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utofaery

Importfolder getarg land_skill_limit ItemAvail.txt @summon

Question

short questions first then long long question...
4.
Why @summon'ed white plant or any thing can move but not 
@summon 2042 (SilverSniper) or
@summon 1511 (Amon ra)
can't move at all?

in eathena amonra moves if summon ( if memory serves me correctly or was it otherwise. )


5.
in cases of storing arrays of Item Id from getinventorylist.
can we make use of permanent player variable to store that array??
or should I create a custom sql table for that purpose?

6
have item avail gone from hercules?

 

 

 


1.

tested multiple times on gunslinger against pupa...

Hercules\conf\map\battle\battle.conf
        arrow_decrement: 0  << edits inside here works no using up any ammunitions of any kind

Hercules\conf\import\battle.conf
        arrow_decrement: 0  << edits inside here NOT working at all???  ammunitions decreasing...

so question is does the import folder of hercules actually working at all??
entries on Hercules\conf\map\battle.conf is unchanged.


another case
bow_unequip_arrow: false // xsa // true
Setting placed in Hercules\conf\import\battle.conf no read 
but if place in Hercules\conf\map\battle\items.conf it got read and effective

so how hercules import folder actually works for battle.conf? 

don't know if other files in import folder behaves like this or not.
 


2.

When multiple stormgust cast'ed on the same cell and mapserver keep putting out

[Warning]: skill_unitgrouptickset_search: tickset is full. ( failed for skill 'W
Z_STORMGUST' on unit 2 )

does it has something to do with this setting?  or should I set it to 31 instead so it don't put any warning of this type?
land_skill_limit: 14 // xsa // 9
// Note 3: Value is a bit field. If no description is given,
//         assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun, 16: Mercenary)

 

3

I have script like this:
How do I check if getarg(1) == empty or null
which is suppose to be filled as .x1 but it's not filled (which is intended)

Spoiler

-    script    IT_ArrayCentral    FAKE_NPC,{
OnInit:
    setarray .x0[0], x, y, z;
    setarray .x1[0], x, y, z;
    end;
}

called from another npc
callfunc ( "F_xTestArrayinfunction",.x0 ) ;  // filled getarg(0) but not filling getarg(1) 

function    script    F_xTestArrayinfunction    {
        if ( getarg ( 0 ) == 0 ) { // How do I make proper check here?? if getarg(0) is filled or not filled?  (especially array)
            dispbottom ( " arguement 0 is 0 " ) ; // << This shows up but not the else'd dispbottom why??
        } else {
            dispbottom ( " Array 0 :: size :: " + getarraysize(getvariableofnpc( getarg(0) , "IT_ArrayCentral" ) ) ) ; // << This is expected to show up but it's not.
        }
        if ( getarg ( 1 ) == 0 ) {
            dispbottom ( " arguement 1 is 0 " ) ;
        } else {
            dispbottom ( " Array 1 :: size :: " + getarraysize(getvariableofnpc( getarg(1) , "IT_ArrayCentral" ) ) ) ;
        }
        return;
}


 

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5 answers to this question

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1. it works fine, tested on "@monster 1914"

2. needs more info

3. https://github.com/HerculesWS/Hercules/blob/stable/doc/script_commands.txt#L1823
make the default value 0 or -1, depends on your script

4.  change the monster mode and it will move

prontera,155,185,5	script	ksjdfhsd	1_F_MARIA,{
//	.@mobid = monster("this", -1,-1, "--ja--", 1002, 1, "");
//	.@mobid = monster("this", -1,-1, "--ja--", 1511, 1, "");
	.@mobid = monster("this", -1,-1, "--ja--", 2042, 1, "");
	setunitdata .@mobid, UDT_MASTERAID, getcharid(3);
//	setunitdata .@mobid, UDT_MASTERCID, getcharid(0); <-- doesn't work
	setunitdata .@mobid, UDT_MODE, getunitdata( .@mobid, UDT_MODE ) + 1;
//	setunitdata .@mobid, UDT_MODE, getunitdata( .@mobid, UDT_MODE );
	end;
}

