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Mikado

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  1. Upvote
    Mikado got a reaction from yllainne in How to remove Cooldown Asura when Body relo is used?   
    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.
  2. Upvote
    Mikado got a reaction from llbranco in About the new MOTD.txt   
    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.
  3. Upvote
    Mikado got a reaction from Mumbles in About the new MOTD.txt   
    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.
  4. Upvote
    Mikado got a reaction from Ragnar Lothbrok in N > help on status icon   
    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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