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Elijah23

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Posts posted by Elijah23

  1. Hello everyone!

    Been busy for a while, anyway I just want to show this newest plugin I tried to create for hercules emulator (as of now, supports hercules only, will update once I able to port this to latest rathena)

     

    MVP Death Timer

     

    Quote

    What Does it Do?

    1) Upon killing MVPs, it will save the date and time of death, killerid, monster_id and map where it was killed in the database.

    2) During server restart, reload or sudden crash, before spawning mobs, it will check and differentiate the date and time saved in the database with the current server time and check if the MVP should be alive or dead.
    - If ALIVE, should spawn the MVP
    - If DEAD, will not spawn the MVP, re-create the tomb (if tomb is enabled in the server config) and create a timer to spawn the MVP from the time it was killed

    Pros:
    1) You don't need to worry about server restart (maintenance), server reload (@reloadscript) or sudden crash of the game

    2) MVP will not be abused
    3) The SQL table made can be used in many different ways as well (future plans: like using in fluxcp or even in script to show how many times did a certain player was able to kill a certain MVP(50x killed Amon Ra, 10x killed Tao Gunka), highest rank killer per MVP, total MVP kills per player and so on)

    4) Could be configured or add certain tables if you like other info to be extracted depending on your needs.

    5) No need to edit script files unless you want it to work with the MINI MVP's as well - yes, it could be used with the mini mvps as well

    6) Convex Mirrors can be used as well when using this plugin unlike if you do the saving of death time of MVP through scripts and respawning them thru the monster script command.

    Cons:
    1) I don't know anything so far to be considered as cons using a plugin like this

     

    Created a video:
     

     

    Have a great day everyone! :)

    • Upvote 1
  2. On 3/14/2021 at 6:57 AM, Humble_Bee said:

    Hi Gang. I'm looking for a source mod that would check how many equip spots a weapon or armor takes up and then would use that number to multiply how many cards an equipment has.

    Example: A sword has a card in it that gives a 5% atk boost. A two-handed sword has that same card in it, but the game reads it as two cards, giving the player a 10% atk boost.

    I'm doing this to balance two-handed weapons and multi-equip-spot armor in my game. If this seems difficult to code, but multiplying the bonus of the cards would be easier, I'm open to that for now, but I want to have my game think there are two cards present in two-handed weapons for the purpose of card combo bonuses.

    Example 2: An upper headgear has a card in it that boosts Def by 30.  A upper/mid/lower headgear has that same card in it, but the game reads it as if it were 3 cards, so the Def boost is 90.

    Also, obviously this wouldn't only apply to cards themselves, but also any bonus that goes into a card slot, like enchants.

    Thanks for any leads! If you can do this through scripting but aren't confident in your ability to do this through source mod, I'd be happy to try that out, as at least it would give me a working model for the time being.

    (Mods: Woops. Should have posted this in Source Request instead of Source Support. My bad. Feel free to move it, since I can't delete it on my own.)

    hmm i think this is what you need:

     

    ---------------------------------------
    
    *isequipped(<id>{,<id>{,..}})
    
    This function will return 1 if the invoking character has all of the item
    IDs given equipped (if card IDs are passed, then it checks if the cards are
    inserted into slots in the equipment they are currently wearing). Theoretically
    there is no limit to the number of items that may be tested for at the same time.
    If even one of the items given is not equipped, 0 will be returned.
    
        // (Poring,Santa Poring,Poporing,Marin)
        if (isequipped(4001,4005,4033,4196)) mes "Wow! You're wearing a full complement of possible poring cards!";
        // (Poring)
        if (isequipped(4001)) mes "A poring card is useful, don't you think?";
    
    The function was meant for item scripts to support the cards released by Gravity
    in February 2005, but it will work just fine in normal NPC scripts.
    
    ---------------------------------------
    
    *isequippedcnt(<id>{,<id>{,..}})
    
    This function is similar to 'isequipped', but instead of 1 or 0, it will return
    the amount of item/card equipped that were found on the invoking character from the given list.
    
    Example:
        if (isequippedcnt(4001,4005,4033,4196) == 5)
    		mes "Finally got 5 cards from poring monsters type?";
    
    ---------------------------------------
    
    *checkequipedcard(<card id>)
    
    This function will return 1 if the card specified by its item ID number is
    inserted into any equipment they have in their inventory, currently equipped or
    not.
    
    ---------------------------------------

    check doc/script_commands.txt

     

    way back before, to stop kiel card from stacking

    bonus bDelayRate,( -30 / isequippedcnt(4403) );

     

  3. 1 minute ago, Jhedzkie said:

    Seems to be it, but it disappears after some time. Ideally, what I would like is a permanent one. 
    And sorry for posting it on the incorrect forum earlier.
     

    No. No need to diplay on chatbox. 

    it's showscript, Haruka Mayumi is right

     

    You could use npc timer to loop it so it would show permanent

     

    OnInit:
    	initnpctimer;
    	end;
    
    OnTimer1000:
    	showscript("Healer");
    	setnpctimer 0;
    	end;

     

    • Love 1
  4. 14 minutes ago, Jhedzkie said:

    Can anybody tell me how to achieve the text above the NPC? Similar to the image below.
    Not sure if this is client side. I just made the assumption since signboardlist is a similar feature and it's clientside. 

    image.png.9a924251d40c9858e7eaceb198e49a62.png
     

    looks like npctalk or unittalk?

    Does it shows message in the chat box when you're near that npc?

  5. Updated one

    Didn't know that kRO might have changed the drop effect until someone asked me to create a plugin.

    20200401 Ragexe shows a different drop effect + (do-re-mi?) sound

    Drop Effect as of 20200401
    1 = Blue
    2 = Yellow
    3 = Purple
    4 = Green
    5 = Red
    
    White is missing?
    Orange was turned into red?
    Added sound effect for the pillar effect.

    I attached my latest video for this.

    • Upvote 2
    • Love 2
  6.  

    Hello rathena! It's been a while.

    Just came back from a very long break from ragnarok emulator scene.

    When I read one of the topics here in the forum, I encountered this new Item Drop Option and Drop Effect which made me very excited and thought that I could do something like inspired Item Drop Effect in Diablo 3 (which I played for the past few months)

    Anyway, this video is to showcase what I was able to achieve in making a plugin for this. Code is a little bit messy. There have been many changes in the source which I need to study.

    Just read the video description as well.

    Enjoy! :)

     

    PS: Posted this already in herc, just want to share it here as well ?

    • Upvote 2
    • Love 1
  7. Well, this could be done with making a custom dll and hooking into client to send the packets needed for the mac address or other address we would like to check which is I don't know how to do. I have tried doing this myself, find a dll which gets mac address but lack of knowledge with hooking in client and packets made me stop pursuing this and use launchers for now. If someone could do this, it would be easier because use of launchers can be prevented.. :)

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