Easycore
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Content Count
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Joined
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Days Won
6
Posts posted by Easycore
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Sc_start display buff icon only if the buff/debuff has an Icon, anyways you can add buff icon:
1.- You must ensure that SC_START you want to add has a SI_START. Go to status.h and find it.
2.- In status.c find "//Status that don't have a skill associated" and below add this:
status->dbs->IconChangeTable[SC_TO ADD] = SI_TO ADD;
4.- In db/const.txt find your sc_start, and remember the number of this.
3.- Go to luafiles514/lua files/stateicon/efstids.lub and above of "__newindex = function()" add EFST_TOADDWITHOUT"SC_" = NumberOfThisSC,
example: "EFST_STUN = 2,"
4.- In the same folder open stateiconimginfo.lub and select priority of this Icon add this [EFST_IDs.EFST_TOADDWITHOUT"SC_"] = "NameOfIcon.tga",below
of "[PRIORITY_GOLD/RED/BLUE/GREEN or WHITE] = {".
example: [EFST_IDs.EFST_STUN] = "ZANGETSU.tga",
5.- Open stateiconinfo.lub,in the final add this:
StateIconList[EFST_IDs.EFST_TOADDWITHOUT"SC_"] = {haveTimeLimit = 1,posTimeLimitStr = 1,descript = {{ "Description bla bla blah..." }{ "Description bla bla blah..." }{ "Description bla bla blah..." }{ "Description bla bla blah..." }{ "Description bla bla blah..." }{ "Description bla bla blah..." }{ "%s", COLOR_TIME },}}6.- Build GRF and recompile emulator. -
Cool, I really like your works
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You can open the folder "¸öÅë (몸통)" with the progam SPRConview and check the sprites with previewer.
Or also, you can apply diff [Enable Custom Job] corresponding to this Guide http://herc.ws/board/topic/9273-guide-how-to-add-custom-jobs/ , so open the file luafiles514/lua files/admin/PCPaths.lub there are the names sprites of every job, you can put any sprites.PS: If for example, you put Archer sprite in Acolyte Job, also edit PCHands.lub.
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fine ...
http://upaste.me/b16121870ca99a9c0
btw I found that when pk mode, there is no indicator showing that player having pk on
I rather fix this kind of source mode though
Thanks for this!
However ... there is a way to add Biolab Aura when @pk is turned ON?
For differentiate between PK and not PK players
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Àΰ£Á· (인간족):
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¸öÅë (몸통)
Job sprites folder. -
¸Ó¸®Åë (머리통)
Hair folder.
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¸öÅë (몸통)
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I would also like this plugin
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OnPCDieEvent can only undisguise player when died, but still allow GMs to @disguise when died
that's why I did a plugin
just test again, it actually works
maybe your hercules still use the old plugin format that still needs GET_SYMBOL stuff
How can check this?
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and also,,
where can you see the files for the effects of skills ingame??
luafiles514/lua files/skilleffectinfo/
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If you don't use X-ray, you will add the skills in the folder "skillinfoz", remember add this in skillinfolist.lub, skillid.lub, skilldescript.lub and skilltreeview.lub.
Also, in skillinfolist you'll add the name of SPR and BMP file of the icon:
SKILL_INFO_LIST = { [SKID.SN_WINDWALK] = { "SN_WINDWALK", <-- This is the name of SPR and BMP, it is best to leave it at that SkillName = "Wind Walk", MaxLv = 10, SpAmount = { 46, 52, 58, 64, 70, 76, 82, 88, 94, 100 }, bSeperateLv = true, AttackRange = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, _NeedSkillList = { { SKID.AC_CONCENTRATION, 9 } } },
BMP: data/texture/À¯ÀúÀÎÅÍÆäÀ̽º/item/
SPR: data/sprite/¾ÆÀÌÅÛ/
The sprite of skill is not so important, because it not cause error in game.
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hmm ...
#include "common/hercules.h"#include <stdio.h>#include <string.h>#include <stdlib.h>#include "map/pc.h"#include "common/HPMDataCheck.h"HPExport struct hplugin_info pinfo = { "deadnodisguise", // Plugin name SERVER_TYPE_MAP,// Which server types this plugin works with? "0.1", // Plugin version HPM_VERSION, // HPM Version (don't change, macro is automatically updated)};int pc_disguise_pre( struct map_session_data *sd, int class_ ) { // disable player from disguise if ( pc_isdead(sd) ) hookStop(); return 0;}int pc_dead_pre( struct map_session_data *sd, struct block_list *src ) { // undisguise when player die if ( sd->disguise != -1 ) pc->disguise(sd, -1); return 0;}HPExport void plugin_init (void) { addHookPre( "pc->disguise", pc_disguise_pre ); addHookPre( "pc->dead", pc_dead_pre );}
sry that I no longer writing source, only pluginsEDIT: sry there are 2 checks
Thank you for help me. I'll try this at night ~
@@AnnieRuru Your plugin doesn't work me. The map-server is crash.
