PunkBuster
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Everything posted by PunkBuster
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I'd like to edit which status effects the Kagerou Charm skills(using the Cast Ninja Spell skill) are used. Which SCR file am I looking for? In particular, I want to remove those two effects from the Water Charm, and the Sleep status from the Wind Charm. *Edit* After looking around a bit, I found this on skill.c: case UNT_ZENKAI_WATER: case UNT_ZENKAI_LAND: case UNT_ZENKAI_FIRE: case UNT_ZENKAI_WIND: if( battle->check_target(&src->bl,bl,BCT_ENEMY) > 0 ){ switch( sg->unit_id ){ case UNT_ZENKAI_WATER: sc_start(bl, SC_COLD, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); sc_start(bl, SC_FROSTMISTY, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_LAND: sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_FIRE: sc_start4(bl, SC_BURNING, sg->val1*5, sg->skill_lv, 0, ss->id, 0, skill->get_time2(sg->skill_id, sg->skill_lv)); break; case UNT_ZENKAI_WIND: sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); sc_start(bl, SC_DEEP_SLEEP, sg->val1*5, sg->skill_lv, skill->get_time2(sg->skill_id, sg->skill_lv)); break; } }else sc_start2(bl,type,100,sg->val1,sg->val2,skill->get_time2(sg->skill_id, sg->skill_lv)); break; I figure this is it. *Edit2* Confirmed. This solves the issue. I guess you can archive this, in case anybody else needs it.
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Yes, I understand, but how can I edit it so a skill will bypass CCS and do damage?
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The Ninja skill CCS. How does it determine which skill will or will not bypass it? What if I want to make X skill ignore it, where do I have to edit? Also, would it be possible to make a skin_shedding.txt file, in which we can add and remove which skills are bypassed? I think that'd be a nice improvement.
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Works perfectly. Thanks.
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http://herc.ws/board/tracker/issue-6500-masquerade-weakness-cant-strip-when-player-are-fully-coated/?gopid=13495#entry13495 I'd like for FCP to block Masquerades, like it was doing before.
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I have a problem on my server. Kagerou's Shadow Trampling is supposed to reveal concealed targets, and prevent further concealment. However, Shadow Chasers are capable of using Feint Bomb, to escape the skill 100%. I'd like the Shadow Trampling skill to also block Feint Bomb.
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Worked perfectly. Thank you, once more.
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//===== Hercules Script ======================================//= War of Emperium Guild Template File//===== By: ==================================================//= L0ne_W0lf//===== Current Version: =====================================//= 2.0//===== Description: =========================================//= [ Aegis Conversion]//= ----------------------------------------------------------//= - THIS FILE IS REQUIRED FOR GUILD CASTLES TO FUNCTION.//= ----------------------------------------------------------//= - Enables AGIT Manager inside Guild Strongholds.//= Visible Name required: Agit//= Manages the various functions used in and out of WoE.//=//= - Enables Stewards inside Guild Strongholds which let's//= the guild master invest in Defense and Economy, and//= to summon guardians, a Kafra, and enter master's room.//=//= - Guardian Spawning Template//= Visible Name required: Guardian//= Spawn guardians when guild castle data is recieved.//=//= - Enables Kafra Services inside Guild Strongholds.//= Visible Name required: Kafra Employee//= Storage, Guild Storage, Teleport Service, Cart rental.//=//= - Treasure Chest spawning.//= Chests will NOT be saved anymore in the event of crashes.//= Treasures will NOT spawn on a location that already has//= treasure chest spawned. Is there a way for treasure chests to be saved in case of a crash? It says "anymore", so perhaps an older version of this script can do that?
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That sounds useful, I'll try it.
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Of course I'd back it up. Problem is, I'd have to go about re-applying all the changes anyway.
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I'd like to get around to updating my current hercules SVN. Currently running 13043(2013-11-07)(Linux). I have extensive customization on my server, and I am afraid doing an auto update will over-write much of my costumization. Is there a way around this issue?
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I had a contest with my players, where they could draw a cutin image for our server's Warping NPC. Sorry, this is an exclusive for my server.
