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bWolfie

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  1. Upvote
    bWolfie reacted to freezing1 in [Showcase] Chowd Castle   
    Not everyone wants to sell, respect.
  2. Upvote
    bWolfie reacted to SyncMaster in [Showcase] Susano'o Skeleton v2.3   
    At its simplest level, users only manifest aspects of Susanoo's skeletal structure, such as a ribcage for basic defence or an arm for interacting with the surroundings.
     


  3. Upvote
    bWolfie got a reaction from w0wZukuBg in [Showcase] Mystical Vil.   
    nice one. remember to take consideration to geography, what kind of people are living there and some immersion stuff like that. Even though you may not fill your map with anything, it will help you with your designs. Aesthetically pleasing.
  4. Upvote
    bWolfie reacted to Naruto in Taekwon FSK mechanics + movement on grid   
    So ive been trying to deal with the movement on the grid but had issues with direcitonal, and lagging when you get hit
     
    Ive tried many things but the problem kept persisting until someone asked me why the lag doesnt happen on flying side kick....

    case MR_LUNGE: if (unit->movepos(src, bl->x, bl->y, 1, 1)) { skill->brandishspear(src, bl, skill_id, skill_lv, tick, flag); clif->slide(src, bl->x, bl->y); } break; for my skill.c im using brandishspear function in an attack that lunges me towards the target
    before i would get caught during my cast time and i could move 3-4 times before the game elastic banned me
     
    if (unit->movepos(src, bl->x, bl->y, 1, 1)) {  
    if we wrote it like this
    case MR_LUNGE: unit->movepos(src, bl->x, bl->y, 1, 1); skill->brandishspear(src, bl, skill_id, skill_lv, tick, flag); break;  
    it looks like the zombies walk to the location i pointed at, but then i get shot there after a second or two...

     
    but then i set it to this : 
    case MR_LUNGE: unit->movepos(src, bl->x, bl->y, 0, 0); skill->brandishspear(src, bl, skill_id, skill_lv, tick, flag); break;
     
    So it seems to me that unit_movepos is just another modifier we can use
     
    the final 2 moifiers are
    int easy, bool checkpath these are either 1 or 0... and i have no idea how they work without going through all the skills that use them however it seems to do the same things in game with my current code so just pick something your trying to match or flip em around if they dont work for whatever reason 
     
    So in order to move visually we actually have to use these functions OR CLICK THE MOUSE ANYWHERE AND YOU WILL ZAP TO THAT CELL WITH THE WRITTEN ABOVE: 
    clif->snap
    clif->slide
    skill->blown
     
     
    All are usuable in different ways... I just wanted to clearify how to remove the lag
     
     
     
     
    Actually a few notes from my clif.c jjust trying to go over and find this immediately 
    static void clif_blown(struct block_list *bl) { //Aegis packets says fixpos, but it's unsure whether slide works better or not. nullpo_retv(bl); clif->fixpos(bl); clif->slide(bl, bl->x, bl->y); } Oh it turns out 
    clif->fixpos is also a way to move you around the map
  5. Like
    bWolfie reacted to argel06 in OPENKORE BOT Server config   
    hi guys does anyone try to use openkore for slave bot high priest need help in server config i got problems logging in my accnt in bot need the details at server port and server ip id
  6. Like
    bWolfie reacted to Functor in OPENKORE BOT Server config   
    You choose the wrong forum to ask it.
  7. Like
    bWolfie reacted to Relzz in OPENKORE BOT Server config   
    ayy, wrong forum buddy 
    (and the anticheat guy replies to you, epic)
  8. Upvote
    bWolfie got a reaction from Pink Guy in Need help with hatred reset and disable hatred to emperium   
    The error message is clearly stating what is wrong. Your message number (1552) is outside of the accepted ranged (0-1502). Increase MAX_MSG in atcommand.h to accommodate.
  9. Upvote
    bWolfie got a reaction from Pink Guy in Need help with status immunity   
    In static int status_get_sc_def() you can add code.
    Right below this,
    //Aegis accuracy if (rate > 0 && rate%10 != 0) rate += (10 - rate%10); You can add your code:
    //Aegis accuracy if (rate > 0 && rate%10 != 0) rate += (10 - rate%10); // Gain all status immunity by LUK stat. Caps at 99 (100% immunity) // change both 99 values to what you want if (st->luk >= 99) rate = 0; else rate -= rate * st->luk / 99 + 10;  
  10. Like
    bWolfie got a reaction from Zarbony in Pow to operator?   
    You should link where you got the script from.
    Anyway, your issue is basic maths...order of exponents. Use your parentheses correctly.
    pow(10,.@i+1) is the same as 10 ^ (.@i+1)
    When you change it to 10 ** .@i+1 it is being read as (10 ^ .@i) + 1
  11. Upvote
    bWolfie reacted to Naruto in Brandish Spear Re-work   
    So i had to go over my brandish spear again but figured out most of it 
    Can be used a few different ways..... splash on a grid with movement is really smooth with it
     