5 yes

6. item_db2.conf

{
	Id: 39999
	AegisName: "Jellopy__"
	Name: "Jellopy__"
	Buy: 6
	Weight: 10
	BuyingStore: true
	Sprite: 909
},

https://github.com/HerculesWS/Hercules/blob/stable/doc/item_db.txt#L358-L360

 

 

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1 hour ago, AnnieRuru said:

5 yes

6. item_db2.conf


{
	Id: 39999
	AegisName: "Jellopy__"
	Name: "Jellopy__"
	Buy: 6
	Weight: 10
	BuyingStore: true
	Sprite: 909
},

 

5 because your answer simply is a single yes so i take it both can which is 

setarray #name[.@i] , blablabla
setarray #name$[.@i] , blablabla

can be done.

and sql CREATE something blablabal?

 

6 means only need this line only?

Sprite: 909

 

2

land_skill_limit: 14 // xsa // 9 < this is in config files

and tested with @summon 1956 atleast 30 of them

against target with really high hp about 7m and all 1956 casted aoe spell

(multiple stormgust and meteorstorm) at the target like 10 minimum count of aoe spell on cell where target is at.

then map server spit up alot of these ...
[Warning]: skill_unitgrouptickset_search: tickset is full. ( failed for skill 'W
Z_STORMGUST' on unit 2 ) 

 

1.

then it's weird last time it need me go to change every file but not import folder to take effect...

 

3

One simple question:

does array start with -1 or 0?

sometime it return 0 sometime -1 

confusing...

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5. YES ....  this system has implemented VERY long time ago that everyone now gotten used to it

2. just to be clear, what you mean is this ...

  1. "@summon 1956" 30 times and get 30 naght seiger
  2. "@monster 1914" and summon a crystal
  3. now the map-server should spam error ??

nope, can't reproduce, everything green and works fine
I even change land_skill_limit: 31, in the battle_config, everything works fine

 

and others, get a test server and test yourself

 

btw, can you get a clean hercules and test on it before posting ?
you make hercules sounds like a crappy emulator because it gives you lots of error

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On 2/10/2019 at 6:09 PM, AnnieRuru said:

btw, can you get a clean hercules and test on it before posting ?
you make hercules sounds like a crappy emulator because it gives you lots of error

Not really since I am the one not get used to read all those source stuff so anything I change error'ed out on me...

 

On 2/10/2019 at 2:03 PM, utofaery said:

When multiple stormgust cast'ed on the same cell and mapserver keep putting out

[Warning]: skill_unitgrouptickset_search: tickset is full. ( failed for skill 'W
Z_STORMGUST' on unit 2 )

does it has something to do with this setting?  or should I set it to 31 instead so it don't put any warning of this type?
land_skill_limit: 14 // xsa // 9
// Note 3: Value is a bit field. If no description is given,
//         assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun, 16: Mercenary)

 

My original setting is 14 instead of default 9

say it has a lot to do with it lol.

after I change that 14 to 31 no more tickset warning...

I tested with this script for all the value 9, 14, and 31

only 14 has that error all the time.

Spoiler

function    script    F_summonX    {
    .@x = 30;
    for (.@i = 0; .@i < .@x; .@i++ )
        atcommand "@summon 1956";
        atcommand "@spawn 1502";
return;
}
 

 

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cannot reproduce, 0,9,14,31 .... all status GREEN

prontera,155,185,5	script	kjsdhfksjf	1_F_MARIA,{
	input .@a;
	setbattleflag "land_skill_limit", .@a;
	getmapxy .@map$, .@x, .@y, UNITTYPE_NPC;
	areamonster .@map$, .@x -10, .@y -10, .@x +10, .@y +10, "--ja--", NAGHT_SIEGER, 30, "", Size_Small, AI_ATTACK;
	areamonster .@map$, .@x -10, .@y -10, .@x +10, .@y +10, "--ja--", PORING_V, 30, "", Size_Small, AI_NONE;
	end;
}

 

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