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Dastgir
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Posts posted by Dastgir
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You know what can help.. I know you know that I know that.
Haha i know what you wanted to say.
Waiting for this ..
Getting info on block 38: Haha still no luck to get there, completed it 3 times
https://github.com/M45T3Ryu/KO-Proyect/tree/beta
Added Some Official Behaviour of Sight NPC in Survival.
P.S: If you get info of block 38 of survival test, please pm me(Frustated with it, tried more than 10 times, still no luck to get there).
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Actually, iRO got deleted from my pc, and I redownloaded it 3-4 days ago but it got corrupted(don't know why, maybe bcoz of sudden pc shutdown) , so I just got my iRO, so I will have to level first, then extract some info.
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Using svn, nah I don't think so have a way to track. If u were using git, u can track it.
But if renewal update messed up ur source, it wou,d have just errored on compiling.
As far, I too have many mods in my server, but its not affected by renewal phase.
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what if we are not using renewal edp fomula?
status.c
case SC_EDP: // [Celest] val2 = val1 + 2; //Chance to Poison enemies. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)#ifdef RENEWAL_EDP val4 = 100 * ((val1 + 1)/2 + 2);#endif if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
change the "val3" value.
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zones: (
{
name: "All"
disabled_items: {
Wing_Of_Fly: true;
}
},
{
name: "PvP"
disabled_items: {
Wing_Of_Fly: false;
}
},
)
His point is
if enabled_items: is enabled, everything else will be disabled except the entries in enable_items:
so if he use disabled_items: , he will have to put all the items, which is a bad idea ofcourse.
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isn't possible to split them? ex. hercules-pre(final) and hercules-re(alpha)
Why not have in 1 if we can have it, making it easy for owner to switch between pre-re and renewal.
well my point is for those who wanna develop their re they can stay to alpha while pre-re lovers will stay to final
separated files so no more argue?
Pre-RE servers likes system updates too. Why finalize it.
so why not separate the pre-re and merge the system updates when re is update. Is that impossible?
That will make dev to work double, to add code in pre-re and in re too. if there's only 1, both are updated.
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isn't possible to split them? ex. hercules-pre(final) and hercules-re(alpha)
Why not have in 1 if we can have it, making it easy for owner to switch between pre-re and renewal.
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i dont want to use the default theme , i want to permanently change it because i only want one theme
any guide ?
Thanks in advance
config/application.php
'ThemeName' => array('default', 'emphaino'),
change this to whichever themes you want. if want more themes, just put "," and proceed with name in inverted comma. If want less themes, just remove the name from here.
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File is supposed to be:
themes/ThemeName/download/index.php
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I was comparing rAthena and Hercules NPC, and I found following Difference
1) Cutin
cutin "°Ã½ºÆ®¸µÄ«µå",4; <--- Herculescutin "°í½ºÆ®¸µÄ«µå",4; // Ghostring Card <--- rAthenaDoes Hercules processing of ascii code different? its little bit confusing.2)payg_cas02 Official name is Scarlet Palace or Sacred Palace? -
According to the video the drop is scattered all around the map of prt_fild08 is there a way we can do this? if we kill king poring its drop will be scattered all around the map?
i tried this but it doesnt make the item on the ground, and it shoule be drop in random places in that map thats why i try to put 0,0;
OnNPCkillEvent:
if(killedrid!=1002){ end;}
makeitem 969,1,"prt_fild08",0,0;
makeitem 969,1,"prt_fild08",0,0;
end;
}
makeitem 969,1,"prt_fild08",0,0;
Dropping Only 1, try to do it >1k(If you want to test) bcoz prt_fild08 is a large map and then kill a poring.
P.S: Or maybe if you have tested that, you may not have loaded the script.
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1. An image or description of your In-game character sprite + headgear set. :rebellion class with (red dragon wing)
2. Any Specific Color Scheme you would like : red/green
3. Any images you like that could possibly be used for the request. : none ( select one which u like)
4. Text you would like to be included or a short quote etc. :none.
5. Which name you would like on the Signature / Avatar. Dastgir Pojee
6. Some contact info of sorts so I can contact you if needed: ym/fb: [email protected]
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{ id: 99 name: "Admin" level: 99 inherit: ( ) commands: { item: false } log_commands: true permissions: { all_commands: true }}
This is group that allows all commands and don't want to give item to gm.
