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Samuel

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  1. Like
    Samuel got a reaction from Quazi in Forging + Item Option   
    Someone message me this concept a long time ago but I became busy.
     
    With some free time, I decide to try and create a plugin for this.
     
    Here is what I have done initially:
     
     
    With that setup, it was set to take random options from any of the available random options in the database and the set value was just hardcoded from 1 - 10.
    
    In the video, there is one item option with 5 options but shows 4 options for the item, it is because, the option that has been randomly generated is: 
     
    { Id: 86 Name: "BODY_ATTR_ALL" Script: <" /* Needs more info */ "> },  
    In client file, there is no counterpart for this ID as well, thus it will not show even though the slot was taken by this option.

    A lot of things could be improved and added.
     
    This could be combined with the item options + drop effect I made before.
  2. Upvote
    Samuel got a reaction from evilpuncker in Request pvp statues   
    I believe @AnnieRuru updated her pvp script: link
     
  3. Like
    Samuel got a reaction from gantz in Item Option + Drop Effect   
    @gantz @Promeister
     
    this drop effect is already in hercules emulator, it could be set in the itemdb.conf

    I just made a plugin to integrate the drop effect with item options wherein the effect will depend on the item options that the item has like in Diablo
     
    :)
  4. Like
    Samuel got a reaction from Promeister in Item Option + Drop Effect   
    Update with this.
     
    Didn't know that kRO might have changed the drop effect until someone asked me to create a plugin.
     
    20200401 Ragexe shows a different drop effect + (do-re-mi?) sound
     
    Drop Effect as of 20200401 1 = Blue 2 = Yellow 3 = Purple 4 = Green 5 = Red White is missing? Orange was turned into red? Added sound effect for the pillar effect.  
    I attached my latest video for this.
     
  5. Like
    Samuel got a reaction from Promeister in Item Option + Drop Effect   
    Hello!
     
    Just came back from a very long break from ragnarok emulator scene.
     
    When I read one of the topics here in the forum, I encountered this new Item Drop Option and Drop Effect which made me very excited and thought that I could do something like inspired Item Drop Effect in Diablo 3 (which I played for the past few months)
     
    Anyway, this video is to showcase what I was able to achieve in making a plugin for this. Code is a little bit messy. There have been many changes in the source which I need to study.
     
    Just read the video description as well.

    Enjoy!
  6. Upvote
    Samuel got a reaction from Hadeszeus in [Pre-Re] HD Refine Not Showing Blacksmith Blessing   
    as you're using PRE-RE, you need to configure it in your db/pre-re/refine_db.conf
     
    /************************************************************************** ************* Entry structure ******************************************** ************************************************************************** Armors/WeaponLevel1~4: { // Specifies weapon level or armor type. // - For armors, values of 100 add 1 armor defense. // - For weapons, values of 100 add 1 ATK & MATK. StatsPerLevel: (int) // This value is applied for ever level. RandomBonusStartLevel: (int) // This value specifies the start point for those levels that give a random bonus value (usually the first unsafe upgrade). // - RandomBonusStartLevel is only applied for weapons, and not displayed client-side. RandomBonusValue: (int) // A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past. RefineryUISettings: ( { Level: (int or array of int) // Holds either the individual refine level meant for this setting or an array defining a range of Low to Max level BlacksmithBlessing: (int) (optional) // How many Blacksmith Blessing required for this range to be safe from breaking Announce: "(string)" (optional) // Sends an announcement server wide when a player reach this refine level using Refinery UI, this feature is only available starting from 2017-08-30 RagexeRE or 2017-09-06 Ragexe the field accepts the following values and it defaults to not announce Success to set the announcement on item refine successful Failure to set the announcement on item refine failure Always to always announce it Items: { AegisName: { Type: "(string)" // The type to determine the chances used for this item, REFINE_CHANCE_TYPE_* constants are used in here Cost: (int) (optional) // Amount of zeny required FailureBehavior: "(string)" (optional) // The expected behavior on failure for this item, the following strings are used in here Destroy (default) sets the item to be destroyed on failure Keep keeps the item after failure Downgrade downgrades the item by one level on failure } } } ) Rates: { // Per level configuration of the refine rates. Lv1~20: { // Lv1 ~ Lv20. NormalChance: (int) // (optional, defaults to 100) Chance of successful refine using normal ores (100 = 100%). EnrichedChance: (int) // (optional, defaults to 100 for weapons below refine level 20, otherwise 0.) Chance of successful refine using enriched ores (100 = 100%). EventNormalChance: (int) // (optional, defaults to 100) Chance of successful refine using normal ores (100 = 100%) during a refine event. EventEnrichedChance: (int) // (optional, defaults to 100 for weapons below refine level 10, otherwise 0.) Chance of successful refine using enriched ores (100 = 100%) during a refine event. Bonus: (int) // (optional, defaults to 0) Bonus (Armor) for this level of refine. } // Note: Refine levels that use default values need not be listed. (Example: Lv1: { NormalChance: 100 Bonus: 0 }) } } **************************************************************************/  
    Check db/re/refine_db.conf as your reference on how to add
     
