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icabit

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Everything posted by icabit

  1. +1 to this also for damage cap
  2. awesome work saved up more ram <3
  3. i agree with jabote im using hercules for pre-re works great
  4. +1 to this and im sorry i didn't know that it was for the caster of the skill cause i was trying to put the cap on damaging against players ill just hope this would be implemented in the future updates
  5. hi i don't know whats wrong with mine here's my video showing that skill damage cap isn't working for exclusively for monsters using MO_EXTREMITYFIST: (200000,"MONSTER") and i disabled HMAP_ZONE_DAMAGE_CAP_TYPE i also set my svn to pre renewal mode in renewal.h i added a comment on all renewal mechanics cause you might be wondering why im editing map_zone.conf if pre-re folder in the video and i haven't added any modifications to the svn. i just edited some files like conf and mmo.h to make it work as a test server map.h for max lvl. disabled all the npc so the emulator would loadfaster pls correct me if im wrong i am very new to hercules MO_EXTREMITYFIST: (200000,"PLAYER") - WORKS btw
  6. skill_damage_cap: { //Exemple Below caps firebolt damage in maps within this zone to a maximum 50 damage, // (depends on HMAP_ZONE_DAMAGE_CAP_TYPE in src/config/core.h) // to players and monsters. //MG_FIREBOLT: (50,"PLAYER | MONSTER") } im using the most updated svn at this time that i posted im sorry for this noob question but how do you make a cap for players only? i tried MG_FIREBOLT: (50,"MONSTER") didn't cap at 50 when im hitting a monster MG_FIREBOLT: (50,"PLAYER") didn't cap at 50 when im hitting a player MG_FIREBOLT: (50,"PLAYER | PLAYER") didn't cap at 50 when im hitting a player MG_FIREBOLT: (50,"MONSTER | MONSTER") didn't cap at 50 when im hitting a monster or is it really required to cap them in both player and monster?(basically using that format) since /MG_FIREBOLT: (50,"PLAYER | MONSTER") this works perfectly
  7. Why..? This is Hercules. A separate emulator. If they want to put it into the rAthena emulator, they'll do it there, just like they did with Ind & friend's chat channel system. Frankly, I'd rather NOT see it implemented on rAthena, because it only continues the tension between the two projects that people have for whatever reason. I'd much prefer seeing each project truly fork and continue to develop separately, than seeing CUSTOM additions continuously merged into rAthena. But, you know, that's just my two cents, who am I? i totally agree with this just switch to hercules nndsl and you won't regret it
  8. awesome <3 i love the damage capper thing a lot + the less memory consumption and much faster processing
  9. icabit

    hi :)

    waaaaaaa you misunderstood my reply i mean the whole structure of hercules like difference between eathena/rathena/hercules xD advantages and disadvantages. well and after reading topics. i think hercules is better. more flexible i did understand your if(decision statement xD)
  10. +1 to topic a must have but may i suggest of the structure? i got this idea from lilith's skill damage (just like clydelion said) i think it would be more effective this way // Format: Skill ID, Mode, PC damage Cap, Mob Damage Cap, Boss Damage Cap, Other damage Cap// Mode// 1 - normal maps// 2 - PVP// 4 - GVG// 8 - Battlegrounds// 32 - zone 1// 64 - zone 2// 128 - zone 3// 256 - zone 4// 512 - zone 5// 1024 - zone 6// 2048 - zone 7
  11. icabit

    hi :)

    trying to set hercules now i need to learn the structure of this >.<
  12. i like the idea hope this gets implemented
  13. icabit

    hi :)

    thx msteam :3
  14. icabit

    hi :)

    thx for welcoming me here in the community now ill try to look for a guide how to install hercules xD
  15. i haven't downloaded hercules but if it uses skill_db with these format //id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description// 01 ID// 02 range (combo skills do not check for range when used,// if range is < 5, the skill is considered melee-range)// 03 hit (8- repeated hitting, 6- single-hit)// 04 inf (0- passive, 1- enemy, 2- place, 4- self, 16- friend, 32- trap)// 05 element (0 - neutral, 1 - water, 2 - earth, 3 - fire, 4 - wind, 5 - poison,// 6 - holy, 7 - dark, 8 - ghost, 9 - undead, -1 - use weapon element// -2 - use endowed element, -3 - use random element.)// 06 nk (skill damage properties):// 0x01 - No damage skill// 0x02 - Has splash area// 0x04 - Damage should be split among targets// 0x08 - Skill ignores caster's % damage cards (misc type always ignores)// 0x10 - Skill ignores elemental adjustments// 0x20 - Skill ignores target's defense (misc type always ignores)// 0x40 - Skill ignores target's flee (magic type always ignores)// 0x80 - Skill ignores target's def cards 0x40 - Skill ignores target's flee (magic type always ignores) i hope this helps and enjoy
  16. icabit

    hi :)

    hi im icabit from rathena, spriterepository, midgard community and icabit69 from eathena.ws/board i have registered here before dunno when was that LOL(i think its a late introduction already xD) anyway nice to meet you all and have a nice day
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