    The results of this modification is my magicalbullet and desperado is a UNT skill 
     
    No idea how to explain it other then for you to try it yourself :
     
     
     
    struct square { int val1[19]; int val2[19]; }; This number for square should be increased as high as you can if you wanna keep using this square grid... Ill have to verify this later because re declaring it causes issues but its relative to the amount of cells were hitting
    static void skill_brandishspear_first(struct square *tc, uint8 dir, int16 x, int16 y) { nullpo_retv(tc); if(dir == 0){ tc->val1[0]=x; tc->val1[1]=x+1; tc->val1[2]=x-1; tc->val1[3]=x; tc->val1[4]=x+1; tc->val1[5]=x+1; tc->val1[6]=x; tc->val1[7]=x+1; tc->val1[8]=x-1; tc->val1[9]=x; tc->val1[10]=x+1; tc->val1[11]=x-1; tc->val1[12]=x; tc->val1[13]=x+1; tc->val1[14]=x-1; tc->val1[15]=x; tc->val1[16]=x+1; tc->val1[17]=x-1; tc->val2[0]=y; tc->val2[1]=y; tc->val2[2]=y; tc->val2[3]=y-1; tc->val2[4]=y-1; tc->val2[5]=y-1; tc->val2[6]=y-2; tc->val2[7]=y-2; tc->val2[8]=y-2; tc->val2[9]=y-3; tc->val2[10]=y-3; tc->val2[11]=y-3; tc->val2[12]=y-4; tc->val2[13]=y-4; tc->val2[14]=y-4; tc->val2[15]=y+1; tc->val2[16]=y+1; tc->val2[17]=y+1; } else if(dir==2){ tc->val1[0]=x+3; tc->val1[1]=x+3; tc->val1[2]=x+3; tc->val1[3]=x+4; tc->val1[4]=x+4; tc->val1[5]=x+4; tc->val1[6]=x+2; tc->val1[7]=x+2; tc->val1[8]=x+2; tc->val1[9]=x+1; tc->val1[10]=x+1; tc->val1[11]=x+1; tc->val1[12]=x-1; tc->val1[13]=x-1; tc->val1[14]=x-1; tc->val1[15]=x; tc->val1[16]=x; tc->val1[17]=x; tc->val2[0]=y; tc->val2[1]=y+1; tc->val2[2]=y-1; tc->val2[3]=y; tc->val2[4]=y+1; tc->val2[5]=y+1; tc->val2[6]=y; tc->val2[7]=y+1; tc->val2[8]=y-1; tc->val2[9]=y; tc->val2[10]=y+1; tc->val2[11]=y-1; tc->val2[12]=y; tc->val2[13]=y+1; tc->val2[14]=y-1; tc->val2[15]=y; tc->val2[16]=y+1; tc->val2[17]=y-1; } else if(dir==4){ tc->val1[0]=x; tc->val1[1]=x+1; tc->val1[2]=x-1; tc->val1[3]=x; tc->val1[4]=x+1; tc->val1[5]=x+1; tc->val1[6]=x; tc->val1[7]=x+1; tc->val1[8]=x-1; tc->val1[9]=x; tc->val1[10]=x+1; tc->val1[11]=x-1; tc->val1[12]=x; tc->val1[13]=x+1; tc->val1[14]=x-1; tc->val1[15]=x; tc->val1[16]=x+1; tc->val1[17]=x-1; tc->val2[0]=y; tc->val2[1]=y; tc->val2[2]=y; tc->val2[3]=y+1; tc->val2[4]=y+1; tc->val2[5]=y+1; tc->val2[6]=y+2; tc->val2[7]=y+2; tc->val2[8]=y+2; tc->val2[9]=y+3; tc->val2[10]=y+3; tc->val2[11]=y+3; tc->val2[12]=y+4; tc->val2[13]=y+4; tc->val2[14]=y+4; tc->val2[15]=y-1; tc->val2[16]=y-1; tc->val2[17]=y-1; } else if(dir==6){ tc->val1[0]=x-3; tc->val1[1]=x-3; tc->val1[2]=x-3; tc->val1[3]=x-4; tc->val1[4]=x-4; tc->val1[5]=x-4; tc->val1[6]=x-2; tc->val1[7]=x-2; tc->val1[8]=x-2; tc->val1[9]=x-1; tc->val1[10]=x-1; tc->val1[11]=x-1; tc->val1[12]=x+1; tc->val1[13]=x+1; tc->val1[14]=x+1; tc->val1[15]=x; tc->val1[16]=x; tc->val1[17]=x; tc->val2[0]=y; tc->val2[1]=y+1; tc->val2[2]=y-1; tc->val2[3]=y; tc->val2[4]=y+1; tc->val2[5]=y+1; tc->val2[6]=y; tc->val2[7]=y+1; tc->val2[8]=y-1; tc->val2[9]=y; tc->val2[10]=y+1; tc->val2[11]=y-1; tc->val2[12]=y; tc->val2[13]=y+1; tc->val2[14]=y-1; tc->val2[15]=y; tc->val2[16]=y+1; tc->val2[17]=y-1; } else