iCORE

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iCORE last won the day on March 15 2016

iCORE had the most liked content!

About iCORE

  • Rank
    Advanced Member

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  • Gender
    Male
  • Location:
    Halcyon Ragnarok
  • Github
    Naori
  • Emulator
    Hercules

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  1. thanks again @AnnieRuru , please add (Random Option, Fixed Option, Replace Option) and still fix to only accessories and str only. and can add upto 5 options.
  2. so this will only work with 190 attack speed and below?
  3. it heals but after a few seconds the regen hp lose Script: <" bonus2 bHPGainRateWhenHit,10000,300; ">
  4. i got healing numbers but no effect at all. im using latest gcc running at centos 7 redhat 64bit
  5. absorb_health.c: In function ‘pc_damage_pre’: absorb_health.c:66:9: warning: implicit declaration of function ‘rand’ [-Wimplicit-function-declaration] if ( (rand() % 1000) < ssd->hp_gain_rate_chance ) { ^ absorb_health.c:66:3: warning: nested extern declaration of ‘rand’ [-Wnested-externs] if ( (rand() % 1000) < ssd->hp_gain_rate_chance ) { ^ PLUGIN absorb_health @AnnieRuru
  6. go to your clientinfo.xml and change your lang type to 1. then go ingame and type /showname (should be type 2).
  7. @AnnieRuru sorry for my bad explanation but ill still try to explain it more clearly. Example: Item Description is "Absord 10% damage and heal as HP". Player A deals 100 damage to Player B therefore Player B will heal 10% of the damage as HP. its like bHPDrainRate,'n'; but will trigger when being attacked by someone. hope i explain it clearly that its not reduce damage like you are saying.
  8. Hi, how can i make this script work only with accessories and make items as requirements to upgrade edit: Also how to remove all the choices and make a fix option. Example: npc will only add VAR_STRAMOUNT in accessory //================= Hercules Script ======================================= //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License =============================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright (C) 2017 Hercules Dev Team //= Copyright (C) 2017 Smokexyz //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by //= the Free Software Foundation, either version 3 of the License, or //= (at your option) any later version. //= //= This program is distributed in the hope that it will be useful, //= but WITHOUT ANY WARRANTY; without even the implied warranty of //= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //= GNU General Public License for more details. //= //= You should have received a copy of the GNU General Public License //= along with this program. If not, see <http://www.gnu.org/licenses/>. //========================================================================= //= Option Master (Item Options NPC @see db/item_options.conf) //================= Description =========================================== //= Select from a list of your equipments, one to enhance with up to 5 options. //= A list of the first 10 options are provided in this npc. //================= Current Version ======================================= //= 1.0 //========================================================================= prontera,153,180,4 script Option Master 4_DOG01,{ callsub(StartTalking); end; OnInit: /** * General Configuration */ /* Chance of the enhancement process to fail. (0 - 99 in percent) */ .chance_of_failure = 10; /* Delete the item on failure? (true/false) */ .delete_on_failure = true; /* Required amount of zeny for a try. */ .zeny_requirement = 100; /* Minimum amount of the bonus value. * For negative effects or certain bonuses that require negative values * Maximum possible value is -INT16_MAX) */ .minimum_bonus_amount = -100; // usually used with delay bonus options, although not provided in the script. /* Maximum amount of the bonus value. * Maximum possible value is INT16_MAX */ .maximum_bonus_amount = 100; /* Disable selection of bonus value (true/false) */ .enable_random_bonus = false; /* Item Option Descriptions */ setarray(.options$[0], "Max HP", "Max SP", "STR", "AGI", "VIT", "INT", "DEX", "LUK"); /* Item Option Constants */ setarray(.option_constants[0], VAR_MAXHPAMOUNT, VAR_MAXSPAMOUNT, VAR_STRAMOUNT, VAR_AGIAMOUNT, VAR_VITAMOUNT, VAR_INTAMOUNT, VAR_DEXAMOUNT, VAR_LUKAMOUNT); end; StartTalking: [email protected]$ = _("[ ^990099Option Master^000000 ]"); disable_items(); mes([email protected]$); mesf("Hey there %s", strcharinfo(PC_NAME)); mes("There's a new-found method of adding options to an equipment that I have been working on."); next(); if (.enable_random_bonus) { mes([email protected]$); mes("Equipment bonuses are added randomly per slot!"); mes("So if you wind up with a low amount of bonus, don't hesitate to override the slot."); next(); } mes([email protected]$); mes("Would you like me to add extra stats to your equipment?"); next(); if (select("Of course!", "Meh, not right now.") == 2) { mes([email protected]$); mes("Alright then, catch you later."); close(); } // Build the Menu. setarray([email protected]$[1], "Head", "Body", "Left Hand", "Right Hand", "Robe", "Shoes", "Accessory 1", "Accessory 2", "Head 2", "Head 3"); [email protected]$ = ""; for ([email protected] = 