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Showing results for tags 'implemented'.
Found 14 results
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Hey guys, i would suggest, that we fix something in the database (flat file & sql). An Update which added a new field to the database ruined the database template : Line 943/** * [RRInd] * For backwards compatibility, in Renewal mode, MATK from weapons comes from the atk slot * We use a ':' delimiter which, if not found, assumes the weapon does not provide any matk. **/void itemdb_re_split_atoi(char *str, int *atk, int *matk) { int i, val[2]; for (i=0; i<2; i++) { if (!str) break; val[i] = atoi(str); str = strchr(str,':'); if (str) *str++=0; } if( i == 0 ) { *atk = *matk = 0; return;//no data found } if( i == 1 ) {//Single Value, we assume it's the ATK *atk = val[0]; *matk = 0; return; } //We assume we have 2 values. *atk = val[0]; *matk = val[1]; return;} This is wasting a lot of cycle times for nothing and there could easily be a new database column that takes matk instead of appending it as string to attack.. just change the structure "item_data" in /src/map/itemdb.h struct item_data { uint16 nameid; char name[ITEM_NAME_LENGTH],jname[ITEM_NAME_LENGTH]; //Do not add stuff between value_buy and view_id (see how getiteminfo works) int value_buy; int value_sell; int type; int maxchance; //For logs, for external game info, for scripts: Max drop chance of this item (e.g. 0.01% , etc.. if it = 0, then monsters don't drop it, -1 denotes items sold in shops only) [Lupus] int sex; int equip; int weight; int atk; int def; int range;... to struct item_data { uint16 nameid; char name[ITEM_NAME_LENGTH],jname[ITEM_NAME_LENGTH]; //Do not add stuff between value_buy and view_id (see how getiteminfo works) int value_buy; int value_sell; int type; int maxchance; //For logs, for external game info, for scripts: Max drop chance of this item (e.g. 0.01% , etc.. if it = 0, then monsters don't drop it, -1 denotes items sold in shops only) [Lupus] int sex; int equip; int weight; int atk; int matk; int def; int range;... and then the database reader (just have not much time to explain, cause its 1:16am) If i should do that, just let me know ~Shikazu
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Was looking at and noticed that hercules does not have this system, it would be interesting to add. Information - Transformation process is of 20 minutes. - When die back to normal form. - To be transformed is gain some attributes depending on the monster. - Wolf icon appears on top when using scroll of transformation.
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Looking at the file motd.txt I see that there is no need to keep only a line in the file. My suggestion is the following pass reading motd.txt to source or perhaps for messages.conf.
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I got the cash shop open in 2011-11-22aRagexe but.. why it doesn't list items? Please can you put the correct packets for earlier versions? 2011-11-22aRagexe is the most stable client out there at least i've seen for pre-re because it supports Old AI.. so, can you add the cash shop functionality to earlier dates? There's another suggestion: Implement the official cashshop button shop behavior.. Well.. There are 2 Tabs at the top. Called "Popular" and "New" they're obvious These 2 doesn't are modificable, what I mean? Well.. Popular is the "Most Buyed" Tab and "New" are the New items displayed with a limit of 3 or 6 pages I don't remember.. But they slide if a new item is put on the cashshop So the 2 top tabs are not supposed to be Manually Updated
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well, in Aegis GM can ignore walk area when use warp command ( /mm mapname ) so my suggestion is make new option like if GM Group id is more than 2 can ignore walk area when warping so GM can warp to eg. @warp prontera 10 10 if his group is more than 2 and thx sorry for bad english
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It would be interesting instead of: // Starting weapon for new charactersstart_weapon: 1201// Starting armor for new charactersstart_armor: 2301 This: start_items: <id1>,<qtd1>,<id2>,<qtd2>; // And so on... What do you think?!! And my observation: Why not take settings zeny and items from the char-server.txt and put in player.conf (battle)? Idea by Neko on: http://forum.brathena.org/topic/17528-primeiros-itens-start-items/
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Hi Developers! can you re-implement the IRC System from eA long time ago and Improve its performance? they drop this mod @r13014 Thank you so much! More power Hercules :3
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What do think guys if we include a damage capper plugin in Hercules? Ex. HR Server skilldamagecap.txt I think this will be a great help for those who are starting their own High Rate private server since mostly HR Server's experience this problem coz of High Stats.
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It would be very nice to see the instance system to be able to create instances for individual characters. I will hopefully have some time next month to implement this, nevertheless I wanted to post the idea here to see how it is received.
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Please include the Pin Code No. when using @accinfo commands. Thank youuuuuuuuuuuuuuuuuuuuuu @edit: And also the birthdate of accounts xD
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Since we all know that not all suggestions here will be implemented, I think we need a sub-forums in the suggestions section like "Approved" and "Rejected".
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I would like to suggest that we have a script/mapflag for all maps. My example is, the mapflag that is "adjust_skill_damage" that i like to increase the damage of "Fire Bolt" in all maps, (or all pvp maps, gvg) so that all maps will not be written one by one. This is only my suggestion, Thanks! ~Sorry if im in wrong section.
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We dont have a mapflag/restricted for guild dungeon? // Legend for 'Flag' field (bitmask):// 1 = Cannot be used in normal maps// 2 = Cannot be used in PvP maps (use this instead of 1 for PK-mode servers)// 4 = Cannot be used in GvG maps// 8 = Cannot be used in Battleground maps// 16 = Cannot be cloned (clones will not copy this skill)// Restricted zones - they're configured by 'restricted <number>' mapflag// 32 = Cannot be used in zone 1 maps// 64 = Cannot be used in zone 2 maps// 128 = Cannot be used in zone 3 maps// 256 = Cannot be used in zone 4 maps// 512 = Cannot be used in zone 5 maps// 1024 = Cannot be used in zone 6 maps// 2048 = Cannot be used in zone 7 maps Missing?
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Well, hauhauha, here I am again. I find it interesting that has the name of the groups of staff in footer of the forum, because it is easier to manupulate who enters and leaves the theam and see who is really in a faster way. And also adding the Area of Requests and "Database" in support areas. • Area of Requests: requests for scripts, database, source, etc ... • Database: all requests that are resolved are moved to this area, only after passing if someone ask the same thing. I hope I was clear, thank you!