Beret 50 Posted December 31, 2013 In aegis the bonus items are cleaner than the current emulator, I don't know why eathena never followed the model aegis to bonus because let cleaner script tab items. Why not change some bonus for aegis mechanics, for example: Aegis AddParamTime VAR_STR 3 5400AddParamTime VAR_DEX 3 5400AddParamTime VAR_AGI 3 5400AddParamTime VAR_INT 3 5400AddParamTime VAR_VIT 3 5400AddParamTime VAR_LUK 3 5400 Hercules sc_start SC_INCALLSTATUS,5400000,3; The way it exists in the aegis can view which is much better, because we can work as a bonus for STR, AGI, among others, consumable items currently does not support str bonus to consume the item, has only effects support SC Another example. Aegis AddAttrTolerace PROPERTY_All 3 MAGIC Hercules bonus3 bSubEle,Ele_Neutral,3,BF_MAGIC;bonus3 bSubEle,Ele_Water,3,BF_MAGIC;bonus3 bSubEle,Ele_Earth,3,BF_MAGIC;bonus3 bSubEle,Ele_Fire,3,BF_MAGIC;bonus3 bSubEle,Ele_Wind,3,BF_MAGIC;bonus3 bSubEle,Ele_Poison,3,BF_MAGIC;bonus3 bSubEle,Ele_Holy,3,BF_MAGIC;bonus3 bSubEle,Ele_Dark,3,BF_MAGIC;bonus3 bSubEle,Ele_Ghost,3,BF_MAGIC;bonus3 bSubEle,Ele_Undead,3,BF_MAGIC; In hercules is created an effect for each State, in aegis besides a of every effect there is one that involves everyone. There are bonus items in aegis that does not yet exist in hercules, and also very items are with the incorrect bonus compared to aegis. Leave your opinion about this subject, let's leave hercules with the same mechanics aegis, thank you all. 1 evilpuncker reacted to this Quote Share this post Link to post Share on other sites
pan 87 Posted January 2, 2014 In aegis the bonus items are cleaner than the current emulator, I don't know why eathena never followed the model aegis to bonus because let cleaner script tab items. Why not change some bonus for aegis mechanics, for example: Aegis AddParamTime VAR_STR 3 5400AddParamTime VAR_DEX 3 5400AddParamTime VAR_AGI 3 5400AddParamTime VAR_INT 3 5400AddParamTime VAR_VIT 3 5400AddParamTime VAR_LUK 3 5400 Hercules sc_start SC_INCALLSTATUS,5400000,3; The way it exists in the aegis can view which is much better, because we can work as a bonus for STR, AGI, among others, consumable items currently does not support str bonus to consume the item, has only effects support SC Another example. Aegis AddAttrTolerace PROPERTY_All 3 MAGIC Hercules bonus3 bSubEle,Ele_Neutral,3,BF_MAGIC;bonus3 bSubEle,Ele_Water,3,BF_MAGIC;bonus3 bSubEle,Ele_Earth,3,BF_MAGIC;bonus3 bSubEle,Ele_Fire,3,BF_MAGIC;bonus3 bSubEle,Ele_Wind,3,BF_MAGIC;bonus3 bSubEle,Ele_Poison,3,BF_MAGIC;bonus3 bSubEle,Ele_Holy,3,BF_MAGIC;bonus3 bSubEle,Ele_Dark,3,BF_MAGIC;bonus3 bSubEle,Ele_Ghost,3,BF_MAGIC;bonus3 bSubEle,Ele_Undead,3,BF_MAGIC; In hercules is created an effect for each State, in aegis besides a of every effect there is one that involves everyone. There are bonus items in aegis that does not yet exist in hercules, and also very items are with the incorrect bonus compared to aegis. Leave your opinion about this subject, let's leave hercules with the same mechanics aegis, thank you all. My guess is that Athena devs never followed strictly Aegis' "cleaner" script tabs because they wanted to emulate some kind of C89 to approximate their script standard to the one that's used in the src... In my humble opinion sometimes it's cleaner to code using commas to differentiate different parameters than using only spaces or tabs (like in headers).Also there're ways to increase one statuses temporarily: SC_INCAGI 190SC_INCVIT 191SC_INCINT 192SC_INCDEX 193SC_INCLUK 194Regarding:AddAttrTolerace PROPERTY_All 3 MAGICIt'd be nice to have a way to use all properties at once in Hercules too, but you could use something like:for( set @i,0; @i <= 9; set @i, @i++; )%TAB%bonus3 bSubEle,@i,3,BF_MAGIC; There are bonus items in aegis that does not yet exist in hercules, and also very items are with the incorrect bonus compared to aegis.Which bonuses do not exist? And which ones are incorrect? Quote Share this post Link to post Share on other sites
