Michi
Retired Staff-
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Everything posted by Michi
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2018-06-20ragexeRE remove the empty part below the the remaining icons?
Michi replied to Michi's question in Client-Side Support
this is not reduce it. There is nemo patch for this -
Could I have the full package please? And I'm really interest to be your slave for the rest of my life, Is that good?
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Merry Christmas =D
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Ragnarok Online Mobile Version CN Teaser Trailer at Chinajoy 2015
Michi replied to JulioCF's topic in Ragnarok News
https://www.youtube.com/watch?v=NGJEWshqzUc&feature=youtu.be -
So sad I didn't receive a beta key
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Awesome !!!!!!!!!!
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It's not in msgstringtable.txt? didn't check don't have time sorry
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If you want to see bAtkRate in status window you need to made src edit
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no you can't need src edit to show bAtkRate in status window
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kRO Introduces Pet Evolution System, Roulette Game,RoDex
Michi replied to Dastgir's topic in Ragnarok News
What file do you need? Just pm me -
Fix here : https://github.com/HerculesWS/Hercules/commit/dc566e99ff2a33c1d2066f09e0044ba3de8bc803
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Yes it's like this on official data
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Previous Server files to Latest Rev. question.
Michi replied to Hadeszeus's question in General Server Support
Yup we notice that long range was not reduce by card properly. Now it's working as official. -
What do you think about my first Thor Patcher Design?
Michi replied to KingIris's topic in Arts & Writings
Really nice =) 10/10 -
UNLIMIT how to recude the attack percentage change?
Michi replied to Hadeszeus's question in Source Requests
You can change it here if( sc && skill_id != PA_SACRIFICE && sc->data[SC_UNLIMIT] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) { switch(skill_id) { case RA_WUGDASH: case RA_WUGSTRIKE: case RA_WUGBITE: break; default: ATK_ADDRATE( 50 * sc->data[SC_UNLIMIT]->val1 ); } } -> ATK_ADDRATE( 50 * sc->data[sC_UNLIMIT]->val1 ); -
I finaly finish the Mob Skill DB update: https://github.com/HerculesWS/Hercules/commit/744c3fc19a6681b80eb3d679fdd3914c2d7099f8 Now all mobs working as official
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Oh really? didn't notice, I use it on all my instance script and some event script and I didn't get any problem with :x
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You can do something like this: setcell "map",<x1>,<y1>,<x2>,<y2>,cell_walkable,0; //Player can't walk on cellsetcell "map",<x1>,<y1>,<x2>,<y2>,cell_walkable,1; //Player can walk on cell More info in doc/script_commands.txt in setcell part And you can use npc like barricade to create the wall and hide them when you want to let player walk in. - script barricade_management -1,{end;OnBarricadeOn:enablenpc "Barricade";enablenpc "Barricade#2";ect.... // add as many barricades you needsetcell "map",<x1>,<y1>,<x2>,<y2>,cell_walkable,0; //Player can't walk on cell when the barricades are onend;OnBarricadeOff:disablenpc "Barricade";disablenpc "Barricade#2";ect.... // add as many barricades you needsetcell "map",<x1>,<y1>,<x2>,<y2>,cell_walkable,cell_walkable,1; //Player can walk on cell when the barrides are offend;}map,x,y,0 script Barricade#1::Barricade 1906,{ //location of your barricade npcend;OnEffect1: specialeffect 402; // You can put an effect to get something cool ;)end;}map,x,y,0 duplicate(Barricade) Barricade#2 1906 //location of your second barricade npcect... // add as many barricade you need
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I think is just looking around :x
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If someone can test them cause I think all is fixed but can't remember if I fix them all :x
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Why doesn't Hercules have homunculus-S skills?
Michi replied to esu1214's topic in Development Discussion
Hom-S are not accurate in rathena -
Rathena Mora Quest AND Hercules Mora Quest
Michi replied to javierlog08's topic in Development Discussion
Hi, That's right they should be drop by mob. I'm finishing to update the mob_db.txt, should be ready really soon.