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cookie-rae

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Everything posted by cookie-rae

  1. This is great nice ah. a responsive node js
  2. Add this in your specific item: Script: <" if(BaseLevel>80) { specialeffect(EF_INCAGILITY, AREA, playerattached()); sc_start SC_INC_AGI,240000,10; } ">
  3. Try this but untested. FInd it in line 56 and add this one. input .@pcode$; query_sql(select count(last_ip) from reward_logs where code = '" + escape_sql(.@pc$) + "',.@claim1); if(.@claim1 == 1){ mes "This code can't claim with same ip." close; end; }
  4. Hello guys any update with this? is this can run into 2015 client?
  5. Please update it i added some functions on cursed circle and try it http://herc.ws/board/topic/12860-hikashin-3ceam-bugsfixes-update-june-19/?p=74351
  6. Hello bro this is patched already or still bug? i'll try to look this up later . Can you give me some example sir on default item from ratemyserver on this bug?
  7. Hello guys. This is for bugs that i found out on 3ceam . Skill 3rd job Fix Cursed Circle • Fix Cursed Circle for palm push + cursed circle. • Fix Cursed-Circle wasn't remove when caster was being warped or died. • date updated. June 19,2016 --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Other Fixed Emblem Bug
  8. Ok . goodluck ahahahah if you ever found out any bug again just create new thread on 3ceam support area.
  9. Hello bro try this this is temporary Fix. and unofficial on 3ceam fix. . Thank you for updating us on bug . {tried and tested] find this on rewrite/src/map/status.c case SC_CURSEDCIRCLE_ATKER: if( sce->val3 ) map_foreachinrange(status_change_timer_sub, bl, skill_get_splash(SR_CURSEDCIRCLE, sce->val1),BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick()); break; to case SC_CURSEDCIRCLE_ATKER: if( sce->val3 ) map_foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick()); break; Don't forget to recompile .
  10. I'll try to check out this bug and find fix for this later .
  11. Hello mas mabuti pang mag submit ka ng report sa eamod ng matulungan ka nila pero alam ko tong bug na to baka eto pwede mo magamit save mo muna yung src mo incase. Index: src/map/battle.c =================================================================== --- src/map/battle.c (revision 15817) +++ src/map/battle.c (working copy) @@ -233,10 +233,8 @@ nullpo_ret(target); sc = status_get_sc(target); - - if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD ) +// +if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD ) damage = 0; - if ( !battle_config.delay_battle_damage || amotion <= 1 ) { map_freeblock_lock(); status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope] @@ -4186,7 +4184,7 @@ } else status_change_end(target, SC_DEVOTION, INVALID_TIMER); - } + } if (sc && sc->data[SC_AUTOSPELL] && rnd()0 < sc->data[SC_AUTOSPELL]->val4) { int sp = 0; Index: src/map/pc.c =================================================================== --- src/map/pc.c (revision 15817) +++ src/map/pc.c (working copy) @@ -6078,8 +6078,7 @@ for(k = 0; k < 5; k++) if (sd->devotion[k]){ struct map_session_data *devsd = map_id2sd(sd->devotion[k]); - if (devsd) - status_change_end(&devsd->bl, SC_DEVOTION, INVALID_TIMER); +// + if (devsd) status_change_end(&devsd->bl,SC_DEVOTION,-1); sd->devotion[k] = 0; } Index: src/map/status.c =================================================================== --- src/map/status.c (revision 15817) +++ src/map/status.c (working copy) @@ -1015,31 +1015,43 @@ // if (!target->prev && !(flag&2)) // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp - sc = status_get_sc(target); - if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) - hp = 1; +// + sc = status_get_sc(target); + - if( hp && !(flag&1) ) { + if( hp && !