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Alayne

Member Since 26 Jun 2014
Offline Last Active Jun 01 2017 06:23 AM
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#74524 Dungeon Hall

Posted by Alayne on 25 June 2016 - 11:25 PM

File Name: Dungeon Hall
File Submitter: Alayne
File Submitted: 25 Jun 2016
File Category: Events & Games

An advanced housing system allowing guilds to rule an entire town (including dungeons, fields, npcs...)

Click here to download this file


#74506 [Release] Dungeon Hall - Advanced Housing

Posted by Alayne on 25 June 2016 - 11:55 AM

Hello peoples,

 

Here's a new release I'm wishing to do.

You can see this as an advanced housing system.

 

Basically, on each server I've been, there have been a housing system which allowed guilds to rent a place for a certain amount of time. But this was only made for a specific purpose: allow guilds to stay "somewhere else", somewhere where others won't go.

 

I find this...Not enough, simply. Guilds weren't supposed to get hide somewhere to stay between them.

So I've decided to create the Dungeon Hall.

 

This content allow a guild to manage an entire town. Right now, this script version is based over town I didn't use on my own server (brasilis, dicastes, mora, dewata, malangdo, manuk and splendid).

Each Hall is initially ruled by the monsters available on the maps. But those who clear these places' (the dungeons') monsters will grant the right to buy the Hall for their own use. And by the Hall, I mean the town, the fields and the dungeons.

 

Why would they do that? Cause they'll have the possibility to personnaly manage it, and create a dungeon the think the way it'll be the more efficient to protect a Guild Chest, that they'll have to fill themselves.

 

For that, they'll have to capture monsters, to be able to summon them directly in their dungeon. Each monster summoned need to be paid, and the part of this fee will be added to the dungeon chest.

On the other hand, players who want to reach the Hall may have to pay to be granted access to the Hall. This will be entirely given to the guild. Therefor, the higher the reward, the higher the gain will get back to the guild.

 

On top of that, the more players will join the Hall, the more the city will become reknown. So if at start, there'll only be a healer and a kafra, bringing people to challenge you will make npcs join the town. You'll be able to have a buffer, some dealer, and even some specific npc which will rule a Tavern, a Bakery or a Restaurant. By bringing base items to the Stock manager, those npcs will be able to create advanced cooking dishes or brewing to be sold.

 

So I guess some will ask "But why should I do that for others?"

There's a lot of reason. As a guild member, you're allowed to fight on the dungeons maps to defend your own Hall. Or to conquer others. Basically, it's a permanent PvPvE content. You can also capture monsters and add them in your dungeon, at your own will. Use them as a defense for your chest, or as a training ground for your newcomers. You can even use them as a personnal loot area if you want so.

 

Dungeon Hall v1.0




#73735 Script release - lists

Posted by Alayne on 27 May 2016 - 07:16 AM

Hello peoples,

 

well first of all, modos, sorry for this post. I don't know where to place it, as I've seen no section dedicated to that so...I there's another place, which fits better to this kind of post, please just move it there.

 

So basically, this post has been created to list all the script release I'm available to make. I've got all the scripts I'm about to list, and like to share it all with you guys. 

But as they list is pretty long and that most of these release will requires a guide of installation and guide of use, I'd like to know which one are the most susceptible to interest people here, on the board.

 

So here we go. 

 

Edit: As I've been asked already, NaN is used to say "Not specified". Sorry for that.

 

Pattern: Title - Small description - predicted release or working date (link to showcase or release)

 

Event Package - Contains 12 automated events. Some are just a small mod of the official ones, others are fully custom - NaN

 

Instance Package - Contains 5 custom instances and a small modified version of Endless Cellar - NaN

 

Quest Package - Contains 10 customs quests, for item or exp - NaN

 

Utilities Package - Contains a list of usefull functions or npc (anti afk, anti bot, currency handling...) - NaN

 

Dungeons Package - Contains 7 customs dungeons, including one fully handle by scripts poping death players clones - NaN

 

Achievement System - Contains an achievement system with 9 modes and a total count of 125 achievements ready to use - NaN

 

Ase Fruits - Contains a feature system based over the Demon Fruits from One Piece, using ~40 new items (low headgears) - NaN

 

Celestial Tower - Contains a PvP exclusive content, where players must climb a tower to gain money, or bet on fights. Based other Hunter x Hunter arc of the same name - NaN

 

Danma - Contains a unique Raid based over Danmachi. - NaN

 

Guilds System - Contains a list of 10 crafting job, which can produce over 100+ items (as a Mastersmith will do for instance) - NaN

 

Mercenary System - Contains a feature enabling players to rent their time for loot, support... - NaN

 

Bounty Hunter - Contains a feature enabling a player to chase a target (can also be use with pk system) - NaN

 

Legendary Quest - Contains 3 particularly long and hard quest, used to give high grade reward - NaN

 

Rift - Contains a feature which invok a mvp through a rip in the world fabric - NaN

 

Apparition - Contains a feature which invok a monster through randomly around the world - NaN

 

Yggdrasil Crystal - Contains a feature based over Dragon Balls. Retrieve the 7 crystals to invok the Wish Dragon - NaN

 

Yggdrasil Memories - Contains a feature base over Greed Island, from Hunter x Hunter. Collect 100 cards through quest, mob killing or PvP action / spells - NaN

 

Scaled Yggdrasil - Raid based over Aincrad dungeon, from Sword Art Online. Contains a small replica of Yggdrasil, where the 9 Realms has to be freed to access the Yggdrasil Root. Death isn't authorized there, as no resurrection will reset your progression - Sunday 29/05/2016 (http://herc.ws/board...-raid-showcase/)

 

