fiction

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About fiction

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    Advanced Member
  • Birthday 07/05/1993

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    Male
  • Location:
    Santiago, Chile
  • Emulator
    Hercules

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  1. Hi, how can i store the current item bonus ?. i'm having trouble when i use an enchantment npc with an item that have item bonus, because the enchantment override the currently bonus. i think it's something with getequipoption , but i don't know how to store the current item bonus and set again the same bonus.
  2. Hi, i'm wondering if someone can make compatible this niec system from @Omnipotent https://pastebin.com/3R39TV8t
  3. Yeah, it's seems only works for cards. If i try to adjust an etc item, healing or whatever, the chance is not changed, still keeping the old chance drop.
  4. Hi, i've a confusion regarding to mob_item_ratio. In rAthena, i remember that when i add an item that a mob doesn't have, the item appear with the porcentage that i specifiqued. Currently in my items drops, i have all the etc, healing, equip in 100% possibility to drop. I'm looking for make specific drop for certain items, but isn't working that i expected. First, the item ins't appear in the mob drop Second, if i manually add the item in the mob, the mob_item_ratio ins't fuctionally, because the % still in 100.
  5. Ok... the problem was me . I used a npc to identify all the time the items, and i forget that the npc delete the item in first place. i made a fool of myself 😢
  6. i tried up the rate until 10,000 but the result is the same
  7. Up. This system isn't working 😕
  8. Hi @KirieZ thank you for answer. I removed the comma, but isn't fixed the problem. Note that the console isn't showing any warning o error, but when i apply some map in the mapcache, the error appear. [Error]: mob_read_db_optdrops: Invalid option drop group "MYITEM_M" on item "Knife_" in monster 1002, does this group really exists? Skipping... option_drop_group_db: ( { /************************************************************************** ************* Entry structure ******************************************** ************************************************************************** <Group Name Constant>: ( { // Option Slot 1 Rate: (int) chance of filling option slot 1 (100 = 1%) // Possible options for slot 1 // min/max value : int, defaults to 0 // chance : int, 100 = 1% if not set, will be 100%/number of possibiltiies OptionName: value // or OptionName: [min value, max value] // or OptionName: [min value, max value, chance] // ... (as many as you want) }, // ... (up to MAX_ITEM_OPTION) ), **************************************************************************/ MYITEM_M: ( { // Option Slot 1 Rate: 10000 // It has 100% of chance of being filled // This slot may have one of the following options: WEAPON_ATTR_WIND: 5, // WEAPON_ATTR_WIND Lv5 (33.33%) WEAPON_ATTR_GROUND: [2, 4] // WEAPON_ATTR_GROUND Lv 2~4 (33.33%) WEAPON_ATTR_POISON: [1, 4, 8000] // WEAPON_ATTR_POISON Lv 1~4 (80%) }, { // Option Slot 2 Rate: 5000 // It has 50% of chance of being filled // If filled, may have one of the following options: WEAPON_ATTR_WATER: 4 // WEAPON_ATTR_WATER Lv4 (100%) }, ) } ) { Id: 1002 SpriteName: "PORING" Name: "Poring" Lv: 1 Hp: 50 Sp: 0 Exp: 2 JExp: 1 AttackRange: 1 Attack: [7, 10] Def: 0 Mdef: 5 Stats: { Str: 1 Agi: 1 Vit: 1 Int: 0 Dex: 6 Luk: 30 } ViewRange: 10 ChaseRange: 12 Size: "Size_Medium" Race: "RC_Plant" Element: ("Ele_Water", 1) Mode: { CanMove: true Looter: true CanAttack: true } MoveSpeed: 400 AttackDelay: 1872 AttackMotion: 672 DamageMotion: 480 MvpExp: 0 Drops: { Jellopy: 7000 Knife_: (100, "MYITEM_M") Sticky_Mucus: 400 Apple: 1000 Empty_Bottle: 1500 Apple: 150 Unripe_Apple: 20 Poring_Card: 1 } },
  9. Hi @Zarbony, thank you for reply. The syntax is option_drop_group_db: ( { /************************************************************************** ************* Entry structure ******************************************** ************************************************************************** <Group Name Constant>: ( { // Option Slot 1 Rate: (int) chance of filling option slot 1 (100 = 1%) // Possible options for slot 1 // min/max value : int, defaults to 0 // chance : int, 100 = 1% if not set, will be 100%/number of possibiltiies OptionName: value // or OptionName: [min value, max value] // or OptionName: [min value, max value, chance] // ... (as many as you want) }, // ... (up to MAX_ITEM_OPTION) ), ) } So, if i believe to this syntax, need to put an "}" at the end. Now that i pay more attention that i