(flag&(1|8)) ) { if( sc ) { struct status_change_entry *sce; + if( (sce = sc->data[SC_DEVOTION]) && src && battle_getcurrentskill(src) != PA_PRESSURE ) + { // Devotion prevents any of the other ailments from ending. + struct block_list *d_bl = map_id2bl(sce->val1); + + if( d_bl && ( + (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == target->id) || + (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id) + ) && check_distance_bl(target, d_bl, sce->val3) ) + { + clif_damage(d_bl, d_bl, gettick(), 0, 0, hp, 0, 0, 0); + status_fix_damage(NULL, d_bl, hp, 0); + return 0; + } + + status_change_end(target, SC_DEVOTION, -1); + } if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) - status_change_end(target, SC_STONE, INVALID_TIMER); - status_change_end(target, SC_FREEZE, INVALID_TIMER); - status_change_end(target, SC_SLEEP, INVALID_TIMER); - status_change_end(target, SC_WINKCHARM, INVALID_TIMER); - status_change_end(target, SC_CONFUSION, INVALID_TIMER); - status_change_end(target, SC_TRICKDEAD, INVALID_TIMER); - status_change_end(target, SC_HIDING, INVALID_TIMER); - status_change_end(target, SC_CLOAKING, INVALID_TIMER); - status_change_end(target, SC_CHASEWALK, INVALID_TIMER); - status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER); - status_change_end(target, SC__INVISIBILITY, INVALID_TIMER); - status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER); + status_change_end(target,SC_STONE,-1); + status_change_end(target,SC_FREEZE,-1); + status_change_end(target,SC_SLEEP,-1); + status_change_end(target,SC_WINKCHARM,-1); + status_change_end(target,SC_CONFUSION,-1); + status_change_end(target,SC_TRICKDEAD,-1); + status_change_end(target,SC_HIDING,-1); + status_change_end(target,SC_CLOAKING,-1); + status_change_end(target,SC_CHASEWALK,-1); if ((sce=sc->data[SC_ENDURE]) && !sce->val4) { //Endure count is only reduced by non-players on non-gvg maps. //val4 signals infinite endure. [Skotlex] if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0) - status_change_end(target, SC_ENDURE, INVALID_TIMER); + status_change_end(target, SC_ENDURE, -1); } if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) { struct skill_unit_group* sg = skill_id2group(sce->val4); @@ -8235,14 +8247,14 @@ for( i = 0; i < 5; i++ ) { if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] ) - status_change_end(&tsd->bl, type, INVALID_TIMER); + status_change_end(&tsd->bl, type, -1); } } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master tsd = ((TBL_MER*)bl)->master; if( tsd && tsd->sc.data[type] ) - status_change_end(&tsd->bl, type, INVALID_TIMER); + status_change_end(&tsd->bl, type, -1); } } break; @@ -8258,10 +8270,10 @@ clif_devotion(d_bl, NULL); } - status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); - status_change_end(bl, SC_DEFENDER, INVALID_TIMER); - status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); - status_change_end(bl, SC_ENDURE, INVALID_TIMER); + status_change_end(bl,SC_AUTOGUARD,-1); + status_change_end(bl,SC_DEFENDER,-1); + status_change_end(bl,SC_REFLECTSHIELD,-1); + status_change_end(bl,SC_ENDURE,-1); } break;
  12. we're not rushing sir but really thanks for your always update . that's cool updates for item_db some of items still not complete or some is missing on lines i just manually patch the other i saw. heheheheh.
  13. Oh ok thank you sir ! i thought its a bug well hehehehe
  14. Hello sir i tried to pally only then i found out this. Still the same damage. Tested with Acid Demo it should be working right? i tried to archer it's work fine but in this bio not decrease damage. when it on.
  15. LoL what kind of os are you using? and also your vps is already RO base or clean vps?
  16. Hi guys is there anyone of you tried Nydhogss quest because on my server its stucked at here i try to access the device but it wont release any ladder nor circle. I try to look up with script but it's seems working fine.
  17. I mean is My NPC/ folder is not include in reloadscript when it load the server.
  18. Hello guys i want to ask in new svn why everytime i @reloadscript not include to reload the npc? can someone assist me because it's so hassle to re-run the server for just the npc reload Thanks in advance. Anyway in old svn it's working the reloadscript with npc reload also.
  19. Hello sir rytech i found bug in new client version 2015 svn, I tried to test damage with my another char first try without buff of defender is 478k damage. then with defender still the same damage try to look the image below thanks in advance sir. With Defender Still the same damage.
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