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ossi0110

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Posts posted by ossi0110


  1. Here is the @whosell  Plugin

     

    tested with Linux and  VS2010

     

     

    Current the Plugin is setted to show a Minimap Dot where the Vendor is Located , if you dont want this  just change this line

     

        change it to 0

    bool flag = 1; // place dot on the minimap?  

     

     

    for more info on how to to use HPM visit Here

     

     

     

    Download Link


  2.  

    attachicon.gifnocashshop.patch

     

    or for pvp and gvg

     

     

     

    void clif_parse_CashShopOpen(int fd, struct map_session_data *sd) {+    if( map[sd->bl.m].flag.gvg || map[sd->bl.m].flag.pvp )    {+  	 clif->message(fd,"You cant open cash shop");+  	 return;+   }    WFIFOHEAD(fd, 10);    WFIFOW(fd, 0) = 0x845;    WFIFOL(fd, 2) = sd->cashPoints; //[Ryuuzaki] - switched positions to reflect proper values    WFIFOL(fd, 6) = sd->kafraPoints;    WFIFOSET(fd, 10);            }

     

     

    PS.

    I am not really good with src.

    Hi, can you update this? Thank youuuu :)

     

     

    try this one , its untested because im on phone online atm , but the src you quoted can not work because of the HPM interface changes to the  MAP interface

     

    void clif_parse_CashShopOpen(int fd, struct map_session_data *sd) {+    if( map->list[sd->bl.m].flag.gvg || map->list[sd->bl.m].flag.pvp )    {+       clif->message(fd,"You cant open cash shop");+       return;+   }    WFIFOHEAD(fd, 10);    WFIFOW(fd, 0) = 0x845;    WFIFOL(fd, 2) = sd->cashPoints; //[Ryuuzaki] - switched positions to reflect proper values    WFIFOL(fd, 6) = sd->kafraPoints;    WFIFOSET(fd, 10);            }

  3. Pretty Funny sevenzz23

     

    Everytime im Releasing a Plugin , you are Releasing the same after me ,  mostly with the same codes and even with the same errors or just outcommeted lines.

     

     

    same with the @autoattack   :)

     

    you just change the @atcommand name  hehe


  4. Nice one! :)

     

    Just few questions

     

    Do HPM @commands when added shows in the @command list?

    And does the HPM @commands can be added in the groups.conf?

    storeitem: true

     

    Thanks!

     

    as far i know yes

     

    you can add  HPM Plugins in the groups.conf because all Plugins are Loaded BEFORE the groups conf.


  5. @karazu

     

    if you got skype add me there    nightfire0110  ,

     

    first off , you should never use pre compiled stuff for the Plugin system , like you downloaded here .  only take the .C file  , and some Linux Systwem got many bugs with files what are allready compiled under VS2010 .

     

     

    so when you get skype , msg me and i will help you out over teamviewer , then we should solve this problem in arround 5 mins. and i will explain you how to add them step by step


  6. The auto attack I'm looking for is not like a bot because you still have to control it. It will only attack what you attack first and will not attack or walk in random.

     

     

    the autoattack patch you provided , walks random  and attack all in the range.


  7. as i said ,     are you running on the lates Hercules Rev  ?

     

    because your SQL entrys still use the old value

     

    you should backup your   SQL item dbs ,  and import them new to get the updated  items.

     

    your  item shoud look like this

     

    (616, 'Old_Card_Album', 'Old Card Album', 2, 10000, 5000, 50, 0, 0, 0, 0, 4294967295, 7, 2, 0, 0, 0, 0, 0, 'getrandgroupitem 616,1;', '', '');

  8.  
    Hello Hercules,
     
    Here is a Guide on how to ADD a Custom Homunculus into your Server and Client .
    Special Thanks to "Neo" for helping me and providing me the xDiff file for it :)
     
    The Hardcoded Client Limit of Homunculus are 6052,  The xDiff file raises this 
    limit till 7000. So we can use many Custom Homunculus now :)
     
    For this Guide I'm using the IDs 6080 and 6081, you can use any ID between 6053 - 7000.
     
     
     
    Server Side Configuration.
     
     
    First we need to ADD our Custom Homunculus in the db/homunculus_db.txt
    Simply follow the existing format. 
     
