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Mumbles

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  1. Upvote
    Mumbles reacted to mleo1 in Flux Control Panel for Hercules   
    You have to add these 8a0bda3 to your custom theme
  2. Upvote
    Mumbles got a reaction from Dduwsmitt in Euphy's Card Trader, for Hercules   
    Seems to work fine. Try giving yourself some zeny and seeing if it still doesn't work. 


     
    Here's my copy of the script; there are no differences in functionality from yours: http://upaste.me/1727999529afe4d9
     
    Note:
    There's a segment towards the end where I give myself 1000 card points using one of my utilities; I didn't feel like selling 1000 Poring Cards or so, but every other functionality of the script is demonstrated in this video.
     

     
    Additionally, I edited the topic title for improved readability.
  3. Upvote
    Mumbles got a reaction from Dduwsmitt in Euphy's Card Trader, for Hercules   
    I always pull the latest builds when testing, so as of that posting I was at 284a163 (18 Jan 2014, 20:59). The differences in my version of Euphy's script are minimal, and don't impact any functionality whatsoever; they're just vanity changes I made while reading the script because I find it highly annoying when people don't put spaces between operators.
     
    By removing that section, you're deleting the check that determines if your item sold was a card. I'm not sure what to tell you other than that you might not have enough zeny to process a transaction (i.e. you need 100z on your character to buy a Ghostring Card, even though it won't take it) - that's just how it works. I'm not sure if it'd be relevant since your problem is with selling items, but perhaps the variables aren't even being stored.
     
    This issue might arise when your emulator is attempting to read from a nonexistent global_reg_value table in the database, since we changed those to char/acc* _reg_num_db and _reg_str_db. Try updating your emulator, and don't forget to run your upgrade SQL files as well (from sql-files/upgrades/); if you had Hercules prior to 1 January and updated your emulator, you'll need to run SQL updates too. Run the char-server by itself to see which ones you need.
  4. Upvote
    Mumbles got a reaction from pan in Flux Control Panel for Hercules   
    Committed in 4cc6996; @Emistry, it's supposed to be like that, but the comment for it is confusing.
  5. Upvote
    Mumbles reacted to AnnieRuru in Dynamic menu   
    prontera,150,180,5 script jfhskdfjs 100,{ if ( BaseLevel < 5 ) { mes "only level 5 or above"; close; } mes "asdasd"; next; for ( .@i = 0; .@i < 19; .@i++ ) { if ( countitem( 501 + .@i ) ) { .@menu$ = .@menu$ + "Option "+( .@i +1 )+"!:"; .@option[.@c] = .@i; .@itemid[.@c] = 501 + .@i; .@c++; } } .@s = select( .@menu$ ) -1; mes "selected option no: "+( .@option[.@s] +1 ); mes getitemname( .@itemid[.@s] ); close;}
  6. Upvote
    Mumbles reacted to ossi0110 in FluxCP for new SQL Table   
    Ok 
     
    Open the modulesrankingdeath.php
     
    and change
     
     
    $sql .= "LEFT JOIN {$server->charMapDatabase}.`global_reg_value` AS reg ON reg.char_id = ch.char_id AND reg.str = 'PC_DIE_COUNTER' ";  into
     
    $sql .= "LEFT JOIN {$server->charMapDatabase}.`char_reg_num_db` AS reg ON reg.char_id = ch.char_id AND reg.key = 'PC_DIE_COUNTER' ";  
     
     
    now Open modulescharacterview.php
     
    and change
     
    $sql .= "LEFT OUTER JOIN {$server->charMapDatabase}.`global_reg_value` AS reg ON reg.char_id = ch.char_id AND reg.str = 'PC_DIE_COUNTER' "; into
     
