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Beret

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Posts posted by Beret

  1. 1 hour ago, Akkarin said:

    Lemongrass does his own packet capturing and was a response to an issue on github that is pretty old now. We rarely go to Hercules because we know we won't find anything useful. Drama.Alert.

    I'm not sure why you think you need crediting for packets that anyone can grab from the client in the first place. It's not a race to see who extracts them first.

    Based on your reply, I guess I should thank IPS for allowing me to use forum software and letting me make this post. Credits to AMD for my processor working.

     

    For sure, just like you did the clan system right? soon after creating the topic in hercules that rathena decided to make the system by pure coincidence.
     
    Please don't tell lies, Created a topic here some days ago and developers was reading, why only after it has been posted that decided to implement?
     
     
    I'm not asking for any credit, why I didn't create the code for the system.
     
    It's not of today that information posted in hercules appear here and just take rathena and don't even say thank you.
  2. Nothing against the implementation of the system, but all the information about the system I posted on hercules, posted here, at least a thank you for showing the packet that niguem realized and knew how the system worked.

    I have this system since 2015 that one of my friends former Administrator of brAthena Megasantos created this system for my server. I then passed the packets to dev hercules and all system information, now copied the topic and posted here in rathena

  3. These items are 100% functional? I see that is quite different from hercules.

     

    Hercules:

     

    REPLACE INTO `item_db` VALUES(1649,'Rafini_Staff','Laphine Staff',4,20,NULL,500,'30:180',NULL,1,0,0x00018300,56,2,2,3,100,1,10,'bonus bFixedCastRate,-getrefine();',NULL,NULL);

     

    Rathena:

     

    REPLACE INTO `item_db` VALUES(1649,'Rafini_Staff','Laphine Staff',4,20,NULL,500,'30:180',NULL,1,0,0x00818315,63,2,2,3,100,1,10,'bonus bFixedCastRate,-getrefine();',NULL,NULL);

     

    Hercules:

     

    REPLACE INTO `item_db` VALUES(1736,'Double_Bound','Double Bound',4,20,NULL,900,70,NULL,5,3,0x00000800,58,2,34,3,70,1,11,'bonus3 bAutoSpell,\"AC_DOUBLE\",GetSkillLv(\"AC_DOUBLE\"),10;',NULL,NULL);

     

    Rathena:

    REPLACE INTO `item_db` VALUES(1736,'Double_Bound','Double Bound',4,20,NULL,900,70,NULL,5,3,0x00000800,18,2,34,3,70,1,11,'bonus3 bAutoSpell,\"AC_DOUBLE\",GetSkillLv(\"AC_DOUBLE\"),10;',NULL,NULL);

  4. Should the player get only one item from the list or are multiple items possible? If only one, it wouldn't make sense to put there an item with a chance of 100%.

     

    This should work as you wanted.

     

     

    Thanks for replying DeadlySilence is earned only one item, added the 100 just for example, I will test and say if it worked. A doubt those chances configured 1 = 0.01?

     

    :meow:

  5. I am creating an npc that gives items when you enter the server, but I have some questions how can I do, someone would know tell me.

     

    - to have the item drop depend on chance

    - Items with chance of 0.01 to 1 is made the announce.

     

     

    prontera,150,105,4	script	 Itens	98,{
    
    	setarray .@itens[0] "607","608","609","610","611","612";
    	setarray .@qnt[0] "10","10","15","15","20","20";
    	setarray .@chance$[0], "0.01","0.1","0.2","0.5","1","100";
    
    	mes "[giveaway]";
    	mes "Hello I am";
    	mes "Selector that gives items";
    	mes "very special, I would like to try his luck?";
    	next;
    	switch(select(try his luck:No thanks ")) {
    	case 1:
    		if (countitem (6040) > = 100 & & countitem (6075) > = 50 & & countitem (6080) > = 50 (6095) countitem & & > = 50 & & countitem (713) > = 1) {
    		mes "[giveaway]";
    		mes "I see that you have all items";
    		delitem 6040.100;
    		delitem 6075.50;
    		delitem 6080.50;
    		delitem 6095.50;
    		delitem 713.1;
    		getitem. @itens [.@i]. @qnt [.@i];,
                    announce "the player ["+strcharinfo (0)+"] won 5 yggdrasil." .8;
    		close;
    	}
    	case 2:
    		mes "[giveaway]";
    		mes "OK, come back when you want";
    		close;
    	}
    }
    
