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Mumbles

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  1. Upvote
    Mumbles reacted to malufett in MvP and @reloadscript   
    this could be done in src easily..
     
    MVP killed -> save to db left respawn time
    Server restarted or npc reloaded -> server fetch respawn time from db then parse then load to its ticking process before respawn
     
    this will only work if the MVP mob dies after server initial start...
     
    ATM just an idea and the codes are still in my brain..if I have time I'll do it..
     

  2. Upvote
    Mumbles reacted to ossi0110 in MvP and @reloadscript   
    why not use @loadnpc and @unloadnpc
  3. Upvote
    Mumbles reacted to AnnieRuru in Is this possible?   
    a bit off-topic butyeah, 1 of the reason I move here because in hercules already has some powerful scripters around
     
    the only thing that jabote missed out is missing setmapflag
    - script warp_banned -1,{OnInit: setarray .not_2ndjob$[0], "morocc", "payon", "aldebaran"; // Maps NOT for second jobs. Add more with a comma, last member should have a semicolon setarray .not_3rdjob$[0], "amatsu", "gonryun", "geffen"; // Same as above, but for third jobs .not_2ndjob_size = getarraysize(.not_2ndjob$); .not_3rdjob_size = getarraysize(.not_3rdjob$); for ( .@i = 0; .@i < .not_2ndjob_size; .@i++ ) setmapflag .not_2ndjob$[.@i], mf_loadevent; // Thx to Keyworld <3 for ( .@i = 0; .@i < .not_3rdjob_size; .@i++ ) setmapflag .not_3rdjob$[.@i], mf_loadevent; end;OnPCLoadMapEvent: if ( eaclass() & ( EAJL_UPPER | EAJL_2 ) ) { // Player is 2nd trans job while ( strcharinfo(3) != .not_2ndjob$[.@i] && .@i < .not_2ndjob_size ) .@i++; } else if ( eaclass() & EAJL_THIRD ) { // Player is the 3rd job while ( strcharinfo(3) != .not_3rdjob$[.@i] && .@i < .not_3rdjob_size ) .@i++; } else end; if ( .@i != .not_2ndjob_size || .@i != .not_3rdjob_size ) { dispbottom "You're not supposed to be here..."; warp "SavePoint",0,0; } end;}... hmm .. why this {code} doesn't has cut the length ...edit ... oh ... have to refresh the page =/
  4. Upvote
    Mumbles reacted to Ind in Introducing HPM Datacheck   
    HPM Data Check
    I begin by thanking ai4rei for bringing this to our attention HELLOOOO, WHAT?! This introduces automatic data integrity insurance between plugins and the core, allowing the core to reject loading plugins whose data structures mismatch those in the core thus preventing potential crashes and loose data read/write, it goes a long way towards making this issue being inexistent. In short: its a feature that enables the core to reject "outdated" plugins, "outdated" meaning that a data struct used by the plugin has been modified in the core while the plugin was not recompiled to reflect the change. It is smartThanks to Haru's design the feature is able to identify the files which the plugin relies on, therefore even if data structs in the core have been modified the plugin will only fail load if its a data struct from a file it actually includes Changes: Hello Plugin Developers!
    Plugins are now required to include the HPMDataCheck file, plugins without it will not pass loading validation, to include use: #include "../common/HPMDataCheck.h"it should be the last file included, if it isn't the last it'll render the plugin uncompilable (intentionally). ...and thats it, it stands on its own afterwards. Also in & Thanks to Haru
    the HPMHookGen has been updated so that the data HPMDataCheck relies on is always up to date HPMHookGen has been sped up. New Possibilities
    Thanks to HPMDataCheck enabling the core to know which files the plugin relies on there are many enhancements we can (and intend to) add, for example, drop GET_SYMBOL entirely and have the core load the interfaces automatically Special Thanks to
    Haru ai4rei Link'u
    HPMHookGen Update Commit
  5. Upvote
    Mumbles got a reaction from Hadeszeus in Adding Cashpoints/Kafra Points to player   
    Oh okay. The methods I proposed are for scripts, and you would just place it in whatever script you want - similar to setting a variable (because that's exactly how they're stored). Regarding your second question, I would not recommend SQL injections to update points manually.
     
    If you want to give someone points manually (like as a GM reward or something), you can use the char commands #points and #cash; I think that's what @Mhalicot gave an example for as well.
  6. Upvote
    Mumbles reacted to AnnieRuru in Variable Size   
    http://www.eathena.ws/board/index.php?s=&showtopic=183284&view=findpost&p=1007286
    makes me remember I wrote this script 5 years ago
  7. Upvote
    Mumbles reacted to ossi0110 in Is it possible to merge client?   
  8. Upvote
    Mumbles got a reaction from Hadeszeus in Require certain amount of DEX before card affects   
    This is an incorrect string comparison (it'd be an incorrect numerical comparison as well):
    getequipname(8) = "of Bigmouth" A proper comparison would be:
    getequipname(8) == "of Bigmouth"   
    In any case, this check wouldn't work at all for the purpose intended.
     