if(dir==1){ tc->val1[0]=x; tc->val1[1]=x+1; tc->val1[2]=x+2; tc->val1[3]=x; tc->val1[4]=x; tc->val1[5]=x+1; tc->val1[6]=x+2; tc->val1[7]=x+2; tc->val1[8]=x+1; tc->val1[9]=x+1; tc->val1[10]=x+2; tc->val1[11]=x+2; tc->val1[12]=x+3; tc->val1[13]=x+3; tc->val1[14]=x+3; tc->val1[15]=x+4; tc->val1[16]=x+3; tc->val1[17]=x+4; tc->val1[18]=x+4; tc->val2[0]=y; tc->val2[1]=y; tc->val2[2]=y; tc->val2[3]=y-1; tc->val2[4]=y-2; tc->val2[5]=y-1; tc->val2[6]=y-1; tc->val2[7]=y-2; tc->val2[8]=y-2; tc->val2[9]=y-3; tc->val2[10]=y-3; tc->val2[11]=y-4; tc->val2[12]=y-4; tc->val2[13]=y-1; tc->val2[14]=y-2; tc->val2[15]=y-2; tc->val2[16]=y-3; tc->val2[17]=y-3; tc->val2[18]=y-4; } else if(dir==3){ tc->val1[0]=x+4; tc->val1[1]=x+4; tc->val1[2]=x+4; tc->val1[3]=x+3; tc->val1[4]=x+3; tc->val1[5]=x+3; tc->val1[6]=x+3; tc->val1[7]=x+2; tc->val1[8]=x+2; tc->val1[9]=x+2; tc->val1[10]=x+2; tc->val1[11]=x+2; tc->val1[12]=x+1; tc->val1[13]=x+1; tc->val1[14]=x+1; tc->val1[15]=x+1; tc->val1[16]=x; tc->val1[17]=x; tc->val1[18]=x; tc->val2[0]=y+4; tc->val2[1]=y+3; tc->val2[2]=y+2; tc->val2[3]=y+4; tc->val2[4]=y+3; tc->val2[5]=y+2; tc->val2[6]=y+1; tc->val2[7]=y+4; tc->val2[8]=y+3; tc->val2[9]=y+2; tc->val2[10]=y+1; tc->val2[11]=y; tc->val2[12]=y+3; tc->val2[13]=y+2; tc->val2[14]=y+1; tc->val2[15]=y; tc->val2[16]=y+2; tc->val2[17]=y+1; tc->val2[18]=y; } else if(dir==5){ tc->val1[0]=x-4; tc->val1[1]=x-3; tc->val1[2]=x-2; tc->val1[3]=x-4; tc->val1[4]=x-3; tc->val1[5]=x-2; tc->val1[6]=x-1; tc->val1[7]=x-4; tc->val1[8]=x-3; tc->val1[9]=x-2; tc->val1[10]=x-1; tc->val1[11]=x; tc->val1[12]=x-3; tc->val1[13]=x-2; tc->val1[14]=x-1; tc->val1[15]=x; tc->val1[16]=x-2; tc->val1[17]=x-1; tc->val1[18]=x; tc->val2[0]=y+4; tc->val2[1]=y+4; tc->val2[2]=y+4; tc->val2[3]=y+3; tc->val2[4]=y+3; tc->val2[5]=y+3; tc->val2[6]=y+3; tc->val2[7]=y+2; tc->val2[8]=y+2; tc->val2[9]=y+2; tc->val2[10]=y+2; tc->val2[11]=y+2; tc->val2[12]=y+1; tc->val2[13]=y+1; tc->val2[14]=y+1; tc->val2[15]=y+1; tc->val2[16]=y; tc->val2[17]=y; tc->val2[18]=y; } else if(dir==7){ tc->val1[0]=x-4; tc->val1[1]=x-3; tc->val1[2]=x-2; tc->val1[3]=x-4; tc->val1[4]=x-3; tc->val1[5]=x-2; tc->val1[6]=x-1; tc->val1[7]=x-4; tc->val1[8]=x-3; tc->val1[9]=x-2; tc->val1[10]=x-1; tc->val1[11]=x; tc->val1[12]=x-3; tc->val1[13]=x-2; tc->val1[14]=x-1; tc->val1[15]=x; tc->val1[16]=x-2; tc->val1[17]=x-1; tc->val1[18]=x; tc->val2[0]=y-4; tc->val2[1]=y-4; tc->val2[2]=y-4; tc->val2[3]=y-3; tc->val2[4]=y-3; tc->val2[5]=y-3; tc->val2[6]=y-3; tc->val2[7]=y-2; tc->val2[8]=y-2; tc->val2[9]=y-2; tc->val2[10]=y-2; tc->val2[11]=y-2; tc->val2[12]=y-1; tc->val2[13]=y-1; tc->val2[14]=y-1; tc->val2[15]=y-1; tc->val2[16]=y; tc->val2[17]=y; tc->val2[18]=y; } } this is my grid 
    need to make sure you mark the cell YOU ARE STANDING ON if you wanna use it with RANGED 
    I cant explain the grid but hold on maybe i can draw it 