  6. do{
    	mes "Main Menu ...";
    	next;
    	switch( select( "Menu1","Menu2","Menu3" ) ){
    		Case 1:
    			do{
    				switch( select( "Menu1-1","Menu1-2","Menu1-3" ) ){
    					Case 1: mes "Menu1-1"; break;
    					Case 2: mes "Menu1-2"; break;
    					Case 3: mes "Menu1-3"; break;
    					default: break;
    				}
    				next;
    			}while( select( "select menu1 again","return to main menu" ) == 1 );
    			break;
    		Case 2:
    			do{
    				switch( select( "Menu2-1","Menu2-2","Menu2-3" ) ){
    					Case 1: mes "Menu2-1"; break;
    					Case 2: mes "Menu2-2"; break;
    					Case 3: mes "Menu2-3"; break;
    					default: break;
    				}
    				next;
    			}while( select( "select menu2 again","return to main menu" ) == 1 );
    			break;
    		Case 3:
    			do{
    				switch( select( "Menu3-1","Menu3-2","Menu3-3" ) ){
    					Case 1: mes "Menu3-1"; break;
    					Case 2: mes "Menu3-2"; break;
    					Case 3: mes "Menu3-3"; break;
    					default: break;
    				}
    				next;
    			}while( select( "select menu3 again","return to main menu" ) == 1 );
    		default: break;
    	}
    	mes "Redirecting....";
    }while( select( "Continue","Close" ) == 1 );
    close;
    
    

    just add a "loop" at every menu ....and check the selection made by users to decide whether return to main menu or not...

    there are also other way like...using goto ... and etc...

     

    more would I do as in the model that the Capuche made Emistry?

     

    the problem is only in
    set @ x, select ("name1 name2: back:");
    switch (@ x) {
     

     

  7. You have some curly errors but yeah something like that

    while (1) {
    	switch( select( "name1:name2:cancel" ) ) {
    		case 1:
    		   mes ".....";
    		   close;
    		case 2:
    		   while ( .@loop == 0 ) {
    			   switch( select( "name1:name2:back" ) ) {
    				   case 1:
    					mes ".....";
    					close;
    				   case 2:
    					mes ".....";
    					close;
    				   case 3:
    					set .@loop,0;
    					break;
    				}
    			}
    			break;
    		case 3:
    		   mes ".....";
    		   close;
    	}
    }
    

     

    Now a bit more complicated as would be.

     

    switch( select( "name1:name2:cancel" ) ) {
    		case 1:
    		   mes ".....";
    		   close;
                   }
    		case 2:
    			   set .@x, select( "name1:name2:back" );
                               switch(.@x){
    				   case 1:
    					break;
    				   case 2:
    					break;
    				   case 3:
    					// How to return to the main menu
    					break;
    				}
                                   next;
    		               mes ".......";
                                   close;
    		case 3:
    		   mes ".....";
    		   close;
    
  8. You need to loop the main menu and break out of submenus. For examples, see the trunk/npc/re/guides/ directory.

     

    Then would be as follows?

    while (1) {
    switch(select(("name1:name2:cancel")) {
    
        case 1:
           mes ".....";
           close;
        case 2:
           set .@loop,1;
           while (.@loop) {
           switch(select(("name1:name2:back")) {
           case 1:
            mes ".....";
            close;
           case 2:
            mes ".....";
            close;
           case 3:
            set .@loop,0;
    	break;
        case 3:
           mes ".....";
           close;
    
  9. I have an npc as follows.

     

     

    switch(select(("name1:name2:cancel")) {
    
        case 1:
           mes ".....";
           close;
        case 2:
           switch(select(("name1:name2:back")) {
           case 1:
            mes ".....";
            close;
           case 2:
            mes ".....";
            close;
           case 3:
              // How to return to the main menu
        case 3:
           mes ".....";
           close;
    

     

  10. Cash button is enabled by the server at the request of the client. If the client does not ask for the button state, it usually does not implement the button at all.

     

    Understand, it's about using 2 sex in the same account, remember that iro took this suggestion to the gravity was refused.

  11.  

     

     

     

     

    -    script    item    -1,{
    

     

     

    Not to do something with an invisible npc ?

     

    -.-

     

    tho you want make it on item_db

     

    OnInit:
    disablenpc "itemnpc";
    }
    

     

     

    I'll explain again is just an advertisement

    Created 10 guild pack random items that equal a bluebox

    I want to show an advertisement when open the package guild.

    The player [player name] opened [package name of guild] and won [item package gain guild]
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