     
  7. Upvote
    Samuel got a reaction from vBrenth in Problem with HP bars (Again)   
    @Daraen ahh sorry, as of now, at default guardians are considered as MVP/boss monsters that's why at default it will not show hp bar. But when config for enabling the HP bar for MVP is enabled, guardians will show HP bar as well. There is no way to differentiate guardians as of now, either they're boss or normal monsters.
     
    I have tried to make a pull request: 
     
    I don't know if this is the right fix for this, waiting for the other developers say about it.
     
    But I have tested this pull request on my test server and it should work with config:
    With config 5, all monsters & MVP will show HP bar except for Emperium and WOE Guardians

    and if ever i have missed any monsters (guardians) you could simply add Guardian:true in their modes and do @reloadmobdb
  8. Upvote
    Samuel got a reaction from Daraen in Problem with HP bars (Again)   
    @Daraen ahh sorry, as of now, at default guardians are considered as MVP/boss monsters that's why at default it will not show hp bar. But when config for enabling the HP bar for MVP is enabled, guardians will show HP bar as well. There is no way to differentiate guardians as of now, either they're boss or normal monsters.
     
    I have tried to make a pull request: 
     
    I don't know if this is the right fix for this, waiting for the other developers say about it.
     
    But I have tested this pull request on my test server and it should work with config:
    With config 5, all monsters & MVP will show HP bar except for Emperium and WOE Guardians

    and if ever i have missed any monsters (guardians) you could simply add Guardian:true in their modes and do @reloadmobdb
  9. Like
    Samuel got a reaction from evilpuncker in NoBank and NoRodex Mapflag   
    Hello everyone!
     
    Just like to release this newly made mapflag I tried to create via plugin.
     
     
    nobanknorodex
  10. Upvote
    Samuel got a reaction from Kuroyama in Hidemobhpbar Plugin   
    Sorry for the late reply, I've been very busy in the past few weeks.
     
    I have updated the plugin. Please try.
  11. Like
    Samuel reacted to AnnieRuru in Dota PVP Ladder   
    yeah I bet everyone still using version 2.9, that outdated version from eathena
    honestly there isn't much change with previous version, version 2.9 still works fine if you know how to fix it
     
    Download: 3.6
    hercules - script
    rathena - script
    soundeffect
     
     
     
    if your server has custom animation sprite, remember to set .fix_custom_sprite to true
     
     
    Questions:
    when people ask to make modification to this script, it always comes down to these 2
     
    1. monthly/weekly reset
    ladder will reset monthly or weekly ... self explain
     
    2. "@dotaannounce" off
    hmm ... after talked to some people, they want the announcement set to global, but then some players want to see who are dead, and some players doesn't bother
    and I also saw this is a custom modification ... can be made into this script but ... nah ... I'll do it when I feel like it
  12. Upvote
    Samuel got a reaction from Kuroyama in Hidemobhpbar Plugin   
    I tried to convert my pull request to disable hp bar on MvP and Emperium into a plugin
     