    $sql .= "LEFT OUTER JOIN {$server->charMapDatabase}.`char_reg_num_db` AS reg ON reg.char_id = ch.char_id AND reg.key = 'PC_DIE_COUNTER' ";   
     
    and errors are solved
     
  7. Upvote
    Mumbles reacted to Ind in Hercules 1st 2014 MegaPatch   
    Hercules: 1st 2014 MEGAPATCH
    Helloooo! Starting 2014 with a boom, yet another outstanding patch from Hercules! Patch Item #1: Scripting Level UP
    Char and account variables overhaul They're no longer limited to #define ACCOUNT/GLOBAL_REG_NUM, they're now limitless Their storage capabilities have received a colossal improvement, each numeric variable now uses at least 1/10 the memory it did previously, and we achieved it while increasing speed, simply outstanding as expected from us. Thanks to their quantity no longer being limited, char and account variables now support arrays, i.e. setarray #accreg[y],...; Saving and loading procedures have been improved outstandingly! for instance, previously, if you had 100 char regs but only one had been modified or deleted, map server would need to send all of them and char server would have to re-insert all of them; now only modified or deleted ones are saving, increasing saving speed of both map and char server procedures and decreasing inter-server bandwidth by dinosaur steps. Magnificent Array Improvement (to all variable types) Size limit modified from 127 to ...2 billion! Speed of countless array operations have been improved thanks to new array handling, e.g. whereas previously upon deleting any array it'd set its 127 possible values to 0 (regardless of how many values it actually had) now it only deletes as many members as it possesses getarraysize (the-oh-misleading-function since it returns the arrays' highest index) has been sped up as well thanks to this, and it no longer wastes script stack room on every interaction And the futureThis improvement has open way for many other amazing features, for example, Haruna has designed a foreach implementation for scripting among some other useful enhancements Global account variable handling redesign To clarify, this is that ancient type used on multiple-char-server setups, ##varname, which are present in all servers an accounts logs into, as opposed to #varname which, while account-wide, are considered 'local' to a char server. Saving and loading have been modified to match char/local-acc variable new design, on its own it already is a major speed boost and bandwidth saver, however, it has also improved login servers overall processing speed, thanks to its processing no longer being attached to ordinary account handling, this means that all operations that required login server to use an accounts data (i.e. login/pincode change/ban/block/etca) have been sped up, and use less memory. '.', '.@' and ''' variables write operation speed up trying to write ''' variables outside instances will now print warnings instead of silently doing nothing runtime read/write operations of global/temporary(@) char variables, as well as account variables, have been considerably sped up, whereas previously it'd run a str lookup to find a match for read/write it now uses the variable id, furthermore it now relies on DBMaps to handle the lookup (whereas previously it was a normal loop). Database tables overhaulWe've analysed global reg data storage and we've decided that it not only is a memory waste, it is a processing one as well due to how int and str variables share the same storage, we've analysed global reg data for a number of large servers and have identified most variables are numbers, by a outstanding majority, with that in mind, this patch introduces 6 tables that will improve this drastically. You'll notice this patch's SQL upgrade file will take care of this, and thus migrate the data properly into the new tables. Special Thanks To:
    Haruna ! <3 wouldn't have gotten half of it done if it weren't for Haru, thank you so much sensei! jaBote, for proposing it! Emistry Yommy Streusel Patch Item #2: @autotrade Persistency
    Also known as: @at merchants survive server crashes/restart, as soon as the server starts again they're re-spawned. May be disabled on src/config/core.h by commenting out AUTOTRADE_PERSISTENCY Special Thanks To:
    Haruna! Michieru, this feature wouldn't be out now if it weren't for him, lets all thank him! Dekamaster/Nightroad for helping me on this features original design, 3-4 years ago. Thank you master <3! Link'u!
    Commit Upgrade files #1 (Autotrade) #2 (Scripting Level UP)
  8. Upvote
    Mumbles reacted to Mhalicot in Q> How to disable @go command for novice   
    Maybe this Utility can do. Utility @go Command
  9. Upvote
    Mumbles reacted to Patskie in How to properly use array and using it as random?   
    set $@rate,.@frate[rand(getarraysize(.@frate))];
  10. Upvote
    Mumbles reacted to Ind in Visible Monsters HP   
    File Name: Visible Monsters HP
    File Submitter: Ind
    File Submitted: 14 Jan 2014
    File Category: Plugins
     
