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Viray420

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Posts posted by Viray420


  1. if( !checkbound(.@i) ){ mes "I can't refine bounded items."; close;}

     

    i got this error in my cmd.

    ( script_checkbound: Invalid ID = 1 )

     

    i use FAKE_NPC. other script works like this [ if(!getequipisenableref(.@i)) {} ] is it possible to change (!checkbound) to (!getequipcheckbound). i try to add it with card remover npc but still it doesn't work.


  2. I already edit the malloc.h to memmgr.h, im using plugin in windows and i got this error. 

     

     

     

     1>  hit-delay.c

     

    1>..\src\plugins\hit-delay.c(163): error C2065: 'memmgr' : undeclared identifier
    1>..\src\plugins\hit-delay.c(163): warning C4013: 'GET_SYMBOL' undefined; assuming extern returning int
    1>..\src\plugins\hit-delay.c(164): warning C4047: '=' : 'clif_interface *' differs in levels of indirection from 'int'
    1>..\src\plugins\hit-delay.c(165): warning C4047: '=' : 'script_interface *' differs in levels of indirection from 'int'
    1>..\src\plugins\hit-delay.c(166): warning C4047: '=' : 'skill_interface *' differs in levels of indirection from 'int'
    1>..\src\plugins\hit-delay.c(167): warning C4047: '=' : 'pc_interface *' differs in levels of indirection from 'int'
    1>..\src\plugins\hit-delay.c(168): warning C4047: '=' : 'battle_interface *' differs in levels of indirection from 'int'
    1>..\src\plugins\hit-delay.c(169): warning C4047: '=' : 'timer_interface *' differs in levels of indirection from 'int'
    1>..\src\plugins\hit-delay.c(170): warning C4047: '=' : 'map_interface *' differs in levels of indirection from 'int'
    1>..\src\plugins\hit-delay.c(171): warning C4047: '=' : 'mapindex_interface *' differs in levels of indirection from 'int'
    1>..\src\plugins\hit-delay.c(179): warning C4047: '=' : 'strlib_interface *' differs in levels of indirection from 'int'
    1>..\src\plugins\hit-delay.c(180): warning C4003: not enough actual parameters for macro 'addBattleConf'
    1>..\src\plugins\hit-delay.c(180): warning C4113: 'void (__cdecl *)(const char *)' differs in parameter lists from 'void (__cdecl *)(const char *,const char *)'
    1>..\src\plugins\hit-delay.c(180): error C2059: syntax error : ')'
    1>..\src\plugins\hit-delay.c(181): warning C4003: not enough actual parameters for macro 'addBattleConf'
    1>..\src\plugins\hit-delay.c(181): warning C4113: 'void (__cdecl *)(const char *)' differs in parameter lists from 'void (__cdecl *)(const char *,const char *)'
    1>..\src\plugins\hit-delay.c(181): error C2059: syntax error : ')'
    1>..\src\plugins\hit-delay.c(182): warning C4003: not enough actual parameters for macro 'addBattleConf'
    1>..\src\plugins\hit-delay.c(182): warning C4113: 'void (__cdecl *)(const char *)' differs in parameter lists from 'void (__cdecl *)(const char *,const char *)'
    1>..\src\plugins\hit-delay.c(182): error C2059: syntax error : ')'
    1>..\src\plugins\hit-delay.c(183): warning C4003: not enough actual parameters for macro 'addBattleConf'
    1>..\src\plugins\hit-delay.c(183): warning C4113: 'void (__cdecl *)(const char *)' differs in parameter lists from 'void (__cdecl *)(const char *,const char *)'
    1>..\src\plugins\hit-delay.c(183): error C2059: syntax error : ')'
    1>..\src\plugins\hit-delay.c(184): warning C4003: not enough actual parameters for macro 'addBattleConf'
    1>..\src\plugins\hit-delay.c(184): warning C4113: 'void (__cdecl *)(const char *)' differs in parameter lists from 'void (__cdecl *)(const char *,const char *)'
    1>..\src\plugins\hit-delay.c(184): error C2059: syntax error : ')'
    1>..\src\plugins\hit-delay.c(185): warning C4003: not enough actual parameters for macro 'addBattleConf'
    1>..\src\plugins\hit-delay.c(185): warning C4113: 'void (__cdecl *)(const char *)' differs in parameter lists from 'void (__cdecl *)(const char *,const char *)'
    1>..\src\plugins\hit-delay.c(185): error C2059: syntax error : ')'

     



    Im using the latest Hercules-Master



    It works now. i just use the latest plugin script. awesome work Mr. Dev!



    Another Thing. i already plug all warp hit delay but it doesnt work. may i ask if this is the right config to battle.conf?
     

    // Disable warp/go when hit
    warp_delay: Seconds*3000
    warp_delay_mob: Seconds*3000
    warp_delay_pet: Seconds*3000
    warp_delay_homun: Seconds*3000
    warp_delay_merc: Seconds*3000
    warp_delay_others: Seconds*3000

  3. Change this line:

    if ((mbl == src || (!map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground))) { // only NJ_ISSEN don't have slide effect in GVGif (!(unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1))) {// The cell is not reachable (wall, object, ...), move next to the targetif (x > 0) x = -1;else if (x < 0) x = 1;if (y > 0) y = -1;else if (y < 0) y = 1;unit->movepos(src, bl->x+x, bl->y+y, 1, 1);}clif->slide(src, src->x, src->y);clif->fixpos(src);clif->spiritball(src);}}break;
    to this:
    if ((mbl == src || (!map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground))) { // only NJ_ISSEN don't have slide effect in GVG					clif->slide(src, src->x, src->y);					clif->fixpos(src);					clif->spiritball(src);				}			}			break;
    It didn't work sir. it just keep staying in one cell when casting asura. can u make it move to 1cell but it will slide or walk? like the old one in eathena.