    basically you have a slot for x and y as you look at this 
    tc->val1[17]=x; tc->val1[18]=x; tc->val2[0]=y+4; tc->val2[1]=y+3; tc->val2[2]=y+2; you see how Y starts after 18 Xs for this direction ? 
    so these two would be a pair
    tc->val1[0]=x-4; tc->val2[0]=y-4; Im looking at direction 7 which is...facing the top right from center
     
     
    That would be the out most cells
    static void skill_brandishspear_dir(struct square *tc, uint8 dir, int are) { int c; nullpo_retv(tc); for( c = 0; c < 19; c++ ) { switch( dir ) { case 0: tc->val2[c]+=are; break; case 1: tc->val1[c]-=are; tc->val2[c]+=are; break; case 2: tc->val1[c]-=are; break; case 3: tc->val1[c]-=are; tc->val2[c]-=are; break; case 4: tc->val2[c]-=are; break; case 5: tc->val1[c]+=are; tc->val2[c]-=are; break; case 6: tc->val1[c]+=are; break; case 7: tc->val1[c]+=are; tc->val2[c]+=are; break; } } } I changed this to increase the max of growth function
    for( c = 0; c < 19; c++ ) { so now we wont get stack errors 
    and finally 
    static void skill_brandishspear(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag) { int c,n=0; uint8 dir; struct square tc; int x, y; nullpo_retv(bl); x = bl->x; y = bl->y; dir = map->calc_dir(src, x, y); skill->brandishspear_first(&tc,dir,x,y); skill->brandishspear_dir(&tc,dir,4); skill->area_temp[1] = bl->id; for(c=0;c<19;c++){ if(c==0||c==19) skill->brandishspear_dir(&tc,dir,-1); map->foreachincell(skill->area_sub, bl->m,tc.val1[c%19],tc.val2[c%19],BL_CHAR, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); } } first line
    int c,n=0; No idea what N does but to me it is useless, im pretty sure N is the amount of tiers in brandish spear.. lvl 1 3 7 and 9
     
    skill->brandishspear_dir(&tc,dir,4); So this is why its flipped, the final number is the placement , so if you set it to 0, it would be closer to you... its weird but id leave it -4 for the same results that i get 
    for(c=0;c<19;c++){ if(c==0||c==19) skill->brandishspear_dir(&tc,dir,-1); map->foreachincell(skill->area_sub, bl->m,tc.val1[c%19],tc.val2[c%19],BL_CHAR, src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); } finally set all these otherwise just get stack errors
     
     
     
    so if you wanna re use it which ill verify, you just need to set a large struct sqaure and youll be all good
     
  12. Upvote
    bWolfie got a reaction from Neffletics in @adopt atcommand   
    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
  13. Upvote
    bWolfie reacted to Ridley in June Digest 2019   
    May Digest 2019
    The following digest covers the month of June 1st - June 30th 2019