wrote, i think i put an extra comma here: VAR_MAXHPPERCENT: 5, Gonna test it at home @edit: Ok, i tested in my home with the same example, and isn't working for me. //================= Hercules Database ===================================== //= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___ //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| //= | | | | __/ | | (__| |_| | | __/\__ \ //= \_| |_/\___|_| \___|\__,_|_|\___||___/ //================= License =============================================== //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright (C) 2018 Hercules Dev Team //= //= 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/>. //========================================================================= //= Random Option Drop Group Database //========================================================================= option_drop_group_db: ( { /************************************************************************** ************* Entry structure ******************************************** ************************************************************************** <Group Name Constant>: ( { // Option Slot 1 Rate: (int) chance of filling option slot 1 (100 = 1%) // Possible options for slot 1 // min/max value : int, defaults to 0 // chance : int, 100 = 1% if not set, will be 100%/number of possibiltiies OptionName: value // or OptionName: [min value, max value] // or OptionName: [min value, max value, chance] // ... (as many as you want) }, // ... (up to MAX_ITEM_OPTION) ), **************************************************************************/ MYITEM: ( { // Option Slot 1 Rate: 10000 // It has 100% of chance of being filled // This slot may have one of the following options: WEAPON_ATTR_WIND: 5, // WEAPON_ATTR_WIND Lv5 (33.33%) WEAPON_ATTR_GROUND: [2, 4] // WEAPON_ATTR_GROUND Lv 2~4 (33.33%) WEAPON_ATTR_POISON: [1, 4, 8000] // WEAPON_ATTR_POISON Lv 1~4 (80%) }, { // Option Slot 2 Rate: 5000 // It has 50% of chance of being filled // If filled, may have one of the following options: WEAPON_ATTR_WATER: 4 // WEAPON_ATTR_WATER Lv4 (100%) }, ), } ) { Id: 1002 SpriteName: "PORING" Name: "Poring" Lv: 1 Hp: 50 Sp: 0 Exp: 2 JExp: 1 AttackRange: 1 Attack: [7, 10] Def: 0 Mdef: 5 Stats: { Str: 1 Agi: 1 Vit: 1 Int: 0 Dex: 6 Luk: 30 } ViewRange: 10 ChaseRange: 12 Size: "Size_Medium" Race: "RC_Plant" Element: ("Ele_Water", 1) Mode: { CanMove: true Looter: true CanAttack: true } MoveSpeed: 400 AttackDelay: 1872 AttackMotion: 672 DamageMotion: 480 MvpExp: 0 Drops: { Jellopy: 7000 Knife_: (100,"MYITEM") Sticky_Mucus: 400 Apple: 1000 Empty_Bottle: 1500 Apple: 150 Unripe_Apple: 20 Poring_Card: 1 } },
  10. @KirieZ Hi, i'm trying to implement this but isn't working for me.Hi, i'm triying to implement this but isn't working for me. I have the following in my option_drop_groups.conf: option_drop_group_db: ( { ValkRandom: ( { Rate: 5000 CLASS_DAMAGE_BOSS_TARGET: 5, // 5% más de daño a MvPS CLASS_DAMAGE_BOSS_TARGET: [6, 8] // 6 ~ 8% más de daño a MvPS CLASS_DAMAGE_BOSS_TARGET: [9, 15, 1000] // 9 ~ 15% más de daño a MvPS }, { Rate: 2500 CLASS_DAMAGE_BOSS_TARGET: 25, // 25% más de daño a MvPS }, ), TEST2: ( { Rate: 5000 VAR_MAXHPPERCENT: 5, // 5% MAXHP VAR_MAXHPPERCENT: [6, 8] // 6 ~ 8% MAXHP VAR_MAXHPPERCENT: [9, 15, 1000] // 9 ~ 15% MAXHP }, { Rate: 2500 RACE_TOLERACE_HUMAN: 25, // 25% resistencia Demi-Human }, ) } ) Later, in the drops mob, i have the following: { Id: 1751 SpriteName: "RANDGRIS" Name: "Valkyrie Randgris" Lv: 99 Hp: 3567200 Sp: 0 Exp: 2854900 JExp: 3114520 AttackRange: 3 Attack: [5560, 9980] Def: 25 Mdef: 42 Stats: { Str: 100 Agi: 120 Vit: 30 Int: 120 Dex: 220 Luk: 210 } ViewRange: 10 ChaseRange: 12 Size: "Size_Large" Race: "RC_Angel" Element: ("Ele_Holy", 4) Mode: { CanMove: true Aggressive: true CastSensorIdle: true Boss: true CanAttack: true Detector: true CastSensorChase: true ChangeChase: true ChangeTargetMelee: true ChangeTargetChase: true } MoveSpeed: 100 AttackDelay: 576 AttackMotion: 576 DamageMotion: 480 MvpExp: 1427450 MvpDrops: { Old_Violet_Box: 5500 Old_Blue_Box: 5000 Old_Card_Album: 2000 } Drops: { Valhalla_Flower: 5000 Valkyrie_Armor: (1600, "ValkRandom") Valkyrie_Manteau: (3000, "ValkRandom") Valkyrie_Shoes: (3000, "ValkRandom") Helm_: (5000, "ValkRandom") Bloody_Edge: 2500 Randgris_Card: 1 } }, At the first time, the console show no errors, but when i implemented a custom map with ./map-server --load-plugin mapcache --map , the console give me the following error:
  11. @Dastgir In Release v2019.05.05 i have the following error: before the update, this wasn't happening
  12. Cool!, this can be very useful to identify special events, mobs,npc, etc. More power to Herc! Thank you Herc's Developers !