utofaery
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Posts posted by utofaery
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Answer to your questions:
https://rathena.org/board/topic/114960-card-item-limitation/?do=findComment&comment=343029
why did you created post or topic in between forums??
https://rathena.org/board/topic/118003-not-equip-equal-cards/?do=findComment&comment=356502
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Ridley
would you upload a working copy of browedit r620 somewhere?
Search everywhere but found not valid download link.
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Spoiler//===== Hercules Script ======================================
//= Healer
//===== By: ==================================================
//= Euphy
//===== Current Version: =====================================
//= 1.2
//===== Description: =========================================
//= Basic healer script.
//===== Additional Comments: =================================
//= 1.0 Initial script.
//= 1.1 Aligned coordinates with @go.
//= 1.2 Fix variables and character stuck at healing
//============================================================
- script HealerZ FAKE_NPC,{
.@time = 3600000; // the buff last whole hour
.@Delay = 5; // Heal delay, in seconds
if (@HD > gettimetick(2))
if ( @heal_cooldown + .@cooldown > gettimetick(2) ) {
message(strcharinfo(0), "Power are cooling down do wait for " + ( @HD + .@Delay - gettimetick(2) ) + "seconds.");
end;
}callfunc("F_Repairall");
callfunc("F_IdentifyUnidentified");
callfunc("F_ConvertStone");
// disable negative buffs
sc_end SC_STONE;
sc_end SC_FREEZE;
sc_end SC_STUN;
sc_end SC_SLEEP;
sc_end SC_POISON;
sc_end SC_CURSE;
sc_end SC_SILENCE;
sc_end SC_CONFUSION;
sc_end SC_BLIND;
sc_end SC_BLOODING;
sc_end SC_DPOISON;
sc_end SC_FEAR;
sc_end SC_COLD;
sc_end SC_BURNING;
sc_end SC_DEEP_SLEEP;
sc_end SC_DEC_AGI;
sc_end SC_BROKENARMOR;
sc_end SC_BROKENWEAPON;
sc_end SC_NOEQUIPWEAPON;
sc_end SC_NOEQUIPSHIELD;
sc_end SC_NOEQUIPARMOR;
sc_end SC_NOEQUIPHELM;
sc_end SC__STRIPACCESSARY;
sc_end SC_PROPERTYUNDEAD;
sc_end SC_ORCISH;
sc_end SC_BERSERK;
sc_end SC_SKE;
sc_end SC_SWOO;
sc_end SC_SKA;sc_start SC_WINDWALK,.@time,5;
// sc_start SC_KAITE,.@time,7;
// sc_start SC_KAUPE,.@time,3;
// sc_start SC_KAAHI,.@time,7;
// sc_start SC_KAIZEL,.@time,7;
sc_start SC_ENDURE,.@time,10;
sc_start SC_ANGELUS,.@time,10;
sc_start SC_MAGNIFICAT,.@time,5;
sc_start SC_GLORIA,.@time,5;
sc_start SC_ADRENALINE2,.@time,1;
sc_start SC_IMPOSITIO,.@time,5;
sc_start SC_SUFFRAGIUM,.@time,3;
sc_start SC_KYRIE, .@time, 10;
sc_start SC_CONCENTRATION, .@time, 10;
sc_start SC_ANGELUS, .@time, 10;sc_start SC_FOOD_STR,.@time, 1000;
sc_start SC_FOOD_AGI,.@time, 1000;
sc_start SC_FOOD_VIT,.@time, 1000;
sc_start SC_FOOD_INT,.@time, 1000;
sc_start SC_FOOD_DEX,.@time, 1000;
sc_start SC_FOOD_LUK,.@time, 1000;
sc_start SC_FOOD_BASICHIT,.@time,3600;
sc_start SC_FOOD_BASICAVOIDANCE,.@time,3600;specialeffect(EF_HEAL2, AREA, playerattached()); percentheal 100,100;
specialeffect(EF_INCAGILITY, AREA, playerattached()); sc_start SC_INC_AGI,.@time,10;
specialeffect(EF_BLESSING, AREA, playerattached()); sc_start SC_BLESSING,.@time,10;//xsa// sc_start SC_BLESSING,.@time,10;