    Team Changes
    @Asheraf is now Core Developer.  
    Added
    Added Stat Reduction Potions to the Renewal item DB. (#2483) Added the constant `MAX_NPC_PER_MAP` to the script engine. (part of #2474) Added the `cap_value()` script command, to cap a value between a minimum and maximum. (#2472) Added the `mesclear()` script command, to clean an NPC message dialog without user interaction. (#2471) Added a script for simplified installation on Windows development machines. (#2222) Added/updated packets, encryption keys and message tables for clients up to 2019-05-30. (#2468, #2490) Added support for multiple hotkeys sets (two 'tabs' on the RE clients). The constant `MAX_HOTKEYS_DB` represents the maximum amount of hotkeys saved to the database. This requires a database migration. (part of #2468) Added the `delitemidx()` script command, to delete an item by its inventory index. (#2394) Added the `getguildonline()` script command, to return the amount of online guild members. (#2290) Added the `nostorage` and `nogstorage` mapflags, disallowing storage usage on the affected maps. The `bypass_nostorage` permission is also provided, to bypass those mapflags. (#2221) Added/updated packets, encryption keys and message tables for clients up to 2019-06-05. (#2491) Added support for the new shortcuts packets in the Zero clients. (part of #2491) Added support for the Summoner class in `stylist.txt`. (part of #2357, issue #2356) Implemented the new `setfavoriteitemidx()` and `autofavoriteitem()` script commands. (#2427) Implemented the new `@reloadnpc` atcommand, to reload a single script file. (#2476) Implemented the new `identify()` and `identifyidx()` script commands and `@identifyall` atcommand. (#2487)  
    Changed
    Moved the questinfo data from map to npc data, allowing the use of multiple `questinfo()` blocks. (#2433, issue #2431) Removed code duplication from the map data cleanup functions. (part of #2433) Allow to read negative values from `input()`. The minimum value is still set to 0 in the default configuration, but it can be overridden globally by editing `input_min_value` or locally by specifying the `min` and `max` arguments to `input()`. (#2375) Extended the `getmapinfo()` command to return the total number of NPCs in a map (`MAPINFO_NPC_COUNT`). (#2474) Updated the pre-renewal Byorgue summon slave delay to match the official value, increased before renewal to prevent farming exploits. (#2456) Changed the `"all"` special value used by `killmonster()` to be lowercase and case sensitive, for consistency with other script commands. (#2380) Updated and simplified the Windows installation instructions. (part of #2222) Updated some NPC/name translations to match the official ones or the official intent. Cougar -> Kuuga Gai, Gaebolg -> Geoborg, Family -> Clan, Magic Gear -> Mado Gear (#2457) Updated the Mado Gear rental NPC to sell Mado Gear Box and Cooling Device. (part of #2457) Changed the `expandinventoryack()`, `expandinventoryresult()`, `expandinventory()` and `getinventorysize()` script commands to be lowercase, for consistency. (#2374) Suppressed unnecessary ShowWarning messages related to the `nosave`, `adjust_unit_duration` and `adjust_skill_damage` mapflags when using `@reloadscript`. (#2410, issue #2347) Updated the Rune Knight, Guillotine Cross and Ranger shops with missing items. (#2343)  
    Fixed
    Fixed the `failedremovecards()` command, to only remove the carts when `type` is set to 1, as described in its documentation. (#2477, issue #2469) Fixed a crash when using `npcspeed()`, `npcwalkto()`, `npcstop()`, `unitwalk()`, `unitwarp()`, `unitstop()` on a floating NPC without a sprite. (#2430) Fixed a stats calculation regression. (#2482) Fixed a version check for the `ZC_PING` packet. (part of #2468) Fixed errors caused by missing Option DB and Option Drop Groups DB data when the map server loads the mob database in minimal mode. (#2486, related to issue #2484) Fixed monster spawns disregarding the custom names specified. (#2496, #2491, issue #2495) Fixed the style range in `stylist.txt`, now starting from 1 instead of 0. (part of #2357, issue #2356)  
    Deprecated
    Deprecated use of `"All"` with `killmonster()`. Use `"all"` instead. (part of #2380) Deprecated the mixed case version of the `expandInventoryAck()`, `expandInventoryResult()`, `expandInventory()` and `getInventorySize()` script commands. Use the lowercase variants instead. (part of #2374)  
    Special thanks to
    @Haru @4144 @KirieZ @bWolfie @Emistry @AnnieRuru
  14. Upvote
    bWolfie reacted to Takari in Start Learning Web Development   
    Hi guys 👋 it's been awhile since I posted. However I wanted to share with you guys that I started a Youtube channel which tackles web development tutorials.
    My videos are beginner friendly as I'm starting with the most basic of all: HTML
    If you guys are interested in learning web development, please check it out: https://www.youtube.com/channel/UCpdcpWJzZEyPVhQwYaCQ00w
    Also, for those who are wondering, I am working on a newer version of CoraCP. I just can't give you guys any date because I can only work on it on my free time, sorry
    Rest assured, though, that I am working hard for CoraCP as well. I'm quite excited to show you guys the new things about it.

    Anyway, please don't forget to checkout my videos. Thank you guys 😀
  15. Upvote
    bWolfie reacted to Angery Woodpecker in Guild Quests   
    what bWolfie meant is that instead of using a character variable to do the quest, you can use a global variable and write it as if it was any quest you ever made. Ex:
     
    .GuildID = getcharid( CHAR_ID_GUILD ); if $MyGuildQuestStep[.GuildID] == 0{ mes "Do you want to start this quest?"; if(select("YES:NO")==2){ close; } mes "You started this quest"; $MyGuildQuestStep[.GuildID] = 1; close; } since that is a global variable and you want to make a hunting quest, make this variable increase for every kill until it reaches the amount you want.
  16. Like
    bWolfie reacted to Ridley in May Digest 2019   
    May Digest 2019
    The following digest covers the month of May 1st - May 31st 2019

