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Showing results for tags 'system'.
Found 5 results
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In the following code in channel.c, when your tick is not at 0 it will direct you to message 1455, "You're talking too fast!" if (sd && chan->msg_delay != 0 && DIFF_TICK(sd->hchsysch_tick + chan->msg_delay*1000, timer->gettick()) > 0 && !pc_has_permission(sd, PC_PERM_HCHSYS_ADMIN)) { clif->messagecolor_self(sd->fd, COLOR_RED, msg_sd(sd,1455)); return; } I wish to display the remaining ticks (seconds) instead of a static message. E.g. message 1455, "You cannot send a message to this channel for another %d seconds." Thanks.
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Hi .. After installing hercules i got this problem with the client .. My client is on the last ver http://herc.ws/board...ragexe-release/ When i open it using (Loki launcher) "Or any other launcher" , i got this problem .. [Cannot open system\PetEvolutionCN.lub: No such file or directory] [CPetEvolutionMgr File Init] [Cannot open system\Achievment_list.lub:No such file or directory] [CAchievmentMgr File Init] Then Error I think it is from the system folder .. maybe & Thx
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Hi .. After installing hercules i got this problem with the client .. My client is on the last ver http://herc.ws/board/topic/9600-2015-05-13aragexe-release/ When i open it using (Loki launcher) "Or any other launcher" , i got this problem .. [Cannot open system\PetEvolutionCN.lub: No such file or directory] [CPetEvolutionMgr File Init] [Cannot open system\Achievment_list.lub:No such file or directory] [CAchievmentMgr File Init] Then Error I think it is from the system folder .. maybe & Thx Solved https://github.com/ROClientSide/Translation Solved https://github.com/ROClientSide/Translation
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I'm looking to start a new long term programming project, and I would like some assistance on where to start. What I want to know how to do is to add more exp systems into the game. There is currently are base exp and job exp systems, I would like to add in a player exp system. I would post a wall about what the details of this system are but the I would like help with the mechanics more than a discussion about the uses. When a player kills a monster, the player gains base and job exp. What I would like to add is that when a character kills a monster, the character gains exp in a separate variable for the other characters around. Example: Party of 3 novices named A, B, and C kill a poring. Each novice gains 1 base and 1 job exp. Novice A gains 1 "character B" exp and 1 "character C" exp Novice B gains 1 "character A" exp and 1 "character C" exp Novice C gains 1 "character A" exp and 1 "character B" exp "character *" exp won't be used for base or job exp in any way. Completely independent, their effects will be handled with their own set of mechanics. I understand that this could result in up to (N^2 - N) new exp bars for the server to track (N being the number of characters), but storage capacity isn't an issue, for me at least.