Reborn - System enabling a player to restart his base lvl while gaining a bonus stats points. Up to 10 times - NaN

 

Evolving Souls - System enabling players to bind his soul to a weapon kind, and make it grow, gaining bonus at some lvl floors. Coupled to a Relic Weapon with Power Word Shard carving, enabling to use and empowered up to 4 skills (3rd class only) inside the weapon - NaN

 

Race - System enabling a player to join a race (Jotun, Muspelheimer, Ase, Vane, Mist Alfe, Light Alfe, Sombre Dwarves). Gain bonus through a special class item (no palette), and access to special race item - NaN

 

Sealed Gates - Raid based over Yureka's Demon King arc - NaN

 

Guild Towns - System enabling a guild to capture and rule a whole city, including fields, dungeons and inhabitants. Use a copy of existing maps but can be adapted to customs - NaN

 

Metalimie - System enabling players to gain an extra class (Allomancist, Ferrochemist or Hemallurgist), obtaining bonus throught cunsommable, equipement or pvp kill - NaN

 

Fury Energy - Enable player to capture monsters and use some of their powers through Power Beads. Based over Codex Alera, itself based over Pokemon - NaN

 

Battle Area - Special area dedicated to PvP. Contains for now a 3 PvP Modes, but will in the end contains 7-8 different modes (battle royal, royal rumble, last survivor, Chaser...) - NaN

 

And I think it should be all. Keep in mind that some contents needs to add client mods (maps, items), server mods (item, mobs) or database mods (new table, table edition...)

 

If you're interested by some content, please just tell me. I'll try to update the list with links and release date. Also, if you want some more informations, just ask as a reply to this topic.




#55326 Castle WOE 2.0

Posted by Alayne on 21 April 2015 - 02:41 PM

If the scripts was in the emulator, I guess there should be the maps too. If needed, I can send it to you, it'll be easier than recreating it.




#55307 Castle WOE 2.0

Posted by Alayne on 21 April 2015 - 06:21 AM

It...Just can't work...That's not possible.

You use a variable that is never initialised...I really don't get what you're trying to do. You wanna display a message of breaking, but there's no script section about the breaking part.




#55215 [Request] Automatic Class Changer

Posted by Alayne on 20 April 2015 - 07:35 AM

Oh yeah, forgot about it yesterday. Give me a moment and I'll send you the script.



prontera,19,22,5	script	Devil Square Guardian	852,{	close;	OnPCLoginEvent:	set .@npcname$,"[JobChanger]";	if (BaseLevel == 1 && JobLevel == 1 && Class == Job_Novice && JOBCHANGEOFFERED == 0)	{		mes .@npcname$;		mes "Hello to you " + strcharinfo(0);		mes "I can change your job for any class you want.";		mes "Interested?";		if(select("Yes","No") == 1)		{			next;			mes .@npcname$;			mes "Perfect, choose a job then.";			switch(select("Lord Knight","Paladin","High Wizard","Professor","Champion","High Priest","Sniper","Clown/Gipsy","Whitesmith","Creator","Assassin Cross","Stalker"))			{				case 1:					jobchange Job_Lord_Knight; 					break;				case 2:					jobchange Job_Paladin; 					break;				case 3:					jobchange Job_High_Wizard; 					break;				case 4:					jobchange Job_Professor; 					break;				case 5:					jobchange Job_Champion; 					break;				case 6:					jobchange Job_High_Priest; 					break;				case 7:					jobchange Job_Sniper; 					break;				case 8:					if(Sex == 1)					{						//clown						jobchange Job_Clown;  					}					else					{						//gipsy						jobchange Job_Gipsy; 					}					break;				case 9:					jobchange Job_Whitesmith; 					break;				case 10:					jobchange Job_Creator; 					break;				case 11:					jobchange Job_Assassin_Cross; 					break;				case 12:					jobchange Job_Stalker; 					break;			}			atcommand("@blvl " + (.baseLevel - 1));			atcommand("@jlvl " + (.jobLevel - 1));			set JOBCHANGEOFFERED, 1;		}		else		{			mes "Your choice.";			set JOBCHANGEOFFERED, 1;		}	}	close;	OnInit:	set .baseLevel, 99;	set .jobLevel, 70;	end;}

Here you are. Offers one time a player Novice 1/1 on login to be changed to a trans class lvl 99/70.

Be careful, it won't manage the skill points lots from non using the regular. A player will get 70 points, not 50 + 70 => 120 from a normal exp path.




#55198 Refiner

Posted by Alayne on 20 April 2015 - 06:14 AM

...You really should search a bit...

That's a question that has already been asked a thousand times

 

http://herc.ws/board...ck-refine-safe/




#54919 Announce when get x players in a map

Posted by Alayne on 16 April 2015 - 08:12 AM

-	script	MapAnnounce	-1,{OnPCLoadMapEvent:	if( strcharinfo(PC_MAP) != "pvp_y_2-2" ) 		end;	set .@countUsers, getmapusers(strcharinfo(PC_MAP));	if( .@countUsers % .rangePLayersAnnounce == 0 )	{		announce "There are " + getmapusers(strcharinfo(PC_MAP)) + " players on map " + strcharinfo(PC_MAP) + ".",bc_blue|bc_all;	}	else if (.@countUsers == .fullPlayersAnnounce)	{		announce "The map " + strcharinfo(PC_MAP) + " is full!",bc_blue|bc_all;	}	end;OnInit:	set .rangePlayersAnnounce, 3;	set .fullPlayersAnnounce, 10;	end;}pvp_y_2-2	mapflag	loadevent

The announce missed the parameters and the tab weren't parsed correctly. Nevermind, there shouldn't be errors now