    Team Changes
    @Luciar has joined as Support Leader. Fixed
    Fixed an issue in the player name packet causing names not to be sent correctly. (#2460, issue #2459) Fixed a null pointer error on MVP drops. (#2461) Fixed a packet generation issue that caused the Guild Storage to appear empty. (#2464, issue #2463) Fixed use of ZC_SE_PC_BUY_CASHITEM_RESULT on old packet versions that didn't support it. (#2465) Fixed a calculation error in the ASPD (and/or other substats) when the maximum stats have values higher than default. (#2419) Fixed a parsing error in the HPM Hooks Generator. (#2467) Fixed a reading error in refine database caused refine chances to be incorrectly read. (#2481) Added
    Added consolemes() script function which allow the script engine to print error, warning, status, debug and info messages to the console. (part of #2440) Added the item combo effect for Geffenia Tomb of Water (2161) and La'cryma Stick (1646). (#2441, issue #1982) Added support for mobs to drop items with Random Options. See the new database file db/option_drop_group.confand the new optional syntax in the drop entries of mob_db.conf. (#2309) Added a global function F_MesItemInfo(), to print an item name with description link, formatted for the current client version. (#2068) Added/updated packets, encryption keys and message tables for clients up to 2019-05-02. (#2432) Added a new function clif_selforarea() to send packets to self, falling back to area when no target is specified. (part of #2432) Added script commands getunittitle() and setunittitle(), and the related information in the unit_datastructure. (part of #2432) Added support for players to automatically reject party invites through the party options. (part of #2432) Added an option to automatically drop the connection on the server side when a character is kicked. See drop_connection_on_quit in client.conf (note: the previous behavior was equivalent to true). (part of #2432) Added an option to force character save when the party options are changed. See save_settings in map-server.conf. (part of #2432) Added the script command closeroulette() and the related packet ZC_ACK_CLOSE_ROULETTE to close the roulette window. (part of #2432) Added a missing CSBR_BUSY value to enum CASH_SHOP_BUY_RESULT. (part of #2432) Added support for the refinery UI. See the new refine_db.conf changes and the settings enable_refinery_ui and replace_refine_npcs in features.conf to toggle between the new UI and the previous scripted refiner. (#2446) Added a new SkillInfo flag HiddenTrap, to make certain traps invisible, according to the trap_optionsconfiguration flag. The default settings have changed to match Renewal. Pre-renewal users might want to review trap_options and the now superseded traps_setting. (#2232, issues #1927 and #1928) Changed
    Extended @dropall to accept an optional argument for item type (#2439). Updated copyright header in the configuration files for year 2019. (part of #2452) Extended the getinventorylist() script command to return an array @inventorylist_favorite, set to true when the item is located in the favorite tab. (#2426) Split the function clif_blname_ack() into bl type-specific functions. (part of #2432) Extended getunitdata() and setunitdata() with support for the group ID (UDT_GROUP), and added the related information in the unit_data structure. (part of #2432) Moved the UDT_* constants from constants.conf to script.c. (part of #2432) Extended the guild expulsion information to include the character ID for supported client versions. This