//xsa// sc_start SC_INCAGI,.@time,10;
sc_start SC_INCASPDRATE,.@time,0;
// sc_start SC_SOULLINK,3000000,5;specialeffect(EF_RECOVERY, AREA, playerattached());
// give player's soul link
if ( .@spirit = .spirit[BaseJob] );
else if ( Upper & 1 && BaseLevel < 70 )
.@spirit = SL_HIGH;
if ( .@spirit ) {
sc_start4 SC_SOULLINK, .@time, 1, .@spirit,0,0;
skilleffect .@spirit, 1;
}if (.@Delay) @HD = gettimetick(2)+.@Delay;
end;OnInit:
.spirit[Job_Alchemist] = SL_ALCHEMIST;
.spirit[Job_Monk] = SL_MONK;
.spirit[Job_Star_Gladiator] = SL_STAR;
.spirit[Job_Sage] = SL_SAGE;
.spirit[Job_Crusader] = SL_CRUSADER;
.spirit[Job_SuperNovice] = SL_SUPERNOVICE;
.spirit[Job_Knight] = SL_KNIGHT;
.spirit[Job_Wizard] = SL_WIZARD;
.spirit[Job_Priest] = SL_PRIEST;
.spirit[Job_Bard] = .spirit[Job_Dancer] = SL_BARDDANCER;
.spirit[Job_Rogue] = SL_ROGUE;
.spirit[Job_Assassin] = SL_ASSASIN;
.spirit[Job_Blacksmith] = SL_BLACKSMITH;
.spirit[Job_Hunter] = SL_HUNTER;
.spirit[Job_Soul_Linker] = SL_SOULLINKER;
end;
}
function script F_Repairall {
if( getbrokencount() > 0 ) {
repairall;
specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
}
return;
}
function script F_IdentifyUnidentified {
//identify all player's equipments
getinventorylist();
for( .@i = 0; .@i < @inventorylist_count; .@i++ ) {
if ( @inventorylist_identify[.@i] == 1 ) {
continue;
} else if ( getskilllv("MC_IDENTIFY") == 1 && Sp >= 10 ) {
heal 0,0; // lol... this is supposed to reduce their SP by 10, whatever
npctalk("MC_IDENTIFY");
} else if ( countitem("Spectacles") ) {
delitem(Spectacles, 1);
npctalk("Spectacles deleted 1!"); //debuglines
} else if ( getskilllv("RG_COMPULSION") && Zeny >= ( 100 - ( 5 + 4 * getskilllv("RG_COMPULSION") ) )* 2/5 ) {
Zeny -= ( 100 - ( 5 + 4 * getskilllv("RG_COMPULSION") ) )* 2/5;
npctalk("RGCompulsion"); //debuglines
} else if ( getskilllv("MC_DISCOUNT") && Zeny >= ( 100 - ( 5 + 2 * getskilllv("MC_DISCOUNT") ) )* 2/5 ) {
Zeny -= ( 100 - ( 5 + 2 * getskilllv("MC_DISCOUNT") ) )* 2/5;
npctalk("MC_DISCOUNT"); //debuglines
} else if ( Zeny >= 40 ) {
Zeny -= 40;
npctalk("40z deducted."); //debuglines
} else if ( Zeny <= 39 ) {
npctalk("Zeny < 39."); //debuglines
return;
}
delitem2(@inventorylist_id[.@i], 1, 0, 0, 0, 0, 0, 0, 0);
getitem2(@inventorylist_id[.@i], 1, 1, 0, 0, 0, 0, 0, 0);
.@icount++;
}
if ( .@icount > 0 ) {
message(strcharinfo(0), "Identified "+ .@icount +" Items.");
}
return;
}function script F_ConvertStone {
// automatically turn all oridecon and elunium stone into pure stone to reduce player's weight
.@ori = countitem(Oridecon_Stone);
if ( .@ori >= 5 ) {
delitem(Oridecon_Stone, .@ori / 5 * 5);
getitem(Oridecon, .@ori / 5);
message(strcharinfo(0), "Refined "+ ( .@ori / 5 * 5 ) +" Oridecon Stones, got "+ ( .@ori / 5 ) +" Oridecons.");
}
.@elu = countitem(Elunium_Stone);
if ( .@elu >= 5 ) {
delitem(Elunium_Stone, .@elu / 5 * 5);
getitem(Elunium, .@elu / 5);
message(strcharinfo(0), "Refined "+ ( .@elu / 5 * 5 ) +" Elunium Stones, got "+ ( .@elu / 5 ) +" Eluniums.");
}return;
}
prontera,162,193,4 duplicate(HealerZ) Healer#prt 2_M_SAGE_B //4_PORING
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I need help to make this npc work correctly to tell how much item count it has sell.
