Mikado
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I've contacted the harmony developer. Looks like he is busy with college and exams, from what he said, he wants to resume the project with a bit different focus.
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It is compatible (as I've used it by myself in hercules) but it has bugs: changing options in your character removes the autopot timer. Also every time you use the command it will start a new timer over and over until running out of memory / your server lags like hell.
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yllainne reacted to an answer to a question: How to remove Cooldown Asura when Body relo is used?
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How to remove Cooldown Asura when Body relo is used?
Mikado replied to yllainne's question in Database Support
In src/map/skill.c, find: case MO_BODYRELOCATION: if (unit->movepos(src, x, y, 1, 1)) { #if PACKETVER >= 20111005 clif->snap(src, src->x, src->y); #else clif->skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick); #endif if (sd) skill->blockpc_start (sd, MO_EXTREMITYFIST, 2000, false); } break; Remove: if (sd) skill->blockpc_start (sd, MO_EXTREMITYFIST, 2000, false); And recompile. -
Nothing.
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Hello everyone, my client uses 0x0064,55 for login, and I want to change it like 0x0078. I already know what to change server side but, how I find it in my client to change it? What do I need to hex in the client? Thank you.
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llbranco reacted to an answer to a question: About the new MOTD.txt
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Mumbles reacted to an answer to a question: About the new MOTD.txt
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Not showing for me. I cannot reproduce this. Note: I forgot to add a "break;" before the block of SC_ARMORPROPERTY ends. Check that.
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Yeah, it's a bit random so I can't figure why does it work that way. Edit: Move the status_change_start block code of SC_ARMORPROPERTY next to the block of SC_ITEMSCRIPT. That will fix it.
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Ragnar Lothbrok reacted to an answer to a question: N > help on status icon
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Yes it is. Remember: Status.h: Find and change this SI_MAX,}; To this // Custom property icons SI_PROPERTY_FIRE = 0, SI_PROPERTY_WATER = 0, SI_PROPERTY_EARTH = 0, SI_PROPERTY_WIND = 0, SI_MAX,}; Change each one to suit your desired icon ID. status.c Find and change this case SC_ARMORPROPERTY: case SC_ARMOR_RESIST: break; to this case SC_ARMORPROPERTY: // val1 = water | val2 = earth | val3 = fire | val4 = wind if( sd ) { if (val1 > 0) clif->status_change(bl,SI_PROPERTY_WATER,1,tick,0,0,0); else clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_PROPERTY_WATER); if (val2 > 0) clif->status_change(bl,SI_PROPERTY_EARTH,1,tick,0,0,0); else clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_PROPERTY_EARTH); if (val3 > 0) clif->status_change(bl,SI_PROPERTY_FIRE,1,tick,0,0,0); else clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_PROPERTY_FIRE); if (val4 > 0) clif->status_change(bl,SI_PROPERTY_WIND,1,tick,0,0,0); else clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_PROPERTY_WIND); } case SC_ARMOR_RESIST: break; Find and change this (I've got to copy this entire block so you don't get lost, remember this is when status icons for SC_ITEMSCRIPT actually ENDS) case SC_ITEMSCRIPT: if( sd ) { switch( sce->val1 ) { //case 4121://Phree //case 4047://Ghostring case 4302://Gunka clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_TAOGUNKA); To this: case SC_ARMORPROPERTY: if( sd ) { if( sce->val1 ) clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_PROPERTY_WATER); if( sce->val2 ) clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_PROPERTY_EARTH); if( sce->val3 ) clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_PROPERTY_FIRE); if( sce->val4 ) clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_PROPERTY_WIND); } case SC_ITEMSCRIPT: if( sd ) { switch( sce->val1 ) { //case 4121://Phree //case 4047://Ghostring case 4302://Gunka clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_TAOGUNKA); And I think that will do the trick.
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You can do something similar as SC_ITEMSCRIPT does. Under status_change_start search for SC_PROPERTYELEMENT and paste below: if( sd ) { if (val1 > 0) clif->status_change(bl,SI_PROPERTY_WATER,1,tick,0,0,0); else clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_PROPERTY_WATER); if (val2 > 0) clif->status_change(bl,SI_PROPERTY_EARTH,1,tick,0,0,0); else clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_PROPERTY_EARTH); if (val3 > 0) clif->status_change(bl,SI_PROPERTY_FIRE,1,tick,0,0,0); else clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_PROPERTY_FIRE); if (val4 > 0) clif->status_change(bl,SI_PROPERTY_WIND,1,tick,0,0,0); else clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_PROPERTY_WIND);} Then, in status.h define each SI_PROPERTY_**** But it needs a bit of work, as needs to check when SC_ARMORPROPERTY ends too.
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I really doubt you can make separate icons for those. Unless you add a separate SC for each item.
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status.c, find: StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM; Add below: StatusIconChangeTable[SC_ARMOR_ELEMENT] = SI_ARMOR_ELEMENT; Now set an icon to SI_ARMOR_ELEMENT. In status.h find: SI_ARMOR_PROPERTY = 302, Add below: SI_ARMOR_ELEMENT = 302, This way SC_ARMOR_ELEMENT will use the same icon as SC_ARMORPROPERTY. If you want to set a custom icon read this: http://www.eathena.ws/board/index.php?showtopic=278904 Note: You'll can also personalize the icon info in-game with the client lua files / statusicon folder Note2: Hercules changed SC_ARMOR_ELEMENT to SC_ARMORPROPERTY, maybe an outdated revision?
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I want to edit it, so it uses my own keys.
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So, these are the packet keys for 2012-04-10 in packets.h #if PACKETVER >= 20120410 packetKeys(0x01581359,0x452D6FFA,0x6AFB6E2E); /* Thanks to Shakto */#endif Pretty easy to change, but, how to find and edit them in the client with an hex editor?
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If you use the message command two times, it will display two different lines. message strcharinfo(0),"First line.";message strcharinfo(0),"Second Line."; I don't know if it's the finest way of doing it, but works.
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The problem was I was not linking the function with the interface. This solved it: pc->autopots_timer = autopots_timer;