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hannah

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  1. Upvote
    hannah reacted to Rytech in New Race   
    Ive just about got things stable. The character creation packet is the last thing to deal with. I made a temp fix for it, but it ignores race and sex. I went beyond after that and got most of the structure for it with dumps, but interestingly there is no race value and there's another value I can't budge no matter how I make the character. Might be a unused value to future proof the packet for another upcoming feature. Don't want to share with the public until I have a clean stable code.
  2. Upvote
    hannah reacted to mrlongshen in MVP and PVP point collection   
    hi,
    can someone make a simple npc displayed up top 10 user ranking cash point? maybe kiled mob and pvp ? there will 2 selection, mvp or pvp. here the script i'm using
     
    - script mvp_rewards -1,{ OnInit: .mobRewardPoints = 1; //MOB CASH POINT .rewardMobIds[1649] = 1; //High Priest Magaleta / High Priest Margaretha .rewardMobIds[1651] = 1; //High Wizard Katrinn / High Wizard Kathryne .rewardMobIds[1646] = 1; //Lord Knight Seyren .rewardMobIds[1650] = 1; //Sniper Shecil / Sniper Cecil .rewardMobIds[1648] = 1; // Whitesmith Harword .rewardMobIds[1647] = 1; // Assassin Cross Eremes .rewardMobIds[1917] = 1; //Wounded Morroc .rewardMobIds[1871] = 1; // Fallen Bishop .rewardMobIds[1768] = 1; // Gloom Under Night .rewardMobIds[1086] = 1; // Golden Thief Bug .rewardMobIds[1832] = 1; // Ifrit .rewardMobIds[1734] = 1; // Kiel D-01 .rewardMobIds[1251] = 1; // Knight of Windstorm .rewardMobIds[1646] = 1; // Lord Knight Seyren .rewardMobIds[1147] = 1; // Maya .rewardMobIds[1650] = 1; // Sniper Shecil .rewardMobIds[1583] = 1; // Tao Gunka .rewardMobIds[1708] = 1; // Thanatos .rewardMobIds[1312] = 1; // Turtle General .rewardMobIds[1751] = 1; // Valkyrie Randgris .rewardMobIds[1685] = 1; // Vesper .rewardMobIds[1511] = 1; // Amon Ra .rewardMobIds[1630] = 1; // Bacsojin .rewardMobIds[1039] = 1; // Baphomet .rewardMobIds[1115] = 1; // Eddga .rewardMobIds[1252] = 1; // Garm .rewardMobIds[1492] = 1; // Incantation Samurai .rewardMobIds[1190] = 1; // Orc Lord .rewardMobIds[1159] = 1; // Phreeoni .rewardMobIds[1658] = 1; // Ygnizem .rewardMobIds[1785] = 1; // Atroce .rewardMobIds[1096] = 1; // Angeling .rewardMobIds[1388] = 1; // Archangeling .rewardMobIds[1795] = 1; // Bloody Knight .rewardMobIds[1874] = 1; // Beelzebub .rewardMobIds[1272] = 1; // Dark Lord .rewardMobIds[1719] = 1; // Datale .rewardMobIds[1389] = 1; // Dracula .rewardMobIds[1112] = 1; // Drake .rewardMobIds[1046] = 1; // Doppelgangger .rewardMobIds[1418] = 1; // Evil Snake Lord .rewardMobIds[1120] = 1; // Ghostring .rewardMobIds[1688] = 1; // Lady Tanee .rewardMobIds[1373] = 1; // Lord of Death .rewardMobIds[1289] = 1; // Maya Purple .rewardMobIds[1150] = 1; // Moonlight Flower .rewardMobIds[1087] = 1; // Orc Hero .rewardMobIds[1038] = 1; // Osiris .rewardMobIds[1157] = 1; // Pharaoh .rewardMobIds[1582] = 1; // Deviling .rewardMobIds[1623] = 1; // RSX 0806 .pvpRewardPoints = 1; end; OnNPCKillEvent: if(.rewardMobIds[killedrid] > 0) { #CASHPOINTS += .mobRewardPoints; dispbottom "You now have " + #CASHPOINTS + " Cash Point" + ((#CASHPOINTS > 1)? "s":"") + "."; announce strcharinfo(PC_NAME) + " killed " + strmobinfo(1, killedrid) + " and earned "+ .mobRewardPoints +" Cash Point" + ((.mobRewardPoints > 1)? "s":"") + ".", bc_all; } end; OnPCKillEvent: #CASHPOINTS += .pvpRewardPoints; dispbottom "You now have " + #CASHPOINTS + " Cash Point" + ((#CASHPOINTS > 1)? "s":"") + "."; mapannounce strcharinfo(PC_MAP), strcharinfo(PC_NAME) + " killed " + rid2name(killedrid) + " and earned " + .pvpRewardPoints +" Cash Point" + ((.pvpRewardPoints > 1)? "s" : "") + ".",bc_map; end;}  
  3. Upvote
    hannah reacted to Dastgir in [Release] ExtendedBG for Hercules (with eAmod BG modes)   
    Hello Hercules Community,
     
    Let me explain it first.
    It is ExtendedBG, which tends to contain all eAmodBG modes and extra modes(as and when coded).
    Some Previews:
    http://imgur.com/a/2SSVR
    Ohh, and the last thing I forgot to tell,
    Its 100% Plugin and Script, no Source Edits ..
     
