Lord Ganja
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Everything posted by Lord Ganja
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How do I get of an error like this? npc_event: event not found
Lord Ganja replied to Lord Ganja's question in Script Support
Thank you @@AnnieRuru. I'll try it later once I get to my computer -
@@AnnieRuru, I think raPalooza~ and me are looking for the same kind of answer. I was thinking this is possible? Please take a look at this topic coz I explained it here. http://herc.ws/board/topic/10844-how-do-i-get-of-an-error-like-this-npc-event-event-not-found/?p=64038 Thanks in advance!
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Up for this. I was looking for something like this too.
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Thank you! Can you tell us what exactly was the problem with the blank page?
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up for this
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How to cap all skills cast delay to 90%? So even if using 3 kiel cards + headgear with reduce cast delay, the reduce cast delay will stick to 90%. Thanks in advance!
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Thank you. Btw if I wanted unfreezable clones what mode should I add? md_boss?
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I was using this script fight your clone. One thing I wanted to change is I don't want clones to be freezed. What mode should I change with it? The current mode of the clones there is 0x8D I just don't understand the explanation in mob_db_mode_list.txt. I don't know what mode is 0x8D has since I don't know how did it come up in the first place.. Any explanation would be highly appreciated. Thanks!
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How do I get of an error like this? npc_event: event not found
Lord Ganja replied to Lord Ganja's question in Script Support
I don't have idea what to change it. I used On"+getcharid(0) so when the player unequip the item it calls the function unequip_item to kill the specific clone of the user. If i'm going to change it to something not unique, like clonecheck::OnCloneDead. And someone unequip the item(calls the function unequip_item), all clones on the same map are going to die since they're on the same type of event. -
How do I get of an error like this? npc_event: event not found
Lord Ganja posted a question in Script Support
I use an item that has a bonus that summons a slave clone, and whenever I unequipped the item it will call this functions for the clone to die. function script unequip_item { killmonster strcharinfo(3), "clonecheck::On"+ getcharid(0); end;} Here's the script that summons the clone: clone "prontera",150,150,"clonecheck::On"+getcharid(0), getcharid(0), getcharid(0), 0x8D, 1, 40; BUT whenever another player killed the clone I got this error. [Error]: npc_event: event not found [clonecheck::On150031] Since 150031 is the clone master's id, I don't have any idea how to make the npc event for that so I can avoid the error. Any ideas? Thanks in advance! -
You have to copy the mini map from kRO files then rename it to s_mall.bmp and put it on your grf.. datatexture유저인터페이스map For the clouds, i think you have to add a mapflag clouds or clouds2. Hope this helps. EDIT: sorry. Didn't saw the picture you posted. I thought only the cloud effect xD
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Is there any way to increase all boss monsters hit without modifying the dex in mob_db? Since modifying the DEX of a mob would also increase their damage. I only wanted to increase their hit coz my server is a high rate server. And characters flee are too high so the boss normal attacks miss. Anyone could tell me where to edit monsters/mobs hit in source? Thanks in advance!
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help me please. whenever I browse on http://localhost/cp/?module=vote, it always redirects me into a blank page. I can successfully add a banner and voting site. but whenever i am about to vote, it always redirects me into a blank page. is it because of the index. php? currently using this one -> LINK and the latest fluxcp. thanks in advance!
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Increase monster attack & skill damage rate on map
Lord Ganja replied to Lord Ganja's question in Source Requests
@@raPalooza~ Alright. Thank you so much. These helped me a lot Hope someone could tell me how to boost mobs magical attack damage without altering its int -
how to save a diff of recently patched modifications?
