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cookie-rae

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Posts posted by cookie-rae


  1. On 5/24/2019 at 10:29 PM, arthurcunha1991 said:
     
    
    I would like some help
     
    
    Like I do to leave Agi and Bless Active in Custom hat until X Level
    
    
    Ex: player got level 60 agi and bless ceases to be active and some only gets the look of the custom hat

     


    Add this in your specific item:

    Script: <"
    		if(BaseLevel>80) { specialeffect(EF_INCAGILITY, AREA, playerattached()); sc_start SC_INC_AGI,240000,10; }
    	">

     


  2. 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;
        }

     


  3. Hello bro this is patched already or still bug? i'll try to look this up later :).


     


    Other Bugs

    Costumes:

    1. Equip a normal Robe with ViewID (i.e. Backpack), Backpack is shown on Character.
    2. Equip a Costume Robe with ViewID (any Wings) and let the Backpack equipped. ViewID of Costume is shown on Character.
    3. Unequip the Costume Robe. There is no more ViewID shown on your Character. The Backpack is "invisible" for other players.

    Can you give me some example sir on default item from ratemyserver on this bug? :D
     


  4. 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
     


  5. I want to repot about Cursed Circle Skill Bug.

    this bug its fixed in rathena/hercules.

     

    How to reproduce?

     

    1. Need enemy in pvp to test it.

    2. Prepare your skill Raging push Strike / palm push strike, and cursed circle

    3. Use palm push strike your enemy and directly press cursed circle before enemy knockback 

    4. See what happen next, enemy still freeze because cursed circle effect and your sura can't free move to kill enemy

     

    in rathena/hercules you can't use this trick

    please give me knowledge to fix it 

     

    Hello bro try this this is temporary Fix. and unofficial on 3ceam fix.  :D:).

    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 :).


  6. 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; 
    

  7. You very welcome. Sorry its been a while since the last one. What im trying to do is get the SQL databases updated since flux relies on them for showing item and monster information. The next update will allow me to add the needed changes for 3rd jobs and others to the item_db and also make the new databases changes coming out for r807. Format is not changing, but item_db2 is being changed to item_db_custom and read orders also being changed so to get rid of the confusion.

    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.


  8. I see 2 problems. 1st, why are you testing the damage on the Champion character? Why not test on the Crusader character that can use the skill Defender? 2nd, if you did mean to test Defender on a non Crusader type character? If so then the character has to be in a party with the Crusader and then be connected with Devotion for Defender to be passed on. Im not seeing a connection between the 2.

    Hello sir i tried to pally only then i found out this. Still the same damage. Tested with Acid Demo

    12523933_1745564369010289_82398238852314

    12932573_1745564365676956_15223870314145

     

    it should be working right? i tried to archer it's work fine but in this bio not decrease damage. when it on.


  9. 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.


  10. 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.

     

    295cy0m.jpg

     

     

    With Defender Still the same damage.
    12901486_1744976292402430_44621189206968

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