Pedroooo

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About Pedroooo

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    Pedro
  1. I currently use a 20150513 EXE that has many problems and is unstable. I would like to know what is the best EXE 2015 to use on my server. Thank you.
  2. I'm using Client 20150513 and there is an option in the Items window to compare items. Every time you compare an item with this option enabled the game closes and crashes. Does anyone have any idea how to solve this?
  3. I have a date folder that is giving error when being read by the fact that the folders are with Japanese digits, I would like to know how I do to convert them to the characters that are accepted.
  4. I own the old item files in txt, but now I want to change from hexed and in the new iteminfo.lub is used. I can not use an iteminfo.lub because my txts have many modifications unique to me.
  5. Please someone show me a data folder compatible for clients 20151029
  6. Changing area_size I can now see the monster in the corner of the screen stopped without chasing me. He chases me only if he gets close. The rest of the things I've changed have not changed at all.
  7. Please someone could point me to what part of the source can I modify it so that the monster can chase a player all over the map and not only when it is on the screen? Even though putting the value "1000" on the monster's ChaseRange on mob_db.conf it still does not chase the player away.
  8. you may check the guidelines and criteria here - http://herc.ws/board/contactus/ Do I need to fix some emulator bug to apply for the Development spot? Is there a specific number of fixes?
  9. Is it any problem for me to exceed the 512 NPC limit on a single map? In case I would be editing in source to exceed the limit.
  10. For more info about arrays on Hercules, please check: http://herc.ws/board/topic/3886-hercules-1st-2014-megapatch/ Perfect! Thanks.
  11. What do I need to become a developer of the Hercules Staff and try to put this project forward?
  12. I would like to know if the emulator still has vector limit for array being 127, as I remember that in old emulators it was like that.
  13. if (rand(1,100) <= 1) { // 1% de chance getitem 501,1; } if (rand(1,100) <= 5) { // 5% de chance getitem 501,1; } if (rand(1,100) <= 50) { // 50% de chance getitem 501,1; } if (rand(1,2) == 1) { // 50% de chance getitem 501,1; } Entendeu como é fácil?
  14. Muito fácil. Desta forma o trecho de script que vc publicou funcionará ao clicar no NPC que estará em prontera 150,150 prontera,150,150,0 script 456, { areamonster "[email protected]",7,351,17,387,"Metaling",1613,15,instance_npcname("#1F Controller", instance_id())+"::OnMyMobDead"; areamonster "[email protected]",7,351,17,387,"Marin",1242,5,instance_npcname("#1F Controller", instance_id())+"::OnMyMobDead"; areamonster "[email protected]",7,351,17,387,"Poporing",1031,5,instance_npcname("#1F Controller", instance_id())+"::OnMyMobDead"; areamonster "[email protected]",7,351,17,387,"Drops",1113,5,instance_npcname("#1F Controller", instance_id())+"::OnMyMobDead"; areamonster "[email protected]",7,351,17,387,"Mastering",1090,1,instance_npcname("#1F Controller", instance_id())+"::OnMyMobDead"; areamonster "[email protected]",7,351,17,387,"Poring",1002,5,instance_npcname("#1F Controller", instance_id())+"::OnMyMobDead"; end; OnMyMobDead: set .@mob_dead_num,mobcount("[email protected]",instance_npcname("#1F Controller", instance_id())+"::OnMyMobDead"); if (.@mob_dead_num < 1) { instance_announce -1, "Todos os monstros no 1° andar foram derrotados.",bc_map,"0xffff00"; donpcevent instance_npcname("1FGate102tower", instance_id())+"::OnEnable"; //SetItemPartyInMap in_102floor 1 } else instance_announce -1, "Monstros vivos no 1° andar: " + .@mob_dead_num,bc_map,"0x00ff99"; end; } É algo bem básico, entendeu?
  15. I have a NPC equal to yours and even with some more functions. The NPC I created saves the time of Buff XP and checks when the player replays to see if there is still some time left for the Buff or it should be deleted. This avoids leaving the Buff time paralyzed when the player moves, as if time continues to roll. NPC: Buff Exp - script Check_Buff_Bonus_XP -1,{ OnPCLogoutEvent: if (getstatus(SC_CASH_PLUSEXP,0) == 1) set BuffXP_Tempo, gettimetick(2); end; OnPCLoginEvent: if (getstatus(SC_CASH_PLUSEXP,0) == 1) { set .@tempo, gettimetick(2)-BuffXP_Tempo; set .@tempo2,.@tempo*1000; if (.@tempo2 >= getstatus(SC_CASH_PLUSEXP,5)) { sc_end SC_CASH_PLUSEXP; end; } else { set .@rate, getstatus(SC_CASH_PLUSEXP,1); set .@temposet, getstatus(SC_CASH_PLUSEXP,5)-.@tempo2; sc_end SC_CASH_PLUSEXP; sc_start4 SC_CASH_PLUSEXP,.@temposet,.@rate,0,0,0; end; } } } NPC: Buff Drop - script Check_Buff_Bonus_Drop -1,{ OnPCLogoutEvent: if (getstatus(SC_CASH_RECEIVEITEM,0) == 1) set BuffDrop_Tempo, gettimetick(2); end; OnPCLoginEvent: if (getstatus(SC_CASH_RECEIVEITEM,0) == 1) { set .@tempo, gettimetick(2)-BuffDrop_Tempo; set .@tempo2,.@tempo*1000; if (.@tempo2 >= getstatus(SC_CASH_RECEIVEITEM,5)) { sc_end SC_CASH_RECEIVEITEM; end; } else { set .@rate, getstatus(SC_CASH_RECEIVEITEM,1); set .@temposet, getstatus(SC_CASH_RECEIVEITEM,5)-.@tempo2; sc_end SC_CASH_RECEIVEITEM; sc_start4 SC_CASH_RECEIVEITEM,.@temposet,.@rate,0,0,0; end; } } }