    HPM Plugin.
    - Monsters HP is visible to all players, instead of only those who hit it.
    - Monsters spawned with 'boss' flag have a greater bar (2-3x normal size, check screenshot in download page view)
    - Requires PACKETVER >= 20120404
     
    Whats the 'boss' flag?
    For example, gef_dun.txt's Doppelganger
    gef_dun02,0,0,0,0 boss_monster Doppelganger 1046,1,7200000,600000,1 How to Install
    Check the wiki page on 'Building a Plugin' http://herc.ws/wiki/HPM#Building_a_plugin
     
    Contribute / Customize
    Its available at our Staff Plugins Repo, pull requests are more than welcome.
     
    Click here to download this file
  11. Upvote
    Mumbles reacted to Patskie in countitem loop   
    Players will only be attached to the npc whenever they talk to it or when the script execute certain labels or by using addrid or attachrid. In your case you put this line on OnInit label :
     
    .@player_name$ = "[^FF0000"+strcharinfo(0)+"^000000]";  
    Which means that when the script was loaded by the server it will assign the name of a player on the variable .@player_name$ ( in which case by default and by loaded i believe no player is currently talking to that npc )
     
    Regarding the wrong case error. Maybe it was included in your other scripts. I am certain that the error does not belong to the script you are talking about in this topic.
     
    I just modified your script. Kindly test this one and tell me if it works :
     
    prontera,155,150,3 script TEST_NPC1 99,{ .@player_name$ = "[^FF0000"+strcharinfo(0)+"^000000]"; // No requirements for( .@i = 0; .@i < getarraysize(.qitem); .@i++ ) { if ( countitem( .qitem[.@i] ) < .qamt ) { // Dialogue if player does NOT have the required items already mes .npc_name$; mes "dialogue hereeeee."; mes "More hereeeee"; next; mes .@player_name$; mes "PC dialogue here"; next; if(select("Yes, please.:No, thank you.") == 2) { mes .npc_name$; mes "leaving message here"; close; } mes .npc_name$; mes "more dialogue"; next; mes .npc_name$; mes "Come back with:"; // List items for(.@i = 0; .@i < getarraysize(.qitem); .@i++) mes "^FF0000"+ .qamt +"x - "+ getitemname(.qitem[.@i]) +"^000000"; mes "...and I will give you the item."; close; } } // Has requirements mes .npc_name$; mes "congrats dialogue for gather items."; for( .@i = 0; .@i < getarraysize(.qitem); .@i++ ) delitem .qitem[.@i],.qamt; getitem .pitem,.pamt; close;OnInit: // Configuration // General .npc_name$ = "[^008800NPC_NAME^000000]"; // NPC's dialogue name // Items .pitem = 901; // Prize item for completing the quest .pamt = 1; // Prize item amount setarray .qitem[0], 501, 502, 503; .qamt = 1; // Quest item amount end;}
  12. Upvote
    Mumbles reacted to Angelmelody in countitem loop   
    before you running  countitem  and delitem  command,  you need to attach  an on-line player
  13. Upvote
    Mumbles reacted to Nameless2you in countitem loop   
    You also might want to add an 'end;' before the 'OnInit:'.
  14. Upvote
    Mumbles reacted to pan in countitem loop   
    Have you changed your
    getarraysize(.item[0])togetarraysize(.item)?What happens when you run your script?
  15. Upvote
    Mumbles reacted to Jasc in @ii , @mi , and @skillall command   
    If Hercules SVN was imported correctly and you are a GM level 99, you should have those commands by default. If not, that is a serous installation problem or edit that was made. Read the atcommand.conf documentation on how it works, and look at how groups.conf works. You will see the correlation between those two documents and how they work with each other.
  16. Upvote
    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
  17. Upvote
    Mumbles got a reaction from pr3p in Flux Control Panel for Hercules   
    Pulled in 8a0bda3. Thanks @mleo1, that was a bit of an oversight on my part.