Spoilerprontera,164,175,4 script Mass Junk Seller 1_M_MERCHANT,{
.@x = 0;
getinventorylist();
for ( set .@i,0; .@i < @inventorylist_count; set .@i,.@i + 1) {
// Check if the Item Type is in the ignore list
if(getiteminfo(@inventorylist_id[.@i],2) == 3 ) {
setarray .@sellid[getarraysize(.@sellid)],@inventorylist_id[.@i];
}
}
mes (.n$);
if(getarraysize(.@sellid) > 0) {
for ( set .@s,0; .@s < getarraysize(.@sellid); set .@s,.@s + 1) {
set .@total,.@total + (getiteminfo(.@sellid[.@s],1)*countitem(.@sellid[.@s]));
delitem2 .@sellid[.@s],countitem(.@sellid[.@s]),1,0,0,0,0,0,0;
.@x = .@x + 1;//this one is not working correctly
}
mes ("Your items were sold.");
mes ("and you received "+.@total+" Zeny.");
mes ("for "+.@x+" Item Count");//Part I need help to fix.
set Zeny,Zeny + .@total;
} else {
mes ("No Items were sold,");
mes ("therefore you don't");
mes ("receive any Zeny.");
}
close2;
end;
} -
1.
Need help to limit or stop the messages from autospell showing up from card or equip when normal attacking.
eg.
Cannot use [Magnum Break] due to cooldown delay.
this happens a lot if you using any fast attack character with autocast spell when attacking weapons
and is annoying lot when that message shows up a lot.
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I was trying to take / borrow script card seller from rathena and this MD_BOSS is not working like MD_MVP in rathena
[Error]: script_rid2sd: fatal error ! player not attached! [Debug]: Source (NPC): card_seller_creation (invisible/not on a map) [Warning]: script_get_val: cannot access player variable 'MD_BOSS', defaulting t o 0
Map-server says not working what can I do to fix that part?
Note : Script Header was not kept
Spoiler
prontera,165,169,3 script Normal Card Seller 4W_SAILOR,{
.@menu$ = getvariableofnpc( .alphabet_menu$, "card_seller_creation" );
if (.@menu$ == "") {
mes "[Card Seller]";
mes "I am sorry, it seems like something went wrong.";
mes "I cannot find any cards in our database at the moment.";
mes "Please contact a game master.";
close;
}
mes "[Card Seller]";
mes "Welcome!";
mes "I can sell you any normal monster card in the game. Would you like to have a look?";
next;
.@s = select(.@menu$) -1;
close2;
callshop "card_mob#"+ getvariableofnpc( .alphabet$[.@s], "card_seller_creation" ), 1;
end;
}- script card_seller_creation -1,{
end;
OnInit:
// if (checkre(0)) {
// .@mob_db$ = "mob_db_re";
// .@item_db$ = "item_db_re";
// } else {
.@mob_db$ = "mob_db";
.@item_db$ = "item_db";
// }
freeloop 1;
.@total = query_sql( "SELECT DISTINCT LEFT( `name_japanese`, 1 ) AS alphabets FROM `"+ .@item_db$ +"` WHERE `type` = " + IT_CARD + " AND `id` IN ( SELECT DISTINCT `dropcardid` FROM `"+ .@mob_db$ +"` WHERE (`MEXP`) <= "+0+" ) ORDER BY alphabets;", .@alphabet$ );
for ( .@i = 0; .@i < .@total; .@i++ ) {
.@nb = query_sql( "SELECT `"+ .@item_db$ +"`.`id` FROM `"+ .@item_db$ +"` WHERE `type` = " + IT_CARD + " AND LEFT( `name_japanese`, 1 ) = '"+ .@alphabet$[.@i] +"' AND `id` IN ( SELECT DISTINCT `dropcardid` FROM `"+ .@mob_db$ +"` WHERE (`MEXP`) <= "+0+" ) ORDER BY `name_japanese` LIMIT 128;", .@id );
