Anisotropic Defixation
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Everything posted by Anisotropic Defixation
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Where are item scripts read and where are they defined?
Anisotropic Defixation replied to Blinzer's question in Source Support
Most of them are declared in pc.c (pc_bonus stuff, for the list of constants go to enum status_point_types in map.h) and then obviously executed in the correspondent parts of skill/status/battle/clif/etc. Of course don't forget to flag them in const.txt -
[Showcase] Devastating Darkness
Anisotropic Defixation replied to Mystery's topic in Other Graphics Showcase
I'm personally sick of those jRO chibis being used in every single RO related thing nowadays. -
Download the package.
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Pretty sure that's a poorly translated script from this package: http://herc.ws/board/topic/11649-semi-official-instances-package-v03/ Which is already working on hercules just fine (the entrance part and quests need to be sorted out though), so just look at the original.
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Why the emulator is not Object Oriented?
Anisotropic Defixation replied to Fou-lu's question in General Server Support
Since this is a rather big project, it makes more sense to use the most solid and well-known language, which would be C. -
Try editing the item db and edit the weight of the costume item.? Costumed stuff aren't new items.
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Did anyone figure out how to remove the weight from costumed items (or anything worn in the costume tab)?
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This can be done with OnTouch invisible NPC's that set variables later checked in the warper script.
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[WTA] About Monster - Too Strong
Anisotropic Defixation replied to Fizi's question in General Server Support
Ant Eggs have 65 VIT, you're missing due to soft DEF. You aren't supposed to be killing those for exp but rather kill normal monsters. -
You gotta add exceptions for boss types to all related entries in clif.c and mob.c since the commit that updated the feature is missing them.
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anti-nodelays dDelays(Anti NoDelays) - Releasing this weekend
Anisotropic Defixation replied to Dastgir's topic in Projects
Does this include skill ranges as well? -
The sprite is the same as the mob.
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Community Help Needed for Quick Development.
Anisotropic Defixation replied to Dastgir's topic in Development Discussion
Pretty much everything after Eclage is missing. -
Community Help Needed for Quick Development.
Anisotropic Defixation replied to Dastgir's topic in Development Discussion
This is very much needed as there wasn't any content scripting and datamining done for years. We're lagging behind heavily and it's pretty sad how new official content scripts today are private and never shared so the community can improve them. -
Not without client hexing.
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Where exactly is this handled? I'd like to change weight based on different conditions.
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Clearance not working on enemies.
Anisotropic Defixation replied to Skyline's question in General Server Support
The skill is only castable on mobs, not enemy players in PvP. -
You would have to change item and mob IDs for certain stuff in src, not a big deal though.
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random box with announce get item
Anisotropic Defixation replied to minx123's question in Database Requests
Create a function script and make the item usage call it with callfunc. function script Random_Box_Script { .@[member=Rand] = rand(1,3); switch(.@[member=Rand]) { case 1: getitem 1001,1; end; case 2: getitem 1002,1; end; case 3: getitem 1003,1; // The special item announce strcharinfo(0)+ " was lucky and obtained the special prize!",bc_map,0x00FF00; // Map announcement end; }} { Id: 1000 AegisName: "Random_Box" Name: "Random Box" Type: 18 Buy: 0 Weight: 0 Script: <" callfunc "Random_Box_Script"; ">}, -
How to make RK_ENCHANTBLADE buff affect skills damage too
Anisotropic Defixation replied to Svanhild's question in Source Requests
From: if( !skill_id ) { if( sc->data[SC_ENCHANTBLADE] ) { //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt i = ( sc->data[SC_ENCHANTBLADE]->val1 * 20 + 100 ) * status->get_lv(src) / 150 + status_get_int(src); i = i - status->get_total_mdef(target) + status->get_matk(src, 2); if( i ) ATK_ADD(i); } if( sc->data[SC_GIANTGROWTH] && rnd()%100 < 15 ) ATK_ADDRATE(200); // Triple Damage } To: if( sc->data[SC_ENCHANTBLADE] ) { //[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt i = ( sc->data[SC_ENCHANTBLADE]->val1 * 20 + 100 ) * status->get_lv(src) / 150 + status_get_int(src); i = i - status->get_total_mdef(target) + status->get_matk(src, 2); if( i ) ATK_ADD(i); } if( !skill_id ) { if( sc->data[SC_GIANTGROWTH] && rnd()%100 < 15 ) ATK_ADDRATE(200); // Triple Damage } -
You're wrong on this, some people just find plugins cumbersome and hard to deal with. I mentioned this because you already had a normal patch available but decided to remove it.
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Dispel Professor Elemental Change
Anisotropic Defixation replied to Svanhild's question in Source Requests
The easiest way would be to adjust SC_ARMOR_PROPERTY value in sc_config.txt, just change it from 29 to 25. Be aware that this is the same status used by armor element change scrolls and NPC elemental change skills so those would become dispellable as well. If you don't want this behavior then you would need to create a new SC_ status to be used by SA_ELEMENT skills and ranger traps. -
I would appreciate if both versions were shared in any case, not everyone likes plugins.