    Special Thanks To:
    jaBote co-founded this project(and really thanks to him , that he motivated me at start at provided some functions and idea of how the base should be, and what we should do it to give flavor of Hercules in it).
     
    Repository Link: https://github.com/dastgirp/eBG (Please read README.md for installation steps)
     
    Leave Comments/Suggestions if you find something.
    NOTE:
     There might be some(/many) debug messages left in map-server which will be cleaned up. I will add battle.conf soon (you have to add it yourself for now or edit the plugin) The plugin might be a big mess to read/understand (I did many experiments over the year) There might be some bugs Thanks to @Rebel and @Myriad for testing and providing initial feedback
    Contact me on Discord: @Dastgir#1460 if there's some urgent issue or else open the issue in github. keep this topic for support.
     
    Want to encourage me??

     
  4. Upvote
    hannah reacted to Aeromesi in On New Map gain EXP System (Currently only towns)   
    [On New Map EXP System]
     
    Special thanks to: BrianL
     
     
    Basically you enter a new town, and you gain Base & Job EXP!
    Supports ONLY towns currently
    I will update it with every map in the game, but be patient.


    If you download my work, the least I could get is a thanks or a rep up... C'mon hercules, don't leech, be nice leechers!
    onnewmapexp.txt
  5. Upvote
    hannah reacted to Aeromesi in Weekend Quests NPC   
    [Weekend Quest NPC]
     
    Explanation:
     
    /* Explanation: The weekend quest NPC is developed for players who cannot afford to donate, it is offered on the days people are usually not busy to complete the given quest (Friday, Saturday, and Sunday)so that they may enjoy Donation items as well!NOTE: This is ACCOUNT bound, so no bug abuse will happen! At the end of Sunday, everything will reset and you'll have to wait until next Weekend for the Quests.  Totally flexible![.fricash, .satcash, .suncash] handle the amount of Cash Points given per-quest finished![.frireq, .satreq, .sunreq] handle the required ITEM needed for the quest![.friitemam, .satitemam, .sunitemam] handle the required AMOUNT of the ITEM needed to COMPLETE the quest![.frireq2, .satreq2, .sunreq2] handle the required amount of ZENY needed to COMPLETE the quest! */ weekend_quests.txt
  6. Upvote
    hannah reacted to Aeromesi in On Death Screams   
    [On Death Screams]
     
    What exactly is On Death Screams?
    Basically when you die, you scream the painful scream of death!
    Male has 5 random screams
    Female has 4 random screams
     
    Scream sound effects from my favorite game: S4 League!

    Change soundeffect to soundeffectall if you want all players to hear the battle cries of their death.


    Download the Google Drive attachment, install the wav files in your GRF/data folder, and you're good to go!


    Remember, if you like my scripting it wouldn't hurt to view my scripting services or Rep up my profile!

    I hope you enjoy this simple yet in my opinion awesome script

    https://drive.google.com/file/d/0BzIqsBG9s19fMGtyVVV6VkFPem8/view?usp=sharing
  7. Upvote
    hannah reacted to Neo-Mind in [Guide] How to add Custom Jobs   
    Introduction
         For our Example we will create the Custom Class "Shinobi" and its Child version i.e. "Baby Shinobi" along with their Cash Mounts/Halter Mounts. Each Job has 3 ID values :
     
    1) Job ID - we will use 4230 & 4231 respectively for the jobs (4232 & 4233 will be reserved for the mounts client side).   2) Map ID - Also called EA Mask. If we are extending a class we OR the existing class with a modifier. Since Shinobi is going to be a seperate branch, we will use 0x11 for Shinobi and 0x11 | 0x2000 for Baby Shinobi (0x2000 is the JOBL_BABY mask).   3) Msg ID - Defined in messages.conf file. We will use 700 and 701.   Before we begin, A few points to note:
    1) For the client side i will be using my own patch from NEMO not Xray clients - So dont ask me about Xray.
     
    2) This guide is meant to be an overview towards adding jobs - meaning that your job will be enabled once you have done the changes     specified here . You can add further details on your own which depends on your Class.
     
    3) If i am missing out on anything please let me know. Nobody is perfect including me
     
    4) We will use Sprite and some data from Ninja class for the time being but you can add your own entries just as easily.
     
     
    Server Source 1) src/common/mmo.h: look for JOB_REBELLION assignment and insert our Job IDs after it.      
     