     

    this is the script from ea. [skill.c] if you can revised it and work in hercules svn. thank you so much for your reply.

     

    if(unit_walktoxy(src, dx, dy, 2) && ud) {

    //Increase can't walk delay to not alter your walk path

    ud->canmove_tick = tick;

    speed = status_get_speed(src);

    for (i = 0; i < ud->walkpath.path_len; i ++)

    {

    if(ud->walkpath.path&1)

    ud->canmove_tick+=7*speed/5;

    else

    ud->canmove_tick+=speed;

    }





  4.  

     

     
    case MO_EXTREMITYFIST:
    if( skillid == MO_EXTREMITYFIST )
    {
    status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
    status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
    }
    //Client expects you to move to target regardless of distance
    {
    struct unit_data *ud = unit_bl2ud(src);
    short dx,dy;
    int i,speed;
    = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
    dx = bl->- src->x;
    dy = bl->- src->y;
    if (dx < 0) dx-=i;
    else if (dx > 0) dx+=i;
    if (dy < 0) dy-=i;
    else if (dy > 0) dy+=i;
    if (!dx && !dy) dy++;
    if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
    {
    dx = bl->x;
    dy = bl->y;
    } else {
    dx = src->+ dx;

    can u possibly edit this to hercules.? it made a difference between herc and eathena. in hercules after asura it will teleport on [/url]its path. can u make it after asura it will only walk on the other cell just like eathena?

    case MO_EXTREMITYFIST:
    {
    short x, y, i = 0; // Move 2 cells for Issen(from target)
    struct block_list *mbl = bl;
    short dir = 1;

    skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);

    if( skill_id == MO_EXTREMITYFIST ) {
    mbl = src;
    i = 1; // for Asura(from caster)
    status->set_sp(src, 0, 0);
    //status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
    status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
    #ifdef RENEWAL
    sc_start(src, src,SC_EXTREMITYFIST2,100,skill_lv,skill->get_time(skill_id,skill_lv));
    #endif // RENEWAL
    } else {
    status_change_end(src, SC_NJ_NEN, INVALID_TIMER);
    status_change_end(src, SC_HIDING, INVALID_TIMER);
    #ifdef RENEWAL
    status->set_hp(src, max(status_get_max_hp(src)/100, 1), 0);
    #else // not RENEWAL
    status->set_hp(src, 1, 0);
    #endif // RENEWAL
    }
    dir = map->calc_dir(src,bl->x,bl->y);
    if( dir > 0 && dir < 4) x = -i;
    else if( dir > 4 ) x = i;
    else x = 0;
    if( dir > 2 && dir < 6 ) y = -i;
    else if( dir == 7 || dir < 2 ) y = i;
    else y = 0;
    if ((mbl == src || (!map_flag_gvg2(src->m) && !map->list[src->m].flag.battleground))) { // only NJ_ISSEN don't have slide effect in GVG
    if (!(unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1))) {
    // The cell is not reachable (wall, object, ...), move next to the target
    if (x > 0) x = -1;
    else if (x < 0) x = 1;
    if (y > 0) y = -1;
    else if (y < 0) y = 1;

    unit->movepos(src, bl->x+x, bl->y+y, 1, 1);
    }
    clif->slide(src, src->x, src->y);
    clif->fixpos(src);
    clif->spiritball(src);
    }
    }
    break;


  5. i think this might be the answer. when casting asura it depends on your speed walk which is walk delay after asura. in hercules after asura will teleport on 1cell(nowalkpath).if someone can apply this scr on hercules it think it will resolved the issue. i also have same problem on this. im working on skill.c asura afterwalkdelay.

     

    eathena -

     

    if(unit_walktoxy(src, dx, dy, 2) && ud) {

    //Increase can't walk delay to not alter your walk path

    ud->canmove_tick = tick;

    speed = status_get_speed(src);

    for (i = 0; i < ud->walkpath.path_len; i ++)

    {

    if(ud->walkpath.path&1)

    ud->canmove_tick+=7*speed/5;

    else

    ud->canmove_tick+=speed;

    }

    }

    }

    break;

     

    hercules :

     

     

    if (!(unit->movepos(src, mbl->x+x, mbl->y+y, 1, 1))) {

    // The cell is not reachable (wall, object, ...), move next to the target

    if (x > 0) x = -1;

    else if (x < 0) x = 1;

    if (y > 0) y = -1;

    else if (y < 0) y = 1;

     

    unit->movepos(src, bl->x+x, bl->y+y, 1, 1);

    }

    clif->slide(src, src->x, src->y);

    clif->fixpos(src);

    clif->spiritball(src);

    }

    }

    break;

     

    Hercules developers. please kinda update this issue, some of us wants pre-renewal asura walk. mostly on mid-highrate servers. they want fast asura lol :D. more power 

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