xienne15
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xienne15 reacted to jaBote in monster die will drop items randomly in map
0, 0 isn't a valid argument for makeitem, you could want to try this other script:
- script randmobdrops -1,{OnNPCKillEvent: // Triggered on the player getmapxy(.@map$,.@x,.@y,0); switch(killedrid){ case 1002: setarray .@rewards[0],969,969; //Add your rewards as Item IDs here. They must be valid. break; // case other_mob_id: // setarray .@rewards[0], item_id1, item_id2, (...); // break; } if (!getarraysize(.@rewards)) end; // For mobs without rewards freeloop(1); // The do-while loop can repeat quite a lot of times for (set .@i, 0; .@i < getarraysize(.@rewards); set .@i, .@i + 1){ do { // No way of getting the actual map size, so will try to find a suitable cell with this brute-force algorithm set .@x, rand(1, 512); // Hardcoded max map width set .@y, rand(1, 512); // Hardcoded max map height } while ( !checkcell(.@map$,.@x,.@y,cell_chkpass) ) // Repeat till the cell is passable //Now we have everything we need: the item ID as .@rewards[.@i], the map, x and y coordinates. Dropping the item... makeitem .@rewards[.@i], 1, .@map$, .@x, .@y; } end;}
This, basically, hunts down a random cell and places the item there, matter what map you're in. Could be a bit resource_hungry since the 0,0 or the "Random" properties aren't defined in that, so I had to make my very own version of it. I haven't tested it so it may not work.
You may not see the rewards unless you make looots of them or you work in a tiny map, though (the smaller the map is, the most tries and thus resource consumption the script will take for finding a suitable cell since the place is random).
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xienne15 reacted to icabit in Self Map Announce
i saw this post on rathena http://rathena.org/b...-self-announce/
i wonder why no one every released one
I was bored and i was thinking of making something
so i remembered that eamod has this feature
so i made one for us
i don't know how eamod did it but i just do it via script
i know theres like 123123 maps out there
but it was easy to get them all to work once you know a little bit of programming LOL
it will announce to yourself where you are currently
this will announce the map listed on mapindex in data folder
so it wont announce something like iz_dun01
it will announce it as undersea tunnel
works on every map that is enabled by default in hercules
but the script is quite simple and i suppose it will work with rathena and eathena too
note: if you will encounter errors on your map server just simply look for it in the script and comment them or delete them. if you know how to enable those maps then do so. its yours to decide what you do
note 2: i will only support major problems of the script
note 3: you may modify it but don't remove the header
check the attached picture for an example
mapannounce.txt
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xienne15 got a reaction from Chemical Crush in [Showcase] Guild Map *Night*
The map itself is so pretty. but any in-game screenshots? It doesn't appear like night to me since the map is so bright maybe darken it up a bit?.
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xienne15 reacted to Uzieal in exporting models browedit
When you start up brow edit could you get a few screenshots of the Command window as it is loading everything. I believe you did not fully configure your brow edit properly. Does it crash on any other maps when you export map files? Try opening one from the GRF and exporting. Please follow this video tutorial to ensure your brow edit is properly set up.
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xienne15 got a reaction from madtoyz in specialeffect2 "LK_BERSERK",1;
function script Henshin { set @sr,1; specialeffect2 EF_HEAL; specialeffect2 EF_POTION_BERSERK; unittalk getcharid(3),"Henshin!!"; disguise 1785; //will make the player berserk for 10 seconds. specialeffect2 SC_BERSERK; sc_start SC_BERSERK,10000,1; percentheal 100,0; sleep2 10000; undisguise; set @sr,0; end;} -
xienne15 reacted to jaBote in unitattack clarification...
GID stands for Game ID. Every in-game object has a Game ID. For players it's the same than their RID, which is also their Account ID. For mobs, it's quite more complicated since here in Hercules the Mob Control suite isn't available.
