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Ind

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Ind last won the day on May 28 2022

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  1. I'm glad you guys liked it enough to merge, however this is a unfair statement, the feature's design was the joint effort from our whole team, not only me.
  2. File Name: Inds @dropaitem (drop-a-item) File Submitter: Ind File Submitted: 23 Dec 2012 File Category: Source Modifications Content Author: Dekamaster/Ind About A @command that can drop a item in the floor for as much time the user wishes (great for events, as long as you have no porings around ) Usage @dropaitem <item name or ID> <duration in seconds> Credit Original idea by Dekamaster. Redesigned and coded by me. Support Drop me a PM Click here to download this file
  3. File Name: Inds Sekai 5 Bonus Pack #2 File Submitter: Ind File Submitted: 23 Dec 2012 File Category: Source Modifications Content Author: Ind About Includes 5 custom bonuses, bIndDispellDeflect, bIndHealMaxHPBoost, bIndPerfectDodgeIgnore, bIndAtkElemBoost and bIndAspdLimitIncrease Usage Example 1601,Rod,Rod,4,50,,400,15,,10,3,0x00818315,7,2,2,1,1,1,10,{ bonus bIndDispellDeflect,30; },{},{} Grants the user 30% chance to deflect incoming dispell back at the caster 1601,Rod,Rod,4,50,,400,15,,10,3,0x00818315,7,2,2,1,1,1,10,{ bonus bIndHealMaxHPBoost,50; },{},{} Boosts the user's AL_HEAL skill by 50% of the targets maximum HP (if you normally heal 1.000 and your target has 1.000 HP the final heal would be 1.500) 1601,Rod,Rod,4,50,,400,15,,10,3,0x00818315,7,2,2,1,1,1,10,{ bonus bIndPerfectDodgeIgnore,70; },{},{} Grants the user 70% chance to bypass the target's perfect dodge 1601,Rod,Rod,4,50,,400,15,,10,3,0x00818315,7,2,2,1,1,1,10,{ bonus2 bIndAtkElemBoost,Ele_Fire,50; },{},{} Causes the user's fire attacks to do additional 50% damage. 1601,Rod,Rod,4,50,,400,15,,10,3,0x00818315,7,2,2,1,1,1,10,{ bonus bIndAspdLimitIncrease,1; },{},{} Increases the user's maximum ASPD limit by 1, if limit is 190 that character's unique limit becomes 191. (maximum this boost can get to is 199) Support Drop me a PM Click here to download this file
  4. File Name: Inds Sekai 5 Bonus Pack #1 File Submitter: Ind File Submitted: 23 Dec 2012 File Category: Source Modifications Content Author: Ind About Includes 5 custom bonuses, bIndMatkEvasion, bIndDispellResist, bIndSelfDmgOnSpell, bIndAnkleSnareImmunity and bIndNoNinjaOrbReq. Usage Example 1601,Rod,Rod,4,50,,400,15,,10,3,0x00818315,7,2,2,1,1,1,10,{ bonus bIndMatkEvasion,25; },{},{} Grants the user 25% chance to evade magical attacks 1601,Rod,Rod,4,50,,400,15,,10,3,0x00818315,7,2,2,1,1,1,10,{ bonus bIndDispellResist,50; },{},{} Grants the user 50% chance to resist dispell casts 1601,Rod,Rod,4,50,,400,15,,10,3,0x00818315,7,2,2,1,1,1,10,{ bonus2 bIndSelfDmgOnSpell,"MG_FIREBOLT",25; },{},{} Causes the user to receive 25 non-reduceable damage when casting fire bolt 1601,Rod,Rod,4,50,,400,15,,10,3,0x00818315,7,2,2,1,1,1,10,{ bonus bIndAnkleSnareImmunity,1; },{},{} Grants the user immunity to ankle snare traps 1601,Rod,Rod,4,50,,400,15,,10,3,0x00818315,7,2,2,1,1,1,10,{ bonus bIndNoNinjaOrbReq,1; },{},{} Grants the user (e.g. a ninja) the ability to cast ninja skills without the necessary orbs Support Drop me a PM Click here to download this file
  5. File Name: Inds bIndOnAtkCast Bonus File Submitter: Ind File Submitted: 23 Dec 2012 File Category: Source Modifications Content Author: Ind About A bonus that allows an item to cause the user to cast a specific skill upon attack (instead of attacking). Usage Example 1601,Rod,Rod,4,50,,400,15,,10,3,0x00818315,7,2,2,1,1,1,10,{ bonus2 bIndOnAtkCast,"WZ_FIREBALL",5; },{},{} The above gives rod a attack range of 10 cells, and causes the user to cast WZ_FIREBALL Lv 5 when they try to attack It works with all skills/types. Support Drop me a PM Click here to download this file
  6. Applied as per the criteria here suggested by you guys: r16936
  7. Ind

    va_list business

    but va_list type is also system dependent at times it is a pointer, at times it isnt: (be aware its 5am i might have missed something D: bear with me) #if defined(__PPC__) #if defined(__NT__) typedef char * __va_list; #else typedef struct { char __gpr; char __fpr; char __reserved[2]; char *__input_arg_area; char *__reg_save_area; } __va_list; #endif #elif defined(__AXP__) typedef struct { char *__base; int __offset; } __va_list; #elif defined(__MIPS__) typedef struct { char *__base; int __offset; } __va_list; #elif defined(__HUGE__) || defined(__SW_ZU) typedef char _WCFAR *__va_list[1]; #else typedef char *__va_list[1]; #endif it appears my table from above is outdated; I've used gdb to take a look at my current one and its like this (not like any of the above): ap = {{ gp_offset = 24, fp_offset = 48, overflow_arg_area = 0x7fff5fbfc500, reg_save_area = 0x7fff5fbfc400 }} I've found some more about the above one in Apple's Darwin stuff: http://opensource.apple.com/source/cc/cc-798/cc/ginclude/va-ppc.h
  8. Ind

    va_list business

    After some tests I realized va_arg moves the va_lists' internal offset whenever you retrieve a arg (moves equivalent to the size of that arg), so indeed the va_start must be re-run (we can't simply zero the offset because the offset field is platform-dependant). I'll move the va_list outside the loop as you suggested
  9. reviving this as proposed over #rdev; One thing I'm highly uncomfortable with: PACKET(PKT_MC_CUTIN) pkt = { PKT_MC_CUTIN }; since each packet version has its own code and length/sizes for its vars (e.g. check the inventory_list1/2/3 crap) I'd like to propose we use the packet id in the name e.g. struct packet_0xf5 { char offset[5]; uint32 item_oid; }; .... func() { struct packet_0xf5 p; p.item_oid = 1; }
  10. Ind

    hom-s skills

    they were never passive (ever since we added homun-s units, months ago) -- the server would output a message if you tried to use ones that werent fully implemented. if you see them as passive it is your game client fault, not rathena.
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