Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 12/10/18 in all areas

  1. All credit goes to digitalhamster, fixed by ~AnnieRuru~. Reposting for personal reasons since Ea has been offline and I happen to have saved a web cache of the pages. The topic is old, so you have to manually add the modifications. Plus, the spacings didn't copy out too well. The modification works through the item's bonus script in your item_db/db2. Charm's effect don't work if you do not add type (12/etc.), job, upper, and gender in itemdb/db2. Charms will only work with items having type = 12/? on item_db/db2, so your other items won't be affected by this, just the ones you choose. Make sure type is set according to your mmo.h. For example: +++ common/mmo.h (working copy) @@ -175,6 +175,7 @@ IT_UNKNOWN2,//9 IT_AMMO, //10 IT_DELAYCONSUME,//11 + IT_CHARM, IT_CASH = 18, Looking at IT_CHARM, type is set to 12. Item stacking Add this if you want to enable item IDs to stack. It will treat each item as a separate item, in its own item slot. Example: Apple (5) will be in different items slots in your inventory and its effects will stack with each other when the code below is added. Same item effects on different item IDs will stack regardless of enabling/disabling this modification. Add this if you want items to stack: Go to itemdb.c: /*========================================== * Returns if given item's type is stackable. *------------------------------------------*/ int itemdb_isstackable(int nameid) { int type=itemdb_type(nameid); switch(type) { case IT_WEAPON: case IT_ARMOR: case IT_PETEGG: case IT_PETARMOR: + case IT_CHARM: return 0; And again, right below it: /*========================================== * Alternate version of itemdb_isstackable *------------------------------------------*/ int itemdb_isstackable2(struct item_data *data) { nullpo_retr(0, data); switch(data->type) { case IT_WEAPON: case IT_ARMOR: case IT_PETEGG: case IT_PETARMOR: + case IT_CHARM: return 0; Fixed version: Src for Renewal (manually add): Charms.txt Edited Annie's fix for older eA revisions: eA_Charms.txt Don't try to update this as a .diff, just a suggestion.
    1 point
  2. Hi functor, could you please Send me information about your Gepard System Service? Thanks !!
    1 point
  3. Version 1.0.1

    509 downloads

    Hey peoples! This script is an instance based over the manga D.Gray Man Your goal here is to defeat the Maker, which create monsters from dead bodies. But he's invincible, as long as you won't have defeated his family, the Noas. For that, find one, kill him and seal him in the Akuma Factory. Also, I use a function of mine to give special points. It is therefor possible to give some points when fulfiling and instance, but you'll have to define a "AddPoints" function (I can release it too if necessary), or to change the reward mode. FInally, 4 level are available, with increasing monster count and influencing mobs size: Easy, Normal, Hard and Apocalypse (all big) Have fun
    Free
    1 point
×
×
  • Create New...