    In my example here I am using ID 6080 for my Custom Homunculus ID and 6081 will be the Evolved Custom Homunculus ID
     

     

    6080,6081,Hercules,537,60000,0,1,7,0,700,150,40,17,20,15,35,24,12,60,100,4,9,5,19,5,19,5,19,4,20,6,20,6,20,1,10,10,20,1,5,1,4,1,5,4,10,1,10,1,3 

     

     
    Now let add some skills for them. Open db/homun_skill_tree_db.txt
    Here we need to set all Skill for our New Homunculus , in my Example I Used the Skill from the Vanilmirth Homunculus.
     

     

    //Hercules Custom Homunculus6080,8013,5,0,0,0,0,0,0,0,0,0,0,0 //HVAN_CAPRICE6080,8014,5,8013,3,0,0,0,0,0,0,0,0,0 //HVAN_CHAOTIC6080,8015,5,8013,5,0,0,0,0,0,0,0,0,0 //HVAN_INSTRUCT 

     

     
    Server Source code Modifications
     
     
    Now lets move on to the SRC folder.
    Open mmo.h (SRC/COMMON/mmo.h)
     
    search for this  line
     
    #define MAX_HOMUNCULUS_CLASS	52 

     

     
    Currently this limits usable IDs to 6001-6052
     
    Change to 
     

     

    #define MAX_HOMUNCULUS_CLASS	1001 

     

     
    now we can use IDs from 6053-7000 as well for Homunculus.
     
    Remember the xDiff only raises till 7000 now so if you add it beyond that range you are out of luck for now.
     
    Next we open the homunculus.c (SRC/MAP/homunculus.c)
     
    here we search for
     
    // Normal Homunculus
     
    you will see a few case statements following this line. We need to add our Regular Homunculus here
    In my example I am adding case 6080: (it should look like this)
     

     

    	// Normal Homunculus		case 6001: case 6005:		case 6002: case 6006:		case 6003: case 6007:		case 6004: case 6008:		case 6080: 

     

    Same way below it you will see the cases for Evolved Homunculus so we add ours there.
    In my example I am adding case 6081: (it should look like this - you can skip this step if you dont have an evolved one)
     

     

    	// Evolved Homunculus		case 6009: case 6013:		case 6010: case 6014:		case 6011: case 6015:		case 6012: case 6016:		case 6081: 

     

    Now save the file. Source code modifications are done so recompile the server.
     
     
     
     
    Client Side Changes.
     
    First what you need is a client that supports the addition of custom Homunculus. 
    Make your patched client (better to have official patches already patched up first).
    Download the xDiff file for your client date from http://sourceforge.net/p/neocustoms/code/HEAD/tree/xDiffs/
    Patch your client with the downloaded xDiff File using xDiffPatcher (Select Enable Custom Homunculus) 
     
    You are Ready to Rumble.
     
    Now that you have the client, let's make it use our homun sprites.
    First we add the Homunculus ID to npcidentity.lub at the end. (dataluafiles514lua filesdatainfonpcidentity.lub)
    Mine are as follows.
     

     

    JT_MER_Water_Ghost = 6080,JT_MER_Water_Ghost2 = 6081 

     

     
    You will also notice the following line in the same file

     

    JT_MER_LAST = 6053  

     

     

     
    Now that we have more 6052 it would be wise to set it to the max value + 1 = 7001 to avoid confusion i.e.

     

    JT_MER_LAST = 7001, 

     

     
    Save & Close npcidentity.lub
     
    Now we add the sprite information in jobname.lub at the end (dataluafiles514lua filesdatainfojobname.lub)
    the same way you would add for a mob or npc.
     

     

    [jobtbl.JT_MER_Water_Ghost] = "Water_Ghost",[jobtbl.JT_MER_Water_Ghost2] = "Water_Ghost2" 

     

     
    Now that the Lua files are done we can add the sprite files into the appropriate folder which is => data/sprite/homun
    In my example I will add the following files to that folder : Water_Ghost.spr, Water_Ghost.act, Water_Ghost2.spr and Water_Ghost2.act
     
    All the files are set . Now you can start your client and test out your homunculus.
    Fastest way to check => use @makehomun 6080
     
    Enjoy your Custom Homunculus!!
     
     
    ossi0110
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