Garr
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Posts posted by Garr
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Iirc for instances you can't use such long map names, limit is like 6 or 7 characters, I don't quite remember.
Client is crashing because your instance map name gets cut off, and is sent to client like "1@eleme" or something. Try to make map name shorter (4~5 characters after "@", 4 just to be sure) or use map name emulation (you'd still need to change map name client-side, but that'll be easy since you already set resnametable entries.)
Angelmelody reacted to this -
"It's not a bug, it's a feature!" ©
Pretty much this bug report is at fault, to undo you'll have to revert commit.
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Hmm, this would be interesting. Are there any commands or configs that modify the color? Because so far I didn't find anything related to that at all.
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Only Avira for somewhat reason thinks it's infected. 99.99% site's clean and it's actually antivir fault
Mikhail von Hohenheim reacted to this -
progressbar 0x0000FF, rand(5, 25);
to
progressbar "0x0000FF", rand(5, 25);
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There's no "must" as far as I know. It's preferable, yes, but not more than that. If there's more than 1 login event they just all queue up and start one after another. It's ~same with onpcdeath and onpclogout events.
Do you get any errors in the console when you try to login?
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Well, I'd start from actually requesting more info: client date, item entry in the db and what were the options when client was diffed (mainly if read lua before lub and read data folder first were checked)
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about idnum2itemresnametable, it depends on your client version
2011 upto present support iteminfo.lua or iteminfo.lub
Well, actually, clients till 2012-04-10 (including) are reading idnum files. After that date they use iteminfo.lua
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And what's your problem then?
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Hmm. But that will also need additional calls to this if status will get changed. Because iirc by default party info changes when player either logs off/on or changes map. Also, may change character name limit to 17 to avoid name cutting (most nicknames are under 12~15 characters anyway).
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Just check this page, and if default keys for your date i broken (and they are), just choose ones that are not. Like these ones:
0x434115DE 0x34A10FE9 0x6791428E
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*warp "<map name>",<x>,<y>;This command will take the invoking character to the specified map, and if wanted, specified coordinates too, but these can be random. warp "place",50,55;This would take them to X 50 Y 55 on the map called "place". If your X and Y coordinates land on an unwalkable map square, it will send the warped character to a random place. Same will happen if they are both zero: warp "place",0,0;Notice that while warping people to coordinates 0,0 will normally get them into a random place, it's not certain to always be so. Darned if I know where this is actually coded, it might be that this happens because square 0,0 is unwalkable on all official maps. Beware if you're using custom maps.There are also three special 'map names' you can use:"Random" will warp the player randomly on the current map."Save" and "SavePoint" will warp the player back to their save point.
Especially 2 last lines.
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Does @unloadnpc/@unloadnpcfile succeeds before using @loadnpc?
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Too big equipment window means you have wrong msgstringtable for that client. Since you didn't mention the date I can't really help with the right one.
About error, it tells you exactly what sprite is missing. In this case, iirc current official data.grf contains only inventory and illustration pics, you'd need to get actual sprites from somewhere.
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You can just use @set command if it's a variable on player.
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I think there's already a conf option for this? conf/battle/monster.conf
// Whether or not the size of specially summoned mobs influences experience, drop rates,// and stats. The rates will be doubled for large mobs, and halved for small ones.// This is only invoked under the 'monster' command, @monsterbig, and @monstersmall. (Note 1)// Default: nomob_size_influence: yes
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Or not mentioning ViewID at all. Check out Gemmed Sallet, it's that one headgear that doesn't have sprite for who knows how long...
Element Reistance Cap Change ?
in Source Support
Posted
I think he meant it a bit differently than what Dastgir suggested. I'd say he needs to change battle.c:
Line 1047 change
into
Same in lines 1215 and 1275.