( { // Option Slot 1 Rate: 10000 // It has 100% of chance of being filled // This slot may have one of the following options: WEAPON_ATTR_WIND: 5, // WEAPON_ATTR_WIND Lv5 (33.33%) WEAPON_ATTR_GROUND: [2, 4] // WEAPON_ATTR_GROUND Lv 2~4 (33.33%) WEAPON_ATTR_POISON: [1, 4, 8000] // WEAPON_ATTR_POISON Lv 1~4 (80%) }, { // Option Slot 2 Rate: 5000 // It has 50% of chance of being filled // If filled, may have one of the following options: WEAPON_ATTR_WATER: 4 // WEAPON_ATTR_WATER Lv4 (100%) }, ), } ) { Id: 1002 SpriteName: "PORING" Name: "Poring" Lv: 1 Hp: 50 Sp: 0 Exp: 2 JExp: 1 AttackRange: 1 Attack: [7, 10] Def: 0 Mdef: 5 Stats: { Str: 1 Agi: 1 Vit: 1 Int: 0 Dex: 6 Luk: 30 } ViewRange: 10 ChaseRange: 12 Size: "Size_Medium" Race: "RC_Plant" Element: ("Ele_Water", 1) Mode: { CanMove: true Looter: true CanAttack: true } MoveSpeed: 400 AttackDelay: 1872 AttackMotion: 672 DamageMotion: 480 MvpExp: 0 Drops: { Jellopy: 7000 Knife_: (100,"MYITEM") Sticky_Mucus: 400 Apple: 1000 Empty_Bottle: 1500 Apple: 150 Unripe_Apple: 20 Poring_Card: 1 } },
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@KirieZ Hi, i'm trying to implement this but isn't working for me.Hi, i'm triying to implement this but isn't working for me. I have the following in my option_drop_groups.conf: option_drop_group_db: ( { ValkRandom: ( { Rate: 5000 CLASS_DAMAGE_BOSS_TARGET: 5, // 5% más de daño a MvPS CLASS_DAMAGE_BOSS_TARGET: [6, 8] // 6 ~ 8% más de daño a MvPS CLASS_DAMAGE_BOSS_TARGET: [9, 15, 1000] // 9 ~ 15% más de daño a MvPS }, { Rate: 2500 CLASS_DAMAGE_BOSS_TARGET: 25, // 25% más de daño a MvPS }, ), TEST2: ( { Rate: 5000 VAR_MAXHPPERCENT: 5, // 5% MAXHP VAR_MAXHPPERCENT: [6, 8] // 6 ~ 8% MAXHP VAR_MAXHPPERCENT: [9, 15, 1000] // 9 ~ 15% MAXHP }, { Rate: 2500 RACE_TOLERACE_HUMAN: 25, // 25% resistencia Demi-Human }, ) } ) Later, in the drops mob, i have the following: { Id: 1751 SpriteName: "RANDGRIS" Name: "Valkyrie Randgris" Lv: 99 Hp: 3567200 Sp: 0 Exp: 2854900 JExp: 3114520 AttackRange: 3 Attack: [5560, 9980] Def: 25 Mdef: 42 Stats: { Str: 100 Agi: 120 Vit: 30 Int: 120 Dex: 220 Luk: 210 } ViewRange: 10 ChaseRange: 12 Size: "Size_Large" Race: "RC_Angel" Element: ("Ele_Holy", 4) Mode: { CanMove: true Aggressive: true CastSensorIdle: true Boss: true CanAttack: true Detector: true CastSensorChase: true ChangeChase: true ChangeTargetMelee: true ChangeTargetChase: true } MoveSpeed: 100 AttackDelay: 576 AttackMotion: 576 DamageMotion: 480 MvpExp: 1427450 MvpDrops: { Old_Violet_Box: 5500 Old_Blue_Box: 5000 Old_Card_Album: 2000 } Drops: { Valhalla_Flower: 5000 Valkyrie_Armor: (1600, "ValkRandom") Valkyrie_Manteau: (3000, "ValkRandom") Valkyrie_Shoes: (3000, "ValkRandom") Helm_: (5000, "ValkRandom") Bloody_Edge: 2500 Randgris_Card: 1 } }, At the first time, the console show no errors, but when i implemented a custom map with ./map-server --load-plugin mapcache --map , the console give me the following error:
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Nice!, thank you Dastgir
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@Dastgir In Release v2019.05.05 i have the following error: before the update, this wasn't happening
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Cool!, this can be very useful to identify special events, mobs,npc, etc. More power to Herc! Thank you Herc's Developers !
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yep, i can create/drop the item without error, and the sprite, bmp looking good. The problem is with the plugin, for some reason show all with apples.
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Hi, i'm wondering if i'm the only one who see his currency item list in unknown mode. The system is currently working, but it's annoying that the selling type show with unkown items. Zeny ID = 39000 Cash ID = 39001 Client Date = 20181226 Plugin = ExtendedVending Things that i already tested 1.- Verify iteminfo 2- Verify if the sprite it's Ok 3.- Testing in the old format, idnum2itemresnametable and idnum2itemdisplaynametable.txt
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@AnnieRuru what is the way to breakdown the menu in separate case. For example, if the player have complete a "x" quest, the first option will do something, and the other another thing and so on @edit NVM, I solved what I was looking for
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For my perspective, rAthena it's more involved in ragnarok scene, instead of herc, that doesn't have update in ragnarok scene, because it's more focused in the internal mechanism. rAthena have more developers instead of herc, and their pull request are merged more faster than herc xD
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Wow!, thank you annie!. I'm your fan now
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Hi, i'm wondering if is possible to unlock menu option of a NPC with certain requeriments. For example, the NPC give 3 menu options. - The first one will be in black (available), because is the default option - The second one will be in gray (unavailable), until the character complete certain requeriment (quest chain for example). When the character complete the previous quest chain and talk again to the npc, the menu will turn in black meaning that the option is available for use. - The third option, is the same logic that the previous one (second option).
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function ITEML function
fiction replied to AnnieRuru's topic in Quest, Shops, Functions & Algorithms Releases
Works perfectly!. Thank you Annie -
Good!, i'm become your patreon now!.
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Oh, i see. Thank you again AnnieRuru, hope the pull request gonna be merged soon