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malufett

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Everything posted by malufett

  1. if this happen always check your server console..it will show you the problem..
  2. hmm..why not split the main plugin into sub plugins? and why create another 'addAtcommand'?
  3. this is the whole code.. skill->firewall_unit_pos = pos;for (i=0;i<8;i++) { if (i&1) { skill->unit_layout[pos].count = 5; if (i&0x2) { int dx[] = {-1,-1, 0, 0, 1}; int dy[] = { 1, 0, 0,-1,-1}; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } else { int dx[] = { 1, 1 ,0, 0,-1}; int dy[] = { 1, 0, 0,-1,-1}; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } } else { skill->unit_layout[pos].count = 3; if (i%4==0) { int dx[] = {-1, 0, 1}; int dy[] = { 0, 0, 0}; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } else { int dx[] = { 0, 0, 0}; int dy[] = {-1, 0, 1}; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); } } pos++;} ok those coordinates are patterns.. and as I said before you need to plot it,... into a Cartesian plane you can see the pattern.. for example I hope after seeing this you will get the idea... Word of the day: A good programmer is a good mathematician...
  4. let use see what have you done in the lua files..and also is your client read lua before lub? and read data folder first?
  5. nah...all programming language are the same..as long as you understand how to do 'if else' you can survive as a programmer.. nah..I don't want...if you want to learn...you must experience to fail..so do trial and error..anyway here is a hint.. skill->unit_layout[pos].count = 5; // number of points if (i&0x2) { // here are x points and y points having this plot it and you can see something int dx[] = {-1,-1, 0, 0, 1}; int dy[] = { 1, 0, 0,-1,-1}; memcpy(skill->unit_layout[pos].dx,dx,sizeof(dx)); // just copying of array dx to skill->unit_layout memcpy(skill->unit_layout[pos].dy,dy,sizeof(dy)); // just copying of array dy to skill->unit_layout
  6. @skill.c under 'void skill_init_unit_layout (void)' then find 'skill->firewall_unit_pos' and below it you can see the layout..just add another xy point...
  7. once you modified your server side you need to update the client side too.. 'dataluafiles514lua filesskillinfoskilltreeview.lua' - for the skill positioning in the skill tree view 'dataluafiles514lua filesskillinfozskilltreeview.lua' - for the hierarchy highlighting of the skill tree
  8. got a question what do the display represents? is 1 the common rate? then the 2 and 3 will sum up with the common if it has a value? alright now I figure it out...1 is the total while 2 and 3 are factors.. having a formula of (1) = ((2)+(3)) - 100 here is my proposed config PremiumServiceInfo.conf //====================================================//= _ _ _ //= | | | | | | //= | |_| | ___ _ __ ___ _ _| | ___ ___//= | _ |/ _ '__/ __| | | | |/ _ / __|//= | | | | __/ | | (__| |_| | | __/__ //= _| |_/___|_| ___|__,_|_|___||___///= //= http://herc.ws/board/ //====================================================// Premium Service Info Configs//====================================================psi: ({PremiumSvcType: 1 /* 0 : disable, 1 : enable, 2 : enable + PC Bang/Cafe Premium */EventPlus:{ /* Uncomment to enable */ /* BaseEXP: 100 JobEXP: 100 DeathBasePenalty: -10 DeathJobPenalty: -10 Drop: 100 */},PCCafeGrade: ( { /* 0 */ BaseEXP: 100 JobEXP: 100 DeathBasePenalty: -10 DeathJobPenalty: -10 Drop: 100 }),PCCafeList: ( { IP: "127.0.0.1" Grade: 0 DateExpiry: "2016-01-01" }),PremiumGradeInfo:( { GroupLevel: 0 /* Normal Players */ BaseEXP: 0 JobEXP: 0 DeathBasePenalty: 0 DeathJobPenalty: 0 Drop: 0 MaxChar: 9 MaxStorage: 300 }, { GroupLevel: 1 /* VIP 1 */ BaseEXP: 100 JobEXP: 100 DeathBasePenalty: -10 DeathJobPenalty: -10 Drop: 100 MaxChar: 12 MaxStorage: 600 }, { GroupLevel: 2 /* VIP 2 */ BaseEXP: 150 JobEXP: 100 DeathBasePenalty: -50 DeathJobPenalty: -50 Drop: 200 MaxChar: 12 MaxStorage: 600 })}) seems like I want to implement this one...
  9. Hint: Table 'ragnarok.cp_createlog' doesn't exist make sure all sql tables are properly installed in your mysql server..
  10. check clif.c @ void clif_use_card(struct map_session_data *sd,int idx) you can see all the criteria needed...
  11. bring it back..then change the icon into 1x1 pixel color magenta...
  12. in the first place why use rolex if you already have a login form?
