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Posts posted by Rebel
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db/pre-re/skill_db.conf
db/re/skill_db.confSkillInstances: Skill instances (int, defaults to 0) (can be grouped by Levels) Notes: max amount of skill instances to place on the ground when player_land_skill_limit/monster_land_skill_limit is enabled. For skills that attack using a path, this is the path length to be used.
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Make sure battleground queue is running before using @bgmode. If you want to run only BG Rush mode.. check your script and just enable the BG Rush mode.
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prontera,161,185,4 script Linker 4_M_ROTERT,{ set .@n$,"[ ^0000FFLinker^000000 ]"; set .@time, 300000; // the buff last 5 minutes set @zenycost,600000; mes .@n$; mes "Hello "+strcharinfo(0)+",do"; mes "You want me to Soul Link you?"; switch(select("Yes", "No")) { case 1: if(Zeny < @zenycost) goto l_nozeny; set Zeny,Zeny - @zenycost; switch ( BaseJob ) { case Job_Alchemist: set .@spirit, 445; break; case Job_Monk: set .@spirit, 447; break; case Job_Star_Gladiator: set .@spirit, 448; break; case Job_Sage: set .@spirit, 449; break; case Job_Crusader: set .@spirit, 450; break; case Job_SuperNovice: set .@spirit, 451; break; case Job_Knight: set .@spirit, 452; break; case Job_Wizard: set .@spirit, 453; break; case Job_Priest: set .@spirit, 454; break; case Job_Bard: case Job_Dancer: set .@spirit, 455; break; case Job_Rogue: set .@spirit, 456; break; case Job_Assassin: set .@spirit, 457; break; case Job_Blacksmith: set .@spirit, 458; break; case Job_Hunter: set .@spirit, 460; break; case Job_Soul_Linker: set .@spirit, 461; break; default: if ( Upper == 1 && BaseLevel < 70 ) set .@spirit, 494; } if ( .@spirit ) { sc_start4 SC_SOULLINK, 360000, 5, .@spirit,0,0; skilleffect .@spirit, 5; } case 2: mes .@n$; mes "Okay,goodbye!"; close; } l_nozeny: mes .@n$; mes "You need 600,000 Zeny for a Soul Link."; close; }
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are you using the latest hBG.c plugin?
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On 4/16/2018 at 7:41 PM, noobzter003 said:int hBG_addflooritem_area(struct block_list* bl, int16 m, int16 x, int16 y, int nameid, int amount)
{
struct item item_tmp;
int count, range, i;
short mx, my;
memset(&item_tmp, 0, sizeof(item_tmp));
item_tmp.nameid = nameid;
item_tmp.identify = 1;
if (bl != NULL) m = bl->m;
count = 0;
range = (int)sqrt((float)amount) +2;
for ( i = 0; i < amount; i++) {
if (bl != NULL)
map->search_freecell(bl, 0, &mx, &my, range, range, 0);
else {
mx = x; my = y;
map->search_freecell(NULL, m, &mx, &my, range, range, 1);
}
count += (map->addflooritem(bl, &item_tmp, 1, m, mx, my, 0, 0, 0, 4) != 0) ? 1 : 0; ------->>>>>>>> in this line i got error. anyone can help Thanks in advance.
}
return count;
}Should be,
count += (map->addflooritem(bl, &item_tmp, 1, m, mx, my, 0, 0, 0, 4, false) != 0) ? 1 : 0;
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That happens to me sometimes and the problem is there are bonuses inserted in my custom items that are not available or different in hercules.
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4 hours ago, milkshake said:Yes. My problem not with zeny\cash\etc. Shops works normally.
My problem is
It means "item_name" from src(screen) can't see what was sold.
tested it just now and its bugged.. you should open an issue in dastgir github..
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Have you put the Zeny and Cash in the item_db2.conf?
/** * Add Following 2 Entries to item_db2.conf for Extended Vending System */ { Id: 30000 AegisName: "Zeny_" Name: "Zeny" Type: 3 Sell: 10 Weight: 10 }, { Id: 30001 AegisName: "Cash_" Name: "Cash" Type: 3 Sell: 10 Weight: 10 },
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it should be in the same database/schema
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8 minutes ago, drED7upA said:Dude you got non xray for 2008-01-02?
not sure if there's one.
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Im using 2013-08-07 client and it doesnt have a Rodex Mail.. how can I use your script with just getitem and not rodex_sendmail?
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20 hours ago, Luciar said:The script provided in Hercules looks fine. Did you reload scripts or restart your server after adjusting the .faileddestroy variable?
Make sure you are running a recent version of Hercules. Although the script_command doc has not been updated to include failedremovecards's second argument being set to 3, it is defined in source as
/// Removes all cards from the item found in the specified equipment slot of the invoking character. /// failedremovecards(<slot>, <type>); /// <type>=0 : will destroy both the item and the cards. /// <type>=1 : will keep the item, but destroy the cards. /// <type>=2 : will keep the cards, but destroy the item. /// <type>=3 : will just display the failure effect.
Hercules Version I used is in my post. Also I do reload the scripts. I used the latest Stable version of Hercules and change only the .faileddestroy variable and nothing else. So it runs without modifications but still experiencing that bug. If you have time, you can try to reproduce it just like in the image. Thanks!
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Card Remover Settings is set to:
set .faildestroy,0; // Should the card remover have a chance of failure that destroys items? 1 = Yes, 0 = No.It says failed to remove the cards. However, both the item and cards are still okay.
So basically, I can still decard it right. But this happen when you talk again to the Old Wise Woman.
You can see that the weapon has 2 Fabre Cards but Wise Old woman says there are no cards compounded. I use @refresh and this happen..
The cards are gone. Like gone, GONE!
Tested in latest stable commit : d89690f
Thank you .. I know this is custom script, but I appreciate if someone can help me fix this.
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Anyone don't have answer to this topic? Its been 4 years.
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How can I show the Normal pvp counter and rank display even when in PK Mode.. Where can I edit in src?
Image shown is pk_mode: 0 // conf/map/battle/misc.conf
If i change to pk_mode: 1 // Normal pvp counter and rank display are disabled as well.
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bump *
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Token Quest Shop
in Script Support
Posted