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AnnieRuru

Script Developers
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Everything posted by AnnieRuru

  1. HAHAHA !! already like more than 5 people reminds me about this on discord XD oh yeah I take this time to tell hercules community few days ago a server that runs on hercules complained that we don't have enough battleground scripts then I check my repo -> https://github.com/AnnieRuru/Release/tree/master/scripts/Battlegrounds ONLY ONE which is bg_assasination -> https://github.com/AnnieRuru/Release/blob/master/scripts/Battlegrounds/bg_assassination.txt <-- yes this is safe to use in live server the rest are rathena .... ! LMAO !! I actually has more than 8 battlegrounds scripts, although many in same variations, but its still a quite amount I think can start ONLY the battleground part after the `@packetfilter` done 2 more paid service to go (1 of them is yours)
  2. /** * Loads persistent NPC Barter Data from SQL **/ static void npc_barter_fromsql(void) { struct SqlStmt *stmt = SQL->StmtMalloc(map->mysql_handle); char name[NAME_LENGTH + 1]; int itemid; int amount; int removeId; int removeAmount; if (SQL_ERROR == SQL->StmtPrepare(stmt, "SELECT `name`, `itemId`, `amount`, `priceId`, `priceAmount` FROM `%s`", map->npc_barter_data_db) || SQL_ERROR == SQL->StmtExecute(stmt) ) { SqlStmt_ShowDebug(stmt); SQL->StmtFree(stmt); return; } npc_barter_data_db is https://github.com/HerculesWS/Hercules/blob/stable/conf/common/inter-server.conf#L120 npc_barter_data_db: "npc_barter_data" means you are missing a table name `npc_barter_data` https://github.com/HerculesWS/Hercules/blob/stable/sql-files/upgrades/2018-12-29--07-51.sql how can you ignore the SQL update file ?
  3. https://rathena.org/board/topic/126230-help-stylist-restriction-bodystyle-2/?do=findComment&comment=387404 @evilpuncker do you have same problem as him ? so you guys make a new custom body style for that job but don't have enough cloth color to match it ? where can I download those things then ?
  4. @MikZ still need ? I just wrote a blog about how to send weekly rewards https://annieruru.blogspot.com/2020/10/how-to-send-weekly-rewards-to-players.html might as well do this based on this topic, I assumed you are using hercules ? and reset the ladder weekly and sent rewards ? the ladder never stay forever ? reward sent as mail or a custom SQL table ?
  5. *1 month later* ok let's see already done here, also I tried in my test server, my hexed client doesn't have additional body style support for soul linker etc ... so its your custom stuffs each body style has its own array ? its own CSV style string again ? ..... you dummy baka baka baka baka baka use *changelook instead of *setlook add .@reverse_order variable 1.7 - script - add reverse_order to swap Next/Previous order - now players don't have to go to flux cp every time to reset their look when client crash, since this script uses changelook instead of setlook now .... account ? if I have a 3rd job, save this built, apply to summoner job, BAM client crash nice idea but isn't very practical to have .... for example Rushia changed her hair color from Green to Pink ... I can't recognize her for awhile and all the fan art about her has green color hair =/ she try to change her look but what she did was smack her own fan art EDIT: I think can make this possible JUST don't give save/load option for doram class ...
