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Showing content with the highest reputation on 04/15/21 in Posts

  1. Try restarting the server and see if the points has changed.
    1 point
  2. Run on your SQL database: UPDATE `char` set `fame` = 0; It will reset the "fame" column. ut it is necessary to restart the emulator to update the information in real time.
    1 point
  3. Hello sir i think need to add this skill.cpp Find : case SL_ALCHEMIST: case SL_ASSASIN: case SL_BARDDANCER: case SL_BLACKSMITH: case SL_CRUSADER: case SL_HUNTER: case SL_KNIGHT: case SL_MONK: case SL_PRIEST: case SL_ROGUE: case SL_SAGE: case SL_SOULLINKER: case SL_STAR: case SL_SUPERNOVICE: case SL_WIZARD: if (sd && tsc && (tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) { // Soul links from Soul Linker and Soul Reaper skills don't stack. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0); break; } //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } Add : case SL_ALCHEMIST: case SL_ASSASIN: case SL_BARDDANCER: case SL_BLACKSMITH: case SL_CRUSADER: case SL_HUNTER: case SL_KNIGHT: case SL_MONK: case SL_PRIEST: case SL_ROGUE: case SL_SAGE: case SL_SOULLINKER: case SL_STAR: case SL_SUPERNOVICE: case SL_WIZARD: + case SL_GUNNER: + case SL_NINJA: if (sd && tsc && (tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) { // Soul links from Soul Linker and Soul Reaper skills don't stack. clif_skill_fail(sd, skill_id, USESKILL_FAIL,0); break; } //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) { clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } status.cpp Find : /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */ SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST, SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK, SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR, SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE, SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER, SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE, SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT, SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD, SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST, SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER, SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE, SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN, SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH, SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER, SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER, add : /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */ SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST, SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK, SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR, SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE, SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER, SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE, SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT, SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD, SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST, SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER, SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE, SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN, SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH, SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER, SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER, + SkillStatusChangeTable[skill_get_index(SL_GUNNER)] = (sc_type)MAPID_GUNSLINGER, + SkillStatusChangeTable[skill_get_index(SL_NINJA)] = (sc_type)MAPID_NINJA, restart your server then recompile i hope it helps ?
    1 point
  4. 2.5 add F_MesItemInfo https://drive.google.com/file/d/1qwY8ZZFhEsLd28OZYaQvSIhyX2dVe8IJ/view I also add into item requirement field, just because I feel like it =/
    1 point
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