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Kenpachi

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Everything posted by Kenpachi

  1. Okay. First of all: I'M STUPID! Second of all: I'M STUPID! And thirdly: I'M STUPID! Change "max" to "min" and 150 back to 50.... Did I mention, that I'm stupid? ~Kenpachi
  2. Hi. In src/map/battle.c find function battle_calc_misc_attack() and replace: switch(skill_id){ case HT_LANDMINE: case MA_LANDMINE: case HT_BLASTMINE: case HT_CLAYMORETRAP: case RA_CLUSTERBOMB: #ifdef RENEWAL break; #endif default: md.damage = 1; } With: switch(skill_id){ case HT_BLASTMINE: break; case HT_LANDMINE: case MA_LANDMINE: case HT_CLAYMORETRAP: case RA_CLUSTERBOMB: #ifdef RENEWAL break; #endif default: md.damage = 1; } ~Kenpachi
  3. Hi. Replace: set .AnnounceFlag$, "bc_all"; With: set .AnnounceFlag, bc_all; In line 189, 191, 193 and 273 replace: 16|.announce With: .AnnounceFlag, .AnnounceColor$ In line 221 replace: announce strcharinfo(0) +" , Stop killing "+ rid2name(killedrid) + " !!!",0; With: announce strcharinfo(0) +" , Stop killing "+ rid2name(killedrid) + " !!!", .AnnounceFlag, .AnnounceColor$; In line 294, 295, 303, 304, 310, 311, 317, 318, 324 and 325 replace: 16 With: .AnnounceFlag, .AnnounceColor$ No you can change the color by modifying .AnnounceColor$. ~Kenpachi
  4. Hi. Have a look at battle_calc_defense() in src/map/battle.c. If I remember correctly, you're running your server in pre-RE mode, so I guess you're most interested in this line: damage = damage * pdef * (def1+vit_def) / 100; ~Kenpachi
  5. Kenpachi

    @showdrop

    Just in case someone else wants to know how to add the sound... Add (for the character who obtained the item): clif->soundeffect(sd, &sd->bl, "sound_file_name.wav", 0); Below this line: clif->message(sd->fd, output); Add (for party members): clif->soundeffect(p_sd, &p_sd->bl, "sound_file_name.wav", 0); Below this line: clif->message(p_sd->fd, output); The sound file is read from data\wav folder, must be in the PCM format, and the file name should have a maximum length of 23 characters including the ".wav" extension. ~Kenpachi
  6. Okay, I misunderstood you here. The code I posted caps the total tolerance at 50%, but - if I get it right - you want to cap the additional (respectively bonus) tolerance at 50%. Now you have to be a bit more specific because the tolerances are modified by 3 different things: Skills - for example Dragonology (SA_DRAGONOLOGY) or Eucharistica (AB_EUCHARISTICA) Status changes - for example Skull Scroll (ID: 12745) (SC_SKELSCROLL) or Royal Scroll (ID: 12747) (SC_ROYALSCROLL) Equipment bonuses - for example Weeder Knife (ID: 1227) or Combat Knife (ID: 1228) If you don't want to distinguish between those 3 cases, you just have to replace the 50 with 150. This way the bonus tolerance is capped at 50% regardless of how the bones was applied. Otherwise please tell me how to handle each case. //BTW: I'll move this topic to the Source Support section. ~Kenpachi
  7. Hi. You only need to compile the servers once to create the executable files. Re-compiling is required if you change something inside the source files ("src" folder). ~Kenpachi
  8. Hi. In line 288 replace getcharid(.@killer_gid) with .@killer_gid. Same in line 295. ~Kenpachi
  9. Kenpachi

    @showdrop

    I guess you applied the changes manually and accidentally broke something. I used a untouched copy of Hercules and applied the patch file with TortoiseGit. -> No issue. ~Kenpachi
  10. Kenpachi

    @showdrop

    Hi. Unfortunately I were not able to create a plugin, because I couldn't hook at all required spots. But if you want to, you can use this patch: showdrop.patch Just tell me if something doesn't work as intended or needs modification. ~Kenpachi
  11. Kenpachi