But don't worry, I'll use OnPCDieEvent for this.
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pj?
Character*
I forgot that "pj" is character in spanish
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Hi Hercules,
Is there any way to disable disguise when character is die?
Regards ~
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if( map_flag_vs(src->m)) {
//What you put
}
Search the other mapflags, in Scourge are different names. For eg: map_flag_vs = PVP, map_flag_gvg = WoE and map_flag_gvg2 = Battlegrounds.
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Emulator:
db/pre|re/skill_db.txt
db/pre|re/skill_tree.conf
Client-Side:
luafiles514/lua files/skilldescript.lub
luafiles514/lua files/skillid.lub
luafiles514/lua files/skillinfolist.lub
luafiles514/lua files/skilltreeview.lub
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And the utility of this is?...
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Check "Enable Custom Job" in your Diff.
Add this files: https://github.com/MStr3am/NEMO/tree/master/Support/Luafiles514/Lua%20Files/Admin in Luafiles514/Lua Files/Admin/
So read this Guide and do step to step.
http://herc.ws/board/topic/9273-guide-how-to-add-custom-jobs/
An Example:
1 of 4 of my Custom Jobs:
PS: Death Knight is already in Official Ro, I edited this as I wanted, as well the Sprite.
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Search a bit... Custom Sprites, texture and ICONS are in Client-Side, then you could investigate in LuaFiles...
Lua514/Skillinfoz/When you discover it put your custom Icon on Texture/item/
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Why not use a permanent cast of 10 second, it's similar that progress bar
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This problem is for client-side. Add correctly the custom skill on Skillinfoz.
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no its not possibel to extract the source of the DLL , you need to ask @@Dastgir since he made the plugin
Ohh, I was already asked him. He's really bussy .
Thanks anyway ~
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Why not makes this skill similar of Blitz Beat? (Autocast)
In skill.c
switch(skill_id) { case 0: { // Normal attacks (no skill used) if( attack_type&BF_SKILL ) break; // If a normal attack is a skill, it's splash damage. [Inkfish] if(sd) { // Automatic trigger of Blitz Beat if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (temp=pc->checkskill(sd,HT_BLITZBEAT))>0 && rnd()%1000 <= sstatus->luk*3 ) { rate = sd->status.job_level / 10 + 1; skill->castend_damage_id(src,bl,HT_BLITZBEAT,(temp<rate)?temp:rate,tick,SD_LEVEL); }
Add:
if((temp=pc->checkskill(sd,CS_CUSTOMSKILL))>0 && rnd()%1000 <= sstatus->luk*3 ) {skill->castend_damage_id(src,bl,CS_CUSTOMSKILL,temp,tick,0);}
rnd()%1000 <= sstatus->luk*3: This is the chance of autocast, there chance aument of luk*3.
Change this as you wish.
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Hello,
I saw a plugin of Faction System in a post, but this has only DLL, and this is incompatible with latest git of Hercules.
http://herc.ws/board/index.php?app=core&module=attach§ion=attach&attach_id=426
Anyone know how to extract the code?
Regards ~
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Thanks for the reply, but i don't understand this formula:
int k = (flag-1)/3;
I don't understand much this, I assimilate that this refers to the damage of KN_CHARGEATK:
int k = (flag-1)/3; //+100% every 3 cells of distance
if( k > 2 ) k = 2; // ...but hard-limited to 300%.
skillratio += 100 * k;
k = 1 every 3 cells, if k > 2, k always be = 2. Finally, skillratio (damage) is 100% * k.
Eg: if Charge Attack is on 6 cells of distance "k = 2", so skillratio is 200%.
Try apply this on your passive skills ~
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The skill Charge Attack of Knight increment the damage by distance, try check in Battle.c this:
case KN_CHARGEATK: { int k = (flag-1)/3; //+100% every 3 cells of distance if( k > 2 ) k = 2; // ...but hard-limited to 300%. skillratio += 100 * k; } break;
Undisguise when player die
in Source Support
Posted
Oh sorry, I already had solved this.
Indeed, the problem was old version.
@@AnnieRuru
A part of the plugin I sent you (@pk) ,I took it out based on this topic