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Mumbles reacted to Cydh in Extending item_db.conf
First, please don't feel strange if I make new post as suggestion here. Thank you.
We know that on of many differences between Hercules and other emu is on item_db.conf. I feel 'the new' format file & item_db structure can provides some item_db values that currently are separated, like item_buyingstore.txt, item_delay.txt, item_trade.txt, item_nouse.txt, item_stack.txt, and item_avail.txt.
I have suggestion to move those separated file to item_db.conf format:
Buyingstore: Yes //item_buyingstore.txt Delay: <duration> //item_delay.txt Trade: <flag>,<override> //item_trade.txt Nouse: <flag>,<override> //item_nouse.txt Stack: <amount>,<flag> //or sperated values instead of use a flag, <inventory>,<cart>,<storage>,<guild storage> //item_stack.txt Sprite: <item_id> //item_avail.txt
When those files are merged, then, the sql table for item_db can stores those values too.
And maybe, later some db files can be merge to be one file like mob_db, skill, item creation, etc.
(actually I'm doing something on 'other' emu related SQL - TXT databases then found that Herc's item_db.conf the only one can merges some separated item dbs)
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Mumbles reacted to jaBote in Instant Third-Class Jobs
Well, after some source investigation, it's done that way because you can't do much more in scripting, unles you make your reset NPC give that many status points again.
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Mumbles reacted to jaBote in Instant Third-Class Jobs
It's official, these are the extra stat points you're normally given when rebirthing.
Since your starting job wasn't high novice, the 100 extra stat points have to be manually added.
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Mumbles reacted to jaBote in Do a @command when equipped.
Try this:
OnEquipScript: <" { atcommand "@aura999"; } ">OnUnequipScript: <" { atcommand "@aura 0"; } "> -
Mumbles got a reaction from WalkingBad in Can I request this awesome script? I hope it's easy
Here's a version that supports multiple items:
prontera,150,150,0 script testwarp WARPNPC,1,1,{ message strcharinfo(0), "You touched me!"; /*----------------------------------------------------- Configuration -----------------------------------------------------*/ OnInit: // Item constant/ID, amount setarray .item_id[0], Jellopy, 1, Clover, 5, Fluff, 10; // Warp destination .warp_map$ = "prontera"; .warp_x = 155; .warp_y = 179; end; /*----------------------------------------------------- Script -----------------------------------------------------*/ OnTouch: // Check items for (.@i = 0; .@i < getarraysize(.item_id); .@i += 2) { if (countitem(.item_id[.@i]) < .item_id[.@i + 1]) { message strcharinfo(0), "You need the following items to access this warp:"; for (.@j = 0; .@j < getarraysize(.item_id); .@j += 2) { message strcharinfo(0), .item_id[.@j + 1] +" "+ getitemname(.item_id[.@j]); } message strcharinfo(0), "Access denied."; end; } } // Delete items for (.@i = 0; .@i < getarraysize(.item_id); .@i += 2) { delitem .item_id[.@i], .item_id[.@i + 1]; } // Warp player warp .warp_map$, .warp_x, .warp_y; end;} -
Mumbles got a reaction from WalkingBad in Can I request this awesome script? I hope it's easy
Why would it be? OnPCLoadMapEvent doesn't run until the player is already on the map. Your example would leave the player on the map itself after simply prompting them that they needed to have something to be there; then with that close, they'd walk happily off, confused as to why they were even told such a thing.
Mhalicot's approach was on the right track, but I believe the topic starter would something more seamless. Here's my method:
prontera,150,150,0 script testwarp WARPNPC,1,1,{ /*----------------------------------------------------- Configuration -----------------------------------------------------*/ OnInit: .item_id = Jellopy; .item_amount = 1; .warp_map$ = "prontera"; .warp_x = 155; .warp_y = 179; end; /*----------------------------------------------------- Script -----------------------------------------------------*/ OnTouch: if (countitem(.item_id) < .item_amount) { message strcharinfo(0), "You need "+ .item_amount +" "+ getitemname(.item_id) +" to access this warp."; } else { delitem .item_id, .item_amount; warp .warp_map$, .warp_x, .warp_y; } end;} -
Mumbles got a reaction from jaBote in Brief forum downtime & openssl "heartbleed"
15 seconds? Unforgivable. >:c
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Mumbles reacted to evilpuncker in R>Script that will automatically reset all stats of all character?
not possible to check on run time without src edit, btw why not just don't make GMs unable to edit those?
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Mumbles got a reaction from humble in Variant Mining
Utility: Variant Mining
As per xienne15's request: http://herc.ws/board/topic/1886-simple-mining/
Description:
A simple mining system; allows for interacting players to excavate minerals by "mining" them with special equipment and tools. Minerals disappear and respawn randomly; chance is determined by configuration.
