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Reins

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Posts posted by Reins


  1.  

    skill.c
     
      case WL_EARTHSTRAIN:

     {

       // lv 1 & 2 = Strip Helm, lv 3 = Strip Armor, lv 4 = Strip Weapon and lv 5 = Strip Accessory. [malufett]

       const int pos[5] = { EQP_HELM, EQP_HELM, EQP_ARMOR, EQP_WEAPON, EQP_ACC };

       skill->strip_equip(bl, pos[skill_lv-1], 6 * skill_lv + status->get_lv(src) / 4 + status_get_dex(src) / 10,

       skill_lv, skill->get_time2(skill_id,skill_lv));

     }

     break;

     
     
     
    6 * skill_lv + status->get_lv(src) / 4 + status_get_dex(src) / 10 --->rate
     
    change to
     
    skill_lv

     

     

    so you mean the 6 * skill_lv + status->get_lv(src) / 4 + status_get_dex(src) / 10

     

     

    i will change it to 1?


  2.  

    yah all i want to say is if i wear that headgear#1 incase the player wear GTB Card, The Card's Effect (GTB) wont merge up into the effect of headgear#1

     

    so let say like this my GTB is "bonus bNoMagicDamage,90;" so it will be undispellable & reduce only magic damage incoming from the user of GTB

     

    then my Headgear#1 is same effect as GTB with "bonus bNoMagicDamage,90;" in that case when the player used headgear#1 + GTB = No magic Damage at all

     

    all i want is to disable GTB's effect when the player worn that Headgear#1

     

    Thank I hope you get me :)

     

     

     

    add this to your script

     

    { isequippedcnt(4128) { bonus bNoMagicDamage,-100; bonus bUseSPrate,-100;}},{},{}

     

    I try that thanks =)


  3. yah all i want to say is if i wear that headgear#1 incase the player wear GTB Card, The Card's Effect (GTB) wont merge up into the effect of headgear#1

    so let say like this my GTB is "bonus bNoMagicDamage,90;" so it will be undispellable & reduce only magic damage incoming from the user of GTB

    then my Headgear#1 is same effect as GTB with "bonus bNoMagicDamage,90;"
    in that case when the player used headgear#1 + GTB = No magic Damage at all

    all i want is to disable GTB's effect when the player worn that Headgear#1

    Thank I hope you get me :)

     


  4. Hi,

    I would like to help with this stuffs so I say i change the effect of Headgear#1 into GTB Card's effect when worn by the player but the GTB Card of mine is not 100% Nullified only 90% how can i stack it that when the player wearing Headgear#1 when he/she worn GTB Card on the Shield the effect of Nullified Magic will not be 100% over or no Magic Damage at all thanks!


  5. Hi,

    How to change Severe Rainstorm which can be used by musical instrument/whip i try changing at skill_require_db

    2418,0,0,80:90:100:110:120,0,0,0,11,1,20,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

    i change 11 into 13:14 then server restart then i cant use the skill now.


  6. i believe you need to add the skill id to skillid.lua ; description to skilldescript.lua; remaining info like sp per level etc to skillinfolist.lua ; assign to JOBID.JT_WANDERER in skilltreeview.lua

    all of the lua files are found in lua files/luafiles514/skillinfoz folder.

     

    Okay lemme try that thanks!


  7.  

    Hi Hercules,

     

     

      I need support about this regards client. However do you think that the client will run if i use a binder to bind the data.ini to the client itself?

    What do you mean? Im just a tad bit confused.

     

    Currently, I've seen servers who don't use data.ini file to run their client either because they know how to do it a different way or they hexed the client to read a different file I never found… possibly in a different folder etc. As for you, not sure what you mean by 'bind'.

     

     

    Let say on this scenario the Client.exe is reading DATA.ini right? i used 3rd party software binders which merges up 2 or more files so i say the DATA.ini is merge to another file let say the bink32.dll then the output is still bink32.dll but the DATA.ini is inside of that dll file so that will the client read the DATA.ini inside of bink32.dll?


  8. For some clients, it's necessary to customize your own packet keys in order to get that to work since WPE would send the same keys as the official, known packets, so you'll need a diff with an available option to change the packets.

     

    Then, in your server side, go to src/map/packets.h and find your packet ver. If your packetver is 20120410, then search this:

    #if PACKETVER >= 20120410packetKeys(0x01581359,0x452D6FFA,0x6AFB6E2E); /* Thanks to Shakto */#endif

    and change the packets to te value you want. Note that you'll have to use the same packets in the client AND in the server, otherwise you won't be capable of using that client.

     

     

    Btw how will i use those hex keys in my client? sorry im just a noob lol


  9. Hi,

    I'm about to finish my stuffs and i got a working client for now 2012-04-10 then, Is there a proper or needed diff setting for the client to enable this stuffs below? I try to change values seems WPE is still working on the server

    // Whether to enable the official packet obfuscation support (good vs WPE)
    // 0: disabled
    // 1: optional (not recommended) -- identifies whether it is required
    // 2: enabled (recommended)
    packet_obfuscation: <value>



    Thanks, More power to hercules
     

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