1) I don't know, maybe will need a source edit.
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Its a big work(and don't have time now)so, Have optimized till N_Tuesday Only, You can do other too. check the script
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It's already been made/discussed on another topic, I believe in Source Requests (I can't link it now since it's a mess on mobile UI).
Main problem of it is that you can't lift the 23 char name limit and those titles count towards that restriction, so it may cause unexpected emulator behavior.
It can be done via client editing, but that too causes some unexpected behaviour.However I don't know if someone pro can do it without error or not.
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Updated to r40:
Changelogs:
Formatted to Latest kRO Files
Updated to Latest kRO Files.
Unupdated Files:
-->skilldescript.lua
-->stateiconinfo.lua
-->navi_mob_krpri.lua
-->skillinfolist.lua
-->System/ Folder
Quest Folder Updated,(There was some variable added,)
Updated many untranslated things.
r41:
Added questid2display of kro and seperated iro questid2display.
r43:
card updated.
Soon:System Folder.
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if(script->str_data[func].func){// <= check if the pointer isn't null if (!(script->str_data[func].func(st))){ //run the function script_reportsrc(st);//if the function returns false, dump the errors } }
But with custom script command, it always returns false and dumps the error(but script is executed.).Should custom function return 1?
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Any Help?
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BUMP
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int run_func(struct script_state *st){ struct script_data* data; int i,start_sp,end_sp,func; end_sp = st->stack->sp;// position after the last argument for( i = end_sp-1; i > 0 ; --i ) if( st->stack->stack_data[i].type == C_ARG ) break; if( i == 0 ) { ShowError("script:run_func: C_ARG not found. please report this!!!n"); st->state = END; script_reportsrc(st); return 1; } start_sp = i-1;// C_NAME of the command st->start = start_sp; st->end = end_sp; data = &st->stack->stack_data[st->start]; if( data->type == C_NAME && script->str_data[data->u.num].type == C_FUNC ) func = data->u.num; else { ShowError("script:run_func: not a buildin command.n"); script_reportdata(data); script_reportsrc(st); st->state = END; return 1; } if( script->config.warn_func_mismatch_argtypes ) { script_check_buildin_argtype(st, func); } if(script->str_data[func].func){ if (!(script->str_data[func].func(st))){ //Report error script_reportsrc(st); } } else { ShowError("script:run_func: '%s' (id=%d type=%s) has no C function. please report this!!!n", script->get_str(func), func, script_op2name(script->str_data[func].type)); script_reportsrc(st); st->state = END; } // Stack's datum are used when re-running functions [Eoe] if( st->state == RERUNLINE ) return 0; script->pop_stack(st, st->start, st->end); if( st->state == RETFUNC ) {// return from a user-defined function struct script_retinfo* ri; int olddefsp = st->stack->defsp; int nargs; script->pop_stack(st, st->stack->defsp, st->start);// pop distractions from the stack if( st->stack->defsp < 1 || st->stack->stack_data[st->stack->defsp-1].type != C_RETINFO ) { ShowWarning("script:run_func: return without callfunc or callsub!n"); script_reportsrc(st); st->state = END; return 1; } script->free_vars( st->stack->var_function ); ri = st->stack->stack_data[st->stack->defsp-1].u.ri; nargs = ri->nargs; st->pos = ri->pos; st->script = ri->script; st->stack->var_function = ri->var_function; st->stack->defsp = ri->defsp; memset(ri, 0, sizeof(struct script_retinfo)); script->pop_stack(st, olddefsp-nargs-1, olddefsp);// pop arguments and retinfo st->state = GOTO; } return 0;}
Above is code of run_func()
I want to ask what this checks for
if(script->str_data[func].func){ if (!(script->str_data[func].func(st))){ //Report error script_reportsrc(st); } }
because its the part that goes to script_reportsrc and gives some [Debug]: Source (NPC) Invisible on map
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It cannot happen, bcoz poring is spawned first then the fake ones.
Do one thing, start event, then do
@mobsearch 1002
Then it will show u list of poring with their names and co ordinate, just check there if name Poring exists.
If its there , then ur players are lazy to find it.
/ commands, and 4 slotting equipments?
in General Server Support
Posted