Jump to content

Ricauter

Members
  • Content Count

    26
  • Joined

  • Last visited

Posts posted by Ricauter


  1. was testing around, there was a mistake on the script, actually:

     

    if(getmonsterinfo(killedrid,0)==getmonsterinfo(1008,0))

    doesn't work at all, so any monster you'd kill would increase the counter, the real script is like this:

     

    if(killedrid==1002) // and replace the 1002 for any monster ID

    that way, only the monster ID you choose would increase the counter.


  2. according to this comment @ clif.c

    /// Request to increase status (CZ_STATUS_CHANGE)./// 00bb <status id>.W <amount>.B/// status id:///	 SP_STR ~ SP_LUK/// amount:///	 Old clients send always 1 for this, even when using /str+ and the like.///	 Newer clients (2013-12-23 and newer) send the correct amount.

    solution will be by tweaking 'pc->statusup' by changing the amount increase to 1 then loop it having a delay per iteration until it reach the maximum desire amount...

    :meow:

    found it: 

     

    /// Request to increase status (CZ_STATUS_CHANGE)./// 00bb <status id>.W <amount>.B/// status id:///     SP_STR ~ SP_LUK/// amount:///     Old clients send always 1 for this, even when using /str+ and the like.///     Newer clients (2013-12-23 and newer) send the correct amount.void clif_parse_StatusUp(int fd,struct map_session_data *sd) {	int increase_amount;	increase_amount = RFIFOB(fd,4);	if( increase_amount < 0 )	{		ShowDebug("clif_parse_StatusUp: Negative 'increase' value sent by client! (fd: %d, value: %d)n",			fd, increase_amount);	}	pc->statusup(sd, RFIFOW(fd,2), increase_amount);}

    but exactly what do I tweak ._.?


  3. hi! so, you know when you type for example /str+ 100 it will be gradually increasing your str by consuming stat points right? well for some reason with my client it does it automatically, like is goes straight to 100, so I want to know how to slow it down? since doing it that way when you level multiple stats really fast, it ends up spending more stat points than it should by rewarding way less stats, for example:

     

    in my server, max stat is 700, so you'd type /str+ 255 and str is 256 now, do it again, 511, do it again, 700, that's good, then you move to the second stat, 1st one to 256, 2nd one to 511, 3rd one to 668, and you have to type it a 4th time to get to 700,and when you're trying to increase the 3rd stat, the 1st one works, then the second /stat+ 255 only reaches 465, the 4rd one only 575, 5th time 652, 6th tyme 668 and so on... so you end up spending all your stat points in 3 stats to 700, when you have enough to get at least 4 stats to 700 and a 5th one to 100~ish.

     

    anybody knows how to make it so instead of jumping straight to 255, it goes 1 by 1, fast but still 1 by 1?

     

    PS: I'm using 2013-12-23ragexe


  4. by all the gods in heaven... doing this:

     

    -	script	test1	-1,{	OnNPCKillEvent:		set .@map$, "prontera";		if(strcharinfo(3)==.@map$){			if(getmonsterinfo(killerid,1008)==getmonsterinfo(0,1008){ // aparently that las { doesn't have a closure...			set f1ks,f1ks +1;// to count +1 kills;			announce "PORINGS KILLED +1 ["+ f1ks +"/5]",3;			}	if (f1ks >= 5){		set f1ks,f1ks=0;             //to reset the counter and buff		sc_start 10, 240000,10;		}}end;}

    it has an error when reloading again...

    [Error]: script error in file 'npc/test/test1.txt' line 5 column 60
        parse_simpleexpr: unmatched ')'
         2:         OnNPCKillEvent:
         3:                 set .@map$, "prontera";
         4:                 if(strcharinfo(3)==.@map$){
    *    5:                         if(getmonsterinfo(killerid,1008)==getmonsterinfo(0,1008){
            ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^
         6:                         set f1ks,f1ks +1;// to count +1 kills;
         7:                         announce "PORINGS KILLED +1 ["+ f1ks +"/5]",3;
         8:                         }

  5. @@RodRich

     

    I tried this:

    -	script	test1	-1,{	OnNPCKillEvent:		set .@map$, "prontera";		if(strcharinfo(3)==.@map$){			if(getmonsterinfo(killerid,1008)==1008){  // It has to be 1008 (poring's ID) else it will give me a:                                                                                                                       //[Error]: buildin_getmonsterinfo: Wrong Monster ID: 0                                                                  //[Error]: script:op_2: invalid data for operator C_EQ                                                                  //[Debug]: Data: string value="null"                                                                  //[Debug]: Data: number value=1008                                                                  //[Debug]: Source (NPC): test1 (invisible/not on a map)			set f1ks,f1ks +1;// to count +1 kills;			announce "PORINGS KILLED +1 ["+ f1ks +"/5]",3;			}	if (f1ks >= 5){		set f1ks,f1ks=0;             //to reset the counter and buff		sc_start 10, 240000,10;		}}end;}

    but even with that, it gives me: [Error]: buildin_getmonsterinfo: Wrong Monster ID: 0