     
    hidemobhpbar
  13. Upvote
    Samuel reacted to Ind in Homunculus AI Improvement?   
    wooo. I forgot to update this =x. Through the data Yommy harvested on November 29th, my findings:
    - The official ID ranges are dumb: mob/homun/merc/elem/skill-units share the 1-50k range (his script caps the range at 42k, thats wrong btw) aegis sucky design is able to maintain that, thus why officials run on so many servers, because the 50k range can be offset into multiple zones, on our design (thousand times better (and efficient), must I emphasise) it would limit the amount of such units (e.g. default settings have 47k mobs, by using the official range map servers would have little room for more or custom mobs, nevermind homuns/skill-units/etca)
    - Thanks to yommy again I was able to determine no client functionality is lost by us using custom ranges, the game clients do not rely on the ranges (have not for many years), instead it relies on objecttype -- this is used to determine what a unit is, not by its id.
    - Even though the ids are different, it doesn't mean the AI cannot be used (I was successful at getting it to work, with 6 edits, as I will demonstrate)
    -- all files that follow are located in his ./AI/USER_AI, do not mistake it for those in the ./AI/ folder.
    --- in AI_MAIN.lua
    ---- Find "if (v > MagicNumber2) then" change to "if (v >= MagicNumber2 and v <= MagicNumber3) then"
    ---- Find "if (v < MagicNumber) then" change to "if (v >= MagicNumber) then"
    ---- Find "elseif (v < MagicNumber) then" change to "elseif (v >= MagicNumber) then"
    --- in AzzyUtil.lua
    ---- Find "if (m < MagicNumber) then" change to "if (m >= MagicNumber) then"
    ---- Find "elseif (id > MagicNumber2) then" change to "elseif (id >= MagicNumber2 and id <= MagicNumber3) then"
    ---- Find "if (id>MagicNumber2) then" change to "if (id>=MagicNumber2 and id <= MagicNumber3) then"
    --- Lastly, in Defaults.lua
    ---- Find:
    MagicNumber =42000MagicNumber2 =100000Replace the chunk with:MagicNumber =110000000MagicNumber2 =2000000MagicNumber3 =100000000- Special Thanks to Yommy, Haru.
  14. Upvote
    Samuel got a reaction from Waken in Hidemobhpbar Plugin   
    I tried to convert my pull request to disable hp bar on MvP and Emperium into a plugin
     
     
    hidemobhpbar
  15. Like
    Samuel reacted to AnnieRuru in Samuel's Script Collections   
    bitshifting << or >> is only use when you want to squeeze all numeric information into 1 single variable 
    signed int is initialize as -2^31 ~ 2^31-1
    so it can save 31 bits
     
    so let's say I want to save player's base level, job level, and job ID in 1 single variable
    assume that max base level is 255, max job level is 120, max job ID is Job_Rebellion(4215)
    make baselevel use 8 bits = 2^8 (256)
    make joblevel use 7 bits = 2^7 (128)
    make job ID use 13 bits = 2^13 (8192)
    total used = 28 bits, still has some space
     
    and the script looks like this
    prontera,155,185,5 script kdsfksdf 1_F_MARIA,{ // save the data as .@data = BaseLevel << 0 | JobLevel << 8 | Class << (8+7); dispbottom "data = "+ .@data; // retrieve the data as dispbottom "baselevel = "+( ( .@data >> 0 ) & ( ( 1 << 8 ) -1 ) ); dispbottom "joblevel = "+( ( .@data >> 8 ) & ( ( 1 << 7 ) -1 ) ); dispbottom "job ID = "+( ( .@data >> (8+7) ) & ( ( 1 << 13 ) -1 ) ); end;}.yeah this stuff is totally useless since we know how to use query_sql
    its better to save all these stuff into sql table, because sql has better readability, and website also can list them etc.
  16. Like
    Samuel got a reaction from Kuroyama in hit-delay plugin   
    Try this, haven't tested yet
     
    void pc_damage_received(struct map_session_data **sd, struct block_list **src, unsigned int *hp, unsigned int *sp) { struct warp_delay_tick *delay_data; if ((map_flag_gvg(sd->bl.m)) || (map_flag_gvg2(sd->bl.m))) { return; } if ((delay_data = getFromMSD(*sd, 0)) == NULL) { CREATE(delay_data,struct warp_delay_tick,1); addToMSD(*sd,delay_data,0,true); } delay_data->last_hit = timer->gettick(); if (*src) delay_data->who_hit = (*src)->type; else delay_data->who_hit = BL_NUL; return; }  
    Replace the pc_damage_received function with that.
     
    Back it up first before replacing.
     
