Tepoo 23 Posted December 31, 2013 be sure to update your sql item DBs i would either recomment to change from sql to the new item_db.conf logic. 1. improved maintainability 2. more uptodate Quote Share this post Link to post Share on other sites
mybitch 9 Posted January 13, 2014 Where can I changed the message that shows up when announce is true? Quote Share this post Link to post Share on other sites
Jedzkie 58 Posted January 13, 2014 Where can I changed the message that shows up when announce is true? in msgstringtable.txt Quote Share this post Link to post Share on other sites
mybitch 9 Posted January 13, 2014 Where can I changed the message that shows up when announce is true? in msgstringtable.txt Thanks for this! Is the announcement really arranged like this.. Person -> Package Item -> Item Won? Quote Share this post Link to post Share on other sites
Jedzkie 58 Posted January 13, 2014 Where can I changed the message that shows up when announce is true? in msgstringtable.txt Thanks for this! Is the announcement really arranged like this.. Person -> Package Item -> Item Won? yes, but you must set first the item announcement in the item_packages.conf Quote Share this post Link to post Share on other sites
themon 63 Posted January 14, 2014 Sir @Ind, Can you try to open Yggdrasil Box(10) #14232 and Elite Siege Supply #14003. It seems some of the packageitem(); is not fully working to me. On screenshot below, after clicking 'Ok' button, nothing happen. NOTE: I'm using fresh Hercules SVN latest. 1.JPG And here's the console errors I got when I open some of the items that has packageitem(); on item_db. 2.JPG to fix this error compile and configure conf folder then run the server before you modify or put any custom setup Quote Share this post Link to post Share on other sites
Hadeszeus 15 Posted January 27, 2014 (edited) I getting this error "buildin_packageitem: item ITEM_NAME_HERE isn't a package!" when opening the package box. WHAT I DID: 1. I created a new ITEM ID using existing sprite. Then put them in idnum2itemresnametable and idnum2itemdesctable 2. Include the new item id in itemInfo.lub and use the existing sprite. 3. Add new item id in item_db.txt and add script package function. (see below) For example: Script: <" packageitem(); "> Type: 2 5. Create new PACKAGE in item_packages.conf Vesper_Core03_Box: { Vesper_Core03_C: { Random: 1 Rate: 100 } Vesper_Core03_C: { Random: 1 Rate: 1000 } } Recompile and Test. When I consume the package in-game, I got the error message in map-server.exe. buildin_packageitem: item 'ITEM PACKAGE NAME HERE' isn't a package! BTW, I'm using the latest version. Anyone? Please help... Edited January 27, 2014 by Hadeszeus Quote Share this post Link to post Share on other sites
evilpuncker 504 Posted January 27, 2014 post exactly what you added in item_db.conf also your first step is not necessary since client doesn't read those files anymore! Quote Share this post Link to post Share on other sites
Hadeszeus 15 Posted January 27, 2014 ITEM PACKAGE { Id: 26024 AegisName: "Ticket_Box" Name: "Ticket Box" Type: 2 Buy: 0 Weight: 100 Upper: 63 Script: <" packageitem(); "> }, ITEMS INSIDE THE PACKAGE { Id: 26001 AegisName: "Guarantee_Weapon_8Up" Name: "Safe to 8 Weapon Certificate" Type: 3 Buy: 0 }, { Id: 26002 AegisName: "Guarantee_Weapon_7Up" Name: "Safe to 7 Weapon Certificate" Type: 3 Buy: 0 }, { Id: 26003 AegisName: "Guarantee_Weapon_6Up" Name: "Safe to 6 Weapon Certificate" Type: 3 Buy: 0 }, { Id: 26004 AegisName: "Guarantee_Armor_9Up" Name: "Safe to 9 Body Armor Certificate" Type: 3 Buy: 0 }, { Id: 26005 AegisName: "Guarantee_Armor_8Up" Name: "Safe to 8 Body Armor Certificate" Type: 3 Buy: 0 }, { Id: 26006 AegisName: "Guarantee_Armor_7Up" Name: "Safe to 7 Body Armor Certificate" Type: 3 Buy: 0 }, { Id: 26007 AegisName: "Guarantee_Armor_6Up" Name: "Safe to 7 Headgear Certificate" Type: 3 Buy: 0 }, Quote Share this post Link to post Share on other sites
jaBote 438 Posted January 27, 2014 Make the AegisName of the item and the package match, or else show us the error prompted by the console. Quote Share this post Link to post Share on other sites
Hadeszeus 15 Posted January 27, 2014 I was able to solved the problem by removing numbers in <Container_Item_Name>: in item_package.conf Quote Share this post Link to post Share on other sites
snowflake1963 1 Posted February 22, 2014 Hello All ^^ I seem to be having a problem with item_chain.conf. We are changing over from rAthena to Hercules, all custom items worked on rAthena. i have a lot of custom items that is using the command " bonus bAddMonsterDropChainItem,n; " in their script. i dont seem to be getting any drops at all. i have added the item groups to item_chain.conf in the same manner as the other groups in that file, i even tried a normal ro headgear that has the same script and nothing drops. is the a way to fix the chance? i did try changing the numbers to higher and still nothing. here is an example: the script: bonus bAddMonsterDropChainItem,ITMCHAIN_DYESTUFFS; the item_chain.conf: ITMCHAIN_DYESTUFFS: { Scarlet_Dyestuffs: 100 Lemon_Dyestuffs: 100 Cobaltblue_Dyestuffs: 100 Darkgreen_Dyestuffs: 100 Orange_Dyestuffs: 100 Violet_Dyestuffs: 100 White_Dyestuffs: 100 Black_Dyestuffs: 100 Pink_Dyestuffs: 100 Please help with this problem Quote Share this post Link to post Share on other sites
