Meca

Membro
  • Total de itens

    19
  • Registro em

  • Última visita

Reputação

0 Iniciante

1 Seguidor

Sobre Meca

  • Data de Nascimento 02-06-1990

Informa??o do Perfil

  • Sexo:
    Homem
  • Localiza??o:
    Rio de Janeiro
  • Interesses:
    Games, S?ries, Animes e Filmes.

    Atualmente acompanhando: Chigado P.D, Suits, Sherlock entre outros.

Últimos Visitantes

61 visualizações
  1. Olá mande link do seu servidor!

     

    1. (ADM) Dante

      (ADM) Dante

      mano desativei ele pq estou fazendo algumas alteraçoes de erro de items que esta avendo do Bro

    2. Meca

      Meca

      Entendi... qualquer coisa estou a disposição!

    3. (ADM) Dante

      (ADM) Dante

      blz agradeço quando organizar aqui te faço um convite

  2. @Orce tudo Show aqui, item equipa aparece no inventário, jogo no chão aparece certinho. Perdoe minha falta de conhecimento mais ao equipar não aparece! de ser ao bem simples, mas como citei acima sou novice nesse assunto.
  3. @Orce segui todos os passos mais não consigo equipar... help. suspeito que possa ser o meu cliente, que diffei faltando algo. @Orce help. rs!
  4. @Orce usei item foi aceito no @item imagem aparece mais na hora que vou equipar da erro de sprite eu acho e o jogo fecha.
  5. @Hyroshima não consigo ir para '@ go 0 " e outros go. mostra @go 0 falhou, vou em @commads e mostra que tenho o comando liberado, mas não funfa. ^.^
  6. @Orce ótimo vídeo! segui os passos e tudo foi bem até a parte de converter os itens no visual Studio. Eu peguei o item_db do Hércules que baixei da net e coloquei o que você informou no vídeo, mas ao copilar o visual so ler e converte o arquivo job_db2 e o arquivo do item nada. me aventurei a fazer pelo sql inseri o minimo de informação e foi dei @item 31000 e a asa apareceu mas como nome desconhecido e não consigo equipar. poderia me consegui uma item_db feita por você sem erro e me ajudar a converter? Muito obrigado pela suas contribuições. como eu coloquei! acessoryid.lub ACCESSORY_³²_asas_rosadas = 2000 } accneme.lub [ACCESSORY_IDs.ACCESSORY_³²_asas_rosadas] = "_³²_asas_rosadas" } iteminfo.lub [31000] = { unidentifiedDisplayName = "Asas Rosadas", unidentifiedResourceName = "³²_asas_rosadas", unidentifiedDescriptionName = { "Use uma lupa para identificar." }, identifiedDisplayName = "Asas Rosadas", identifiedResourceName = "³²_asas_rosadas", identifiedDescriptionName = { "Asas usadas por princesas para conquistar seus principes." }, slotCount = 4, ClassNum = 2000 }, item_db //===== Hercules Documentation =============================== //= Item Database //===== By: ================================================== //= Hercules Dev Team //===== Current Version: ===================================== //= 20120904 //===== Description: ========================================= //= Explanation of the item_db.conf file and structure. //============================================================ item_db: ( { // =================== Mandatory fields =============================== Id: ID (int) AegisName: "Aegis_Name" (string, optional if Inherit: true) Name: "Item Name" (string, optional if Inherit: true) // =================== Optional fields ================================ Type: Item Type (int, defaults to 3 = etc item) Buy: Buy Price (int, defaults to Sell * 2) Sell: Sell Price (int, defaults to Buy / 2) Weight: Item Weight (int, defaults to 0, units in Weight/10 ) Atk: Attack (int, defaults to 0) Matk: Magical Attack (int, defaults to 0, ignored in pre-re) Def: Defense (int, defaults to 0) Range: Attack Range (int, defaults to 0) Slots: Slots (int, defaults to 0) Job: { (defaults to all job) All: true/false (boolean, defaults to false) Novice: true/false (boolean, defaults to false) Swordsman: true/false (boolean, defaults to false) Magician: true/false (boolean, defaults to false) Archer: true/false (boolean, defaults to false) Acolyte: true/false (boolean, defaults to false) Merchant: true/false (boolean, defaults to false) Thief: true/false (boolean, defaults to false) Knight: true/false (boolean, defaults to false) Priest: true/false (boolean, defaults to false) Wizard: true/false (boolean, defaults to false) Blacksmith: true/false (boolean, defaults to false) Hunter: true/false (boolean, defaults to false) Assassin: true/false (boolean, defaults to false) Crusader: true/false (boolean, defaults to false) Monk: true/false (boolean, defaults to false) Sage: true/false (boolean, defaults to false) Rogue: true/false (boolean, defaults to false) Alchemist: true/false (boolean, defaults to false) Bard: true/false (boolean, defaults to false) Gunslinger: true/false (boolean, defaults to false) Ninja: true/false (boolean, defaults to false) Taekwon: true/false (boolean, defaults to false) Star_Gladiator: true/false (boolean, defaults to false) Soul_Linker: true/false (boolean, defaults to false) Gangsi: true/false (boolean, defaults to false) Death_Knight: true/false (boolean, defaults to false) Dark_Collector: true/false (boolean, defaults to false) Kagerou: true/false (boolean, defaults to false) Rebellion: true/false (boolean, defaults to false) } Job: Job mask (alternate synxtax, int, defaults to all jobs = 0xFFFFFFFF) Upper: Upper mask (int, defaults to any = 0x3f) Gender: Gender (int, defaults to both = 2) Loc: Equip location (int, required value for equipment) WeaponLv: Weapon Level (int, defaults to 0) EquipLv: Equip required level (int, defaults to 0) EquipLv: [min, max] (alternative syntax with min / max level) Refine: Refineable (boolean, defaults to true) View: View ID (int, defaults to 0) BindOnEquip: true/false (boolean, defaults to false) ForceSerial: true/false (boolean, defaults to false) BuyingStore: true/false (boolean, defaults to false) Delay: Delay to use item (int, defaults to 0) KeepAfterUse: true/false (boolean, defaults to false) Trade: { (defaults to no restrictions) override: GroupID (int, defaults to 100) nodrop: true/false (boolean, defaults to false) notrade: true/false (boolean, defaults to false) nostorage: true/false (boolean, defaults to false) nocart: true/false (boolean, defaults to false) noselltonpc: true/false (boolean, defaults to false) nomail: true/false (boolean, defaults to false) noauction: true/false (boolean, defaults to false) nogstorage: true/false (boolean, defaults to false) partneroverride: true/false (boolean, defaults to false) } Nouse: { (defaults to no restrictions) override: GroupID (int, defaults to 100) sitting: true/false (boolean, defaults to false) } Stack: [amount, flag] (int, defaults to 0) Sprite: SpriteID (int, defaults to 0) Script: <" Script (it can be multi-line) "> OnEquipScript: <" OnEquip Script (can also be multi-line) "> OnUnequipScript: <" OnUnequip Script (can also be multi-line) "> // =================== Optional fields (item_db2 only) ================ Inherit: true/false (boolean, if true, inherit the values that weren't specified, from item_db.conf, else override it and use default values) }, ... ) Id: Item id AegisName: Server name to reference the item in scripts and lookups, should use no spaces. Name: Name in English for displaying as output for @ and script commands. Type: 0 Healing item. 2 Usable item. 3 Etc item 4 Weapon 5 Armor/Garment/Boots/Headgear 6 Card 7 Pet egg 8 Pet equipment 10 Ammo (Arrows/Bullets/etc) 11 Usable with delayed consumption (item is lost from inventory after selecting a target, for use with skills and pet lures) 18 Another delayed consume that requires user confirmation before using item. Buy: Default buying price. When not specified, becomes double the sell price. Sell: Default selling price. When not specified, becomes half the buy price. Weight: Item's weight. Each 10 is 1 weight. When not specified, becomes 0. Atk: Weapon's attack. When not specified, becomes 0. Matk: Weapon's magical attack (only used in renewal mode, ignored in pre-renewal). When not specified, becomes 0. Def: Armor's defense. When not specified, becomes 0. Range: Weapon's attack range. When not specified, becomes 0. Slots: Amount of slots the item possesses. When not specified, becomes 0. Job: Job restrictions. If this block is omitted, item can be equipped by all class All the settings in this group are boolean values, Default value is false (restriction not set) for any missing setting. Alternate Format: Equippable jobs. Uses the following bitmask table: (S.) Novice (2^00): 0x00000001 Swordman (2^01): 0x00000002 Magician (2^02): 0x00000004 Archer (2^03): 0x00000008 Acolyte (2^04): 0x00000010 Merchant (2^05): 0x00000020 Thief (2^06): 0x00000040 Knight (2^07): 0x00000080 Priest (2^08): 0x00000100 Wizard (2^09): 0x00000200 Blacksmith (2^10): 0x00000400 Hunter (2^11): 0x00000800 Assassin (2^12): 0x00001000 Unused (2^13): 0x00002000 Crusader (2^14): 0x00004000 Monk (2^15): 0x00008000 Sage (2^16): 0x00010000 Rogue (2^17): 0x00020000 Alchemist (2^18): 0x00040000 Bard/Dancer (2^19): 0x00080000 Unused (2^20): 0x00100000 Taekwon (2^21): 0x00200000 Star Gladiator (2^22): 0x00400000 Soul Linker (2^23): 0x00800000 Gunslinger (2^24): 0x01000000 Ninja (2^25): 0x02000000 Gangsi (2^26): 0x04000000 Death Knight (2^27): 0x08000000 Dark Collector (2^28): 0x10000000 Kagerou/Oboro (2^29): 0x20000000 Rebellion (2^30): 0x40000000 Some other commonly used values: All except novice: 0xFFFFFFFE All (default value): 0xFFFFFFFF Upper: Equippable upper-types. Uses the following bitmasks: Normal jobs: 0x01 (1) Upper jobs: 0x02 (2) Baby jobs: 0x04 (4) Third jobs: 0x08 (8) Upper Third jobs: 0x10 (16) Baby Third jobs: 0x20 (32) Under pre-re mode third classes are considered upper, making use of the 8 and above masks is therefore not necessary unless in renewal mode. When no value is specified, all classes (mask 0x3f) are able to equip the item. Gender: Gender restriction. 0 is female, 1 is male, 2 for both (default value). Loc: Equipment's placement. A value needs to be specified if the item is an equipment piece. Values are: 2^0 001 = Lower Headgear 2^1 002 = Weapon 2^2 004 = Garment 2^3 008 = Accessory 1 2^4 016 = Armor 2^5 032 = Shield 2^6 064 = Footgear 2^7 128 = Accessory 2 2^8 256 = Upper Headgear 2^9 512 = Middle Headgear 2^10 1024 = Costume Top Headgear 2^11 2048 = Costume Mid Headgear 2^12 4096 = Costume Low Headgear 2^13 8192 = Costume Garment/Robe 2^16 65536 = Shadow Armor 2^17 131072 = Shadow Weapon 2^18 262144 = Shadow Shield 2^18 524288 = Shadow Shoes 2^20 1048576 = Shadow Accessory 2 2^21 2097152 = Shadow Accessory 1 WeaponLv: Weapon level. Becomes 0 when not specified. EquipLv: Base level required to be able to equip. It is possible to specify two values, if an item has a maximum level, by using the following syntax: EquipLv: [minLv, maxLv] If only one value is specified, maxLv becomes the current server's MAX_LEVEL. If no values are specified, minLv becomes 0. Refineable: true if the item can be refined, false otherwise. If no value is specified, it defaults to true. View: For normal items, defines a replacement view-sprite for the item (eg: Making apples look like apple juice). The special case are weapons and ammo where this value indicates the weapon-class of the item. For weapons, the types are: 0: bare fist 1: Daggers 2: One-handed swords 3: Two-handed swords 4: One-handed spears 5: Two-handed spears 6: One-handed axes 7: Two-handed axes 8: Maces 9: Unused 10: Staves 11: Bows 12: Knuckles 13: Musical Instruments 14: Whips 15: Books 16: Katars 17: Revolvers 18: Rifles 19: Gatling guns 20: Shotguns 21: Grenade launchers 22: Fuuma Shurikens For ammo, the types are: 1: Arrows 2: Throwable daggers 3: Bullets 4: Shells 5: Grenades 6: Shuriken 7: Kunai 8: Cannonballs 9: Throwable Items (Sling Item) BindOnEquip: Whether the item will automatically bind to the character when it is equipped for the first time. An item that has this field set, will display a confirmation dialog the first time it is equipped, and, if accepted, the item will become character-bound. ForceSerial: Whether the item will be given new unique id or not. When the item have this field as true, the item will be unstackable and new uniqueID will be given to each item. BuyingStore: Whether the item can be sold via buyingstore, one must also edit data\buyingstoreitemlist.txt for client to accept item. Delay: Delay for an item to be used again. Value is in milliseconds. There is a max concurrent number of entries modifiable in src/map/itemdb.h as MAX_ITEMDELAYS. Trade: Item trade restrictions. If this block is omitted, the item will have no trade restrictions. All the settings in this group are boolean values, unless otherwise specified. Default value is false (restriction not set) for any missing setting. Allowed settings in this block are: override: If specified and in the interval [1:100], sets the minimum GM Group ID that can bypass the defined trade restrictions. This is an integer value. nodrop: Item can't be dropped. notrade: Item can't be traded (nor vended). partneroverride: Wedded partners can override the notrade setting. noselltonpc: Item can't be sold to NPCs. nocart: Item can't be placed in the cart. nostorage: Item can't be placed in the storage. nogstorage: Item can't be placed in the guild storage. nomail: Item can't be attached to mail messages. noauction: Item can't be auctioned. Nouse: Defines if an item cannot be used under certain circumstances. If this block is omitted, there will be no usage restrictions. All the settings in this group are boolean values, unless otherwise specified. Default value is false (restriction not set) for any missing setting. Allowed settings in this block are: override: If specified and in the interval [1:100], sets the minimum GM