Jump to content

Clare

Members
  • Content Count

    52
  • Joined

  • Last visited

Posts posted by Clare


  1. I tried to add this plugin but I got this error, what I do to make it work?
    I'm using Centos 6

    	party.c:13:27: error: common/malloc.h: No such file or directory
    party.c:30:1: warning: "safestrncpy" redefined
    In file included from party.c:11:
    ../common/strlib.h:47:1: warning: this is the location of the previous definition
    party.c: In function 'party_create_mine':
    party.c:137: error: 'struct strlib_interface' has no member named 'safestrncpy'
    party.c: In function 'buildin_party_create':
    party.c:342: error: 'struct strlib_interface' has no member named 'safestrncpy'
    party.c: In function 'plugin_init':
    party.c:596: warning: implicit declaration of function 'GET_SYMBOL'
    party.c:596: warning: nested extern declaration of 'GET_SYMBOL'
    party.c:596: warning: assignment makes pointer from integer without a cast
    party.c:597: warning: assignment makes pointer from integer without a cast
    party.c:598: warning: assignment makes pointer from integer without a cast
    party.c:599: warning: assignment makes pointer from integer without a cast
    party.c:600: warning: assignment makes pointer from integer without a cast
    party.c:601: warning: assignment makes pointer from integer without a cast
    party.c:602: warning: assignment makes pointer from integer without a cast
    party.c:603: warning: assignment makes pointer from integer without a cast
    party.c:604: warning: assignment makes pointer from integer without a cast
    party.c:621: warning: assignment from incompatible pointer type
    party.c:622: warning: assignment from incompatible pointer type
    make[1]: *** [../../plugins/party.so] Error 1
    make[1]: Leaving directory `/home/ragnarok/hercules/src/plugins'
    make: *** [plugins] Error 2
    	

  2. Hi, i need help to make a change in the Super Novice Spirit.

    In the IRO wiki Say:

    • Headgears and Weapons made equip-able by this skill will remain equipped:
      • If the link remains active while traveling between maps.
      • Even after the link wears off until the target moves to any map or log out.
    • Headgears and Weapons made equip-able by this skill will also remain equip-able even if broken.


    Ok, its perfect work, but I want to change it, are possible made if the link disapear and the target moves to any map or log out,

    the equipaments still equiped, until unequiped for the player  or strip/broken.

     

    Thanks to all who can help me.



  3. Hello @Easycore, yes I want to stop the reflection of these skills by items and Reflect Shield
     

    You want to stop the reflect in those skills?

     

    This is officially configured so that those skills are not reflected.

     

    So:

    if( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION && skill_id != GS_DESPERADO
                      && !(d_bl && !(wd->flag&BF_SKILL)) // It should not be a basic attack if the target is under devotion
                      && !(d_bl && sce_d && !check_distance_bl(target, d_bl, sce_d->val3)) // It should not be out of range if the target is under devotion
                    ) {
    

    This causes that Cart Terminator and Desperado cannot be reflected by Reflect Shield and Items.


    If I use the official configuration (the first option) the skills are reflected, so I decided to try to remove:

    "&& skill_id != WS_CARTTERMINATION && skill_id != GS_DESPERADO"

    but the skills are still reflected in the same way, I compile after the modifications...
     


  4. how to make these skills stop being reflected by items and other skills?
    I try change in battle.c
    this:

    if( sc->data[SC_REFLECTSHIELD] && skill_id != WS_CARTTERMINATION && skill_id != GS_DESPERADO
                      && !(d_bl && !(wd->flag&BF_SKILL)) // It should not be a basic attack if the target is under devotion
                      && !(d_bl && sce_d && !check_distance_bl(target, d_bl, sce_d->val3)) // It should not be out of range if the target is under devotion
                    ) {
    


    for this:

     

     

    if( sc->data[SC_REFLECTSHIELD] 
                      && !(d_bl && !(wd->flag&BF_SKILL)) // It should not be a basic attack if the target is under devotion
                      && !(d_bl && sce_d && !check_distance_bl(target, d_bl, sce_d->val3)) // It should not be out of range if the target is under devotion
                    ) {
    


    but not work, could someone help me?

    I apologize for my English, I'm using a translator.


  5. Thank Garr
    I will tell my players and send the new guide if all goes well come back here to tell.
    But I have a question, if my server is pre-renewal he should not use the old version of the quest of Thanatos?