You could use the monster command, spawning 1 only monster and setting what it returns to a variable and then using the unit* commands with it. Refer to some part of doc/script_commands.txt in the monster/areamonster documentation:
unit* commands are just a leftover of the mob control suite that was custom built long long ago in the eAthena era and then was removed. The unit* commands just give a quite basic control which isn't just enough for much purposes).
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xienne15 reacted to Mumbles in simple mining
Update:
Revised the algorithm to determine success rate. Please re-download the file for the newest version.
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xienne15 reacted to Mumbles in Variant Mining
Utility: Variant Mining
As per xienne15's request: http://herc.ws/board/topic/1886-simple-mining/
Description:
A simple mining system; allows for interacting players to excavate minerals by "mining" them with special equipment and tools. Minerals disappear and respawn randomly; chance is determined by configuration.
Configuration is mostly done in arrays so that settings may be changed with no modifications to the script. Duplicate in additional locations as needed; update the value of '.var_amount' correspondingly.
Download:
https://github.com/datmumbles/Scripts/raw/master/util/mining.txt
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xienne15 reacted to Mumbles in simple mining
Here's a similar yet more dynamic version of your request: http://herc.ws/board/topic/1893-utility-variant-mining/
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xienne15 got a reaction from Mumbles in check item before opening attach shop
i will not use goto now LOL -
xienne15 reacted to Mumbles in check item before opening attach shop
Your left curly on line 61 is mismatched. It shouldn't even be there. Also, you're checking if the player has -1 of the item 26131; I think it's safe to assume you meant to check if the player had at least 1 of the item.
if (countitem(26131) < 0) { goto noring;
I could rant about why you shouldn't use goto, but to put it simply: it's just bad code - and wasn't used properly, at that. You can't (or shouldn't, if for some reason you can) use a goto within a function.
Instead, remove the checks from each case and place it outside of the function call. I added the check after line 26, before the player is given the shop menu selection. You can replace the contents of the check's script with what you had in your noring label.
mes "[Training Trader]";mes "Each shop use different training points acquired from your training";next; // <- Line 26 [Via] .@coin = 26131; // Coin item ID.@amount = 1; // Amount required // Check coinsif (countitem(.@coin) < .@amount) { mes "[Training Trader]"; mes "You need at least "+ .@amount +" "+ getitemname(.@coin) +" to access these shops. Come back later."; close;} -
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xienne15 reacted to Mumbles in prohibit monsters in a map to go to a certain area of the same map
My mistake; I used OnTouch instead of OnTouchNPC; here's an updated version:
// Since this script should only be triggered by touch, we can set the Sprite ID to -1 (invisible)// The extra "5,5," signifies a 5-by-5 cell area around the NPC that will trigger the 'OnTouch' labelprontera,151,172,0 script no_mob_walk -1,5,5,{ //end; // Uncomment this line if you use a visible sprite OnTouchNPC: // Triggers when the defined area is walked into unitwarp 0, "this", -1, -1; // Warps invoking monster to random cell on the same map end;} -
xienne15 reacted to jaBote in [Requesting] Invasion that checks day or night
I've just made another mistake fix:
OnDay label was trying to kill OnMobsInvasionDead event while the mob event was actually OnMobsInvasionDead.
