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Rebel

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Everything posted by Rebel

  1. In file included from sg_parrylov.c:23:0: sg_parrylov.c: In function 'plugin_init': ../plugins/HPMHooking.h:54:11: error: 'HPMHOOK_post_pc_calc_skilltree_clear' undeclared (first use in this function) (void)((HPMHOOK_post_ ## ifname ## _ ## funcname)0 == (hook)), \ ^ sg_parrylov.c:75:3: note: in expansion of macro 'addHookPost' addHookPost(pc, calc_skilltree_clear, pc_calc_skilltree_clear_post); ^ ../plugins/HPMHooking.h:54:11: note: each undeclared identifier is reported only once for each function it appears in (void)((HPMHOOK_post_ ## ifname ## _ ## funcname)0 == (hook)), \ ^ sg_parrylov.c:75:3: note: in expansion of macro 'addHookPost' addHookPost(pc, calc_skilltree_clear, pc_calc_skilltree_clear_post); ^ ../plugins/HPMHooking.h:54:52: error: expected ')' before numeric constant (void)((HPMHOOK_post_ ## ifname ## _ ## funcname)0 == (hook)), \ ^ sg_parrylov.c:75:3: note: in expansion of macro 'addHookPost' addHookPost(pc, calc_skilltree_clear, pc_calc_skilltree_clear_post); ^ ../plugins/HPMHooking.h:54:64: warning: left-hand operand of comma expression has no effect [-Wunused-value] (void)((HPMHOOK_post_ ## ifname ## _ ## funcname)0 == (hook)), \ ^ sg_parrylov.c:75:3: note: in expansion of macro 'addHookPost' addHookPost(pc, calc_skilltree_clear, pc_calc_skilltree_clear_post); ^ @Myriad I got this when i compile..
  2. Find in skill.c int skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) insert after int index[MAX_SKILL_ITEM_REQUIRE]; this struct status_change *sc = &sd->sc; find in skill.c if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return 0; } change to if( require.weapon && !(pc_check_weapontype(sd,require.weapon) || (skill_id == LK_PARRYING && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_KNIGHT && sd->weapontype == W_1HSWORD))) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return 0; } Find again in skill.c if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return 0; } change to if( require.weapon && !(pc_check_weapontype(sd,require.weapon) || (skill_id == LK_PARRYING && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_KNIGHT && sd->weapontype == W_1HSWORD))) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0); return 0; } recompile.
  3. I guess you should be asking in rAthena not in Hercules. Also I think 3ceam is the only emulator that supports Star Emperorr and Soul Reaper as of now.
  4. Okay now I get what Myriad said. sorry for being stupid.
  5. My version of hercules doesnt have constants.inc.. though I added the commit on that.. It still doesn't show the custom status icon.
  6. Bump anyone??? Its been 3 years..
  7. Linked but the status icon is still not showing.
  8. I followed Dastgir guide on how to add new status icon.. status.h before SC_MAX SC_MINDBREAKER, SC_SERVICEFORYOU, SC_DONTFORGETME, SC_ASSNCROS, SC_POEMBRAGI, SC_APPLEIDUN, before SI_MAX SI_MINDBREAKER = 1085, SI_SERVICEFORYOU = 1086, SI_DONTFORGETME = 1087, SI_ASSASSINCROSS = 1088, SI_POEMBRAGI = 1089, SI_APPLEIDUN = 1090, status.c after status->dbs->IconChangeTable[SC_BLOSSOM_FLUTTERING] = SI_BLOSSOM_FLUTTERING; status->dbs->IconChangeTable[SC_MINDBREAKER] = SI_MINDBREAKER; status->dbs->IconChangeTable[SC_SERVICEFORYOU] = SI_SERVICEFORYOU; status->dbs->IconChangeTable[SC_DONTFORGETME] = SI_DONTFORGETME; status->dbs->IconChangeTable[SC_ASSNCROS] = SI_ASSASSINCROSS; status->dbs->IconChangeTable[SC_POEMBRAGI] = SI_POEMBRAGI; status->dbs->IconChangeTable[SC_APPLEIDUN] = SI_APPLEIDUN; efstids.lub EFST_MINDBREAKER = 1085, EFST_SERVICEFORYOU = 1086, EFST_DONTFORGETME = 1087, EFST_ASSASSINCROSS = 1088, EFST_POEMBRAGI = 1089, EFST_APPLEIDUN = 1090, stateiconinfo.lub StateIconList[EFST_IDs.EFST_MINDBREAKER] = { haveTimeLimit = 1, posTimeLimitStr = 2, descript = { {"Mind Breaker", COLOR_TITLE_BUFF}, {"%s", COLOR_TIME}, {"Increase MATK by 100%"} } } StateIconList[EFST_IDs.EFST_SERVICEFORYOU] = { descript = { {"Service For You", COLOR_TITLE_TOGGLE}, {"Your under Service For You Song."