  6. Hi, i have a problema with Thana Quest

    My players performed the quest as this guide:
     


    and in this part of guild:

    "On the 5th floor you have to find the third machine, which will give you the Blue Key. Here you’ll need at least 3 members of your party to open it. You have to get closer to the machine and speak to it. Here you’ll obtain the third key."

    010.jpg
     

    The npc "Machine Device" does not appear, like in the print:
     

    11852789_1685320285035994_391654483_o.jpg?oh=20116b98948634bf5f936265b0392ad0&oe=55C93063

    Does anyone know how can I fix this problem?


  7. Hi @@Winterfox I think you don't understand what I want ...

    I just want sell some items in the NPC, like rental items,
    for a time using the rental items, but this items can't have slot for cards, without changing the original items, I want to give the option to players
     
    1-  buy the permanent item with slot
    2- rent the item for a specified time without the slot for cards
     
    and to do this need to create rental items, but the items not can have their slots for cards.
     
    In other words, I want to remove the card slots of rental items in the same way that there not are card slots for costume items created by the "costume system" changing the script command rentitem or something in the source.
     

  8. Hi, Someone can help me to make a change in rental items? I want they cannot have equipped cards.
    Remove the slot cards from this items.
     
    I searched an answer for this on forum, but didn't find anything that could help me, I believe it is
    necessary to make a change in the source.

    Thanks to anyone who can help me to make this change.

  9.  

    Hi, i believe this both 'issue' are not bug.
     
    For the first:
    The logical is simple, you can't protect what you don't have. So, you can't protect a weapon if you don't have a weapon equipped.
    This sounds good for me.
     
    For the second:
    This is not a bug. You may testing it with a high group_id account. In the code, you have:
     
    In: pc.c
    Ln: ~922
    Function: int pc_isequip(struct map_session_data *sd,int n)
    	if(pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT))		return 1;
     
    This test occours before any check from strip status. So, if your group_id has permission to equip any itens, it'll ignore the strip from stalker.
    Can you test with a low group_id account for us?

     

    Omg, Sorry for the second really are the group id, but for the first you can help-me to made this change?


  10. Hi Garr, Thanks for answering :D

    I believe the two are bugs, but didn't venture to say that way.
     
    I remember the skill Chemical Protection be used by my players (a few years ago in a pre-re server) as a way to "cancel" the effect of the strip, but without being able to utilize the Chemical Protection skills without the need this item equipped, it becomes impossible to use a skill under the influence of "strip" for nullify the effect.
     
    You know how to solve these problems?

  11. Hello, I need help to change some things in my emulator with respect to some skills, I thank anyone who can help.
     
    1 - I would like to make the Creator class to use the skills
     
    Full Protection
    Chemical Protection Armor
    Chemical Protection Weapon
    Chemical Protection Shield
    Chemical Protection Helm
     
    without it is with equipped items, and when using these skills cancel the status of skill "strip" of the Stalker class
     
    Currently these skills the Creator class can not be used if the item is not equipped, and not remove the effect/icon of skill "Strip"
     
    2 - I would like to make the Stalker class when using the skill "Strip"
    the equipment may not be equipped again until the duration of the skill effect Strip ends because currently the skill Strip removes only the item but the same can be equiped immediately.


    10648285_584350125040050_1800283695802822053_o.jpg

     
    11705446_584350141706715_952254857275903126_o.jpg

  12. someone could help me make this code work in Hercules?
     
    I've tried some times, but no have success, so if possible I would be grateful if can show me where also made changes to make the functional code.

    yes, I am using a translator

    Here the full code
    @@ -8634,6 +8665,46 @@ }  /*==========================================+* @order [Shiraz]+* --> Pequena mod para aparecer nome do líder [Hold]+*------------------------------------------*/+ACMD_FUNC(order)+{+	struct s_mapiterator* count = mapit_getallusers();+	struct map_session_data *pl_sd;+	struct guild* member;+	int len;++	memset(atcmd_output, '0', sizeof(atcmd_output));+	+	if(!(member = guild->search(sd->status.guild_id)) || !strstr(member->master,sd->status.name))+	{+		clif_displaymessage(sd->fd, "Você não é o líder do clã.");+		return -1;+	}+	+	if(!(strlen(message)))+	{+		clif_displaymessage(sd->fd, "Você precisa digitar uma mensagem.");+		return -1;+	}++	sprintf(atcmd_output, "[Líder] %s : %s", sd->status.name, message);++	len = strlen(atcmd_output);++	for(pl_sd = (TBL_PC*)mapit_first(count); mapit_exists(count); pl_sd = (TBL_PC*)mapit_next(count))+	{+		if(pl_sd->status.guild_id != sd->status.guild_id)+			continue;+		clif_broadcast(&pl_sd->bl, atcmd_output, len, 0x10, SELF);+	}+	+	mapit_free(count);+	return 0;+}++/*==========================================  @@ -8937,6 +9009,7 @@	 { "font",               1,1,      atcommand_font }, // brAthena Modificações     { "whosell",            1,1,      atcommand_whosell },+	{ "order",             0,99,      atcommand_order   },