Try again, first post amended again and sorry. Rushes are not your friend it seems. This is the I hope fixed code, without any (expected) errors:
- script night_invader -1,{OnInit: if (isday()) donpcevent strnpcinfo(3)+"::OnDay"; else donpcevent strnpcinfo(3)+"::OnNight"; sleep 10*1000; // Checking every 10 seconds donpcevent strnpcinfo(3)+"::OnInit"; end;OnDay: if (.mobout) { announce "The day rises and monsters start to stop invading Prontera.",bc_all; killmonster "prontera",strnpcinfo(3)+"::OnInvasionMobDead"; set .mobout, 0; } end;OnNight: if (!.mobout){ // Summon your monsters here, by using the monster script command. Make sure that the event label is strnpcinfo(3)+"::OnInvasionMobsDead". // Summon example with 30 orc zombies (ID 1153): monster "prontera",0,0,"--ja--",1153,30,strnpcinfo(3)+"::OnInvasionMobDead"; announce "The night rises and monsters start to attack Prontera!",bc_all; set .mobout, 1; } end;OnInvasionMobDead: if (isnight()) monster "prontera",0,0,"--ja--",1153,1,strnpcinfo(3)+"::OnInvasionMobDead"; // We simply artificially respawn them. end;} -
xienne15 reacted to jaBote in Custom points
Try this one:
prontera,75,75 script Point seller 45,{ mes "[Point Seller]"; mes "Hey!"; mes "I can sell you a random amount of points for just 100z if you want."; mes "Right now you have "+ #soldpoints +" points."; mes "Deal?"; if (select("Deal!:No Deal!")==2) { // Second option: No deal mes "[Point Seller]"; mes "WHAAAT?!"; mes "GET OUTTA HERE!!"; close; } else if (Zeny < 100) { mes "[Point Seller]"; mes "WHAAAT?! You haven't enough Zeny!"; mes "GET OUTTA HERE!!"; close; } set Zeny, Zeny - 100; set .@newpoints, rand(1,10); set #soldpoints, #soldpoints + .@newpoints; mes "[Point Seller]"; mes "You rule, man!"; mes "You've got "+ .@newpoints +" new points!"; mes "Your total points are now "+ #soldpoints +"!"; if (#soldpoints < 100) close; set #soldpoints, #soldpoints - 100; getitem 512,1; mes "[Point Seller]"; mes "Hey! You have more than 100 points!"; mes "I'll exchange 100 of your points for this apple!"; mes "It's nice to do business with you!"; close;}
Remember it's untested so it may have errors, but they're unlikely since I've double checked, but just in case.
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xienne15 reacted to jaBote in [Requesting] Invasion that checks day or night
Try this one (untested)
- script night_invader -1,{OnInit: if (isday()) donpcevent strnpcinfo(3)+"::OnDay"; else donpcevent strnpcinfo(3)+"::OnNight"; sleep 10*1000; // Checking every 10 seconds donpcevent strnpcinfo(3)+"::OnInit"; end;OnDay: if (.mobout) { announce "The day rises and monsters start to stop invading Prontera.",bc_all; killmonster "prontera",strnpcinfo(3)+"::OnInvasionMobDead"; set .mobout, 0; } end;OnNight: if (!.mobout){ // Summon your monsters here, by using the monster script command. Make sure that the event label is strnpcinfo(3)+"::OnInvasionMobsDead". // Summon example with 30 orc zombies (ID 1153): monster "prontera",0,0,"--ja--",1153,30,strnpcinfo(3)+"::OnInvasionMobDead"; announce "The night rises and monsters start to attack Prontera!",bc_all; set .mobout, 1; } end;OnInvasionMobDead: if (isnight()) monster "prontera",0,0,"--ja--",1153,1,strnpcinfo(3)+"::OnInvasionMobDead"; // We simply artificially respawn them. end;}
If you want to spawn more than one kind of monster and they all be respawning, your script will be a bit more complicated.
For best perfomance of the NPC you should add OnDay and/or OnNight labels to trigger via the src, but this one is still OK.
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xienne15 reacted to jaBote in Effects using script isntead of browedit
What triggers it is the presence of an OnInit: label. If it's not present the NPC will wait to be clicked when loaded but it's invisible. This means if you change all occurrences of the OnLight label to OnInit it should work. Or if you want, you could add the OnInit label just before or after the OnLight label, whatever solution you find more appropriate.
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xienne15 reacted to Rytech in Rebellion Class Released On kRO Sakray
Everyone, grab your revolvers, shotguns, rifles, whatever guns your Gunslinger likes to use and load them up because the Rebellion has arrived on kRO's Sakray server and OMG does this class have some awesome skills.
