Jump to content

Emistry

Support Leaders
  • Content Count

    523
  • Joined

  • Last visited

  • Days Won

    15

Emistry last won the day on October 11 2017

Emistry had the most liked content!

About Emistry

  • Rank
    Advanced Member

Contact Methods

  • Skype
    emistry_haoyan
  • Website URL
    https://www.facebook.com/Emistry1991/

Profile Information

  • Gender
    Male
  • Location:
    Malaysia
  • Interests
    write NPC scripts.
  • Github
    Emistry
  • Emulator
    Hercules

Recent Profile Visitors

8660 profile views
  1. Version 1.0.0

    9 downloads

    Introduction: This LMPQ exists in MapleStory, I am just copy the idea of how it work, and try to port it into RO. However, its far from perfect, originally I planned to get a custom map with x-mas theme, something like toy factory since it kinda match with MapleStory's Ludibrium town/dungeons. But plan failed, tried to approach several person to help me with some of the client side stuff, but not everyone have the free time or interested or maybe not willing to work on free maps/clientside release nowaday. Anyhow, maybe you could just replace with your own custom map, or even better if you could share with everyone like I share the scripts. The more the merrier! So, if anyone willing to help me with custom maps/client side edit, let me know . Sometime collaborating with others could make great contents for release to other member. How it work: The objective of this party quest is to collect at least a certain tickets by killing monsters and to reach Ludibrium Maze 16 (henceforth known as Room 16). Navigating through the maze needs a firm foundation of how the rooms operate. When you have successfully entered into the maze, your party will be thrown into a random room. Each type of monster drops a random amount of tickets at certain rate. Some rooms consists of mystery treasure box that summon monsters upon destroyed. These summoned monster has better loot value, which are important factor to complete the PQ in a short period of time. The more passes you have, the more experience points you will obtain at the end of the PQ. There exists trick to conquer this PQ in a very short duration, I'm not gonna reveal/spoil how is it, and l'll just leave it to you to explore it. Mirror Link : Pastebin
  2. View File LMPQ - Ludi Maze Party Quest Introduction: This LMPQ exists in MapleStory, I am just copy the idea of how it work, and try to port it into RO. However, its far from perfect, originally I planned to get a custom map with x-mas theme, something like toy factory since it kinda match with MapleStory's Ludibrium town/dungeons. But plan failed, tried to approach several person to help me with some of the client side stuff, but not everyone have the free time or interested or maybe not willing to work on free maps/clientside release nowaday. Anyhow, maybe you could just replace with your own custom map, or even better if you could share with everyone like I share the scripts. The more the merrier! So, if anyone willing to help me with custom maps/client side edit, let me know . Sometime collaborating with others could make great contents for release to other member. How it work: The objective of this party quest is to collect at least a certain tickets by killing monsters and to reach Ludibrium Maze 16 (henceforth known as Room 16). Navigating through the maze needs a firm foundation of how the rooms operate. When you have successfully entered into the maze, your party will be thrown into a random room. Each type of monster drops a random amount of tickets at certain rate. Some rooms consists of mystery treasure box that summon monsters upon destroyed. These summoned monster has better loot value, which are important factor to complete the PQ in a short period of time. The more passes you have, the more experience points you will obtain at the end of the PQ. There exists trick to conquer this PQ in a very short duration, I'm not gonna reveal/spoil how is it, and l'll just leave it to you to explore it. Mirror Link : Pastebin Submitter Emistry Submitted 12/15/19 Category Events & Games  
  3. @raPalooza~ Hi, recently I just manage to switch to 2018-06-20 client. I noticed part of the spr doesn't show in game. The cursor went invisible when it point to "non-walkable" area. These animated cursor are missing.
  4. I have been waiting for this soooooo loooonnnnggggg tiimmmmeeee... anyway, just curious, since its just adding a new field "event_label", why not consider alter the existing "skill_db" and add the field there?
  5. Hi Habilis, this is my attempts.. https://pastebin.com/fksPdpFQ Feel free to comment -- EDIT Updated the campfire: - slowly decrease the effectiveness of healing rate and area range every 10 seconds. - may use item like wooden block, tree root, to prolong the campfire duration, or increase healing rate and area range too. v1.1