includes a database migration. (part of #2432) Disabled packet validation in socket_datasync(). (part of #2432) Moved the refine database and refine related functions to a new refine.c file. A public and private interface is provided, with public database accessors refine->get_bonus() and refine->get_randombonus_max(). (part of #2446) Changed several battle calculation limits to be configurable through battle/limits.conf and no longer hardcoded. Several status_data fields and battle functions now use int instead of short to accommodate this change. (#2419) Changed the unitwarp() script command to allow NPCs to be relocated to non-walkable cells (like movenpc()). (#2453) Fixed
    Corrected MSVC version naming in console (#2450). Corrected an example using a sprite number instead of a constant in README.md. (#2449) Fixed an issue in a monster death label callback in npc/custom/events/mushroom_event.txt when the monster is killed without an attached player. (#2442, issue #1955) Fixed an issue where when a chat room handler leaves, the following leader won't be checked for cell_chknochatand will bypass it. (#2443, issue #1569) Corrected the documentation for pincode.enabled in the char-server configuration. (part of #2452) Fixed an incorrectly displayed ITEMLINK entry in the OldGlastHeim script. (part of #2068) Fixed a packet size underflow in the storage packet for certain client versions. (#2424) Fixed an issue that caused named/brewed/forged items to be saved to database with the wrong character ID. Database migrations are provided, to update the existing data. (#2425, issue #2409) Fixed a truncated title in the inventory window. (part of #2432) Fixed a possible overflow in the guild member login field (only supporting timestamps until 2036-12-31). (part of #2432) Fixed a compile error with old packet versions. (part of #2432, issue #2438) Fixed a potential exploit related to the vending skill, by adding stricter validation on the vending status flags. (part of #2432) Fixed a regression, restoring the ability for HPM Hooks to hook into private interfaces, through the new macros addHookPrePriv() and addHookPostPriv(). (#2447) Fixed a zeny loss caused by the inter-server deleting zeny from messages when the user only requests to take items. (#2455) Fixed a compatibility issue with Perl 5.26 in the item converter script. (#2444) Fixed various gitlab-ci build failures, by removing some no longer supported debian versions and packages. The gcc-4.6, gcc-4.7 and gcc-5 builds have been removed. (#2458) Deprecated
    Deprecated the script command debugmes(), superseded by consolemes(). (part of #2440) Removed
    Removed the superseded traps_setting configuration flag, replaced by trap_options. (part of #2232) Special thanks to
    @Haru @4144 @Asheraf @hemagx @KirieZ
  17. Like
    bWolfie got a reaction from Luck in [ Order ] Target Tarot Event   
    Is my browser broken? Feels like there should be a video or set of images to explain the event.
    You should definitely explain what you want, otherwise I guarantee the chance of a response is ZERO.
  18. Like
    bWolfie got a reaction from Luciar in [ Order ] Target Tarot Event   
    Is my browser broken? Feels like there should be a video or set of images to explain the event.
    You should definitely explain what you want, otherwise I guarantee the chance of a response is ZERO.
  19. Like
    bWolfie reacted to 4144 in Upcoming hercules feature   
    New hotkeys/shortcuts
    http://imgc1.gnjoy.com/ufile/common/2019/04/12/014334_tnvh5Gat.gif

