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Everything posted by evilpuncker
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About 1 Per Mac IP except vending or @AT
evilpuncker replied to Hadeszeus's question in Script Support
change this part .@samemac >= 1 -
bonus2 bFixedCastrate,"AL_INCAGI",-50; the above code will reduce 50% of fixed cast for skill AL_INCAGI
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1. https://github.com/HerculesWS/Hercules/archive/master.zip (ref) 2. 2014-02-05bRagexe 3. I suggest you to use uniformserver (more info at website) 4. there are only a few here in hercules, better search in rA
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maybe those bonuses may help you: bonus2 bSkillFixedCast,s,x; Increases fixed cast time of skill s by x milliseconds. (supports skill names.) bonus2 bSkillVariableCast,s,x; Increases variable cast time of skill s by x milliseconds. (supports skill names.) bonus2 bVariableCastrate,s,x; Increases variable cast time of skill s by x%. (supports skill names.) bonus2 bFixedCastrate,s,x; Increases fixed cast time of skill s by x%. (supports skill names.) they accept negative values if I recall correctly
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I didn't read everything (xD) but I'll just let you know that the max characters in a char name is 24 so that makes it kinda impossible to have the title system
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Até onde sei, pega em qualquer tipo de servidor, aplicando ele corretamente, claro.. é pq tipo, em high rate a gente deixa as skills praticamente sem delay =P delay_rate: 0
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I don't know, I never used it, I prefer ROCred by ai4rei
- 41 replies
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make thor run the launcher before client
- 41 replies
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Renewal with Old Payon + Old Morroc
evilpuncker replied to iskoy.flores's question in General Server Support
yes, just replace the necessary files and redo the mapcache no you will need to change them manually -
I hope that there will be bugfixes included when it come out and I hope that it really really make all this waiting time worth =)
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none by now xD =( @topic now news on harmony board?
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aproveitando o "gancho", sabem me dizer se o adelays funciona com servidores super ultra mega high rates? =P
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only monsters
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RO Open Setup, v3.2.1.651 - last updated 2024/07/27
evilpuncker replied to Ai4rei's topic in Client-Side Releases
http://pastebin.com/FReKEKZs done http://pastebin.com/KGa1pZ0L -
maybe we should move it to suggestions? xD even tho no one seems to read that anymore
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só uma nota pra futuros usuários: não é preciso compilar o arquivo para .lub, apenas trocar a extensão já resolve o problema a não ser que vcs queiram ter mais trabalho =P
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hexeds novos usam o arquivo SystemitemInfo.lub
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alt 255 alt 32 (this is the actual relative to space bar) alt 0160 alt 99999999 alt 511
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remove a '
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as I said it was just an example xD there are way more invisible characters than that =P
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Yes, since alt+255 acts like space. my alt+255 was just an example, there are way more characters that are invisible and players use to bypass this
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noone can mess with database with that since names are escaped in source
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tenta algo do tipo: case ASC_BREAKER: { int ratio = 300 + 50 * skill_lv; short totaldef = status->get_total_def(target) + status->get_total_mdef(target); int64 atk = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, false, s_ele, ELE_NEUTRAL, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), md.flag); if( sc && sc->data[SC_EDP] ) ratio >>= 1; md.damage = atk * ratio / 100; md.damage -= totaldef; } break;
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como vc não deu informação alguma (como, qual emulador está usando, se é renewal ou não etc) e não tenho como adivinhar nada disso, vou apenas deixar isso pra vc: case ASC_BREAKER: {#ifdef RENEWAL md.damage = 500+rnd()%500 + 5*skill_lv * sstatus->int_; nk|=NK_IGNORE_FLEE|NK_NO_ELEFIX; //These two are not properties of the weapon based part.#else int ratio = 300 + 50 * skill_lv; int64 matk = battle->calc_magic_attack(src, target, skill_id, skill_lv, mflag).damage; short totaldef = status->get_total_def(target) + status->get_total_mdef(target); int64 atk = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, false, s_ele, ELE_NEUTRAL, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), md.flag); if( sc && sc->data[SC_EDP] ) ratio >>= 1; md.damage = (matk + atk) * ratio / 100; md.damage -= totaldef;#endif } break;