  6. I understand the need for it to trigger the OnNPCKillEvent for these event/quests. as many as we would need, and these efforts i believe it would be just the same if you compare with restructure the db to libconfig and others, just saying the effors true, but it could be still performance killing. If this statement are acceptable, the old mob controller and any other OnPCXXXEvent would have no problem getting it implemented into the emulator in the first place.
  7. -1 using mapflag like that are just a trick ... it's not a solution to solve the issues. i would have wish it was implemented with a different parameter in the *monster() for it to enable trigger the event or at least a custom mapflag or zone at least. i believe most of us sometime would write script the way we wouldn't want it to trigger server wide...and yet this changes make it trigger server wide...unless it was using the mapflag tricks.
  8. perhaps a new instance type for clan? we got type for char, party, guild, why not a new clan type? just attach the clan id, and everyone from the same clan will be able to join. if you mean who being the leader in the instance, i dont think its a mandatory to have one.
  9. callfunc( "F_CheckWeight", Knife, 1, 1000 ); function F_CheckWeight { [email protected] = getarg(0, Knife); [email protected] = getarg(1, 1); [email protected] = getarg(2, 1000); return (checkweight([email protected], [email protected]) && MaxWeight - Weight < [email protected]); } and callfunc( "F_CheckWeight2", [email protected]_nameid, [email protected]_amount, 1000 ); function F_CheckWeight2 { [email protected] = getarg(2, 1000); return (checkweight2(getarg(0), getarg(1)) && MaxWeight - Weight < [email protected]); } something like these i guess...
  10. https://github.com/HerculesWS/Hercules/blob/master/conf/global/console.conf#L60-L66
  11. sometime, I just don't understand why must official server check for Knife or 1000 weight but not the target item/weight
  12. similar / related issue. https://github.com/HerculesWS/Hercules/issues/1221
  13. Hey, Rokimoki. It's been awhile since I last saw you in forum (probably back in eA forum) Some tips for you to improve it, if you want. 1. query_sql("SELECT `char_id` FROM `custom_pvprank` WHERE `char_id` = " + getcharid(0) + ";", [email protected][0]); if ([email protected][0]) { // create kill_count query_sql("INSERT INTO `custom_pvprank` (char_id, kill_count) VALUES ('" + getcharid(0) + "','" + kill_count + "');"); } else { // update kill_count query_sql("UPDATE `custom_pvprank` SET `kill_count` = " + kill_count + ";"); } this part can actually be simplified into 1 query.. which is INSERT INTO..... ON DUPLICATE KEY UPDATE ..... but, you have to set the `char_id` as primary key for the table. Since the ladder only store 1 row per characters, so you won't need to worry on duplicate `char_id`. Anyway you already made it as primary key... 2. cleararray [email protected]$[0], "", 10; // defining 10 positions cleararray [email protected]_count[0], 0, 10; if (strcmp([email protected]$[[email protected]], "") == 0) break; // if some is empty, stop printing these are not really necessary .... those npc scope variable will be auto cleared once the conversation with the NPC ended. char name shall never be empty unless somewhere in your query gone wrong... but yet you can skip this by adding another checking in the query which is better if you really need it. another reason for that would be, IF it happen one of the player having empty name, the ranking display will be a mess. 3. getmapxy([email protected]$,[email protected],[email protected],0); since the [email protected] and [email protected] variable are not used, you can actually replace the getmapxy() into strcharinfo(3) which work the same, return the current map name. 4. if (rid2name(killedrid) == strcharinfo(0)) { // prevent suicide for gaining points can be replace by this ... if ( killedrid == getcharid(0) ) 5. sleep 50; haha, you dont really need to update the waitingroom display that frequent, it keep resources. 1 seconds are better
  14. Reason to support implementation: as we can see here ... https://github.com/rathena/rathena/commit/d84d6ba I guess it's gonna be good to see it implement the job restriction within the map_zone that herc have? seem like required in WOE:TE ... or we could say that it come in handy to implement the WOE:TE?
  15. i got something similar that I made few years ago... it's based on Guild Rank/Position. http://upaste.me/27b6e4 leader can setup which position/rank can access the storage. no password are required.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.