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malufett

Retired Staff
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Posts posted by malufett


  1.  

    is it possible if you can make something like my sig userbar "Proud to be Pinoy"(I mean Hercules but same with my font style) in the your 2nd userbar?

    Thanks.. ;)

     

    :meow:

     

    xIxbuk2.png

    hehehe..I mean the word Hercules instead of proud to be..hehehe.

    anyway thanks...:D

     

    :meow:


  2.  

    could not be added an option in hercules enabling activation of aspd as the IRO ?

    well if just weapon aspd penalty then its easy if someone could gather all data in iRO..but if we are talking about the  current aspd formula of iRO then we need someone that could give the accurate formula and let the devs talks/decide and implement it..

     

    :meow:


  3. @status.c

    if( bl->type&BL_PC )  {   amotion = status_base_amotion_pc(sd,status);#ifndef RENEWAL_ASPD   status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);   if(status->aspd_rate != 1000)    amotion = amotion*status->aspd_rate/1000;#else   // aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))   amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + ((float)status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;   if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier    amotion -= (( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) )	   * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 10 + 5) / 10;   if(status->aspd_rate != 1000) // absolute percentage modifier    amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;#endif   amotion = status_calc_fix_aspd(bl, sc, amotion);   status->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);   status->adelay = 2*status->amotion;  }  else

    for weapon penalty reduction modify your job_db1.txt

     

    :meow:


  4.  

    Be more patient i guess. But an update regarding the long time would help give some ease

    ok..hahaha..it's already so far so good..and ready for commit and just adding some skill updates that has renewal changes I'll just add it after Ind mega update on the emu and after my "construction work-summer job" and that is reason why I can't stay too long to do computer works cause I'm very exhausted...

     

     

    Sorry for being rude, but I'm getting impatient already impatient here (has been for half a year) ^^

    hahaha..relax we will be there soon...:D

     

     

    :meow:


  5. for easy trick

     

    map_foreachinrange(skill->trap_splash,&src->bl, skill->get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)  clif->changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);sg->limit=DIFF_TICK(tick,sg->tick)+1500 +  (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.if( sg->unit_id != UNT_CLAYMORETRAP )	 sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.   break;

    then change your skill_cast_db.txt


     

    //-- HT_CLAYMORETRAP
    123,0,0,0,20000:40000:60000:80000:100000,0,0,-1

     

    so the total hit will be (duration1 left/1000)

     

    :meow:


  6.  

    Traps skill can be Pushed or Knock back by Arrow Shower? For example if you place ankle snare and use arrow shower on it. The ankle snare will move a cell.. Currently the situation is that.. if you use arrow shower the traps are being damage..

    all traps can be blown using arrow shower except ankle snare and electric shocker..

    and define in skill.c

     

    case BL_SKILL:   su = (struct skill_unit *)target;   if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )    return 0; // ankle snare cannot be knocked back   break;

     

    :meow:


  7.  

    Well, they're wrong  I just tested to ensure. typed 'Apple', listed Apple and Apple Juice.

    and the server has no knowledge of the search feature -- the client does it by itself. If in your client it doesn't list then its a problem on your client's files, not on Hercules.

    I agree I tried to sniff if the client sent something in the server when doing a search but it doesn't so it means the search is a client function only...

     

    :meow:


  8. party is fixed, however adding friend has the same problem now.

    --- Hercules/src/map/clif.c Sun Apr 21 23:29:05 2013+++ Hercules/src/map/clif.c Tue Apr 16 22:54:32 2013@@ -13060,11 +13016,8 @@{  struct map_session_data *f_sd;  int i;+ char *pname;+ pname = strrchr((char*)RFIFOP(fd,2), ' ');+ memcpy(pname, &pname[1], strlen(pname));+ f_sd = map_nick2sd(pname);- f_sd = map_nick2sd((char*)RFIFOP(fd,2));  // ensure that the request player's friend list is not full  ARR_FIND(0, MAX_FRIENDS, i, sd->status.friends[i].char_id == 0);

    Thanks,,,..

     

    :meow:

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