  6. there are already 4 members asked me about pvp statue in discord ...... 2 from hercules side, 2 from rathena side .... .... I think I just release this to public in case those who doesn't know what pvp statue is -> https://rathena.org/board/topic/124379-pvp-ladder-show-top-5-player/ https://rathena.org/board/topic/126090-pvp-ladder-show-top-5-player-statue/ https://rathena.org/board/topic/125602-statue-npc-not-pvp-rankings/ 3.3 - script - add PVP ladder statues Question ... should I also make this for rathena ? I don't mind adding this simple stuff in version 2.9
  7. I suddenly remember I did this stuff years ago, forgot where is the topic or maybe its in eathena forum which already gone yeah suddenly it came back to me https://gist.github.com/AnnieRuru/aef19ddbaf2bd1f432bd53ea78a32d5d REALLY TESTED IT THIS TIME note in the screenshot, I change my computer time to 12:00am and wait until it respawn, now its evening here but I change my computer time just to test the OnClock0001: works
  8. yeah upon re-read it again, seem like what I did was, once the guild master claimed the treasure, forever no treasure chest spawn so let's reaffirm the theory, OFFICIALLY -> the treasure chest are only spawn every 12:01am -> if the guild master killed it, it will respawn on next 12:01am -> if the guild master didn't kill it, it won't respawn on next 12:01am -> if server restart, the treasure chest are gone <-- OFFICIAL since you want unofficial behavior anyway - how about let's do unofficial way revert your agit_main.txt to original then apply this https://gist.github.com/AnnieRuru/aef19ddbaf2bd1f432bd53ea78a32d5d what this does -> 1. every time the server restart, it respawn the treasure chest, whether the guild master killed it or not -> the treasure chest are respawn every 12:01am AND server restart -> if the guild master forgot to kill treasure chest, it will respawn upon server restart -> the guild master that ALREADY kill treasure chest, it will ALSO respawn upon server restart, they get 2x for that day 2. everytime the server restart, and 12:01am if the guild master invested in economy and defence, the value also gone up if you still want to separate the OnInit and OnClock, I just realize needs to set another server variable 1 for day, 1 for treasure, I don't want to do that unpaid (needs to rewrite that whole damn function) so let's keep things simple for everyone - script main FAKE_NPC,{ OnClock0000: for (.@i = 0; .@i < 4; ++.@i) { if ((.treasure & (1<<.@i)) == 0) { monster "prontera", 150+.@i, 185, "Treasure Chest", 1354,1, strnpcinfo(NPC_NAME)+"::OnTreasureDied"+.@i; .treasure |= (1<<.@i); } } end; OnTreasureDied0: .treasure &= ~1; end; OnTreasureDied1: .treasure &= ~2; end; OnTreasureDied2: .treasure &= ~4; end; OnTreasureDied3: .treasure &= ~8; end; end; } prontera,155,180,5 script next day 1_F_MARIA,{ donpcevent "main::OnClock0000"; } prontera,149,180,5 script cleanmap 1_F_MARIA,{ cleanmap strcharinfo(PC_MAP); } prontera,151,180,5 script mobcount 1_F_MARIA,{ dispbottom getunits(BL_MOB, .@a, 0, "prontera") +""; } nvm let me try again - script sdfksdjf 1_F_MARIA,{ OnInit: OnClock0000: for (.@i = 0; .@i < 4; ++.@i) { if ($killedday[.@i] != atoi(gettimestr("%Y%m%d", 20))) { monster "prontera", 150 +.@i, 185, "Treasure Chest", 1354,1, strnpcinfo(NPC_NAME)+"::OnTreasureDied"+ .@i; } } end; OnTreasureDied0: $killedday[0] = atoi(gettimestr("%Y%m%d", 20)); end; OnTreasureDied1: $killedday[1] = atoi(gettimestr("%Y%m%d", 20)); end; OnTreasureDied2: $killedday[2] = atoi(gettimestr("%Y%m%d", 20)); end; OnTreasureDied3: $killedday[3] = atoi(gettimestr("%Y%m%d", 20)); end; end; } prontera,155,180,5 script debug 1_F_MARIA,{ dispbottom $killedday[0] +""; dispbottom $killedday[1] +""; dispbottom $killedday[2] +""; dispbottom $killedday[3] +""; } prontera,149,180,5 script reset 1_F_MARIA,{ deletearray $killedday; } now combine these 2 scripts
  9. that's 4th job if I'm not mistaken https://www.divine-pride.net/forum/index.php?/topic/4570-4th-class-jobs/ try fall back to anything before that, like 2020-02-05aRagexeRE we don't support 4th jobs yet, both server side and client translation team
  10. https://github.com/AnnieRuru/Release/blob/master/plugins/allowobbdrop/allowobbdrop_0.3.c
  11. can do this as paid service ? if there are other members willing to do, feel free to post on the forum but this seems very custom like, should be done as paid service ... contact me on discord