    @showdrop

    The "someone" is confusing me. This is how I understand your description: -> Player A, B and C are in the same party. -> Player A uses @showdrop. -> Player A, B or C loots an item with a drop chance of 1% or below. -> Show message to player A, B and C. I don't think this is a good idea, since player A affects the gameplay of player B and C even if they don't want it. Even worse: They won't know about @showdrop being enabled until the first drop message is shown. If I misunderstood your description, please correct me. ~Kenpachi
  12. Hi. In src/map/unit.c find function unit_walktobl() and replace: if (unit->walk_toxy_sub(bl) == 0 && (flag & 2) != 0) { set_mobstate(bl); return 1; } with: if (unit->walk_toxy_sub(bl) == 0) { if ((flag & 2) != 0) set_mobstate(bl); return 1; } And re-compile. ~Kenpachi
  13. Kenpachi

    @showdrop

    Hi. When saying "group", you mean party? ~Kenpachi
  14. Hi. Here you go: I re-wrote the original script, so if you have modifications in your version, you have to apply them again. Sorry. ~Kenpachi
  15. Sorry, my fault. It's ITEMINFO_VIEWSPRITE instead of ITEMINFO_VIEWID. ~Kenpachi
  16. Hi. Compiles just fine for me, after adding those curly brackets. 😯 OnPCUseSkillEvent_1.5.c ~Kenpachi
  17. Hi. For those errors replace: case INF_ATTACK_SKILL: struct enemyskilldata enemyskill_; enemyskill_.skill_id = skill_id; enemyskill_.event = aStrdup(VECTOR_INDEX(tempskill, i).event); VECTOR_ENSURE( enemyskill, 1, 1 ); VECTOR_PUSH( enemyskill, enemyskill_ ); break; case INF_SUPPORT_SKILL: struct friendskilldata friendskill_; friendskill_.skill_id = skill_id; friendskill_.event = aStrdup(VECTOR_INDEX(tempskill, i).event); VECTOR_ENSURE( friendskill, 1, 1 ); VECTOR_PUSH( friendskill, friendskill_ ); break; case INF_GROUND_SKILL: struct placeskilldata placeskill_; placeskill_.skill_id = skill_id; placeskill_.event = aStrdup(VECTOR_INDEX(tempskill, i).event); VECTOR_ENSURE( placeskill, 1, 1 ); VECTOR_PUSH( placeskill, placeskill_ ); break; case INF_SELF_SKILL: struct selfskilldata selfskill_; selfskill_.skill_id = skill_id; selfskill_.event = aStrdup(VECTOR_INDEX(tempskill, i).event); VECTOR_ENSURE( selfskill, 1, 1 ); VECTOR_PUSH( selfskill, selfskill_ ); break; with: case INF_ATTACK_SKILL: { struct enemyskilldata enemyskill_; enemyskill_.skill_id = skill_id; enemyskill_.event = aStrdup(VECTOR_INDEX(tempskill, i).event); VECTOR_ENSURE( enemyskill, 1, 1 ); VECTOR_PUSH( enemyskill, enemyskill_ ); break; } case INF_SUPPORT_SKILL: { struct friendskilldata friendskill_; friendskill_.skill_id = skill_id; friendskill_.event = aStrdup(VECTOR_INDEX(tempskill, i).event); VECTOR_ENSURE( friendskill, 1, 1 ); VECTOR_PUSH( friendskill, friendskill_ ); break; } case INF_GROUND_SKILL: { struct placeskilldata placeskill_; placeskill_.skill_id = skill_id; placeskill_.event = aStrdup(VECTOR_INDEX(tempskill, i).event); VECTOR_ENSURE( placeskill, 1, 1 ); VECTOR_PUSH( placeskill, placeskill_ ); break; } case INF_SELF_SKILL: { struct selfskilldata selfskill_; selfskill_.skill_id = skill_id; selfskill_.event = aStrdup(VECTOR_INDEX(tempskill, i).event); VECTOR_ENSURE( selfskill, 1, 1 ); VECTOR_PUSH( selfskill, selfskill_ ); break; } That's just a fix for the posted error messages. There may be more issues... ~Kenpachi
  18. Hi. The mob_avail.txt was merged with the mob_db.conf. See doc/mob_db.txt for more info. ~Kenpachi
  19. Hi. Replace (3 times): getiteminfo(.@var1$,11) With: getiteminfo(.@var1$, ITEMINFO_VIEWID) ~Kenpachi
  20. Hi. It's case-sensitive. Use "@item Shoes_". ~Kenpachi