  17. Upvote
    Samuel got a reaction from Kuroyama in hit-delay plugin   
    Sorry didn't see it was a Pre hook
     
    void pc_damage_received(struct map_session_data **sd, struct block_list **src, unsigned int *hp, unsigned int *sp) { struct warp_delay_tick *delay_data; if ((map_flag_gvg((*sd)->bl.m)) || (map_flag_gvg2((*sd)->bl.m))) { return; } if ((delay_data = getFromMSD(*sd, 0)) == NULL) { CREATE(delay_data,struct warp_delay_tick,1); addToMSD(*sd,delay_data,0,true); } delay_data->last_hit = timer->gettick(); if (*src) delay_data->who_hit = (*src)->type; else delay_data->who_hit = BL_NUL; return; }  
  18. Like
    Samuel got a reaction from Woli in Party kill sharing distance in official hunting quests   
    In your mob.c
     
    Try to replace it with
    map->foreachinmap(quest->update_objective_sub, md->bl.m, BL_PC, sd->status.party_id, md->class_);  
    Haven't tried it, but I think that should work.
  19. Like
    Samuel got a reaction from MikZ in Autopots to hercules   
    Did you include the array_find function? It's a custom function so you need to copy the function script and include it either inside the script or any script that will make the function load.
  20. Upvote
    Samuel reacted to Dastgir in Need NoView Plugin Support   
    Hello,
     
    I have today released new plugin, namely NoView.
    It adds command @noview to disable the headgear views for users (Upper/Mid/Lower headgear views)
     
    Link: https://github.com/dastgirp/HPM-Plugins/blob/master/src/plugins/noview.c
  21. Like
    Samuel got a reaction from Waken in Item Option + Drop Effect   
    Update with this.
     
    Didn't know that kRO might have changed the drop effect until someone asked me to create a plugin.
     
    20200401 Ragexe shows a different drop effect + (do-re-mi?) sound
     
    Drop Effect as of 20200401 1 = Blue 2 = Yellow 3 = Purple 4 = Green 5 = Red White is missing? Orange was turned into red? Added sound effect for the pillar effect.  
    I attached my latest video for this.
     
  22. Like
    Samuel got a reaction from ratbugasmati in Help: Gusto ko i-up ulet yung server ko dati   
    Yes pwde mo po gamitin yung old files mo as long as nasayo server at client files mo po.
     
    Need mo lang isetup yung IP sa magiging bagong IP address ng server mo po.
     
    Cons: Some bug fixes or enhancement in the emulator need mo imanually add or kung kaya pa irebase sa recent update ng emulator
  23. Upvote
    Samuel reacted to Tio Akima in Medieval Tavern - [FREE MAP]   
    View File Medieval Tavern - [FREE MAP]
    Hi.
    I am Tio Akima.
     
    This is one of my works in creating maps / graphs.
    Available to the community. (free)
     
    Medieval Tavern Map
    Map made in Browedit (Thanks Borf)
    3d models made in 3D Max

    Any error / bug let me know so I can fix it.
    Submitter Tio Akima Submitted 05/18/20 Category Maps & Textures  
  24. Like
    Samuel got a reaction from Aethelingaeg in Item Option + Drop Effect   
    Hello!
     
    Just came back from a very long break from ragnarok emulator scene.
     
    When I read one of the topics here in the forum, I encountered this new Item Drop Option and Drop Effect which made me very excited and thought that I could do something like inspired Item Drop Effect in Diablo 3 (which I played for the past few months)
     
    Anyway, this video is to showcase what I was able to achieve in making a plugin for this. Code is a little bit messy. There have been many changes in the source which I need to study.
     
    Just read the video description as well.

    Enjoy!
  25. Like
    Samuel got a reaction from fiction in Item Option + Drop Effect   
    Hello!
     
    Just came back from a very long break from ragnarok emulator scene.
     
    When I read one of the topics here in the forum, I encountered this new Item Drop Option and Drop Effect which made me very excited and thought that I could do something like inspired Item Drop Effect in Diablo 3 (which I played for the past few months)
     
    Anyway, this video is to showcase what I was able to achieve in making a plugin for this. Code is a little bit messy. There have been many changes in the source which I need to study.
     
    Just read the video description as well.

    Enjoy!
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