    2) src/map/map.h: look for MAPID_BABY_CHASER and insert our Map IDs after it.         3) src/map/pc.c:     i) find case JOB_BABY_CHASER: and insert our cases after it       ii) find case MAPID_BABY_CHASER: and insert our cases after it         iii) find case JOB_REBELLION: followed by return msg_txt(655); and insert our cases after it. (returns the Msg ID)       iv) find { "Rebellion", JOB_REBELLION }, and insert our Job Names after it       4) src/map/itemdb.c: Here we check the job masks that is specified in item_db.conf. There is one limitation, however.     Currently there is only 1 more slot left in the job mask since it is 32 bit. In case you need to add more you will need to     change the variable to 64 bit.         Find jobmask & 1<<30 and insert our class check after it.         5) src/char/inter.c: Find case JOB_REBELLION: and insert our case after it.(returns the Msg ID)         Server Config 1) db/const.txt:       i) Find Job_Rebellion and insert our Job IDs after it       ii) Find EAJ_BABY_CHASER and insert our Map IDs after it         2) db/<pre-re|re>/exp.txt: Insert your IDs in one of the entries (or if you want to specify your own exp per level you can add that).    Since our jobs are meant to be amongst First Class, we will simply add it into existing ones.       i) Base:     ii) Job:   3) db/<pre-re|re>/job_db.conf: Add entry for your Job. We will copy the entry from Ninja with slight changes for now.         4) db/job_db2.txt: Add entry for your Job. Again we will reuse the data from Ninja.         5) conf/help.txt: Insert your class entries to the @go message         6) conf/messages.conf: Add the Msg IDs after Shadow Chaser T         7) db/<pre-re|re>/skill_tree.conf: Add entry for your Job similar to the others.      -pic to be added-     Client Lua Files Now to make the client support Custom Jobs it should be patched with "Enable Custom Jobs" patch in NEMO.  Also you should copy the lua files inside Support folder to different area so we can Add entries of our jobs.  (LuaFiles514/Lua Files/Admin folder inside is what we need essentially)   1) PCIDs.lub :     i) First we add all our Job IDs (look for JT_2004_JOB_LAST entry).       ii) Next we connect the Cash Mount Job IDs to Main Job IDs (Look for JT_REBELLION mapping).         iii) Lastly we need to add our Baby Class & its mount to the Baby_List (Look for JT_LION_CRUSADER_B).       2) PCNames.lub: To illustrate that different names can be assigned based on gender, I am calling them as Shinobi M & Shinobi F for Male & Female respectively.     i) First we add the Job Name for Male Characters (Look for Rebellion)     ii) Next we make the Cash Mounts inherit Names from their respective Main Jobs - since Mounting don't change the name (Look for JT_PECO_REBELLION).         iii) Last but not least we add the Job Name for Female characters - Only necessary if it differs from Male name (Look for JT_SORCERER_B).       3) PCPaths.lub: Here we specify the job specific prefix used by the client to get the job sprite.   i) First we add the Path prefix for Jobs that is not shared with any existing ones.       ii) Next we make the Jobs that has shared path inherit from existing (for e.g. Baby Jobs inherit from Adult versions).   4)PCHands.lub: Here we specify the job specific prefix used by the client to get the weapon and shield sprite locations     i) Like before, First we add the Hand prefix for Jobs that is not shared with any existing ones.     ii) Next we make the Jobs with shared prefix inherit from existing (e.g. Baby Jobs, Mounts, Baby Mounts etc. all can inherit from Adult versions).   5)PCPals.lub: Here we specify the job specific prefix used by the client to get the Palette file location.     i) Like before, First we add the Pal prefix for Jobs that is not shared with any existing ones.     ii) Next we make the Jobs with shared prefix inherit from existing (e.g. Baby Jobs, Mounts, Baby Mounts etc. all can inherit from Adult versions).     Note: You can also optionally add entries in PCImfs.lub file in case you have an Imf file, but I haven't seen any issues even without it.  Hence I am not pursuing it.   Once the edits are done pack it into your grf or put it in your data folder and use it. With this much your job will be visible and able to do everything provided you have the sprite files in the right location.   spriteÀΰ£Á·¸öÅë³²<pathprefix>_³².spr and act for Male Job  spriteÀΰ£Á·¸öÅë¿©<pathprefix>_¿©.spr and act for Female Job   Snapshot: (to be added)    
  8. Upvote
    hannah reacted to goddameit in Online Gaming Time   
    Preview: 
    http://goo.gl/GUwpM5

     
    Info: Tell you how long you're online.
     
    Download:
    script - http://pastebin.com/gYVYqgpF
    sql - http://pastebin.com/HTL3wEhz
  9. Upvote
    hannah reacted to Dastgir in Error Client 20141022.   
    With what all patches have you diffed that client?
  10. Upvote
    hannah reacted to Yommy in Error Client 20141022.   
    you need to use something like RoCred
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