  21. Hi. npc-duplicate.c (Additional parameter for duplicateremove() the to choose if mobs spawned by duplicate should be removed, too.) ~Kenpachi
  22. Hi. If you want to change the minimum damage for specific skills, you have to modify battle_calc_magic_attack() in src/map/battle.c. If you want to change the it generally, you have to modify the MATK calculation in status_get_matk_sub() (RE) or status_base_matk_min() (pre-RE) in src/map/status.c. And to answer your question in No specific tutorial for Hercules. But there are tons of "C for beginners" guides available on the web. ~Kenpachi
  23. in src/map/skill.c -> skill_attack() // Change: if (damage > 0 && dmg.flag&BF_SKILL && tsd && pc->checkskill(tsd,RG_PLAGIARISM) && (!sc || !sc->data[SC_PRESERVE]) && damage < tsd->battle_status.hp // To: if (damage > 0 && dmg.flag&BF_SKILL && tsd && pc->checkskill(tsd,RG_PLAGIARISM) && (!sc || !sc->data[SC_PRESERVE]) && damage < tsd->battle_status.hp && src->type == BL_PC // Skill was cast by a character. Okay, misunderstood you here. I though you want to end the poison status when a Lord Knight casts Berserk or a Monk casts Fury. In this case I need an explanation. I don't know what you want to achieve. In src/map/pc.c -> pc_bonus() // Change: case SP_ADD_HEAL_RATE: if(sd->state.lr_flag != 2) sd->bonus.add_heal_rate += val; break; case SP_ADD_HEAL2_RATE: if(sd->state.lr_flag != 2) sd->bonus.add_heal2_rate += val; break; // To: case SP_ADD_HEAL_RATE: if(sd->state.lr_flag != 2) sd->bonus.add_heal_rate += val; sd->bonus.add_heal_rate = min(sd->bonus.add_heal_rate, 100); break; case SP_ADD_HEAL2_RATE: if(sd->state.lr_flag != 2) sd->bonus.add_heal2_rate += val; sd->bonus.add_heal2_rate = min(sd->bonus.add_heal2_rate, 100); break; // ################################################################################################### // Change: case SP_SKILL_HEAL: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == 0 || sd->skillheal[i].id == type2); if (i == ARRAYLENGTH(sd->skillheal)) { // Better mention this so the array length can be updated. [Skotlex] ShowDebug("script->run: bonus2 bSkillHeal reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal), type2, val); break; } if (sd->skillheal[i].id == type2) sd->skillheal[i].val += val; else { sd->skillheal[i].id = type2; sd->skillheal[i].val = val; } break; case SP_SKILL_HEAL2: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == 0 || sd->skillheal2[i].id == type2); if (i == ARRAYLENGTH(sd->skillheal2)) { // Better mention this so the array length can be updated. [Skotlex] ShowDebug("script->run: bonus2 bSkillHeal2 reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal2), type2, val); break; } if (sd->skillheal2[i].id == type2) sd->skillheal2[i].val += val; else { sd->skillheal2[i].id = type2; sd->skillheal2[i].val = val; } break; // To: case SP_SKILL_HEAL: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillheal), i, sd->skillheal[i].id == 0 || sd->skillheal[i].id == type2); if (i == ARRAYLENGTH(sd->skillheal)) { // Better mention this so the array length can be updated. [Skotlex] ShowDebug("script->run: bonus2 bSkillHeal reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal), type2, val); break; } if (sd->skillheal[i].id == type2) sd->skillheal[i].val += val; else { sd->skillheal[i].id = type2; sd->skillheal[i].val = val; } sd->skillheal[i].val = min(sd->skillheal[i].val, 100); break; case SP_SKILL_HEAL2: if(sd->state.lr_flag == 2) break; ARR_FIND(0, ARRAYLENGTH(sd->skillheal2), i, sd->skillheal2[i].id == 0 || sd->skillheal2[i].id == type2); if (i == ARRAYLENGTH(sd->skillheal2)) { // Better mention this so the array length can be updated. [Skotlex] ShowDebug("script->run: bonus2 bSkillHeal2 reached it's limit (%d skills per character), bonus skill %d (+%d%%) lost.