Lord Ganja posted a question in General Server Support
How do I save a diff file of a recently patched mods? I have a src that is already modified. but I only wanted to create a diff file from the last mod that I applied. is that possible? TIA! -
Increase monster attack & skill damage rate on map
Lord Ganja replied to Lord Ganja's question in Source Requests
@@raPalooza~ I'll try it. Thank you for the info EDIT: @@raPalooza~ Can you tell me what's lhw.atk? xD Can't seem to find it. I only knew rhw.atk.. And also what is batk? base attack? Do you also know where can I modify the magical attack damage without altering the mob's int? Thankyou -
Increase monster attack & skill damage rate on map
Lord Ganja replied to Lord Ganja's question in Source Requests
@@raPalooza~ Thank you for the info I'll just create the new mapflag. I just wanted to know where should I put the src that increases a monster's attack & skill damage. Anyway can you tell me what part of mob.c should I put those? Should I put it under int64 c = 0; ? /*========================================== * Mob spawning. Initialization is also variously here. *------------------------------------------*/int mob_spawn (struct mob_data *md){ int i=0; int64 tick = timer->gettick(); int64 c = 0; md->last_thinktime = tick; if (md->bl.prev != NULL) unit->remove_map(&md->bl,CLR_RESPAWN,ALC_MARK); else if (md->spawn && md->class_ != md->spawn->class_) { md->class_ = md->spawn->class_; status->set_viewdata(&md->bl, md->class_); md->db = mob->db(md->class_); memcpy(md->name,md->spawn->name,NAME_LENGTH); } if (md->spawn) { //Respawn data md->bl.m = md->spawn->m; md->bl.x = md->spawn->x; md->bl.y = md->spawn->y; if( (md->bl.x == 0 && md->bl.y == 0) || md->spawn->xs || md->spawn->ys ) { //Monster can be spawned on an area. if( !map->search_freecell(&md->bl, -1, &md->bl.x, &md->bl.y, md->spawn->xs, md->spawn->ys, battle_config.no_spawn_on_player?4:0) ) { // retry again later if( md->spawn_timer != INVALID_TIMER ) timer->delete(md->spawn_timer, mob->delayspawn); md->spawn_timer = timer->add(tick+5000,mob->delayspawn,md->bl.id,0); return 1; } } else if( battle_config.no_spawn_on_player > 99 && map->foreachinrange(mob->count_sub, &md->bl, AREA_SIZE, BL_PC) ) { // retry again later (players on sight) if( md->spawn_timer != INVALID_TIMER ) timer->delete(md->spawn_timer, mob->delayspawn); md->spawn_timer = timer->add(tick+5000,mob->delayspawn,md->bl.id,0); return 1; } } memset(&md->state, 0, sizeof(md->state)); status_calc_mob(md, SCO_FIRST); md->attacked_id = 0; md->target_id = 0; md->move_fail_count = 0; md->ud.state.attack_continue = 0; md->ud.target_to = 0; md->ud.dir = 0; if( md->spawn_timer != INVALID_TIMER ) { timer->delete(md->spawn_timer, mob->delayspawn); md->spawn_timer = INVALID_TIMER; } //md->master_id = 0; md->master_dist = 0; md->state.aggressive = (md->status.mode&MD_ANGRY) ? 1 : 0; md->state.skillstate = MSS_IDLE; md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME; md->last_linktime = tick; md->dmgtick = tick - 5000; md->last_pcneartime = 0; for (i = 0, c = tick-MOB_MAX_DELAY; i < MAX_MOBSKILL; i++) md->skilldelay[i] = c; memset(md->dmglog, 0, sizeof(md->dmglog)); md->tdmg = 0; if (md->lootitem) memset(md->lootitem, 0, sizeof(*md->lootitem)); md->lootitem_count = 0; if(md->db->option) // Added for carts, falcons and pecos for cloned monsters. [Valaris] md->sc.option = md->db->option; // MvP tomb [GreenBox] if ( md->tomb_nid ) mob->mvptomb_destroy(md); map->addblock(&md->bl); if( map->list[md->bl.m].users ) clif->spawn(&md->bl); skill->unit_move(&md->bl,tick,1); mob->skill_use(md, tick, MSC_SPAWN); return 0;} And can you explain these to me? What are those for? md->attacked_id = 0; md->target_id = 0; md->move_fail_count = 0; Thank you so much. -
Increase monster attack & skill damage rate on map
Lord Ganja replied to Lord Ganja's question in Source Requests
@@Aeromesi, I was about to do it with lots of mobs. That's why I was thinking it would be easier if I use a mapflag.. Do you know what part of src is the calculation of mob attack damage and mob skill damage? -
Is it possible to increase monster damage rate on a specific map? Like putting a mapflag .. prontera mapflag increasemobdamagerate 100 all monsters on prontera will increase their attack and skill damage by 100%. thank you.
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Still appearing on blank page when I clicked the VoteForCredits tab. I'm sure that it isn't because of the theme. I already changed the theme name. I think it's because of the modules/vote/index.php XD
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How to get the index of an array variable?
Lord Ganja replied to Lord Ganja's question in Script Support
Thanks @Winterfox -
How to get the index of an array variable?
Lord Ganja replied to Lord Ganja's question in Script Support
@@Dastgir, Exactly what Winterfox posted. But I was looking for something like script command, if it even exists. e.g setarray .@mob_ids, 1002, 1003, 1004, 1005; .@mob_ids[3]; <-- The index here is 3 getvarindex(.@mob_ids); <-- getvarindex is just an example, which returns the index of the attached variable -> so 'getvarindex' will return '1005' @@Winterfox Is there any alternative? Or is it the only way? Thanks btw. -
How do I extract the index of an array variable? e.g @mob_id[index] <--- How do I extract the index from @mob_id variable? Thanks in advance!
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I already did that from the start but it's still a blank page. maybe because of the index.php?
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Is this the Byteflux v4p? Thanks! EDIT: Hey whenever I clicked the Vote for Credits! on the main menu it leads mo to a blank page. you are using deafult skin flux? skin? if the default flux theme is what you're talking about, im actually using a custom theme.