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Everything posted by Svanhild
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Problem solved. It was client-side issue, there was something to do with the way the client was diffed. Change walk to delay. Disable walk to delay. Both of these parameters should be disabled. That gave me a 24 hour headache. Cheers!
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Have you confirmed this? I've used your script, and the issue persists, also, it doesn't display a message "You have been healed" at all.
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I already tried that, but the issue persists. Also, the use of numeric NPC view ids has been already depracated. I'm using the 4_PORING, again, the healer script is unmodified, I'm using the stock script written by euphy. And if I'm going to put a mes window on the healer, definitely my character won't walk, it would stay where it is, but by just using the default script makes my character walk beside it upon clicking.
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The problem is that, whenever I click the healer npc, my character always moves/walks beside it which is very annoying, unlike other npcs like kafra, your character won't move upon clicking. There are no modifications, I'm using the stock healer npc and I'm using the latest svn.
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you can actually disable those skill fail messages in game.
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Find this line on your /conf/battle/skill.conf //Setting this to YES will override the target mode of ground-based skills with the flag 0x01 to "No Enemies" //The two skills affected by default are Pneuma and Safety Wall (if set to yes, those two skills will not protect everyone, but only allies) //See db/skill_unit_db.txt for more info. defunit_not_enemy: no
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Seriously? We've been talkin bout this game with a friend of mine just last night and he was inviting me for cb2. I saw the trailer, the gameplay and stuff. Hand me over a beta key and jump to the game and wants me to check on the mechanics and stuff. Well, I wonder and wait if there would be an open-source emulator and here we go. Just today, you just shared a TOS emulator buddy. That sounds more interesting
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yeah, I noticed that and re-written the code earlier and it went fine, but I'll be using your code instead, I trust you for creating reliable codes. Thanks, Annie. EDIT: Tested and it worked.
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Check what I did here on char.c if( sd->group_id > 0 && sd->group_id < 99 ) { if( SQL_ERROR == SQL->Query(inter->sql_handle, "SELECT 1 FROM `%s` WHERE `account_id` = '%d'", char_db, sd->account_id) ) Sql_ShowDebug(inter->sql_handle); if( SQL->NumRows(inter->sql_handle) >= 1 ) return -2; // character account limit exceeded }// check char slot if( sd->found_char[slot] != -1 ) return -2; /* character account limit exceeded */
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I use to have this feature in rathena, but I lost and forgot the source mod for this. So I'm requesting another one.
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Yeah I understand. Quite simple but could be a headache. Btw, the dispbottom color still not working right? including the addparty_member stuff. :/ We're behind from rathena's scripting.
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Yeah, it worked for good.
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When you're not equipping anything, and try to talk to the card remover npc, it still shows a blank menu instead of displaying the message "Young one... Your not wearing anything there that I can remove cards from." Is there a problem with this line?
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How to make RK_ENCHANTBLADE buff affect skills damage too
Svanhild replied to Svanhild's question in Source Requests
so if( !skill_id ) has been commented out including the two brackets. And....yes it worked! Thank you. -
I only have VS2015 though. I tried compiling it on 64-bit but it gave too many errors. I just really like how server performs on 64 bit though, the performance and all. I can do it on linux but sometimes it crashes the map server randomly. So I'm sticking at 32-bit for now.
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Thanks. Right, exactly just as what I'm looking for. Well I've been here in sc_config.txt before but I was just modifying the exact skills for SC_PROPERTY* etc.. it didn't worked so just when I came to realized when you told me about that sc_armor_property which affects all armor properties to be dispellable. great.
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How to make RK_ENCHANTBLADE buff affect skills damage too
Svanhild replied to Svanhild's question in Source Requests
I didn't get you. can you paste the modified script instead? Thanks bud. -
Firewall and Arrow shower should reveal hidden enemies
Svanhild posted a question in Source Requests
Okay, the request is pretty simple, how to reveal hidden enemies when using firewall or arrow shower at them? -
Okay I have a few request here. Professor dispel should dispel elemental change convert too. What I mean is, for example when you change element an enemy player to fire and afterwards change his element to a different element, well it needs to be dispelled first. But the problem is it cannot dispel the first element change armor property. I wonder how to modify dispel in order to dispel elemental armor changes too.
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I have another request tho. Is it possible like to apply a global damage cap or increase/reduce damage of all monsters too? I'm still looking a way how to reduce/increase damage of mobs.
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I noticed it as well, and I would agree to you. This is a great suggestion.
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Any guide out there how to compile the server under windows using VS14? I tried it myself but it never worked, it just gave me bunch of errors. I'm pretty sure it works well on linux but I never had the chance to compile a 64-bit version under windows. A guide would be appreciated.
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How to make RK_ENCHANTBLADE buff affect skills damage too
Svanhild posted a question in Source Requests
Good day guys, I just need a little help here. I wanna make Enchantblade skill buff increase skills damage too. Currently (default) it only adds additional damage to your normal attacks base on how much INT/matk you have. Well, I want the same formula applied to buff all damages including skills, not just normal atk. I've been trying to do a custom code but never worked. Help! base on battle.c if( sc->data[SC_ENCHANTBLADE] ) {//[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInti = ( sc->data[SC_ENCHANTBLADE]->val1 * 20 + 100 ) * status->get_lv(src) / 150 + status_get_int(src);i = i - status->get_total_mdef(target) + status->get_matk(src, 2);if( i ) ATK_ADD(i);} I've also checked status.c made a custom code but it doesn't seem to work like it should and it crashes, so yeah I need help. -
i would suggest something like how to make a player when on @afk mode, the player would appear like grayed out or like stone cursed or something like when a merchant goes vending... so that we would be able to identify whether the player is really on @afk mode