if (.@nb > 0) {
.alphabet$[.@size_alphabet++] = .@alphabet$[.@i];
.alphabet_menu$ = .alphabet_menu$ + .@alphabet$[.@i] +" Cards:";
npcshopdelitem "card_mob#"+ .@alphabet$[.@i], 501;
for ( .@j = 0; .@j < .@nb; .@j++ ) {
if (callfunc( "F_IsCharm", .@id[.@j] ) == true)// Skip enchants in case someone added them as card drop
continue;
npcshopadditem "card_mob#"+ .@alphabet$[.@i], .@id[.@j], 1000;
}
}
}
freeloop 0;
end;
}
- shop card_mob#A -1,501:1000
- shop card_mob#B -1,501:1000
- shop card_mob#C -1,501:1000
- shop card_mob#D -1,501:1000
- shop card_mob#E -1,501:1000
- shop card_mob#F -1,501:1000
- shop card_mob#G -1,501:1000
- shop card_mob#H -1,501:1000
- shop card_mob#I -1,501:1000
- shop card_mob#J -1,501:1000
- shop card_mob#K -1,501:1000
- shop card_mob#L -1,501:1000
- shop card_mob#M -1,501:1000
- shop card_mob#N -1,501:1000
- shop card_mob#O -1,501:1000
- shop card_mob#P -1,501:1000
- shop card_mob#Q -1,501:1000
- shop card_mob#R -1,501:1000
- shop card_mob#S -1,501:1000
- shop card_mob#T -1,501:1000
- shop card_mob#U -1,501:1000
- shop card_mob#V -1,501:1000
- shop card_mob#W -1,501:1000
- shop card_mob#X -1,501:1000
- shop card_mob#Y -1,501:1000
- shop card_mob#Z -1,501:1000function script F_IsCharm { //CARD CHECKER!!! DONT REMOVE
.@id = getarg(0);
return ((.@id >= 4700 && .@id < 5000) || (.@id >= 29000 && .@id <= 29162));
} -
12 hours ago, 4144 said:Hercules support all 3 client types from kro ragexe, ragexeRE and from zero ragexe.
So we can use any to play.
New question::
Question 1 :: Which unpacked client is stable enough without crashing?
Question 2 :: Where could I go trying to fix Error shown by starting those patched client?
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Visual studio 2017
Running Window 7 x32Compiling > Hercules-15.sln
Retargeted solution as visual studio says
with Windows SDK Version 10.0.17763.0 for
vcproj-15\Char-server.vcxproj
vcproj-15\Login-server.vcxproj
vcproj-15\Map-server.vcxproj
vcproj-15\Plugin-sample.vcxproj
vcproj-15\plugin-HPMHooking_map.vcxproj
vcproj-15\plugin-HPMHooking_char.vcxproj
vcproj-15\plugin-HPMHooking_login.vcxproj
Then build solution get all those stuff is it normal?
What I wanted to get done is The warning part:c:\users\rio\desktop\hercules\src\char\int_party.c(321): warning C4018: '<=': signed/unsigned mismatch
Spoiler
1>------ Build started: Project: char-server, Configuration: Debug Win32 ------
2>------ Build started: Project: login-server, Configuration: Debug Win32 ------
1>c:\users\rio\desktop\hercules\src\char\int_party.c(321): warning C4018: '<=': signed/unsigned mismatch
2> Creating library ..\login-server.lib and object ..\login-server.exp
1> Creating library ..\char-server.lib and object ..\char-server.exp
2>login-server.vcxproj -> C:\Users\Rio\Desktop\Hercules\vcproj-15\..\login-server.exe
1>char-server.vcxproj -> C:\Users\Rio\Desktop\Hercules\vcproj-15\..\char-server.exe
1>Done building project "char-server.vcxproj".
