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bWolfie

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Posts posted by bWolfie


  1. Edit: I misread post thinking you wanted current time to be made 4x during WoE. Check post below.

    Spoiler

     

    In skill.c go to skill_unit_group()

    Above this line,

    
    	nullpo_retr(NULL, layout);
    	nullpo_retr(NULL, group=skill->init_unitgroup(src,layout->count,skill_id,skill_lv,skill->get_unit_id(skill_id,flag&1)+subunt, limit, interval));

    Add a code to account for whatever clause you want. In this case, you want traps to have 4x duration during WoE.

    
    	// custom time clause goes here
    	switch (skill_id) {
    	case HT_ANKLESNARE:
    	case HT_SHOCKWAVE:
    	case HT_SANDMAN:
    	case MA_SANDMAN:
    	case HT_CLAYMORETRAP:
    	case HT_SKIDTRAP:
    	case MA_SKIDTRAP:
    	case HT_LANDMINE:
    	case MA_LANDMINE:
    	case HT_FLASHER:
    	case HT_FREEZINGTRAP:
    	case MA_FREEZINGTRAP:
    	case HT_BLASTMINE:
    	/**
    	 * Ranger
    	 **/
    	case RA_ELECTRICSHOCKER:
    	case RA_CLUSTERBOMB:
    	case RA_MAGENTATRAP:
    	case RA_COBALTTRAP:
    	case RA_MAIZETRAP:
    	case RA_VERDURETRAP:
    	case RA_FIRINGTRAP:
    	case RA_ICEBOUNDTRAP:
    		if (map->agit_flag == 1 || map->agit2_flag == 1)
    			limit *= 4;
    		break;
    	}
    	
    	nullpo_retr(NULL, layout);
    	nullpo_retr(NULL, group=skill->init_unitgroup(src,layout->count,skill_id,skill_lv,skill->get_unit_id(skill_id,flag&1)+subunt, limit, interval));

    Note: Untested.

     

     


  2. just cause servers are both in LA doesn't mean they will offer the same performance (unless they are from the same company and specs). Also wouldn't put it passed a RO reseller to lie about things...unless you still have the old IP active, there is no way to confirm server is actually in LA.

    check there is no double configuration overriding in conf/import/battle.conf

    maybe you tested on a GM account who have 'skill unconditional' permission in conf/groups.conf, then 2nd test didn't have the perm.


  3. Yes it is possible. You need to either use a custom SQL table combined with getcharid(CHAR_ID_GUILD) or use the '$' global permanent variable.

    Example of using '$' variable:

    if ($Guild_Quest[getcharid(CHAR_ID_GUILD)] != 0) {
        mes("Your guild has already done this quest.");
        close();
    }
    
    $Guild_Quest[getcharid(CHAR_ID_GUILD)] = 1;
    mes("You completed the quest for your guild.");
    close();
    

    Example of SQL query:

    if (query_sql(sprintf("SELECT * FROM `guild_quest` WHERE `guild_id` = %d",  getcharid(CHAR_ID_GUILD))) > 0) {
        mes("Your guild has already done this quest.");
        close();
    }
    
    query_sql(sprintf("INSERT INTO `guild_quest`(`guild_id`, `value`, `comment`) VALUES(%d, 1, 'Guild quest 1')", getcharid(CHAR_ID_GUILD)));
    mes("You completed the quest for your guild.");
    close();
    

  4. First time seeing this. Thought I'd try it out. Really cool idea, surprised I'm just seeing this now.

    Reports:
    • If you are in a chatroom of the clone then the clone dies, the chat closes then your char is stuck.
    • Something interesting, you can send friend and party requests to clone mobs, which then send to the real char.


  5. Yes...rAthena have more of the content complete than Hercules, but they are very reckless with their development systems. Most of the commits are either fixes for something that someone broke (that previously worked) or minor changes such as syntax correction or function tweaks. 

    Commit no. and activity log looks pretty, but context should be considered.


  6. Description: Adds the @adopt command to your server.
    Usage: @adopt <char name>

    The adoption feature exists in the source. However, from experience, some clients don't support the right-click menu option to adopt players, rendering the feature unusable. Perhaps this atcommand should be added to the main repo.

    For now, you can use this to allow your players to use the adoption system.

    Download: https://github.com/bWolfie/HPM-Plugins/blob/master/src/plugins/adopt.c

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