  12. merge all separate topics into one `@allowobbdrop` https://github.com/AnnieRuru/Release/blob/master/plugins/allowobbdrop.c
  13. 1.3 - script - fix a bug the 'Promotion code has Started' didn't even activate after a server restart - fix a bug when GM edit the start/expire date field, the announcement didn't update along with it ... should have just disable it when countdown initiated - fix a bug when GM close a promo code, it doesn't announce a GM has closed it, yet its still make announcement about still can claim promo code OKies I'm gonna leave this script and go do some other project ... maybe some other day can come back and rewrite this script entirely with .npc_var only sync with SQL variables so don't have to call query_sql so frequently ... but as it stands now, this script is 1400 lines, not something to be underestimate
  14. Knight: { inherit: ( "Swordsman" ); skills: { KN_SPEARMASTERY: 10 KN_PIERCE: { MaxLevel: 10 KN_SPEARMASTERY: 1 } KN_BRANDISHSPEAR: { MaxLevel: 10 KN_RIDING: 1 KN_SPEARSTAB: 3 } KN_SPEARSTAB: { MaxLevel: 10 KN_PIERCE: 5 } KN_SPEARBOOMERANG: { MaxLevel: 5 KN_PIERCE: 3 } KN_TWOHANDQUICKEN: { MaxLevel: 10 SM_TWOHAND: 1 } KN_AUTOCOUNTER: { MaxLevel: 5 SM_TWOHAND: 1 } KN_BOWLINGBASH: { MaxLevel: 10 SM_BASH: 10 SM_MAGNUM: 3 SM_TWOHAND: 5 KN_TWOHANDQUICKEN: 10 KN_AUTOCOUNTER: 5 } KN_RIDING: { MaxLevel: 1 SM_ENDURE: 1 } KN_CAVALIERMASTERY: { MaxLevel: 5 KN_RIDING: 1 } KN_CHARGEATK: 1 KN_ONEHAND: { MaxLevel: 1 KN_TWOHANDQUICKEN: 10 } TF_HIDING: 10 } } ok I don't know why, but the TF_HIDING has to be the last ... probably because it is [25] ?? previously can't learn the skill, now suddenly can Actually I don't know why sometimes can put skill points in and sometimes it doesn't work either !!
  15. no need patch, just pure skill tree db\re\skill_tree.conf Knight: { inherit: ( "Swordsman" ); skills: { TF_HIDING: 10 KN_SPEARMASTERY: 10 KN_PIERCE: { MaxLevel: 10 KN_SPEARMASTERY: 1 } data\luafiles514\lua files\skillinfoz\skilltreeview.lub [JOBID.JT_KNIGHT] = { [0] = SKID.KN_TWOHANDQUICKEN, [1] = SKID.KN_AUTOCOUNTER, [2] = SKID.KN_RIDING, [3] = SKID.KN_SPEARMASTERY, [6] = SKID.KN_CHARGEATK, [8] = SKID.KN_BOWLINGBASH, [9] = SKID.KN_CAVALIERMASTERY, [10] = SKID.KN_PIERCE, [13] = SKID.KN_ONEHAND, [16] = SKID.KN_SPEARBOOMERANG, [17] = SKID.KN_SPEARSTAB, [24] = SKID.KN_BRANDISHSPEAR, [25] = SKID.TF_HIDING }, data\luafiles514\lua files\skillinfoz\skillinfolist.lub [SKID.TF_HIDING] = { "TF_HIDING", SkillName = "Hiding", MaxLv = 10, SpAmount = { 10, 10, 10, 10, 10, 10, 10, 10, 10, 10 }, bSeperateLv = true, AttackRange = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, NeedSkillList = { [JOBID.JT_THIEF] = { { SKID.TF_STEAL, 5 } } } }, and if having trouble when client clash, don't unpack from data.grf, copy the one from translation team
  16. OnMinute40: if (mobcount(.Map$, strnpcinfo(0)+"::OnMobKilled") == 0) end; killmonster .Map$, strnpcinfo(0)+"::OnMobKilled"; announce "All left over mushroom has been removed", bc_all; end; I don't use rAthena but should work
  17. now using client 2020, some thing has to update 1.2 - script - use NST_BARTER - split the query_sql into multiple lines for better readability
  18. 1.2 - script - fix a bug after the code expire, the "list player has claimed this code" option is missing - fix a bug that when the code suddenly triggered/start, GM still can do edit - add some text to tell why players can't claim the code - add announcement when the Promotion Code activate and expire EDIT: found another bug, when using EDIT start/expire time, the announcement doesn't react .... I don't know how to fix this one <-- let's try trigger every hour a big word NO 2 conditions then I'll consider No.1 - tell rathena developers to merge *getcalendartime script command https://github.com/HerculesWS/Hercules/commit/79b69495bbc5d758529a485eb1144bd64b8ea50f No.2 - tell rathena developers that *preg_match to follow the exact PHP style format, that can return $array https://www.php.net/manual/en/function.preg-match.php currently rathena's preg_match is like this *preg_match(<regular expression pattern>,<string>{,<offset>}) I want this *preg_match(<regular expression pattern>,<string>{,<offset>{,<output array>,{<flag>}}}) if rathena has these 2 script commands, then only I'll consider because this script is using them, without these 2 script commands it just won't feel the same functionality if these 2 features are scrap
