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Ind

Retired Staff
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Everything posted by Ind

  1. how about we drop the motd.txt file and make it a onpcloginevent npc script?
  2. I tried implementing this but I can't really say whether i managed to get it to work or not, because i think my client's luas do not support this (the skill icon for example, my luas dont have it). Moving to needs more info.
  3. Can you clarify on how this is supposed to work? I didn't understand from just glancing the image.
  4. need to know how officials do this (a network/packet dump from a official server when receiving a announcement like this would work). Moving to Needs more info section.
  5. I don't know lilith's, whats the difference between his/hers and ours?
  6. Fixed in https://github.com/HerculesWS/Hercules/commit/cb9b70eae92e401f4b644b95d2fa87e781d5ce82
  7. a sc_start (for enchantarms) with -1 as duration (endless) and a sc_end on unequip should do it i think, but it would still be subject to dispell and other status ending things.
  8. Ind

    Event

    btw the clone uses no skills at all?
  9. Ind

    Suggestion :D

    how is this actually supposed to work? from what i've seen in their code repository, the way devotion_rdamage is employed makes the old method active, but doesn't touch/disable the new method at all (is this intended?)
  10. yes they are I tried to make that clear about a month ago but I didn't have much luck, but of course the invitation is still up.
  11. It is not, your information is inaccurate, I've tested all HPM functionality prior to its release. that is exactly the reason why there is a init and a server_ready event, so you can replace the init functions to your liking if you so choose with a init event, or have the original ones trigger and have your code be run on a server_ready event.(btw the NULL thing took place after the release and was fixed) I'm very happy to hear that
  12. Ind

    Help with

    cant you get the files out of the grf?
  13. Ind

    Event

    depends on the mapflags oo, how are they setup in your events?
  14. there should no problem when you use it like that, I think.
  15. you either edit the client or cast the visual effects you want in the manner you want, through the server code.
  16. using rizon ips directly is not recommended, I'll test it myself, sec.
  17. Thank you, fixed in https://github.com/HerculesWS/Hercules/commit/ac3caf50ec83838486e18294a2d1b68794439119
  18. Ind

    Job Names

    this doesnt happen in hercules, i fixed it some weeks ago.
  19. I'm already working on it (thanks to Yommy <3~)
  20. this should've been a bug report, but regardless oo I'll be fixing this (thanks to yommy who found out the cause :3), it should be in a upcomming commit of mine
  21. 3rd Class Effects : Update Hello~! What?! This is to let you know about a very prominent bug that Hercules just squashed. The prominent bug As brought up by Beret here, when a character possessing warlock spheres comes into another character's sight, the spheres are not displayed -- unless you were in the character's range when he created them. This bug was not exclusive to warlock spheres' effect: Camouflage Duplelight Oratio Freezing Venom Impress Hallucination Walk Rolling Cutter Banding Crystalize Deep Sleep Cursed Circle Blood Sucker Shadow Form Manhole This bug has now been fixed, as of today the visual effects of all the skills above should be working as they should. Special Thanks to Beret, for bringing this issue to light Yommy, for making it possible for me to understand how officials do this Rytech, for the list of statuses that use this came from his 3CeAM Link~u! Commit
  22. so the total hit will be (duration1 left/1000) and thats why malufett is our skill mechanics genius <333
  23. humm O_O oki I'll be waiting for the video oo I failed to realize what it could be D:
  24. ah change that code to the following case UNT_FIREPILLAR_ACTIVE: if( sg->unit_id == UNT_CLAYMORETRAP ) { int spa = 0, spl = map_foreachinrange(skill->area_sub, &src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &src->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill->area_sub_count); if( spl <= 0 ) spl = 1; for( spa = 0; spa < spl; spa++ ) map_foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick+(50*spa)); } else map_foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
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