\n", ARRAYLENGTH(sd->skillheal2), type2, val); break; } if (sd->skillheal2[i].id == type2) sd->skillheal2[i].val += val; else { sd->skillheal2[i].id = type2; sd->skillheal2[i].val = val; } sd->skillheal2[i].val = min(sd->skillheal2[i].val, 100); break; That's done in the functions I posted. I can't believe your status.c doesn't contain them. Well, I guess one could call them like this. ~Kenpachi
  24. Hi. at_follow.diff Create a new zone in db/(pre-)re/map_zone_db.conf. For example: { name: "NoFollow" disabled_commands: { follow: 90 } } And add the maps where you want to disable @follow to npc/mapflag/zone.txt, For example: geffen mapflag zone NoFollow payon mapflag zone NoFollow yuno mapflag zone NoFollow ~Kenpachi
  25. Hi. More details please. I'm not sure what you really want to do. In src/map/battle.c -> battle_calc_weapon_attack() // Change: && (sd == NULL || sd->weapontype1 == W_DAGGER || sd->weapontype1 == W_1HSWORD || sd->weapontype == W_2HSWORD) // To: && (sd == NULL || (sd->weapontype1 >= W_DAGGER && sd->weapontype1 <= W_2HAXE)) In src/map/skills.c -> skill_castend_nodamage_id() // Change: case SU_ARCLOUSEDASH: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv))); break; // To: case SU_ARCLOUSEDASH: clif->skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv))); if (sd != NULL && (skill_id == LK_BERSERK || skill_id == MO_EXPLOSIONSPIRITS)) status_change_end(src, SC_DPOISON, INVALID_TIMER); break; In src/map/battle.c -> battle_calc_damage() // Change: if( ( sc->data[SC_PNEUMA] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG ) || sc->data[SC__MANHOLE] ) { d->dmg_lv = ATK_BLOCK; return 0; } // To: if ((sc->data[SC_PNEUMA] != NULL && (flag & (BF_MAGIC | BF_LONG)) == BF_LONG) || sc->data[SC__MANHOLE] != NULL) { if (sc->data[SC_PNEUMA] == NULL // Not Pneuma but Man Hole -> Block attack! || skill_id != HT_BLITZBEAT // Not Blitz Beat -> Block attack! || s_sd == NULL // Attacker is not a character -> Block attack! || s_sd->job != MAPID_SNIPER) { // Attacker is not a Sniper -> Block attack! d->dmg_lv = ATK_BLOCK; return 0; } } // ############################################################################################## // Change: if(sc->data[SC_NJ_TATAMIGAESHI] && (flag&(BF_MAGIC|BF_LONG)) == BF_LONG) return 0; // To: if (sc->data[SC_NJ_TATAMIGAESHI] != NULL && (flag & (BF_MAGIC | BF_LONG)) == BF_LONG) { if (skill_id != HT_BLITZBEAT // Not Blitz Beat -> Block attack! || s_sd == NULL // Attacker is not a character -> Block attack! || s_sd->job != MAPID_SNIPER) { // Attacker is not a Sniper -> Block attack! return 0; } } Modify skill_add_heal_rate in conf/map/battle/skill.conf. I guess you want to modify the bonus stats. Therefor just search for these constants in src/map/status.c: SC_TRUESIGHT SC_MINDBREAKER SC_DELUGE SC_VIOLENTGALE SC_VOLCANO In src/map/status.c have a look at these functions: status_base_matk_min() status_base_matk_max() That's not as easy as you may think. To keep it simple, just don't apply the bMatk and bMatkRate bonuses. In src/map/pc.c -> pc_bonus() // Change: case SP_MATK_RATE: if(sd->state.lr_flag != 2) sd->matk_rate += val; break; // To: case SP_MATK_RATE: break; // ############################################################################################## // Change: case SP_EMATK: if(sd->state.lr_flag != 2) sd->bonus.ematk += val; break; // To: case SP_EMATK: break; ~Kenpachi
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