  13. I can't test but I think I already gave you an answer:

     

    src/map/npc.c

    /*========================================== * Set or disable mapflag on map * eg : bat_c01<TAB>mapflag<TAB>battleground<TAB>2 * also chking if mapflag conflict with another *------------------------------------------*/const char* npc_parse_mapflag(char* w1, char* w2, char* w3, char* w4, const char* start, const char* buffer, const char* filepath, int *retval) {	int16 m;	char mapname[32];	int state = 1;	// w1=<mapname>	if( sscanf(w1, "%31[^,]", mapname) != 1 )	{		ShowError("npc_parse_mapflag: Invalid mapflag definition in file '%s', line '%d'.n * w1=%sn * w2=%sn * w3=%sn * w4=%sn", filepath, strline(buffer,start-buffer), w1, w2, w3, w4);		if (retval) *retval = EXIT_FAILURE;		return strchr(start,'n');// skip and continue	}	m = map->mapname2mapid(mapname);	if (m < 0) {		ShowWarning("npc_parse_mapflag: Unknown map in file '%s', line '%d': %sn * w1=%sn * w2=%sn * w3=%sn * w4=%sn",		            filepath, strline(buffer,start-buffer), mapname, w1, w2, w3, w4);		if (retval) *retval = EXIT_FAILURE;		return strchr(start,'n');// skip and continue	}	if (w4 && !strcmpi(w4, "off"))		state = 0; //Disable mapflag rather than enable it. [Skotlex]

     

    Just set the noazoth mapflag to off on the other zone that overwrites the first one.

     
    first: I do not want to disable the mapflag "zone towns", I want it to work with my mapflag "zone noazoth".
     

     

    Have you tried to remove the town mapflag on the other zone?

     

    mapname mapflag town off

    Second: the writing format of mapflag

     

    alb_ship mapflag zone towns

     

    "zone" is the mapflag if I put "zone off" all areas will be disabled on this map, the mapflag "zone" is different from the others mapflags,

     

     it works by creating zoning restrictions, but each zone is not a new mapflag, all are only a mapflag but restricting separate maps.

    for this if i put

    alb_ship mapflag zone towns off

    will not work!

     


  14. Angelmelody this is exactly what happens!!! but I can not put into a mapflag inherit characteristics from each other because in them there is not only the niftheim map, you could understand?

    So I want to do the two mapflags work together and not overwrit.
    you know how I do it? would need to edit the source?
     


  15. JaBote think you do not understand me ...
    ok, lets explain again ...
     
    I have the mapflag "towns"
    and also have my new mapflag "NoAzoth"
     
    my mapflag restricts the use of Azoth item on some maps except in maps of "War of Emperium".
     
    If I put any map that is in any other zone in my "NoAzoth mapflag" these will not receive the restrictions of "NoAzoth", because they are already in other zone.
     
    For put the maps in my "mapflag NoAzoth" i need remove the maps of any area he was previously.
    Otherwise NOAzoth mapflag has no effect on these maps that are already in another zone
     
    So to put Nifheim to receive the restrictions of zone "NoAzoth"  
     
    I need remove it from Tonws zone and put it in my zone "NoAzoth", but if I do that it will lose the benefits of zone "Tonws" and if I put the zone "NoAzoth" for inherit the characteristics of zone "Towns", all other maps belonging to zone NoAzoth also will receive this restriction of zone "Towns"...
     
    While I put the Towns zone inherit characteristics of the zone NoAzoth all maps of zone "towns" will have the restriction of NoAzoth area.
     
    And it's not what I want, because only some of the maps in zone "tonws" should receive the restriction without not to lose the characteristics of zone "tonws".
     
    So if I restrict zone Towns in zone "NoAzoth" as you suggested, all maps of zone "Towns" entering the zone "NoAzoth" lose the characteristics of zone "Towns", and I want some, I said some of the maps, have restrictions of the two zones, while others have restrictions only one.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.