  19. conf\map\battle\client.conf // Limits use of blank (transparent) pixels in guild emblems to a set // percentage of the total. // Official servers do not enforce this technically to date, but some disallow // use of blank emblems in their rules. (Note 2) // A value of 100 (allowing 100% blank pixels) disables this check. // NOTE: Enabling this option slightly degrades performance. client_emblem_max_blank_percent: 100 I think this is the answer you are looking for @Kuroyama
  20. src/map/skill.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/map/skill.c b/src/map/skill.c index 748570792..07dd365ca 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -4895,7 +4895,7 @@ static int skill_castend_damage_id(struct block_list *src, struct block_list *bl unit->movepos(src, bl->x+x, bl->y+y, 1, 1); } - clif->slide(src, src->x, src->y); +// clif->slide(src, src->x, src->y); clif->fixpos(src); clif->spiritball(src); } ..... WEIRD ..... why disable the clif->slide shows the sliding animation for non-renewal client ???? hmm .... this is something I could never figure out, yeah the code works fine for renewal clients, but for non-renewal client, just disable that line ... what ?? honestly I'm not that good in coding skills nor client side ... clif.c stuffs, this actually not within my field of expertise especially I have to download multiple client version just to test this
  21. I got 2 rep up for making that grumbling post, that just shows how many members really like this idea and of course I knew many topics talking about this script again and again and again and again and again and again and again and again and again and again and again and again !!! so I make one myself and hopefully don't want see people talking about that bug script again !! What this script does ? GM generate some sort of gibberish word and promotes it on social media then players input that gibberish word and able claim the items honestly I don't really see the point of gibberish word, I made this script in a drop down menu, players can just select it from the menu and claim it <_< Download: 1.3 script here's an example by Philippine RO, from this post TODO : 1. add coloring to the text 2. HULD compatible ? 3. maybe someday can rewrite this whole damn thing with .npc_var sync with SQL variables so don't have to call query_sql too frequently
  22. correct answer is just make changes to the stylist script prontera,170,180,1 script Stylist#custom_stylist 2_M_DYEINGER,{ .@choose = select( "Hair Style", "Hair Color", "Cloth Color", ( !(eaclass() & EAJL_THIRD) || BaseJob == Job_SuperNovice )? "": _("Body Style") ) -1; if (.@choose == 3) // JUST ADD THIS FUCKING SIMPLE LINE setlook LOOK_CLOTHES_COLOR, 0; .@lookpart = .@part = .look[.@choose]; if ( BaseClass == Job_Summoner ) .@part += Job_Summoner; btw I have at least 4 paid service line up right now so .... that reply you made on my stylist script, takes time to write so yeah ........
  23. you do know that ... int type ...... static void clif_changelook(struct block_list *bl, int type, int val) when do `@bodystyle` the atcommand did say pc->changelook(sd, LOOK_BODY2, body_style); so WHY are you looking at case LOOK_CLOTHES_COLOR: ?? go look at case LOOK_BODY2: .... case LOOK_BODY2: if (sd != NULL && (sd->sc.option&OPTION_COSTUME) != OPTION_NOTHING) val = 0; vd->body_style = val; break; https://rathena.org/board/topic/75755-i-would-like-to-report/?do=findComment&comment=164148 hmm ... so bad that those pictures are gone, that neon pack
  24. probably your client side data folder and system folder isn't updated try revise step 5 and step 6 I'm using 2020-02-05aRagexeRE_patched.exe btw
  25. so far I have never failed to convert anything into plugin mainly due to plugin allow function overload https://github.com/HerculesWS/Hercules/wiki/Hercules-Plugin-Manager although I still recommend using hooking instead of overloading as much as possible, as having 2 plugins overloading the same function might cause problems for your server EDIT: example of overload a function https://github.com/AnnieRuru/Release/blob/master/plugins/branch_displayname.c
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