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Posts posted by malufett
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do you have any custom edits?
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1 hour ago, Tio Akima said:Val3 was not declared
oops sorry I forgot to add sce..:)
ok I got a question how do you call/use ALL_TEST? via the skill window?, script? or db?
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change
sc_start4(src,&md->bl,SC_RUN,100,skill_lv,dir,0,0,0);
to
sc_start4(src,&md->bl,SC_RUN,100,skill_lv,dir,src->id,0,0);
then remove your changes on status.c then add this instead...put after
int64 starttick
add this
struct block_list *src = map->id2bl(val3);
if(bl->type == BL_MOB && (src && src->type == BL_PC)){ // check to make sure source is available and a pc type
skill->castend_nodamage_id(src, bl, NPC_SELFDESTRUCTION, 1, timer->gettick(), 0); //active bomb
}
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On 9/7/2017 at 2:34 PM, Tio Akima said:But this command uses a string (typed by the player)
it uses the following form:it is because it first search for that string name if that user exist on the server once found it will pass that player's instance to pl_sd and use to that function(map->nick2sd(bl))..and take note sd or session_data is for players only the one you must look for is md or mob_data...
show us your whole code for that part and we will gladly pinpoint the issue and fix that...
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fxfreitas answer will do no more source edit needed...
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I see ok..can you show me your edit at itemdb_jobid2mapid
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what is the value of your MAPID_SHINIGAMI and MAPID_DREADLORD?
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what is your custom job mapid? and did you setup it right in itemdb.c at itemdb_jobmask2mapid?
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at pc.c under pc_useitem you will see the item delay function which is under if( sd->inventory_data[n]->delay > 0 ) { where you need to do is add a variable on sd and that will hold all delays that has been activated..so stack all those add a tick check then clear once the delay duration has lapse...
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clif->specialeffect() only does is to show and display animation with out attachment with the characters action, direction or target but only the x,y where the character is standing...
if you want to have interactive skill effect use the ff:clif_skill_damage
clif_skill_nodamage
clif_skill_poseffecthowever this is only limited with the existing skills animation
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Hi everybody..
sorry for being in hiatus mode..I just got busy in real life this past years for me having hard time to insert RO dev thingy on my schedule..
I'm sad since I became busy, Herc RE development(SRC) halted upon my leave...so I guess should come back? however if I come back I will only implement this in partial meaning only basic features (due to this reason "Its sole purpose is to monetize (which certainly isn't what players are looking for).")...
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You cannot create kRO account unless you are Korean, since it requires kssn.
Maybe , if there's any Korean friend of you, ask them to make an account.
Addition to this..it also requires now a korean mobile phone besides from the kssn..I can share my account to download the game but you can't use it ingame..
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Hi Nemo
it doesn't work, I successfully apply the patch, the exe read those lua however it doesn't have effect in game..
the job name doesn't change, the sprite didn't change too, and other luas doesn't recognize added jobid in the pcidentity.lub
what does work is I can modify existing job classes like change there names, sprites and etc...
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I think there is something wrong with your server..
according to this test
a full SP boost and a good weapon for a EF build
against high def Royal Guard + some demi human damage reduction equips
and you can see the damage 200k when equip and 470k w/o equip....
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I just wanted to clean up the Renewal DEF mechanics to Pre-Renewal, because the defense is very high and very low attack .can you show example? cause I never experience that way..
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just uncomment this to disable renewal...
/*** Renewal full toggle switch.** Uncomment this line to disable all of the below settings at once.* Note: in UNIX builds, this can be easily done without touching this* line, by passing --disable-renewal to the configure script:* ./configure --disable-renewal*///#define DISABLE_RENEWAL
Hello, my players are complaining about the attack and defense RENEWAL formula. I wonder if I can just use the attack and defense formula PRE-RENEWAL?what are they complaining? so that we will know what to adjust..
But there is a way to increase the attack and decrease the defense using the Renewal formulas?currently there is no settings for that..only way to do it is, to modify your item and mob database.. -
@evilpunker
sorry I've been busy this past days..if I have a chance next week I'll create a tool that will have many options for computing the table like:
1st option use ea coefficient increase algorithm
2nd option average increase algorithm
3rd your own algorithm
great, waiting for it (I guess everyone is lol)
http://herc.ws/board/topic/9687-hercules-hpsp-table-generator/
evilpuncker reacted to this -
no other way to make it work like other official without editing the db?
huh? I tested in aegis it works like that..and logical means should work like that cause it has a delay...
thanks, it was working, but the problem is it is easy to chain ci on lower aspd, how can i make it that ci will chain easy on higher aspd.then remove the delay in the skill_cast_db.txt
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should i just change the 500 to 0? or what is the old value of it to allow chain?there is no old value..its the official value..just change this '2500:2000:1500:1000:500' to 0
btw with 180+ aspd it requires 3x execution of CI for it to chain..tested in aegis..
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(There are many issue with aspd i believe, like the Katar, though malufett said its working as intended... i dont thing so..)nah..you haven't stated one..so I never said that its working as intended...
this is just working as intended(now I say it is zackdreaver )..cause the 180+ aspd beats the minimum delay of GC_CROSSIMPACT which is 500ms...180+ aspd is below 500ms so it is faster..means 500<400 = skill delay act will stop you from chaining it..if you want to remove it then edit your 'skill_cast_db.txt'....
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after @@Haru change it really didn't changed anything beside SP lol :'(
he just fixed possible server crash and derive the formula,,,
just wondering why people ignoring this?
// Players' maximum HP rate? (Default is 100)
hp_rate: 100
// Players' maximum SP rate? (Default is 100)
sp_rate: 100
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@evilpunker
sorry I've been busy this past days..if I have a chance next week I'll create a tool that will have many options for computing the table like:
1st option use ea coefficient increase algorithm
2nd option average increase algorithm
3rd your own algorithm
evilpuncker and Litro reacted to this
Creator walk animation after acid demonstration
in Client-Side Support
Posted
what client version are you using? cause it may cause from incompatible packet as we all know as new release of client may have their packets scramble all the time..