Male And Female Rebellion Sprites. (Credits To Ragongate For The Sprite Rip)
Skill Icons....
Equips And Bullets....
Skill Descriptions (Credits To Zerozaku For Translations)
Dragon Tail
Max Level: 5
Pre-req: Crimson Marker, Howling Mine
Desc: Grenade Launcher exclusive skill. Launches missiles at all targets on the screen that's marked by your Crimson Marker. If there are more than 1 target afflicted with your Crimson Marker, the damage done will be split between the targets. If there is no target afflicted with your Crimson Marker, the skill will fail to activate.
Consumes 1 Dragon Tail Missile.
1 - 3000%
2 - 3500%
3 - 4000%
4 - 4500%
5 - 5000%
Round Trip
Max Level: 5
Pre-req: Fire Rain
Desc: Gattling Gun exclusive skill. Unleash a barrage of gunfire at all targets in range, dealing damage and knocking the affected targets. If the targets are knocked back into the wall, they will take additional damage. Caster's DEX affects the amount of initial and knockback damage.
Consumes 5 Bullets.
1~4 - 5x5
5 - 7x7
Rich's Coin (What a nice engrish name)
Max Level: 1
Pre-req: Coin Flip level 5
Desc: Consume 100 zeny to generate 10 coins at a 50% chance.
Once this skill is learned, failed Coin Flip casts will no longer remove the coin.
Mass Spiral
Max Level: 5
Pre-req: Piercing Shot level 5
Desc: Rifle exclusive skill. Fires a piercing bullet that additional damage depending on the target's DEF. Inflicts Bleeding status on the target at a high chance.
Consumes 1 Coin and 1 Fullmetal Jacket Bullet
1 - 200% + additional dmg depending on target's def
2 - 400% + ''
3 - 600% + ''
4 - 800% + ''
5 - 1000% + ''
Bind Trap
Max Level: 5
Pre-req: Rebellion Basics
Desc: Lay down a powerful movement impairing trap on the ground.
All targets that enter the trap's area of effect will have their movement slowed significantly.
Movement debuff duration is affected by the target's STR.
Using Flicker skill on targets affected by Bind Trap will remove the trap and deal an additional damage to the targets.
Maximum of 1 trap can be active at a time.
Consumes 1 Coin and Special Alloy Trap.
1 - 10sec
2 - 11sec
3 - 12sec
4 - 13sec
5 - 14sec
Banishing Buster
Max Level: 5
Pre-req: Shatter Storm
Desc: Shotgun exclusive skill. Deals damage to the target and enemies within 5x5 area of the target, removing a buff or debuff randomly.
Caster's DEX affects the success rate of buff/debuff removal.
Consumes 1 coin.
1 - removes 4 buff/debuff
2 - removes 6 "
3 - removes 8 "
4 - removes 10 "
5 - removes 12 "
Shatter Storm
Max Level: 5
Pre-req: Disarm level 5, Crowd Control Shot level 5
Desc: Shotgun exclusive skill. Deals damage to the target and enemies within 5x5 area of the target, destroying their equipped equipments randomly. Caster's DEX and skill level affects the success rate of equipment destruction. Target's AGI affects the success rate of equipment destruction.
Indestructible or chemical protected equipments are not affected.
1 - destroys 2 random equipments
2 - destroys 2 random equipments
3 - destroys 3 random equipments
4 - destroys 4 random equipments
5 - destroys 5 random equipments
Slug Shot
Max level: 5
Pre-req: Banishing Buster level 5
Desc: Shotgun exclusive skill. Fire a special slugshot bullet at the target to deal damage. Heavier Bullet will increase the damage done.
Accuracy drops if you are more than 3 cells away from the target.
Players hit by this skill will be forced to sit. Monsters hit by this skill will be stunned.