Group ID that can bypass the defined usage restrictions. This is an integer value. sitting: Item can't be used while sitting. Stack: Prevents an item to be stacked more than x times in given inventory types. Generally used by 3rd class related skill items. Syntax: [amount, type] Available types: 1: Character inventory restriction 2: Character cart restriction 4: Account storage restriction 8: Guild storage restriction Note: Stack limit of 0 will disable a restriction. Sprite: SpriteID will be sent to the client instead of ItemID. NOTE: Replaces an item client-side while keeping them separate server-side. Think of it as a way to disguise items. Script: Script to execute when the item is used/equipped. OnEquipScript: Script to execute when the item is equipped. Warning, not all item bonuses will work here as expected. OnUnequipScript: Script to execute when the item is unequipped. Warning, not all item bonuses will work here as expected. Inherit: This can be used only in item_db2.conf, and if set to true, and the item already exists in item_db.conf, all the missing fields will be inherited from there rather than using their default values. }, **************************************************************************/ { Id: 31000 AegisName: "Asas_Rosadas" Name: "Asa Rosadas" Type: 5 buy: 10 Sell: 5 Weight: 5 Slots: 4 Job: { all: true } Loc: 1 View: 2000 Script: <" Vit+ 40, DEX:+20, AGI:+15, HP:+15% "> Trade: { nodrop: true } } qual é a forma de adicionar os atributos pode indicar um "dicionário" tipo indicando como para colocar agi,str,+% de hp e assim por diante. coloquei como dentro de script vit+ 40 mas tenho 99,9% de certeza que está errado hehe ^.^
  7. muito obrigado mesmo. @Orce. sobre o level e base level? gostaria de colocar 300/150
  8. esta assim: // Configuração que define se poderá mostrar algumas informações do monstros próximo ao seu nome. (adicionado se preciso) // (não afeta os guardiões ou o emperium) // 0: Desabilitado // 1: Mostrar o HP do monstro (Formato: Hp/MaxHp) // 2: Mostrar o HP do monstro (Formato: Percentual do total de vida) // 4: Mostrar o nível do monstro show_mob_info: 6 não aparece nenhum erro... estou usando pré_re... com os comandos no group acontece algo parecido, coloco os comandos para player e não funciona dentro do servidor. no groups está assim: groups: ( { id: 0 /* O grupo 0 é o padrão para todas as novas contas criadas. */ name: "Jogador" level: 0 inherit: ( /* Lista vazia */ ) commands: { /* Sem comandos */ } commands: true autotrade: true go: true time: true jumpto: true whereis: true help: true autotrade: true breakguild: true permissions: { /* Sem essas permissões o jogador não poderia realizar trocas ou grupos, cujo não é o padrão do jogo */ can_trade: true can_party: true } }, { id: 1 name: "Vip" inherit: ( "Jogador" ) /* Pode fazer tudo que um Jogador faz e mais alguns comandos */ level: 0 commands: { /* Comandos */ commands: true charcommands: true help: true rates: true uptime: true showdelay: true exp: true mobinfo: true iteminfo: true whodrops: true time: true jailtime: true hominfo: true homstats: true showexp: true showzeny: true whereis: true /* feature commands */ refresh: true noask: true noks: true autoloot: true alootid: true autoloottype: true autotrade: true request: true go: true breakguild: true channel: true } permissions: { } gostaria que os comando para jogador comum e não quero ter user_vip. a se poder me informar onde coloco para ser 300/150 será uma alegria... encontrei ond coloca max status... @[email protected] @Hyroshima
  9. @Hyroshima fiz e continua aparecendo só nome. ' _._ '
  10. consegui aqui pessoal... muito obrigado pela ajuda de todos... @Orce se pode me enviar seu conato para eventuais dúvidas, vai ser muito bom. preciso colocar rata 10x 10x 100x lv 300/150 e nos monstos aparecer o lv e porcentagem tentei assim e não foi: // Configuração que define se poderá mostrar algumas informações do monstros próximo ao seu nome. (adicionado se preciso) // (não afeta os guardiões ou o emperium) // 0: Desabilitado // 1: Mostrar o HP do monstro (Formato: Hp/MaxHp) // 2: Mostrar o HP do monstro (Formato: Percentual do total de vida) // 4: Mostrar o nível do monstro show_mob_info: 2+4 = 6 e não vai fica só nome aparecendo.
  11. @Orce fiz a mudança, segue imagem do que aparece agora. continuo com o emulado de 2015 hexed 20140305 data traduzida. aquivo de atualização não encontrado e sql access denied for user @localhost
  12. eu fiz agora importei só as tabelas citadas a cima, mas com emulador mais antigo.