     
    Check if two of the card is equipped:
    if(readparam(bDex) < 72 || isequippedcnt(Berzebub_Card) < 2) { bonus bVariableCastrate, -30;} else { bonus bVariableCastrate, -30 * isequippedcnt(Berzebub_Card);}  
    However, I'd just write it like this:
    if(readparam(bDex) < 72) { bonus bVariableCastrate, -30;} else { bonus bVariableCastrate, -30 * isequippedcnt(Berzebub_Card);} or like this:
    bonus bVariableCastrate, readparam(bDex) < 72 ? -30 : -30 * isequippedcnt(Berzebub_Card);  
    This effect multiplies the rate at which Berzebub Card takes effect according to the amount of Berzebub Cards they have equipped - but only if the player's DEX reads 72 or higher.
    1 Berzebub card is -30%
    2 Berzebub cards is -60%
    3 Berzebub cards is -90%

    ...and so on; if (for some reason) you could equip more than three, the effect's rate would increase in increments of -30.
  9. Upvote
    Mumbles got a reaction from evilpuncker in Require certain amount of DEX before card affects   
    Should probably throw that else in there; currently, you'll get -30 no matter what lol
  10. Upvote
    Mumbles reacted to Neo-Mind in Is it possible to merge client?   
  11. Upvote
    Mumbles reacted to Ai4rei in Is it possible to merge client?   
    No.
  12. Upvote
    Mumbles got a reaction from pr3p in Drawmove Flux themes   
    Should be fine as long as you manually update the theme to include these changes:
    Compatibilized item module (f3eed0e) Update of equip_locations (a55efb0) Update of equip_location_combinations (822220ae) Security Patch (86ba82d)

  13. Upvote
    Mumbles got a reaction from Zia in Points to Zeny Exchanger   
    Utility: Points to Zeny Exchanger
    As per themon's request: http://herc.ws/board/topic/2774-zeny-to-cash-point/
     
    Description:
    Allows players to exchange points for zeny and vice-versa. Point variable, exchange rate, and minimum exchange can be configured easily below the 'OnInit' label.
     
    Optimised for Hercules emulators.
     
    Download:
    https://github.com/datmumbles/Scripts/raw/master/util/points2zeny.txt
  14. Upvote
    Mumbles got a reaction from Begin in @go command   
    Utility: @go command
    Original concept by : http://herc.ws/board/topic/14-utility-added-feature-jtynnes-go-command-alternative-txt-format/
     
    Description:
    Alternative @go command. Allows for unlimited aliasing, as well as level and group restrictions for each destination. Additional options to add a delay, prevent use when dead, and charge per use are available; default cost is defined with '.cost', but this parameter can be set manually with 'go()'. These extra features are disabled by default.
     
    Be mindful that the delay uses a temporary player variable, '@go_delay'; if the player logs out, this variable will be cleared. If you would like for a more secure delay, replace all instances of '@go_delay' with 'go_delay'.
     
    Download:
    https://github.com/datmumbles/Scripts/raw/master/cmd/go.txt
  15. Upvote
    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
  16. Upvote
    Mumbles got a reaction from Chemical Crush in Account Remover   
    Utility: Account Remover
     
    Description:
    Allows for a (mostly) clean removal of accounts and regular character data via '@removeacc'. Rejects accounts that are currently online and prevents deletion of system accounts by default. See configuration for additional options.
     
    Download:
    https://github.com/datmumbles/Scripts/raw/master/util/removeacc.txt
  17. Upvote
    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
  18. Upvote
    Mumbles got a reaction from Chemical Crush in getcharname()   
    Function: getcharname()
     
    Description:
    Return the name belonging to the character ID referenced.
     
    Example usage:
    Utility: Account Remover
     
    Download:
    https://github.com/datmumbles/Scripts/raw/master/func/getcharname.txt
  19. Upvote
    Mumbles got a reaction from Chemical Crush in mumble()   
    Function: mumble()
     
    Description:
    Requests input of randomized string from user. Returns true on success and false on failure. Four difficulty levels are available; each level inherits the previous one(s).
     