Configuration is mostly done in arrays so that settings may be changed with no modifications to the script. Duplicate in additional locations as needed; update the value of '.var_amount' correspondingly.
Download:
https://github.com/datmumbles/Scripts/raw/master/util/mining.txt
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Mumbles reacted to evilpuncker in Instant Third-Class Jobs
try changing all occurrences of auto_third into #auto_third
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Mumbles got a reaction from Jamaeeeeecah in Pawn Shop
Utility: Pawn Shop
As per themon's request: http://herc.ws/board/topic/2373-new-shop-npc-idea-pawn-shop/
Description:
Allows players to exchange items in their inventory for a percentage of its "fair market value (FMV)".
By default, the formula to determine the FMV is approximately one-third of the item's "buy" price (as if you were purchasing it from an NPC), multiplied by its refine rate* (if it's equipment).
Items "pawned" through this script are available to be reclaimed if the loan (plus interest) are repaid in full within seven days. If a loan expires, the item pawned will be claimed by the NPC and "sold"; the original owner will no longer be able to retrieve it.
Loan rates, interest rates, loan days, and the refine bonus trigger can be modified within the configuration settings under the 'OnInit' label. Please take care to NOT modify the leap year formula under this label.
*The refine multiplier calculates the number of UNSAFE refines, then adds it to the loan total. For example, a Sword with the refine rate of 10 (which has a safety cap of seven) has a multiplier of three; so, if the "Buy" price is 100z, the default loan would be 33z. Multiply that by three, and you get a 99z refine bonus in addition to the original 33z, for a grand total of 132z. Interest is added AFTER the final loan price is determined, so at a rate of 10 percent, it would cost approximately 145z to reclaim the Sword.
Download:
https://github.com/datmumbles/Scripts/raw/master/util/pawnshop.txt
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Mumbles got a reaction from humble in Homunculus Evolution
Utility: Homunculus Evolution
As per themon's request: http://herc.ws/board/topic/2426-humonculus-evolver/
Description:
Allows players to evolve their homunculus in exchange for a catalyst and a fee. If the player has a fully evolved homunculus, an option to mutate it into a Homunculus S will be given if the setting is enabled.
Please see the configuration settings under the 'OnInit' label to see what you can change. Do NOT modify the homunculus settings unless you have custom IDs/homunculi.
This script is optimised solely for Hercules emulators.
Download:
https://github.com/datmumbles/Scripts/raw/master/util/homevo.txt
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Mumbles got a reaction from cJei in Coin Trader
Utility: Coin Trader
As per @karazu's request: http://herc.ws/board/topic/4157-mithrill-to-gold-to-silver-coins-vice-versa-trader/
Description:
Allows players to purchase coins with zeny, exchange coins for zeny, and convert coins to more valuable or lesser coins. See configuration to customise coin values.
Download:
https://github.com/datmumbles/Scripts/raw/master/util/cointrader.txt
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Mumbles reacted to AnnieRuru in Item Script Request
why use OnPCLoginEvent / OnPCLogoutEvent ?
update item_db_re setscript = 'if ( readparam(bStr) >= 90 ) { bonus bAllStats,1; bonus bMaxHPrate,1; bonus bMaxSPrate,1; bonus bStr, getrefine(); }',equip_script = 'if ( readparam(bStr) >= 90 ) { ModExp = ModDrop = 110; }',unequip_script = 'if ( readparam(bStr) >= 90 ) { ModExp = ModDrop = 100; }'where id = 1201; -
Mumbles got a reaction from evilpuncker in Item Script Request
Item script:
// Item scriptif (readparam(bStr) >= 90) { bonus bAllStats, 1; bonus bMaxHPrate, 1; bonus bMaxSPrate, 1; bonus bStr, getrefine();}ModDrop = 150;ModExp = 150;
Unequip script:
// Unequip scriptModDrop = 100;ModExp = 100;
Login / logout check (separate file):
- script check_items -1,{ // Login check OnPCLoginEvent: if (isequipped(Knife)) { ModDrop = 150; ModExp = 150; } end; // Logout reset OnPCLogoutEvent: ModDrop = 100; ModExp = 100; end; }
I guess @evilpuncker beat me to this haha, but I suppose either solution would work.
@evilpuncker: You can use getrefine() to return the value of the invoking equipment's refine level.
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Mumbles got a reaction from somale in Hercules Invasion
Event: Hercules Invasion
Description:
A completely revamped and optimized variation of the widely popular Poring Invasion event. Configuration settings are dynamic and easily modifiable. Customizable parameters include normal monsters, "prized" monsters, each respective monster amounts, monster tiers, invasion map,NPC name, and server name. NPC can be triggered by staff using the command @invasion.