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I did the Endless Tower Fix from here: https://github.com/HerculesWS/Hercules/commit/0876387f293ee633f7bfe12f8adf3f4a37d5b736 ... and it broke my playercount function. Here's the relevant portion of my file: // guild // (needs to go before clif_spawn() to show guild emblems correctly) if(sd->status.guild_id) guild->send_memberinfoshort(sd,1); if(battle_config.pc_invincible_time > 0) { pc->setinvincibletimer(sd,battle_config.pc_invincible_time); } if( map->list[sd->bl.m].users++ == 0 && battle_config.dynamic_mobs ) map->spawnmobs(sd->bl.m); if( map->list[sd->bl.m].users++ == 0 && battle_config.dynamic_mobs ) map->spawnmobs(sd->bl.m); if( map->list[sd->bl.m].instance_id >= 0 ) { instance->list[map->list[sd->bl.m].instance_id].users++; instance->check_idle(map->list[sd->bl.m].instance_id); } if( pc->has_permission(sd,PC_PERM_VIEW_HPMETER) ) { map->list[sd->bl.m].hpmeter_visible++; sd->state.hpmeter_visible = 1; } if( !(sd->sc.option&OPTION_INVISIBLE) ) { // increment the number of pvp players on the map map->list[sd->bl.m].users_pvp++; } sd->state.debug_remove_map = 0; // temporary state to track double remove_map's [FlavioJS] // reset the callshop flag if the player changes map sd->state.callshop = 0; map->addblock(&sd->bl); clif->spawn(&sd->bl); // Party // (needs to go after clif_spawn() to show hp bars correctly) if(sd->status.party_id) { party->send_movemap(sd); clif->party_hp(sd); // Show hp after displacement [LuzZza] } if( sd->bg_id ) clif->bg_hp(sd); // BattleGround System if(map->list[sd->bl.m].flag.pvp && !(sd->sc.option&OPTION_INVISIBLE)) { if(!battle_config.pk_mode) { // remove pvp stuff for pk_mode [Valaris] if (!map->list[sd->bl.m].flag.pvp_nocalcrank) sd->pvp_timer = timer->add(timer->gettick()+200, pc->calc_pvprank_timer, sd->bl.id, 0); sd->pvp_rank = 0; sd->pvp_lastusers = 0; sd->pvp_point = 5; sd->pvp_won = 0; sd->pvp_lost = 0; } clif->map_property(sd, MAPPROPERTY_FREEPVPZONE); } else // set flag, if it's a duel [LuzZza] if(sd->duel_group) clif->map_property(sd, MAPPROPERTY_FREEPVPZONE); if (map->list[sd->bl.m].flag.gvg_dungeon) clif->map_property(sd, MAPPROPERTY_FREEPVPZONE); //TODO: Figure out the real packet to send here. if( map_flag_gvg2(sd->bl.m) ) clif->map_property(sd, MAPPROPERTY_AGITZONE); // info about nearby objects // must use foreachinarea (CIRCULAR_AREA interferes with foreachinrange) map->foreachinarea(clif->getareachar, sd->bl.m, sd->bl.x-AREA_SIZE, sd->bl.y-AREA_SIZE, sd->bl.x+AREA_SIZE, sd->bl.y+AREA_SIZE, BL_ALL, sd); // pet if( sd->pd ) { if( battle_config.pet_no_gvg && map_flag_gvg2(sd->bl.m) ) { //Return the pet to egg. [Skotlex] clif->message(sd->fd, msg_txt(666)); pet->menu(sd, 3); //Option 3 is return to egg. } else { map->addblock(&sd->pd->bl); clif->spawn(&sd->pd->bl); clif->send_petdata(sd,sd->pd,0,0); clif->send_petstatus(sd);// skill->unit_move(&sd->pd->bl,timer->gettick(),1); } } //homunculus [blackhole89] My NPC script is not a problem. That NPC script is over 6 years old, always worked fine.
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Correct. My server has very competitive MvPing, and people getting teleported away from MvPs with Intimidations is an annoying issue. I could disable the skill on the maps, but creating counters for it seems more interesting for me.
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I'd like to make a custom card that negates telaportation effects, except Warping scripts. It would negate Warp Portal(acolyte skill), Intimidate(rogue), and Fatal Menace(Shadow Chaser). Walking into portals between maps, and the warp from scripts should also work. Is an effect like this possible?
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My server isn't logging Guildstorage transactions. My logs.conf file is set to: enable_logs: 0x04525 Which should be logging the gstorage items being moved. Any likely causes for this problem? *additional info* It was working during my beta test, but after I moved my database, it stoped working. Both gstorage and monster logs.
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I made a custom NPC which displays how much zeny players have spent healing, mvping, and questing. I rapidly ran into problems because the shown number didn't change: the variable I had used to store the number has a maximum allowable number. In scripting, is it possible to create a variable with a larger memory value? Similar to double variables in C?
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I'd like to make the skill toggle on/off, for convenience sake. How can I do that?
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Do we have this? http://irowiki.org/wiki/Biolab_Enchants Didn't find on my server.
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Noticed that Magic Crasher is being blocked by GTB Card. On my old eAthena server, it was used by players to fight against GTB users. How can I make it not be affected by GTB?
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I'd like the Whitesmith skill Cart Boost to give the same Speed Bonus as the Genetic skill Cart Boost. What do I edit?
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[RELEASE]Kagerou Oboro Job Change Quest[iRO Based]
PunkBuster replied to Dastgir's topic in Projects
I am more interested in the NPC inside the Ninja Guild in Amatsu that enchants the Ninja-only gear. Anybody has that data?- 50 replies
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- kagerou oboro iRO
- job change quest
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I'll attempt this. I'll report back soon.
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Whatever it was, fixed after I did maintenance. Resetting the server undid it.
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My server runs on 100x drop rates, but I want the treasure boxes to drop the God Item Pieces at a drop rate lower than that. Even setting them to 1 will make them drop at 1%, and that's more than I intend. Is there a way to edit certain items to ignore the DROP rates?