Angelmelody
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Angelmelody got a reaction from karazu in Auto @raisemap on a certain map
this's working for me ,try again
- script asdfklkj -1,{end;OnPCLoadMapEvent: set .@lm$,strcharinfo(3); for(.@j=0;.@j<.size;.@j++){ if(.rmap$[.@j] == .@lm$ ){ set .@isrmap,1; break; } } if(!@ar && .@isrmap ){ addtimer .tinterval,strnpcinfo(3)+"::OnTimeCheck"; set @ar,1; }end;OnTimeCheck: set .@lm$,strcharinfo(3); for(.@k=0;.@k< .size;.@k++){ if(.rmap$[.@k] == .@lm$ ){ set .@t,1; break; } }if(.@t && HP < 1) atcommand "@alive";if(.@t) addtimer .tinterval,strnpcinfo(3)+"::OnTimeCheck";else set @ar,0;end; Oninit: .tinterval = 60000; setarray .rmap$[0],"prontera"; .size = getarraysize(.rmap$); for(.@i=0;.@i<.size;.@i++) setmapflag .rmap$[.@i],mf_loadevent; end;} -
Angelmelody got a reaction from karazu in Auto @raisemap on a certain map
try this
- script asdfjkl -1,{end;OnPCLoadMapEvent: for(.@j=0;.@j< .size;.@j++){ if(strcharinfo(3) == .rmap$[.@j]){ set .@isrmap,1; break; } } if(!@ar && .@isrmap )addtimer 60000,strnpcinfo(3)+"::OnTimeCheck"; set @ar,1;end;OnTimeCheck: for(.@k=0;.@k< .size;.@k++){ if(strcharinfo(3)== .rmap$[.@k]){ set .@t,1; break; } }if(.@t && HP == 0) atcommand "@alive";if(.@t) addtimer 60000,strnpcinfo(3)+"::OnTimeCheck";else set @ar,0; Oninit: setarray .rmap$[0],"prontera"; .size = getarraysize(.rmap$); for(;.@i<.size;.@i++) setmapflag .rmap$[.@i],mf_loadevent; end;} setarray .rmap$[0],"prontera"; ==>sett up maps which will run the script
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Angelmelody got a reaction from jaBote in Please Implement party script command
It's useful , hope devs agree
http://trac.rathena.org/changeset/17414/rathena
http://trac.rathena.org/changeset/17415/rathena
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Angelmelody reacted to Mhalicot in How to show warning count on msvc++ ouput windows
I don't think so but I am using VS 2012 and it shows warning ..
maybe try to upgrade/update your vs
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Angelmelody reacted to Ind in checkidle2()
There we go, I've made it in a way that would satisfy the argument in the bug report https://github.com/HerculesWS/Hercules/commit/e08c05a0f73d6e6ea4fe64a9b91291bc0a002251
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Angelmelody reacted to jaBote in limit 3 times per week how to write?
This counts a week from the first time you talk to the NPC. I could calculate next Monday for you but I'll do that when I'm back home or have some free time, if anybody else hasn't already done that.
P.S.: It's easier if you calculate next Sunday instead of Monday.
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Angelmelody reacted to evilpuncker in @identifyall do not exist
it never existed iirc, but you can add it with bindatcommand and
getinventorylist; for( set .@i,0; .@i < @inventorylist_count; set .@i, .@i + 1 ) { if ( @inventorylist_identify[.@i] == 1 ) continue; delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0; getitem @inventorylist_id[.@i],1; } I don't really think devs should add this -
Angelmelody reacted to malufett in Monster Transform Update
I mimic the aegis command montransform and I follow the concept of awesome Yommy about naming convention in txt database..anyway it accept ID just a little warning in the server console but we can make a fix for it..
I have already propose something similar to that but its in SC form like in aegis' 'BuffSpecial.sc' in which SC are attach with item script command..just waiting for approval and for me to finish it..
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Angelmelody reacted to jaBote in Obtaining Hercules
If you haven't committed the changes yet, you can do as follows (on that pic I "accidentally" deleted conf/map folder with all contents):
Right click on your repository folder or the folder you accidentally deleted files from (whichever you like). Then hover the mouse over TortoiseGit and select Revert... on the new menu.
A new window will appear. This will let you select any of the files you deleted or modified for reverting the changes (on all the repository or just in that folder if you opted for selecting that folder). Watch out since if you revert a modified file, you won't be able to retrieve your former changes. Select what you want to revert, then click OK
A new window will appear, which will revert all selected files for you. Wait for it to finish, then click OK an now you're done!
Hope this works!
P.S.: If you don't know if you have committed it or that word doesn't seem familiar to you, then chances are you haven't done it since commits are almost always done on purpose
Sorry for using the Spanish UI, but it shouldn't be much of a problem here since I use English TortoiseGit.
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Angelmelody got a reaction from brosss241 in R> quest warper with last warp function
http://www.eathena.ws/board/index.php?showtopic=263451&pid=1466338&mode=threaded&start=0#entry1466338
you can use a function to check quest variable , if function return true also unlock the warp
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Angelmelody reacted to Yommy in warp portal causes map server crash
- script toastywarperbase -1,{ //Will create a warp portal on the NPC's map at 150,150 leading to prontera, coords 150,180.warpPortal 150,150,"prontera",150,180; the npc is a floating npc, its map is locations is just -
i guess you could give it a location, which would make your original script work
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Angelmelody reacted to ossi0110 in [Guide] Adding Custom Homunculus
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 -
Angelmelody reacted to Neo-Mind in 2013 Ragexe and Diff (Up to date 2013-08-07)
ah cool well it can reach till 2147483647 (max attack value possible)
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Angelmelody got a reaction from evilpuncker in @autotrade to persist through reboots/crashes
bump! need this feature
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Angelmelody reacted to Ind in @autotrade to persist through reboots/crashes
this is a planned feature to be built in into hercules, should be added soon.
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Angelmelody got a reaction from evilpuncker in Please Implement Accound Bound Items
Personally,i feel only the bug tracker section had responses last 2 months , myabe devs are busy
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Angelmelody got a reaction from evilpuncker in 2013 Ragexe and Diff (Up to date 2013-08-07)
wow~ so Hercules plan to implement Rebellion ?
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Angelmelody got a reaction from evilpuncker in About Unit Type Of Map Zone System
I'd like to suggest a new unit type mob_mvp (mob has mvp exp), hope devs agree
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Angelmelody reacted to Neo-Mind in [Release] Custom Job & Custom Shield Patches
These patches need seperate lua files that i have provided in the repository link. did you get them as well?
I got busy with some of the xdiff bug fixes (official ones) so it got delayed but I am making a video tutorial to explain things better.
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Angelmelody got a reaction from Mumbles in how can i make this script automatically start every 2hrs?
+OnMinute0:+ if(gettime(3)%2) end;KoEActualStart:
The event will automatically start every 2hrs(2:00.. 4:00.. 6:00..8:00...)
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Angelmelody reacted to jaBote in How to set mapflag with mf_zone properly?
Only available official script in which you have this is in npcguild2agit_main_se.txt:51
setmapflag strnpcinfo(2),mf_zone,"GvG2"; Hope this helps you in understanding this syntax. It's basically the second way you tried but enclosing the zone name between "" (quotation marks).
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Angelmelody got a reaction from Nameleszx in How to stack or limit 2 cards only
I think your request require a source mod.
try this
pc.c
inside the pc_insert_card() function
int csc;//add this declaration
find
// remember the card id to insert nameid = sd->status.inventory[idx_card].nameid;
add after
for(i=0;i<sd->inventory_data[idx_equip]->slot;i++){ if(nameid == sd->status.inventory[idx_equip].card[i]) csc++; } if(csc>=2) return 0 -
Angelmelody got a reaction from evilpuncker in check if column exists
you are right , there is a more simple way to check
if(query_sql ("select column from `table`"))
dispbottom "exist";
else
dispbottom "not exist";
}
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Angelmelody reacted to jaBote in R> A free up var script command
If you set a variable to 0 if it's a number or "" (empty string) it's supposed to be gone for good, so this script command request is already made:
Check this piece of text from doc/script_commands.txt
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Angelmelody got a reaction from madtoyz in add function in item_db2 script
function script Henshin { set @sr,1; specialeffect2 EF_HEAL; specialeffect2 EF_POTION_BERSERK; unittalk getcharid(3),"Henshin!!"; disguise 1785; percentheal 100,0; sleep2 10000; undisguise; set @sr,0; end;}
autobonus2 "{if(((HP*100/MaxHP*100)/100) >=30 || @sr ) end; callfunc "Henshin"; }",10000,10000,BF_WEAPON|BF_MAGIC;