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Remix_

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  1. I didn't encounter any errors, please double check your patch and use 2023 rA SVN:
  2. replace all gettick to t_tick
  3. Code Update: Old: // Start costume conversion logic (1) if(!strcmpi(command+1, "costumeitem")) { if(!battle_config.reserved_costume_id) { clif_displaymessage(fd, "Costume conversion is disabled. Set a value for reserved_costume_id in your battle.conf file."); return -1; } if(!(item_data[j]->equip&EQP_HEAD_LOW) && !(item_data[j]->equip&EQP_HEAD_MID) && !(item_data[j]->equip&EQP_HEAD_TOP) && !(item_data[j]->equip&EQP_COSTUME_HEAD_LOW) && !(item_data[j]->equip&EQP_COSTUME_HEAD_MID) && !(item_data[j]->equip&EQP_COSTUME_HEAD_TOP)) { clif_displaymessage(fd, "You cannot costume this item. Costumes only work for headgears."); return -1; } costume = 1; } // End costume conversion logic (1) New(Tested on Latest rA): // Start costume conversion logic (1) if(!strcmpi(command+1, "costumeitem")) { if(!battle_config.reserved_costume_id) { clif_displaymessage(fd, "Costume conversion is disabled. Set a value for reserved_costume_id in your battle.conf file."); return -1; } if(!(item->equip&EQP_HEAD_LOW) && !(item->equip&EQP_HEAD_MID) && !(item->equip&EQP_HEAD_TOP) && !(item->equip&EQP_COSTUME_HEAD_LOW) && !(item->equip&EQP_COSTUME_HEAD_MID) && !(item->equip&EQP_COSTUME_HEAD_TOP)) { clif_displaymessage(fd, "You cannot costume this item. Costumes only work for headgears."); return -1; } costume = 1; } // End costume conversion logic (1)
  4. If you're having a hard time on installing both custom patches, feel free to dm me on discord, I will help you.
  5. Hello @Frost Diver, I updated the diff attached to my post, I forgot to add the timer_func and unordered set to contain the monsterID. It should work now. @ManokStreZ, I suggest you apply the codes manually, applying multiple custom patches will affect the code structures inside your server files. I'm just finalizing the autoattack and add it to pull request so the co-devs can inspect the codes before it merges as an official update.
  6. Use the file I attached on my post.
  7. I’m glad it worked well on you. Yeah, might be a great idea to add auto teleportation to the source code. But, my only goal is to sort the autoattack function compatible to the latest rA. I believe you can achieve that by utilizing the teleportation skill using the ingame script.
  8. Thanks Rynbef, will add it to pull request once I get back, I’m out of town atm.
  9. I was reading this topic yesterday and discovered that most of the requests were not added. Therefore, I am making my debut here to share with you the updated @autoattack function. Added Commands: @autoattack - display all @autoattack commands. @autoattack on/off @autoattack list @autoattack +monsterID @autoattack -monsterID #Edit If you use [ @autoattack on ] without adding monster targets will attack all the monsters (DEFAULT setting.) Auto-attack can be toggled on or off using the @autoattack on/off command. Specific mobs can be added or removed from the target list using @autoattack +<mobID> or @autoattack -<mobID> respectively. Since I'm using the latest version, applying the patch shouldn't be a problem.(I also removed the struct warnings from the map_session_data). Attached(Updated): atcommand[remix]
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