iZeal 5 Posted August 7, 2014 (edited) do we have tutorials on how to add custom boxes?Thanks in advance. Announcement is not correct it's displaying like: Character has won Package Box from Yggdrasil Berry how can you fix this? Edited August 8, 2014 by iZeal Quote Share this post Link to post Share on other sites
deviruzy 1 Posted August 19, 2014 Good day. What is repeat_count? is it chance? is it by percentage? I looked into DOC and Wiki but couldn't find what it is. Can anyone teach me please? Thank you. Quote Share this post Link to post Share on other sites
jaBote 438 Posted August 19, 2014 You mean in item_group.conf? That repeat_count is the number of entries of that item in the group, which affects its relative (not absolute) probability of getting obtained. For example, a item with a repeat_count of 2 has twice the odds of being obtained than another with 1 (or nothing) as value, or half the odds when compared to another item which has this value set to 4. Quote Share this post Link to post Share on other sites
deviruzy 1 Posted August 19, 2014 Yes, I meant item_group.conf. Sorry I shouldn't have missed that as a person who is asking for help. Thank you jaBote, Now I know what repeat_count is. Thank you!! Quote Share this post Link to post Share on other sites
THPO 7 Posted August 21, 2014 Found a bug when adding a Pet Egg., all pet egg that came from a package won't get hatch using incubator. Quote Share this post Link to post Share on other sites
jaBote 438 Posted August 21, 2014 Found a bug when adding a Pet Egg., all pet egg that came from a package won't get hatch using incubator. You can't make a pet egg other way than issuing the makepet script command, it's docummented here: doc/script_commands.txt, line 7870: *makepet <pet id>; This command will create a pet egg and put it in the invoking character's inventory. The kind of pet is specified by pet ID numbers listed in 'db/pet_db.txt'. The egg is created exactly as if the character just successfully caught a pet in the normal way. // This will make you a poring: makepet 1002; Notice that you absolutely have to create pet eggs with this command. If you try to give a pet egg with 'getitem', pet data will not be created by the char server and the egg will disappear when anyone tries to hatch it. This means that you should have your package yield an intermediate item that will make the pet once used. If got via getitem, packageitem or getrandgroupitem you'll get an empty egg. Another approach you can do is using the groupranditem script command to get an item ID, then check if that one is a pet egg ID and make the according pet for the player. 1 THPO reacted to this Quote Share this post Link to post Share on other sites
astralprojection 35 Posted September 23, 2014 the below setting would give me unslotted items, what did i missed?item_db.conf{ Id: 13945 AegisName: "Br_SwordPackage" Name: "Brazil Swordsman Package" Type: 18 Buy: 20 Weight: 10 Trade: { nodrop: true notrade: false noselltonpc: true nocart: true nogstorage: true nomail: true noauction: true } Script: <" packageitem(); ">},item_package_conf:Br_SwordPackage: { Plate_Armor_: { Random: 0 Named: false } Shield_: { Random: 0 Named: false } Boots_: { Random: 0 Named: false } Manteau_: { Random: 0 Named: false } Pupa_Card: { Random: 0 Named: false } Daydric_Card: { Random: 0 Named: false } Clip: { Random: 0 Named: false } Clip: { Random: 0 Named: false } Helm_: { Random: 0 Named: false } Iron_Cane: { Random: 0 Named: false } Upgrade_Package_7: { Random: 0 Named: false }} Quote Share this post Link to post Share on other sites
Triedge 12 Posted April 30, 2016 this no support Item id!? Quote Share this post Link to post Share on other sites
Dastgir 1246 Posted April 30, 2016 this no support Item id!? Isn't name good? So there's little chance of mistakes (ID typo, etc...) Quote Share this post Link to post Share on other sites
Triedge 12 Posted May 2, 2016 this no support Item id!? Isn't name good? So there's little chance of mistakes (ID typo, etc...) Good when you have a few items, but when you want to add many items and use an external page (as ratemyserver.net) ITEM_NAME some are different. I had to spend a few hours reviewing and comparing the ITEM_NAME of ratemyserver with those of item_db.conf, the first time I did it I had at least 71 errors by different names. It would have been much easier to have the option of using names or ids. Quote Share this post Link to post Share on other sites
utofaery 7 Posted January 25, 2019 Suggestion: Hey could the monster be "Group'ed" like this item group also??? so we don't have to recompile if we added multiple small monster group. Quote Share this post Link to post Share on other sites
Dastgir 1246 Posted January 25, 2019 1 hour ago, utofaery said: Suggestion: Hey could the monster be "Group'ed" like this item group also??? so we don't have to recompile if we added multiple small monster group. what you exactly mean? also it's better to open new suggestion on correct forum with all the description Quote Share this post Link to post Share on other sites
utofaery 7 Posted January 25, 2019 I mean like since the Item box/Group was redesigned Could the monster Branches/pouch be made redesigned in the same way? so we only edit the new redesigned "monster_group.conf" and don't need to recompile if add any new monster group. eg. "mob_poring.txt", "mob_branch.txt", "mob_boss.txt", "mob_pouch.txt" and etc be merge into one monster group file? Quote Share this post Link to post Share on other sites