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Rebel

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Posts posted by Rebel


  1. // 10^3, 10^4, 10^5
    @type += 6; // So we can use pow later to determine the qt of Zeny
    @prize = (10 ** @type);
    @fnlprize = @prize * 5;
    
    then change
    
    Zeny += @prize; -- to -- Zeny += @fnlprize;

     


  2. db/pre-re/skill_db.conf
    db/re/skill_db.conf

    SkillInstances: 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.

     


  3. 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;
    }

     


  4. 7 hours ago, Cretin said:

    how can i fix this need help please. i already import the clean item_db.conf of hercules den recompiled but nothing happened. always get me error like this!

    her.jpg

    double check all your custom items bonuses..


  5. 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;

     


  6.  

    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..


  7. 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
    },

     


  8. 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!


  9. 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.

    screenHercules001.thumb.jpg.134defa5752d1120d484d7bd463a212a.jpg

    So basically, I can still decard it right. But this happen when you talk again to the Old Wise Woman.

    screenHercules003.thumb.jpg.0acdb28176818b01084fce4f2bbdede2.jpg

    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..

    screenHercules004.thumb.jpg.812dbe65e03614e4dfb4d85a4951740b.jpg

    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.


  10. 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.

    Capture.PNG.b544232f20ad472185b6c309b858c117.PNG

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