    For use this shortcuts need client:
    ragexe from 2019-05-22
    ragexeRE from 2019-05-08
    ragexe_zero from 2019-05-15
    Already in hercules
  20. Like
    bWolfie reacted to Functor in Old Character Creation   
    I'm happy for you if you have so high skills and it isn't just in words.  But what is the sense to inform about it if you aren't going to help Khonsu? As I see you even created account to tell about it. It was very useful info for the community. Please, keep us informed. 
    P.S. I can go into space in a couple hours easily, but I will not do it. 
  21. Like
    bWolfie got a reaction from Mortonal in Pre-Re vs. Re   
    I don't like renewal because of the way they changed a lot of things people enjoyed. Instant cast, skill delays, cast times, aspd, defence, formula changes. And a lot of the things they added were brain-dead decisions, most of which didn't supplement what already existed - rather, eliminated its purpose.
     
    A lot of us are still stuck in our ways. Renewal feels like the highly customised servers many loath. There are some ridiculously overpowered things which don't add to the experience.
     
    So yeah. My overall feeling towards it is Renewal didn't supplement an already great game, rather, it changed the way it worked and removed a lot of elements people enjoyed.
  22. Upvote
    bWolfie reacted to raPalooza~ in Town of Beginnings from SwordArtOnline   
    View File Town of Beginnings from SwordArtOnline
    Town of Beginnings from SAO

    I'm releasing this map that I made a while ago for a SAO-RAG project that has been put on hold, and i felt like it's too good of a map to put it on a shelf ;]

    Hope you guys enjoy the release. ;] Some files inside include the color changes on some texture files, so keep that in mind, and delete them if you want.


    Here is a video that I also posted in my showcase topic
     
    Submitter raPalooza~ Submitted 04/16/19 Category Maps & Textures  
  23. Upvote
    bWolfie reacted to Kuroe in evento Tarot   
    try changing 
    to
    specialeffect(.@CARDs, AREA, playerattached());
  24. Like
    bWolfie got a reaction from Mihael in @adopt atcommand   
    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
  25. Upvote
    bWolfie reacted to AnnieRuru in noinvitation mapflag   
    1.1 - plugin
    - update to latest revision
    - add gm_level_bypass
    @evilpuncker
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