Consumes 1 coin
1 - -10 accuracy for every 1 cell (after initial 3)
2 - -9 accuracy for every 1 cell (after initial 3)
3 - -8 accuracy for every 1 cell (after initial 3)
4 - -7 accuracy for every 1 cell (after initial 3)
5 - -6 accuracy for every 1 cell (after initial 3)
Anti-Material Blast
Max level: 5
Pre-req: Mass Spiral level 1
Desc: Deals damage to the target and reduces the target's neutral element resistance. Caster's DEX and skill level affects the chance of reducing the target's neutral element resistance.
Consumes 1 coin.
1 - 12 sec duration, 10% neutral resistance reduction
2 - 14 sec duration, 20% neutral resistance reduction
3 - 16 sec duration, 30% neutral resistance reduction
4 - 18 sec duration, 40% neutral resistance reduction
5 - 20 sec duration, 50% neutral resistance reduction
Eternal Chain
Max Level: 10
Pre-req: Chain Action level 10
Desc: Allows the caster to use Chain Action regardless of equipped weapon for a duration. Chain Action level is determined by the number of coins consumed by this skill.
Consumes all coins.
(15 + 15 * skill level) second duration
Quick Draw Shot
Max Level: 1
Pre-req: Eternal Chain level 1
Desc: This skill can only be cast after Chain Action is activated to deal additional damage to the target. Caster's DEX determines the number of additional attacks done by this skill. If there is a target afflicted with Crimson Marker within 21x21 range of the caster, that target receives additional damage from this skill.
Crimson Marker
Max Level: 1
Pre-req: Increase Accuracy level 1
Desc: Mark a target with crimson death mark, reducing its movement speed by 10% and allows the caster to track the target on the mini map. Only a maximum of 3 Crimson Marker can be active at a time. Boosts Quick Draw Shot, Dragon Tail and Hammer of God effect.
30 second duration
Fire Dance
Max Level: 5
Pre-req: Fallen Angel level 1
Desc: Revolver exclusive skill. Deals damage to all targets within 5x5 of the caster. Consumes 1 coin and 5 bullets.
1 - 100% + additional damage depending on caster's level
2 - 200% + "
3 - 300% + "
4 - 400% + "
5 - 500% + "
Fire Rain
Max Level: 5
Pre-req: Gattling Fever level 5
Desc: Gattling Gun exclusive skill. Fire bullets in a 3x10 frontal cone. Removes ground target skills in range at a chance.
Caster's DEX and skill level affects the damage done.
Consumes 10 Bullets.
1 - 500% + additional damage depending on caster's DEX
2 - " + "
3 - " + "
4 - " + "
5 - " + "
Fallen Angel
Max level: 5
Pre-req: Desperado level 10
Desc: Revolver exclusive skill. Jump to the targeted location and activate desperado. If there is an obstacle between the caster and targeted cell, this skill fails to activate.
Higher skill level reduces the reuse delay.
Platinum Alter
Max Level: 5
Pre-req: Rebellion Basics
Desc: This skill can only activate if the caster's equipped silver bullet.
When activated, consumes all coins to increase ATK. Skill level affects the ATK increase.
Reduces the damage taken from undead monsters during the skill duration.
If the caster switches weapon or bullet during the duration, this buff will end.
Flicker
Max Level: 1
Pre-req: Coin Fling level 1
Desc: Activates and destroys caster's Howling Mine and Bind Trap on screen.
Howling Mine
Max Level: 5
Pre-req: Gunslinger Mine level 5
Desc: Grenade Launcher exclusive skill. Fire a sticking bomb at the target to deal damage. If the caster uses Flicker skill, Howling Mine will detonate on the target, dealing fire damage to the target and all enemies in range. Howling Mine can only be detonated with Flicker. If the Howling Mine is not detonated for a certain duration, it will fall off from the target. Targets damaged by Howling Mine will be inflicted with Burning status at a chance.
Consumes 1 Mine Projectile.
