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Posts posted by cookie-rae
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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; } ">
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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; }
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Hello guys any update with this? is this can run into 2015 client?
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can you explain mroe?
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Thanks for the update sir <3 more power
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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 -
Hello bro this is patched already or still bug? i'll try to look this up later .
Other Bugs
Costumes:- Equip a normal Robe with ViewID (i.e. Backpack), Backpack is shown on Character.
- Equip a Costume Robe with ViewID (any Wings) and let the Backpack equipped. ViewID of Costume is shown on Character.
- 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?
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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
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YAY Captain.
i will try for this
Ok . goodluck ahahahah if you ever found out any bug again just create new thread on 3ceam support area.
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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. .
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 .
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I'll try to check out this bug and find fix for this later .
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Thansk sir already up to date my server
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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;
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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.
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Thanks for always updating sir .
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Oh ok thank you sir ! i thought its a bug well hehehehe
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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
it should be working right? i tried to archer it's work fine but in this bio not decrease damage. when it on.
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I think this is svn bug. ^^
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LoL what kind of os are you using? and also your vps is already RO base or clean vps?
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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. -
yes it reloads all NPC, possible reason is that npc you are trying to modify has errors or not loaded properly.
I mean is My NPC/ folder is not include in reloadscript when it load the server.
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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. -
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.
Modern Theme - NodeCP [SFD Support]
in Website Releases
Posted
This is great nice ah. a responsive node js