    Also keep in mind that if you're using custom themes with an updated FluxCP, you'll have to update your custom theme files as well.
  18. Upvote
    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.
  19. Upvote
    Mumbles got a reaction from pr3p in Flux Control Panel for Hercules   
    Merged in c546cc9.
  20. Upvote
    Mumbles got a reaction from bleachftl in Flux Control Panel for Hercules   
    Use what with fluxcp-re?
  21. Upvote
    Mumbles reacted to Nameless2you in Add additional Warp Area. (PVP Room)   
    There you go: http://upaste.me/672e9a
    I chose to name the options "Map 1" and "Map 2" so you can rename it, and the second map I just chose to take guild_vs4, so just change it according to what you desire.
     
    On another note I presume you'd prefer for it to not be accessible during WoE at all, meaning you'd need to change.
     
     
    //triggers if any one of the two WoE's are offif (!agitcheck() || !agitcheck2()) { to
     
    //triggers only both WoE are offif (!agitcheck() && !agitcheck2()) {  
    And on yet another note, the 
     
    getmapusers("guild_vs4")+"/30 part won't do more than announce, it isn't any check. Meaning that if you have 31 players in the room it will say "31/30".
  22. Upvote
    Mumbles got a reaction from jaBote in Making new command   
    Commands are enclosed in ACMD() functions. While I wouldn't say you could typically add a new command anywhere in atcommand.c, you can add a new command before or after these functions. 
     
    Example:
     
    ACMD(searchstore){ int val = atoi(message); switch( val ) { case 0://EFFECTTYPE_NORMAL case 1://EFFECTTYPE_CASH break; default: val = 0; break; }  searchstore->open(sd, 99, val); return true;}ACMD(mynewcommand){//...}
  23. Upvote
    Mumbles reacted to Zephy in Can anyone make a script like this   
    Do you want it to be a physical NPC (a player can click on it) or do you want it to be automatic (when a player kills a multiple of 5 MVPs on a certain map, automatically gain the items)?
     
    Here is a script that will do the latter :x...
     
    /*=========================================================Untitledby Zephy===========================================================Description:No description available.===========================================================Compatibility:Optimised for Hercules emulators.===========================================================Changelog:1.0 - Initial release.===========================================================Additional Notes: - If you want the kills to be reset when the player dies, uncomment line 44 and 52. - Currently the kill counter variable (@mvpkill) is a temporary variable, meaning that if the player logs out, their score will reset. If you want them to keep the score even when they log out, remove the '@' in @mvpkill.=========================================================*/- script MvP Counter -1,{OnNPCKillEvent: for (.@i = 0; .@i < getarraysize(.map$); .@i++) { if (getmonsterinfo(killedrid, MOB_MVPEXP) && strcharinfo(3) == .map$[.@i]) // Checks if user has killed an MvP on a specified map { @mvpkill++; //Increments variable to count MvP kills } if (@mvpkill % 5 == 0) // Checks if @mvpkill if a multiple of 5 { @amount++; // Increment variable for prize amount (increment by 1 per 5 kills) getitem .prize, @amount; // Gives player the prize } }end;/*OnPcDieEvent: if (@mvpkill) { @mvpkill = 0; }end;*///ConfigurationOnInit: .prize = 0; // Prize ID setarray .map$[0], "bossnia_01", "bossnia_02"; // Maps that you want this script active on end;}
  24. Upvote
    Mumbles got a reaction from Uzieal in Flux Control Panel for Hercules   
    Updated FluxCP for compatibility with the latest build.
     
    Commits:
    Compatibilized item module. @6628ce9 Minor bug fix and corrections. @6ac6a7f

     
    Issues:
    'bindonequip' missing from item module

  25. Upvote
    Mumbles reacted to Vincent in Flux Control Panel for Hercules   
    Then you are not using lastest Hercules Flux CP or you use the wrong itemdb.sql/itemdb_2.sql.
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