3>------ Build started: Project: map-server, Configuration: Debug Win32 ------
4>------ Build started: Project: plugin-sample, Configuration: Debug Win32 ------
4> Creating library plugin-sample\Debug\sample.lib and object plugin-sample\Debug\sample.exp
4>plugin-sample.vcxproj -> C:\Users\Rio\Desktop\Hercules\vcproj-15\..\plugins\sample.dll
5>------ Build started: Project: plugin-HPMHooking_map, Configuration: Debug Win32 ------
5> Creating library plugin-HPMHooking_map\Debug\HPMHooking_map.lib and object plugin-HPMHooking_map\Debug\HPMHooking_map.exp
5>plugin-HPMHooking_map.vcxproj -> C:\Users\Rio\Desktop\Hercules\vcproj-15\..\plugins\HPMHooking_map.dll
6>------ Build started: Project: plugin-HPMHooking_char, Configuration: Debug Win32 ------
3> Creating library ..\map-server.lib and object ..\map-server.exp
3>map-server.vcxproj -> C:\Users\Rio\Desktop\Hercules\vcproj-15\..\map-server.exe
7>------ Build started: Project: plugin-HPMHooking_login, Configuration: Debug Win32 ------
6> Creating library plugin-HPMHooking_char\Debug\HPMHooking_char.lib and object plugin-HPMHooking_char\Debug\HPMHooking_char.exp
6>plugin-HPMHooking_char.vcxproj -> C:\Users\Rio\Desktop\Hercules\vcproj-15\..\plugins\HPMHooking_char.dll
7> Creating library plugin-HPMHooking_login\Debug\HPMHooking_login.lib and object plugin-HPMHooking_login\Debug\HPMHooking_login.exp
7>plugin-HPMHooking_login.vcxproj -> C:\Users\Rio\Desktop\Hercules\vcproj-15\..\plugins\HPMHooking_login.dll
========== Build: 7 succeeded, 0 failed, 0 up-to-date, 0 skipped ========== -
1. What's the difference between Zero and Conventional non-Zero Client? (been MIA for 2 years from Ragnarok thing)
2. If "Zero" is a browser type does it affect anything? or needed different unpacked client?
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Hey could you possibly list out all the difference of those client if possible in a table format?
like eg. if BGM which one has particular extra files and which one don't have that particular extra files?
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1. Thank you all for this changes happenedAnd hoping for skilldb change too2. Was hoping there be skill_avail_db and configurable skill src fromthat file too without compiling
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My Last Trial has proven not so.
item is ignore or not readable by server.
Has it be done?
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As topic says
Need help run
gm use @reloadscript
From NPC script in mapserver's commandprompt window
is this be do able?
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I need help on an npc I am trying to make.
It runs atcommand @reloadscript when I whisper to it,
but it never did reloadscript at all,
anyone can help me?
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I was reading somewhere in the forum about how hercules be made to fully configurable.
Then I thought why isn't skill be made clonable too?
Would there be any chance for this to happen?
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Was having trouble to create the line to read prev_class example
player 1 has evolved homunculus 6009
and i want to make that npc script read from sql
it evolve from 6001 so how should I struct my script?
query_sql ( select prev_class from homunculus )
and has a check of the player 1's char_id if it is triggered by player 1
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Is there any stuff I can do to make it not kick me out when reloadingscript by items?
atcommand "@reloadscript";
It functions like @mapexit in hercules.
What I mean is it did not act this way before in eA.
Anyone can help me out in this?
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I was moving from eathena 13786 to hercules master revision downloaded as zip.
So here's the thing, a line like this work before in itemdb
atcommand "@reloadscript "+strcharinfo(0)+"";
but cease to work now please help me to fix it
Help Removing duplicates value from array
in Script Support
Posted
Q1
For above code how would I remove duplicates item ID or extract only Unique Item ID within array of .@idList so the end result would be array with no duplicated item id in it?
=================================================================================================================================================
Peace dividing line!
=================================================================================================================================================
Q2
Above Error always happens whenever this part of function runs what can be done with it ?
but server and client runs fine.
Function \\// Down here: