Kubix 83 Posted February 11, 2016 Updated Endless Cellar for Hercules Script: GitHub 2 ucell_uz and Lamex reacted to this Quote Share this post Link to post Share on other sites
Aeromesi 180 Posted February 11, 2016 We don't use set anymore, it setd etc is used for backward compatibility plus I believe set is still in the emulator just in-case a script like this pops up. Only set I saw was at the top of the OnInit. If you don't mind me asking what was different between this and the current endless Cellar? I never played it on a Hercules emulator, just searched for it and it doesn't exist xD, so is this a new official instance to the hercules community?! Quote Share this post Link to post Share on other sites
Lamex 8 Posted February 12, 2016 (edited) Found a bug: At level 19, counter is 40 but it have only 20 mobs. Or atleast i just doesnt have Mime Monkey mobs. And the last Pain probably must be Lord Knight Seyren and not a Whitesmith Harword which was before. And my great thanks to you Kubix! Release is amazing. Edited February 12, 2016 by Lamex Quote Share this post Link to post Share on other sites
Kubix 83 Posted February 12, 2016 (edited) Found a bug: At level 19, counter is 40 but it have only 20 mobs. Or atleast i just doesnt have Mime Monkey mobs. And the last Pain probably must be Lord Knight Seyren and not a Whitesmith Harword which was before. And my hgreat thanks to you Kubix! Release is amazing. Thank you! @@Aeromesi I know about set, and I will update the script. Current Endless Cellar not working on Hercules. http://herc.ws/board/topic/5177-endless-cellar/?hl=%2Bendless+%2Bcellar Edited February 12, 2016 by Kubix Quote Share this post Link to post Share on other sites
Kubix 83 Posted February 12, 2016 up, cleared. Quote Share this post Link to post Share on other sites
REKT 10 Posted February 13, 2016 @@Kubix Thank you! @@Aeromesi Its kinna like Endless Tower 2? or something. Quote Share this post Link to post Share on other sites
Kubix 83 Posted February 13, 2016 @@Kubix Thank you! @@Aeromesi Its kinna like Endless Tower 2? or something. np! Quote Share this post Link to post Share on other sites
Aeromesi 180 Posted February 13, 2016 A modified and changed endless tower, that's all I know @@Vlync Quote Share this post Link to post Share on other sites
fxfreitas 102 Posted February 13, 2016 Works exactly as endless tower, but you go the inverse direction (not 1f, 2f, but, b1, b2, b3...), MVP's are not same from Endless tower (i.e edgga, dracula, boitata, etc). Quote Share this post Link to post Share on other sites
Kubix 83 Posted February 25, 2016 up. new version converted global variables -> instance variables. Quote Share this post Link to post Share on other sites
Kubix 83 Posted March 24, 2016 upd. fixed cooldown issue Quote Share this post Link to post Share on other sites
Darkpurple 1 Posted April 16, 2016 upd. fixed cooldown issue Found a bug: At level 19, counter is 40 but it have only 20 mobs. in your last updated git version....please fixed it as soon as possible...thanks.. Quote Share this post Link to post Share on other sites
Kubix 83 Posted April 16, 2016 upd. fixed cooldown issue Found a bug: At level 19, counter is 40 but it have only 20 mobs. in your last updated git version....please fixed it as soon as possible...thanks.. its ok on my server. maybe you don't have some of this monsters in your db? areamonster getarg(1),265,7,311,33,"Yoyo",1057,20,instance_npcname("EC_Manager")+"::OnMobDead"; areamonster getarg(1),265,7,311,33,"Mime Monkey",1585,20,instance_npcname("EC_Manager")+"::OnMobDead"; areamonster getarg(1),265,7,311,33,"Choco",1214,1,instance_npcname("EC_Manager")+"::OnMobDead"; Quote Share this post Link to post Share on other sites
Darkpurple 1 Posted April 16, 2016 upd. fixed cooldown issue Found a bug: At level 19, counter is 40 but it have only 20 mobs. in your last updated git version....please fixed it as soon as possible...thanks.. its ok on my server. maybe you don't have some of this monsters in your db? areamonster getarg(1),265,7,311,33,"Yoyo",1057,20,instance_npcname("EC_Manager")+"::OnMobDead"; areamonster getarg(1),265,7,311,33,"Mime Monkey",1585,20,instance_npcname("EC_Manager")+"::OnMobDead"; areamonster getarg(1),265,7,311,33,"Choco",1214,1,instance_npcname("EC_Manager")+"::OnMobDead"; oh!!!! "Mime Monkey",1585 in hercules is closed by default. Now, my problem fixed, thank you:) Quote Share this post Link to post Share on other sites
Darkpurple 1 Posted April 18, 2016 Why monsters didn't clear at all, but warp appeared? is it a bug?? Quote Share this post Link to post Share on other sites
Kubix 83 Posted April 18, 2016 Why monsters didn't clear at all, but warp appeared? is it a bug?? yeah maybe, need check. Quote Share this post Link to post Share on other sites