Download:
https://github.com/datmumbles/Scripts/raw/master/event/invasion.txt
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Mumbles got a reaction from Adam in Pawn Shop
Utility: Pawn Shop
As per themon's request: http://herc.ws/board/topic/2373-new-shop-npc-idea-pawn-shop/
Description:
Allows players to exchange items in their inventory for a percentage of its "fair market value (FMV)".
By default, the formula to determine the FMV is approximately one-third of the item's "buy" price (as if you were purchasing it from an NPC), multiplied by its refine rate* (if it's equipment).
Items "pawned" through this script are available to be reclaimed if the loan (plus interest) are repaid in full within seven days. If a loan expires, the item pawned will be claimed by the NPC and "sold"; the original owner will no longer be able to retrieve it.
Loan rates, interest rates, loan days, and the refine bonus trigger can be modified within the configuration settings under the 'OnInit' label. Please take care to NOT modify the leap year formula under this label.
*The refine multiplier calculates the number of UNSAFE refines, then adds it to the loan total. For example, a Sword with the refine rate of 10 (which has a safety cap of seven) has a multiplier of three; so, if the "Buy" price is 100z, the default loan would be 33z. Multiply that by three, and you get a 99z refine bonus in addition to the original 33z, for a grand total of 132z. Interest is added AFTER the final loan price is determined, so at a rate of 10 percent, it would cost approximately 145z to reclaim the Sword.
Download:
https://github.com/datmumbles/Scripts/raw/master/util/pawnshop.txt
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Mumbles reacted to Tepoo in Harmony... making a return?
@Ossi: i would say drop this shit. this guy took 200$ for this tool and dissapeared after just some years of development. you dont even get a daim for your work where this guy got so much money for.
I decided to support InternalGuard from now on. its still in childhood but the tool have a big potential, im pretty sure with the right help Kaju will create something better then ten harmony.
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Mumbles got a reaction from Dramosith in rAthena to hercules - Script compatible?
Use Hercules' doc/script_commands.txt for reference if you're unsure of whether or not we have a script command that you need. Additionally, a script-checker was added to Hercules just recently for Linux, OS X, and Windows; it can also be used on Haru's website. This script-checker is a great and convenient way of checking your script's compatibility with Hercules, as it will return any errors the map-server would encounter if loaded.
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Mumbles got a reaction from Olrox in Question about Internal Guard
Closing this topic due to its irrelevance to Hercules support boards and a lack of a proper sub-forum for third-party support. Please refer to Internal Guard's forums for further assistance: Internal Guard | Ragnarok Game Guard
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Mumbles reacted to AnnieRuru in map_zone_db.conf allows to restrict an ITEM TYPE
ok ... its my turn to give suggestion time ..
http://rathena.org/board/topic/77088-certain-map-weapon-restriction/?p=239342
noitem mapflag meant for rathena
when compare my code and hercules map_zone_db.conf
hercules can already restrict items by ID
but my modifications can allow to restrict an item type
example
pvp_y_1-1 mapflag noitem 0this pvp map cannot use healing itemsevent_gm mapflag noitem 4,5this gm hosting event will disallow players to equip any kind of equipments
so how about hercules have the same thing
{ name: "PvP no Pot" inherit: ( "PvP" ) disabled_items: { IT_HEALING: true }}, { name: "GM event" disabled_items: { IT_WEAPON: true IT_ARMOR: true }}, -
Mumbles reacted to Mhalicot in Costume Item Plugins
File Name: Costume Item Plugins
File Submitter: Mhalicot
File Submitted: 10 Feb 2014
File Category: Plugins
HPM @costumeitem complete package.
Compatible with Windows System Only
if you are using Linux, ignore other files and use only afk.c
Instruction.
1. Download and extract files using 7z or any application that can extract it.
2. extract it in your server directory ex: C:/RO Server/Hercules/
2.1. edit conf/plugins.conf and add costumeitem
3. Your done. you can now try your plugins
if you are using VS2010/VS2009/vs2013 or whatsoever and you are failing to compile because of platform issue.
this is what you need to do.
In Recompiling:
If you are using other MSVS/C
Quote
Note: Recompile if you modify the script.
If you have any questions feel free to drop a comment.
NOTE: You done have to edit your src to add this custom features(Less conflict when you want to update your server). Thanks to Mr. Ind for making this Plugins possible, This Plugins will convert your items to costume(item stats/combos/bonuses will also copied)
for more info on how to to use HPM visit Here
(Tested on Hercules rev. 146**)
Script Release: Costume System
Click here to download this file