  6. nope... still getting:

     

    [Error]: script:op_2: invalid data for operator C_EQ
    [Debug]: Data: string value="prontera"
    [Debug]: Data: number value=0
    [Debug]: Source (NPC): test1 (invisible/not on a map)
     
    what can that be?
    -	script	test1	-1,{	OnNPCKillEvent:		if(strcharinfo(3)==prontera){			if(getmonsterinfo(killerid,1008)=='Poring'){			set f1ks,f1ks +1;// to count +1 kills;			announce "PORINGS KILLED +1 ["+f1ks+"/5]",3;			}	if (f1ks >= 5){		set f1ks,f1ks=1;             //to reset the counter and buff?		sc_start 10, 240000,10;		}}end;}

    edit: but I should tell you, the script loads perfectly, the error appears on the console as soon as I try to execute it, and by that I mean, when I kill a poring in prontera...


  7. @@RodRich now it went past 1st line but:

    [Warning]: script_get_val: cannot access instance variable ''prontera'', defaulting to 0

    [Error]: script:op_2: invalid data for operator C_EQ
    [Debug]: Data: string value="prontera"
    [Debug]: Data: number value=0
    [Debug]: Source (NPC): test1 (invisible/not on a map)
     
    I'll try on another map and update you on it :P

  8.  

    I guess you're using the <tab> key form you keyboard where you wrote <tab> (you have to)

     

     

    but this line is wrong:

    <tab><tab><tab>announce "PORINGS KILLED +1 ["f1@ks"/5]",3

    do this way:

    <tab><tab><tab>announce "PORINGS KILLED +1 ["+f1@ks+"/5]",3;

     

     

     

    yes xD but I mean the problem is that the console is saying that there's a syntax error on the 1st line, and that it doesn't recognize the OnNPCKillEvent: syntax  -_-  I know it was OnNPCKillEvent, but why doesn't it recognize it as valid?


  9. I did it like this:

    -<tab>Script<tab>test1<tab>-1,{<tab>OnNPCKillEvent:<tab><tab>if(strcharinfo(3)== 'prontera'){<tab><tab><tab>if(getmonsterinfo(killerid,1973) == 'Poring'){<tab><tab><tab>set f1@ks,f1@ks +1;// to count +1 kills<tab><tab><tab>announce "PORINGS KILLED +1 ["f1@ks"/5]",3}<tab>if (f1@ks > 5){<tab><tab>set f1@ks,1;             //to reset the counter and buff<tab><tab>sc_start 10, 240000,10;}}end;}

    and I'm getting the same errors  -_-


  10. thanks! but now while testing I ran intro some issues D: I'm trying the code BUT I'm getting this eror on the console:

     

    [Error]: npc_parsesrcfile: Unable to parse, probably a missing TAB in file 'npc/test/test.txt', line '1'. Skipping line... * w1=prontera * w2=Script * w3=FASE1,-1{ * w4=[Error]: npc_parsesrcfile: Unknown syntax in file 'npc/test/test.txt', line '3'. Stopping... * w1=OnNPCKillEvent: * w2= * w3= * w4=

    here's how it goes:

     

    prontera	Script	TEST1,-1{	OnNPCKillEvent:	if(strcharinfo(3)== 'prontera'){		if(getmonsterinfo(killerid == 1973) == 'Poring'){		set f1@ks,f1@ks +1;// to count +1 kills		announce "PORINGS KILLED +1 ["f1@ks"/5]",3		}  if (f1@ks > 5){   set f1@ks,0;             //to reset the counter and buff   sc_start 10, 240000,10;}end;}}

    what did I do wrong? :(


  11. @@RodRich oh right, and how do I do the counter thing? would it be something like
     
     

    OnNPCKillEvent:if(strcharinfo(3)== 'map'){if(getmonsterinfo(killedrid,0) == 'monstername'){   set mymobkills,mymobkills +1;// to count +1 kills   }end;  if (mymobkills > 99){   set mymobkills,0;             //to reset the counter and buff?   sc_start 39, 60,5;}end;

    right?

    and how can I make it execute a roullette? like I want it to give a random drop from an OBB without giving the OBB?


  12.  