    Example Usage:
    https://github.com/datmumbles/Scripts/raw/master/sample/mumbletest.txt
     
    Download:
    https://github.com/datmumbles/Scripts/raw/master/func/mumble.txt
  20. Upvote
    Mumbles got a reaction from MikZ in Instant Third-Class Jobs   
    Utility: Instant Third-Class Jobs
    As per spectator's request: http://herc.ws/board/topic/882-rinstant-job-changer/
     
    Description:
    Allows player to choose a third-class job upon initial login; if the player fails to choose a class for any reason, (s)he will be prompted again upon next login.
     
    Download:
    https://github.com/datmumbles/Scripts/raw/master/util/thirds.txt
  21. Upvote
    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
  22. Upvote
    Mumbles got a reaction from Dduwsmitt in Drawmove Flux themes   
    Should be fine as long as you manually update the theme to include these changes:
    Compatibilized item module (f3eed0e) Update of equip_locations (a55efb0) Update of equip_location_combinations (822220ae) Security Patch (86ba82d)

  23. Upvote
    Mumbles got a reaction from Hadeszeus in NPC Tour via Mini MAP   
    The script command you're looking for is viewpoint.
  24. Upvote
    Mumbles reacted to Neo-Mind in NEMO - Client Patcher   
    N.E.M.O. - Neo Exe Modification Organizer

    Why another client patcher? well
    1) WeeDiffGen - isn't working for 2013 clients + it depends on dlls (not that its a bad thing but i like scripting )
    2) xDiffGen - yes its scripted but we need to depend on xdiff files.

    so i made a new one based on xDiffGen and here it is. The patches are written in QtScript format.
    Details of making a patch have already been written in a seperate topic - although now it needs to be updated with more details.
    I have already converted most of the patches from xDiffGen.

    Why this name? - well I didn't want it to be called * Gen No offense  
    plus someone keeps calling me Nemo in IRC which gave me the idea

    Snapshot
    -----------------


    How to use?
    ---------------------
    1) First you need to specify your client file in Input Exe file box. If you browse to select the file name, Output Patched box gets updated with a _patched suffix filename automatically. Ofcourse you can select your own name for the output.
     
    2) Next we need to load both the client and the scripts (patches & addons). so click Load Client button.
     
    3) Select the patches you want . In case you patched once before (for whatever date) they will be saved in your local and you can use the Select Previous button to select them again. Also you can try using the Select Rcomnded button to select all the Recommended patches.
     
    4) So your patches are selected and client is loaded what next but to Apply Patches  which will generate the output file. In 2.0 version , NEMO also generates a .secure.txt file containing the MD5, SHA1 and CRC32 values of the output exe file which you can use in various tools.
     
    5) You can use the Save Profile and  Load Profile buttons for saving/reloading a set of patches & input values, that you have selected (even if they are not applied) for future use.
     
    6) Whenever you apply patches to a client, NEMO updates the patchlist.log file (along with Inputlist.db) in the folder where NEMO.exe is. This file will contain the list of patches you have applied along with their IDs (do not tamper with either of them).
     
    Changes in 2.0:
    ----------------------
    1) I have made some obvious modifications to the interface (you can definitely see the change in case you have seen v1.0).
         i) Buttons have come downwards and is no longer strippable (toolbar has been fixed in position)
     
         ii) New status Label has been added which shows your currently loaded client date and how many patches are selected.
     
         iii) NEMO now has support for Addons - scripts that are meant to retrieve data from the client and do its own thing (not patch the client).
              All the Extract xDiff patches has been added here already. 1 extra addon will be coming soon once i can fix it.
     
         iv) New Filter box has been added which does live search (i.e. filter as you type) for filtering out only the patches u want to see.
               For e.g. if you type color, it will only show patches that have the string color in either it's name or the description.
              You can also use regular expression . Also you can sort the columns now
     
        v) An upcoming feature - Test Patches. this one you can use for testing a newly added patch for a variety of clients that you select.
     
    2) NEMO is no longer there in SVN. I have shifted it to GitHub . The rar file uploaded has the .git file so you should be able to directly pull to get updates. But just in case I have also provided the repository link below.
     
    Remember to pull for updates before using NEMO and let me know if you are facing any bugs or issues or if i have missed out on anything. Enjoy .
     
    Repository: https://github.com/MStr3am/NEMO.git
     
    Download Link: NEMO zip file 
  25. Upvote
    Mumbles got a reaction from Dduwsmitt in Points to Item Exchanger   
    Utility: Points to Item Exchanger
    As per @koji42's request: http://herc.ws/board/topic/4048-pods-cashpoints-convertion/
     
    Description:
    Exchanges items for points and vice-versa at a fixed rate.
     
    Preview:


     
    Download:
    https://github.com/datmumbles/Scripts/raw/master/util/points2item.txt
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