Michi
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Last visited
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Posts posted by Michi
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Hi,
Is it possible to remove the empty part below the the remaining icons?
Thanks
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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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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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What file do you need? Just pm me
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is it correct if monster's ATK2 is lower than ATK1?
ex: MobID 1002
will show in mobinfo "ATK: 8~1" instead of "ATK: 8~9"
sprintf(atcmd_output, msg_txt(1244), // ATK:%d~%d Range:%d~%d~%d Size:%s Race: %s Element: %s (Lv:%d) monster->status.rhw.atk, monster->status.rhw.atk2, monster->status.rhw.range, monster->range2 , monster->range3, msize[monster->status.size], mrace[monster->status.race], melement[monster->status.def_ele], monster->status.ele_lv); clif->message(fd, atcmd_output);
Yes it's like this on official data
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Yup we notice that long range was not reduce by card properly. Now it's working as official.
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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 );
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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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Hom-S are not accurate in rathena
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2018-06-20ragexeRE remove the empty part below the the remaining icons?
in Client-Side Support
Posted · Edited by Michi
this is not reduce it. There is nemo patch for this