1; [email protected] <= 10; [email protected]) [email protected]$ += ((getequipisequiped([email protected])) ? getequipname([email protected]) : [email protected]$[[email protected]] + "-[Not equipped]") + ":"; // Select the part. [email protected]_index = select([email protected]$); // Check if it's worn. if (!getequipisequiped([email protected]_index)) { mes([email protected]$); mes("Brah, your item ain't equipped."); close(); // Check if it allows options } else if (!getequipisenableopt([email protected]_index)) { mes([email protected]$); mes("Brah, this equip can't have options."); close(); // Check if equipment is identified. } else if (!getequipisidentify([email protected]_index)) { mes([email protected]$); mes("Brah, this equip ain't identified."); close(); } // Present a list of currently infused options. do { [email protected]$ = ""; [email protected] = false; // Build the menu of current options. for ([email protected] = 1; [email protected] <= MAX_ITEM_OPTIONS; [email protected]) { // call getequipoption(<equip_index>, <type>, <slot>); // if the return is <0, it's a script error. // if the return is 0, the slot is empty. // if the return is >0, the slot is unavailable. [email protected] = getequipoption([email protected]_index, [email protected], IT_OPT_INDEX); if ([email protected] > 0) [email protected]$ += ([email protected]) + ") " + .options$[[email protected] - 1] + ":"; else [email protected]$ += ([email protected]) + ") ^999999Empty^000000" + ":"; } // Option Slot is the actual option slot 0-MAX_ITEM_OPTIONS (@see mmo.h) [email protected]_slot = select([email protected]$); // Check for used slot and request user action if found. if (getequipoption([email protected]_index, [email protected]_slot, IT_OPT_INDEX) > 0) { mes([email protected]$); mes("This slot is already used up!"); if (select("^990000Override the slot.^000000", "Choose again.") == 2) [email protected] = true; next(); } } while ([email protected]); // loop if the slot is not to be overridden // Present a list of available bonuses. mes([email protected]$); mes("Which of the following item bonuses would you like to add to this item?"); next(); // Build the Options! [email protected]$ = ""; for ([email protected] = 0; [email protected] < getarraysize(.options$); [email protected]) [email protected]$ += ([email protected] + 1) + ") " + .options$[[email protected]] + ":"; do { // Select the options! [email protected]_variable = select([email protected]$); next(); mes([email protected]$); mesf("You chose ^009900%s^000000!", .options$[[email protected]_variable - 1]); mes("Are you sure?"); next(); } while (select("Fo Shizzle.", "I'ma re-evaluate, brah.") == 2); // Select a bonus or randomise. if (.enable_random_bonus) { [email protected] = rand(.maximum_bonus_amount); } else { do { mes([email protected]$); mesf("Please input the bonus amount of ^009900%s^000000 you want to add!", .options$[[email protected]_variable - 1]); mesf("(Min: %d, Max: %d)", .minimum_bonus_amount, .maximum_bonus_amount); [email protected] = input([email protected], .minimum_bonus_amount, .maximum_bonus_amount); next(); } while ([email protected]); } // If there's a chance of failure, inform the user. if (.chance_of_failure) { mes([email protected]$); mes("Alright so,"); mes("I'll have you know..."); mesf("There's a ^990000%d%% chance of failure^000000.", .chance_of_failure); mes("Because, well... I didn't go to school."); next(); mes([email protected]$); if (.delete_on_failure) { mes("If I fail, your item will break and it ^990000will be destroyed^000000!"); } mes("Are you still ready to go forward with this?"); next(); if (select("Fo shizzle.", "Hells naw, go back to school.") == 2) { mes([email protected]$); mes("Geez, you don't have to be so harsh about it."); close(); } next(); } // If there's a Zeny Requirement, perform the usual. if (.zeny_requirement > 0) { mes([email protected]$); mesf("You also have to pay %dZ.", .zeny_requirement); next(); if (select("Of course!", "No way!") == 2) { mes([email protected]$); mes("Well, see you around then..."); close(); } if (Zeny < .zeny_requirement) { mes([email protected]$); mes("You don't have enough Zeny!"); close(); } Zeny -= .zeny_requirement; } // Check if there's a chance of failure, set and roll the dice. if (.chance_of_failure && rand(100) <= .chance_of_failure) { mes([email protected]$); mes("^990000I failed!^000000"); mes("Guess I should go back to school."); // Delete the item if flagged. if (.delete_on_failure) failedrefitem([email protected]_index); // Simulate failed refinement of the item and delete. } else { // Set the Item Option bonuses in the slot see db/item_options.conf for more info. setequipoption([email protected]_index, [email protected]_slot, .option_constants[[email protected]_variable - 1], [email protected]); mes([email protected]$); mes("^009900Praise Jesus^000000"); mes("I have added an option to your item."); mes("My skills are flawless!"); } next(); mes([email protected]name$); mes("See you around!"); close(); }
  9. no worries maybe ill try to experiment some bonuses...
  10. ive already tested its not correct it acts as a lifesteal not damage absorb.
  11. will try as soon i get home thanks alot.
  12. can you help me make it work with all attacks?
  13. if not is it possible to make it work on all attacks?