}, {"Increase SP"} } } StateIconList[EFST_IDs.EFST_DONTFORGETME] = { descript = { {"Please Dont Forget Me", COLOR_TITLE_TOGGLE}, {"Your under Please Don't Forget Me Song."}, {"Decrease ASPD & Movement Speed"} } } StateIconList[EFST_IDs.EFST_ASSASSINCROSS] = { descript = { {"Assassin Cross of Sunset", COLOR_TITLE_TOGGLE}, {"Your under Assassin Cross of Sunset Song."}, {"Increase ASPD & Movement Speed"} } } StateIconList[EFST_IDs.EFST_POEMBRAGI] = { descript = { {"A Poem of Bragi", COLOR_TITLE_TOGGLE}, {"Your under A Poem of Bragi Song."}, {"Reduce Aftercast Delay"} } } StateIconList[EFST_IDs.EFST_APPLEIDUN] = { descript = { {"The Apple of Idun", COLOR_TITLE_TOGGLE}, {"Your under The Apple of Idun Song."}, {"Increase HP"} } } stateiconimginfo.lub in [PRIORITY_WHITE] = { [EFST_IDs.EFST_MINDBREAKER] = "pf_mindbreaker.tga", [EFST_IDs.EFST_SERVICEFORYOU] = "dc_serviceforyou.tga", [EFST_IDs.EFST_DONTFORGETME] = "dc_dontforgetme.tga", [EFST_IDs.EFST_ASSASSINCROSS] = "ba_assassincross.tga", [EFST_IDs.EFST_POEMBRAGI] = "ba_poemofbragi.tga", [EFST_IDs.EFST_APPLEIDUN] = "ba_appleofidun.tga", should I add also in constants.conf?
  9. Anyone have a quick fix for this similar issue? https://github.com/HerculesWS/Hercules/issues/691 its still exist in the latest stable version of hercules. Git revision (src): '81d02447f733ff802614c338cecfd88adad76ace' [Info]: Git revision (scripts): '81d02447f733ff802614c338cecfd88adad76ace'
  10. [Debug]: status_change_end: SC_DANCING is missing skill unit group (val1=655682, val2=10543, val3=127, val4=0, timer=491, tid=-1, char_id=151140, map=prontera, x=153, y=170, prev=<none>:0, from=pc.c:10091). Please report this! (#3504) i got this in console.. how did this happen? or how can i fix this???
  11. Thank you so much @AnnieRuru .. Works Perfectly!
  12. I need help fixing my script.. The enchantment is not staying on the slot. How do I keep the enchantment inserted in the slot?? This script should have 3 enchantment in a chosen headgear. But it only inserting one. enchant.txt
  13. I added zeny pot on this script but the winner gets nothing and the losing player gets the zeny pot. [ Fixed it already ] @AnnieRuru Thanks! i cant seem to add a enable/disable npc in this script i dont know why. when i use @roulette the npc doesnt enable.
  14. Thank you for this! @AnnieRuru
  15. Got this error when registering a player.. [SQL]: DB error - Incorrect integer value: '' for column 'unique_id' at row 1 [Debug]: at script.c:17447 - INSERT INTO `event_russian_roulette` (`unique_id`, `char_id`, `account_id`, `name`) VALUES ('', '150000', '2000001', 'Ragnarok'); Im using Gepard Shield 2.0
  16. please fix Word Event not working.. preg_match error, if change to pcre_match always try again.
  17. open bg_common.txt find // Rotate every n seconds. OnTimer30000: change 30000 = 30 seconds
  18. have you tried loging in with a new account with no characters yet?
  19. doc/script_commands.txt --------------------------------------- *getitembound(<item id>, <amount>, <bound type>{, <account ID>}) *getitembound("<item name>", <amount>, <bound type>{, <account ID>}) This command behaves identically to getitem(), but the items created will be bound to the target character as specified by the bound type. All items created in this manner cannot be dropped, sold, vended, auctioned, or mailed, and in some cases cannot be traded or stored. Valid bound types are: 1 - Account Bound 2 - Guild Bound 3 - Party Bound 4 - Character Bound --------------------------------------- *getitembound2(<item id>, <amount>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>, <bound type>) *getitembound2("<item name>", <amount>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>, <bound type>) This command behaves identically to getitem2(), but the items created will be bound to the target character as specified by the bound type. All items created in this manner cannot be dropped, sold, vended, auctioned, or mailed, and in some cases cannot be traded or stored.
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