  13. @ doc/script_commands.txt Variables are divided into and uniquely identified by the combination of:prefix - determines the scope and extent (or lifetime) of the variablename - an identifier consisting of '_' and alphanumeric characterspostfix - determines the type of the variable: integer or stringScope can be:global - global to all serverslocal - local to the serveraccount - attached to the account of the character identified by RIDcharacter - attached to the character identified by RIDnpc - attached to the NPCscope - attached to the scope of the instanceExtent can be:permanent - They still exist when the server resets.temporary - They cease to exist when the server resets.Prefix: scope and extentnothing - A permanent variable attached to the character, the default variable type."@" - A temporary variable attached to the character. They disappear when the character logs out."$" - A global permanent variable. They are stored in database table `mapreg`."$@" - A global temporary variable. They are important for scripts which are called with no RID attached, that is, not triggered by a specific character object."." - A NPC variable. They exist in the NPC and disappear when the server restarts or the NPC is reloaded. Can be accessed from inside the NPC or by calling 'getvariableofnpc'. Function objects can also have .variables which are accessible from inside the function, however 'getvariableofnpc' does NOT work on function objects.".@" - A scope variable. They are unique to the character, script and scope. Each script execution has its own scope that ends when the script ends. Calling a function with callsub/callfunc starts a new scope, returning from the function ends it. When a scope ends, its variables are converted to values ('return .@var;' returns a value, not a reference)."'" - An instance variable. These are used with the instancing system, and are unique to each instance."#" - A permanent local account variable."##" - A permanent global account variable stored by the login server. The only difference you will note from normal # variables is when you have multiple char-servers connected to the same login-server. The # variables are unique to each char-server, while the ## variables are shared by all these char-servers.Postfix: integer or stringnothing - integer variable, can store positive and negative numbers, but only whole numbers (so don't expect to do any fractional math).'$' - string variable, can store text.Examples: name - permanent character integer variable name$ - permanent character string variable@name - temporary character integer variable@name$ - temporary character string variable$name - permanent global integer variable$name$ - permanent global string variable$@name - temporary global integer variable$@name$ - temporary global string variable.name - NPC integer variable.name$ - NPC string variable.@name - scope integer variable.@name$ - scope string variable'name - instance integer variable'name$ - instance string variable#name - permanent local account integer variable#name$ - permanent local account string variable##name - permanent global account integer variable##name$ - permanent global account string variable
  14. hmm..let me think of it..hahahaha...soon and I will also add Herc icon....
  15. http://herc.ws/board/tracker/issue-8456-map-crash-skill-cell-overlap/?gopid=24194#entry24194
  16. only skill, @spiritball, relog and dying can remove spiritballs...
  17. just update your git repo...that bug is already fixed last month...
  18. Using photoshop go to 'channel' tab in the lower right..then you can see RGB layer, Red layer, Green layer, Blue layer and the Alpha layer.. RGB layer is the actual color Red Green and Blue layers are colors that may affect the RGB layer Alpha layer is the layout that determine the portion of the image to show up..white for visible and black for transparent.. to change the color just use color bucket tool and used it in the RGB layer or the Red, Green and Blue depends on your liking... Note: avoid colors near to Magenta cause it will make it transparent or black in game.. Sample:
  19. here are ways you can at least eliminate non Pro/Exp Botters... Use this http://herc.ws/board/topic/1105-hercules-wpe-free-june-14th-patch/ Enable SSO Login Packet then use Token Login Algorithm Enable Pincode afaik only bot for bRO can bypass this and good for us we are using kRO client, the devs of openkore somehow give up to cracking client of kRO...
  20. welcome....enjoy!!
  21. wow..cool...thanks... release some please there you have it... -http://herc.ws/board/topic/8412-custom-map-grid-pack/
  22. Version 1.0

    634 downloads

    Customized map grid. Created as requested by evilpuncker - http://herc.ws/board/topic/8403-custom-ground-cursor/#entry49972
  23. File Name: Custom Map Grid Pack File Submitter: malufett File Submitted: 03 Feb 2015 File Category: Maps & Textures Customized map grid. Created as requested by evilpuncker - http://herc.ws/board/topic/8403-custom-ground-cursor/#entry49972 Click here to download this file
  24. make sure you executed 'sql-files/logs.sql' in your mysql server..
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