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Huitzilopotchli

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  1. Upvote
    Huitzilopotchli got a reaction from Caiba in Show 1 Regen HP/SP, how to remove it?   
    Finaly find it, it come from this:
    In status.c, status_calc_regen, minimum value is 1, means all job whatever if they have skill or sitting regen bonus, will display this "1" heal regen
    if (regen->skill != NULL) { regen->skill->hp = cap_value(regen->skill->hp, 1, INT16_MAX); regen->skill->sp = cap_value(regen->skill->sp, 1, INT16_MAX); } if (regen->sitting != NULL) { regen->sitting->hp = cap_value(regen->sitting->hp, 1, INT16_MAX); regen->sitting->sp = cap_value(regen->sitting->sp, 1, INT16_MAX); } We've change for this and it's work fine
    if (regen->skill != NULL) { regen->skill->hp = cap_value(regen->skill->hp, 0, INT16_MAX); regen->skill->sp = cap_value(regen->skill->sp, 0, INT16_MAX); } if (regen->sitting != NULL) { regen->sitting->hp = cap_value(regen->sitting->hp, 0, INT16_MAX); regen->sitting->sp = cap_value(regen->sitting->sp, 0, INT16_MAX); }  
  2. Upvote
    Huitzilopotchli got a reaction from AnnieRuru in Show 1 Regen HP/SP, how to remove it?   
    Finaly find it, it come from this:
    In status.c, status_calc_regen, minimum value is 1, means all job whatever if they have skill or sitting regen bonus, will display this "1" heal regen
    if (regen->skill != NULL) { regen->skill->hp = cap_value(regen->skill->hp, 1, INT16_MAX); regen->skill->sp = cap_value(regen->skill->sp, 1, INT16_MAX); } if (regen->sitting != NULL) { regen->sitting->hp = cap_value(regen->sitting->hp, 1, INT16_MAX); regen->sitting->sp = cap_value(regen->sitting->sp, 1, INT16_MAX); } We've change for this and it's work fine
    if (regen->skill != NULL) { regen->skill->hp = cap_value(regen->skill->hp, 0, INT16_MAX); regen->skill->sp = cap_value(regen->skill->sp, 0, INT16_MAX); } if (regen->sitting != NULL) { regen->sitting->hp = cap_value(regen->sitting->hp, 0, INT16_MAX); regen->sitting->sp = cap_value(regen->sitting->sp, 0, INT16_MAX); }  
  3. Upvote
    Huitzilopotchli reacted to AnnieRuru in Add *pcblockattack *pcblockskill *pcblockchat *pcimmune script commands   
    current format
    http://upaste.me/c7ed2182125d6a31b

    already tested with
    - script sdfhdskfj FAKE_NPC,{OnInit: bindatcmd "@pcblock", strnpcinfo(0)+"::Onaaa"; setarray .name$, "BLOCK_MOVE", "BLOCK_ATTACK", "BLOCK_SKILL", "BLOCK_USEITEM", "BLOCK_CHAT", "BLOCK_IMMUNE", "BLOCK_SITSTAND"; setarray .flag$, " [^ff0000OFF^000000]", "[^0000ffON^000000]"; end;Onaaa: for ( .@i = 0; .@i < 7; .@i++ ) .@menu$ = .@menu$ + .name$[.@i] + .flag$[ !!( checkpcblock() & (1 << .@i) ) ] +":"; .@s = select( .@menu$ ) -1; pcblock 1 << .@s, !( checkpcblock() & (1 << .@s) ); close;} .

    BLOCK_COMMAND !!
    omg how can I miss this one, need this one asap

    the rest are redundant

    BLOCK_ATCOMMAND
    - repeated ???

    BLOCK_DROP
    - already has nodrop mapflag

    BLOCK_GSTORAGE
    - I seriously think this should belongs to nostorage mapflag
    ima thinking of making one

    BLOCK_NOIDEAWHATELSETOPOSTHERE
    hmm ... this long name makes me google 'what is the longest identifier in c++'
    answer is 2048 -> https://msdn.microsoft.com/en-us/library/565w213d.aspx
    .
    .
    I actually thought about this
    but the blockedmove and monster_ignore is quite everywhere in the source ... don't feel like touching them
    ima thinking of changing checkpcblock into getpcblock
     


    after 2nd thought, I change them 1st then see how Haru react to it
  4. Upvote
    Huitzilopotchli got a reaction from Edgar in bg_consume mapflag, "Battleground's items" that can only be used in BG   
    I just change line to the new syntax of recent hercule's version ^^
    battlegroud.diff
  5. Upvote
    Huitzilopotchli got a reaction from Easycore in bg_consume mapflag, "Battleground's items" that can only be used in BG   
    I just change line to the new syntax of recent hercule's version ^^
    battlegroud.diff
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