1 - 400% + 800% Explosion damage
2 - 600% + 1100% Explosion damage
3 - 800% + 1400% Explosion damage
4 - 1000% + 1700% Explosion damage
5 - 1200% + 2000% Explosion damage
Hammer of God
Max Level: 5
Pre-req: Anti Material Blast level 5
Desc: Rifle exclusive skill. Target the ground to summon a hammer of god to strike it. If there is a target afflicted with Crimson Marker in the targeted area, hammer of god drops on the target and deals damage to the target and enemies in 5x5 area. If there is no target afflicted with Crimson Marker in the targeted area, hammer of god will drop on a random location within the area. Targets hit by this skill will be stunned at a 100% chance. Higher skill level increases the stun duration.
1 - 2000% + 3 second stun
2 - 2500% + 3 second stun
3 - 3000% + 4 second stun
4 - 3500% + 4 second stun
5 - 4000% + 5 second stun
Heat Barrel
Max Level: 5
Pre-req: Fire Dance level 5
Desc: Consume all coins to increase caster's ASPD and ATK at the cost of accuracy. Higher skill level increases ASPD and ATK increase as well as accuracy decrease. After the duration, caster will not be able to attack or use skills and items for 10 seconds.
This skill cannot be used with Last Stand. If the caster switches equipment during the duration, the skill will end and activate the 10 second penalty.
60 second duration.
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xienne15 reacted to Uzieal in [Support] The Castle City of Invek
Hello Hercules,
So here it is The Updated & Released Castle City of Invek, or just Invek for short. Sorry for any delay in the release of the map but I hope it has been worth the wait. I have struggled with all of the bugs and issues when using BrowEdit, and I believe it has finally paid off! Here is my first public map release and I hope you all enjoy it ! I plan to Release many more maps, and even take requests from time to time. I would GREATLY appreciate any opinions, or general enthusiasm's, after all I could just keep my maps to myself but they are intended to benefit the Hercules Community ! If you download my free map release please offer me your input !
-Updated Screen Caps- July 14, 2013
I have included the invek.extra file incase you wish to make a change to the map. You may use this map as you wish, however please do not redistribute as your own work or offer my work at any other location. I do not require being credited for this map. This is intended to be used with sky background, if you have trouble changing the background, installing the map, or making a fix then drop me a PM and I will gladly help support you.
DOWNLOAD:
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xienne15 reacted to Ind in Obtaining Hercules
Obtaining Hercules through Git on Windows
Downloads
Download and Install MSysGit Download the latest TortoiseGit
Installation
Alright, first go through MSysGit installer and just set it up (its used as a base for TortoiseGit). then once you install MSysGit, launch the installer you just downloaded for TortoiseGit, you'll be prompted by a window similar to the following
The next window is "Choose SSH Client", select "TortoisePLink", hit Next.
The next window is "Custom Setup", do not change anything unless you know what you're doing, hit Next.
We're done with the installation, that was easy, wasn't it?
Obtaining Hercules
Go to the folder where you want Hercules to be placed, right click and select "Git Clone..."
in the URL field, type the following:
https://github.com/HerculesWS/Hercules.git ensure the 'Directory' field is as desired, and hit 'OK'
Now Hercules is being downloaded
Just wait for it to complete the download of your working copy and you'll be good to go.
Updating Hercules
Right-Click the folder where you downloaded your working copy and within the TortoiseGit menu, select "Pull..." as shown below
On the following window just hit 'OK', and your working copy will update.
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xienne15 got a reaction from N e s s in All weapon sprite showing default
Well as we all know when we equip certain weapons like chains,grand cross etc. it will appear as it is in the image,but the 2013 clients show all weapons to default. Example are chains,grand cross will be seen as a Mace as a sprite when attacking. naght saber water and fire will look like a normal sword instead of the sprite that is blue and read sword.
Client: Updated
lua/lub: updated from https://subversion.assembla.com/svn/client-side-translation/
Client Version: 2013-06-05