Beret 50 Posted January 2, 2014 My guess is that Athena devs never followed strictly Aegis' "cleaner" script tabs because they wanted to emulate some kind of C89 to approximate their script standard to the one that's used in the src... In my humble opinion sometimes it's cleaner to code using commas to differentiate different parameters than using only spaces or tabs (like in headers). Also there're ways to increase one statuses temporarily: SC_INCAGI 190SC_INCVIT 191SC_INCINT 192SC_INCDEX 193SC_INCLUK 194 I don't think so, I think devs eathena made that way due to lack of information, and they thought it was an effect since most of consumable use SC effects. Regarding: AddAttrTolerace PROPERTY_All 3 MAGIC It'd be nice to have a way to use all properties at once in Hercules too, but you could use something like: for( set @i,0; @i <= 9; set @i, @i++; )%TAB%bonus3 bSubEle,@i,3,BF_MAGIC; I know that there is such a way, more is not a form aegis. Not to mention that many newbies won't know to make a loop to apply this in your emulator. Which bonuses do not exist? And which ones are incorrect? the bonus that I cited on the topic are some. Quote Share this post Link to post Share on other sites
pan 87 Posted January 2, 2014 I don't think so, I think devs eathena made that way due to lack of information, and they thought it was an effect since most of consumable use SC effects.I tested on Hercules and those SCs (status changes) work just like any increase would in Aegis... The only consumables I can remember that increase statuses are foods and there're proper changes that are applied:SC_FOOD_STR 204SC_FOOD_AGI 205SC_FOOD_VIT 206SC_FOOD_INT 207SC_FOOD_DEX 208SC_FOOD_LUK 209Athena-based emulators are different than Aegis and that's not a bad thing, I don't think that it's needed to change this syntax that's been used for a long time just to be like Aegis, specially in this case when the only difference is nomenclature. If there was real need to be just like Aegis we could rewrite our script engine and parse directly from leaks, if I'm not mistaken, there're some legal aspects that don't let us do that. Have you found any other bonuses that are wrong in Hercules? Quote Share this post Link to post Share on other sites
Angelmelody 221 Posted January 3, 2014 if we have script command like AddParamTime can run any bonus script for consumable item effect it will be more more flexible for item script writing Quote Share this post Link to post Share on other sites
pan 87 Posted January 3, 2014 if we have script command like AddParamTime can run any bonus script for consumable item effect it will be more more flexible for item script writing Doesn't sc_start do the exactly same thing as AddParamTime? Quote Share this post Link to post Share on other sites
Angelmelody 221 Posted January 3, 2014 (edited) The point I want to emphasize is running any bonus script feature, we can optimize that command(sc_start/ AddParamTime whatever it called ), so that we have more powerful script command for scripting Edited January 3, 2014 by Angelmelody Quote Share this post Link to post Share on other sites
pan 87 Posted January 3, 2014 The point I want to emphasize is running any bonus script feature, we can optimize that command(sc_start/ AddParamTime whatever it called ), so that we have more powerful script command for scriptingOh I got it, it's the ability to make bonuses last only for a certain period of time that's missing in our engine Quote Share this post Link to post Share on other sites
Ind 945 Posted February 10, 2014 I think that maybe the reason behind SC_INCALLSTATUS vs AddParamTime was that it'd take 1 timer instead of 6 with the same duration, I have no argument against AddAttrTolerace Quote Share this post Link to post Share on other sites
AnnieRuru 957 Posted February 17, 2014 actually I'm wondering why hercules doesn't have *bonus_script http://rathena.org/board/topic/83032-script-commands-additionsupdates/?p=231696 Quote Share this post Link to post Share on other sites