    :D I want to know if it's possible to script that when you kill X mob in Y map, it exexutes Z command, like for example to add +1 to a counter, and when that counter reaches a certain number, then it executes a certain command, or when killing a monster it buffs you, I'd greatly appreciate on some help on how to create a script of this kind :D

     

    Just a question: what you mean with 'X' >>> number of mobs, or a specifc one??

     

    a specific one


  13. :D I want to know if it's possible to script that when you kill X mob in Y map, it exexutes Z command, like for example to add +1 to a counter, and when that counter reaches a certain number, then it executes a certain command, or when killing a monster it buffs you, I'd greatly appreciate on some help on how to create a script of this kind :D


  14. here's the patches I'm diffing with:

     

    2 Chat Flood Allow

    8 Custom Window Title

    9 Disable 1rag1 type parameters (Recommended)

    13 Disable Ragexe Filename Check (Recommended)

    14 Disable Hallucination Wavy Screen (Recommended)

    15 Disable HShield (Recommended)

    16 Disable Swear Filter

    17 Enable Official Custom Fonts

    20 Extend Chat Box

    21 Extend Chat Room Box

    22 Extend PM Box

    26 Fix Camera Angles (FULL)

    28 Increase Headgear ViewID

    32 Increase Zoom Out Max

    33 Always Call SelectKoreaClientInfo() (Recommended)

    34 Enable /showname (Recommended)

    36 Read msgstringtable.txt (Recommended)

    37 Read questid2display.txt (Recommended)

    38 Remove Gravity Ads (Recommended)

    39 Remove Gravity Logo (Recommended)

    40 Restore Login Window (Recommended)

    41 Disable Nagle Algorithm (Recommended)

    44 Translate Client (Recommended)

    46 Use Normal Guild Brackets

    47 Use Ragnarok Icon

    48 Use Plain Text Descriptions (Recommended)

    49 Enable Multiple GRFs (Recommended)

    50 Skip License Screen

    53 Use Ascii on All Langtypes (Recommended)

    54 Chat Color - GM

    61 Disable Packet Encryption (Recommended)

    64 @ Bug Fix (Recommended)

    65 Load Custom lua file instead of iteminfo.lub

    67 Remove Quake skill effect

    71 Ignore Missing File Error

    72 Ignore Missing Palette Error

    73 Remove Hourly Announce (Recommended)

    204 Increase Attack Display

    74 Increase Screenshot Quality

    205 Enable Monster tables

    75 Enable Flag Emoticons

    76 Enforce Official Login Background

    207 Resize Font

    209 Enable Mail Box for All Langtypes

    84 Remove Serial Display (Recommended)

    88 Allow space in guild name

    90 Enable DNS Support (Recommended)

    96 Remove GM Sprites

    97 Cancel to Login Window (Recommended)

    100 Disable Multiple Windows

    102 Fix Tetra Vortex


  15. @@Mhalicot tried with 2013-12-26 and it wasn't detected as a virus, diffed it myself with NEMO aswell, but I'm still encountering the same issue, even reinstalled the data bases and re-configured the CP in case it was a DB error, but I still don't know what might be happening... the console shows no error, tried changing the client version and langtype to see if it would help... man I don't know what in the world might be causing the issue X_X


  16. tried all 2014 clients, still same issue, I don't think I can use 2013 clients because of new prontera.... I don't know what am I doing wrong e_e

     

    edit: how do I use 2013 clients anyway? every time I try to go to k3dt's site where the 2013 ragexe's are located my antivirus detects it as a threat and when I download them it deletes the diffed clients, and I don't want that to happen to my users, I don't want anyone to have to DISABLE their antivirus just to play my server....


  17.  

     

    did you modify your mmo.h?

    by default hercules is using 20141022 client so you must change it to your client date.

    #ifndef PACKETVER	#define PACKETVER 20140416#endif // PACKETVER

    after your modification did you recompile your server ? please double check and recompile your server .. make sure that your client is same with mmo.h

    double checked, repacked, same problem still, you think maybe its the client? should I use an older one?

    try first to use different langtype:

     

    <langtype>1</langtype>

    tried 1~17 still the same issue  :sob:


  18. did you modify your mmo.h?

    by default hercules is using 20141022 client so you must change it to your client date.

    #ifndef PACKETVER	#define PACKETVER 20140416#endif // PACKETVER

    after your modification did you recompile your server ? please double check and recompile your server .. make sure that your client is same with mmo.h

    double checked, recompiled, same problem still, you think maybe its the client? should I use an older one?


  19. or even easier, just go to trunk/conf/battle/battle.conf

     

    and look this up: enable_baseatk

     

    I think you have it set on 31 (players, monsters, pets, homunculus and mercenary) all you have to do is set it to 15 so that mercenaries don't do it, or set it to 1 for only players to be affected.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.