Jump to content

Scylla

Members
  • Posts

    374
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Scylla

  1. In status.hpp OPTION_IGNOREDROP = 0x20000000, Change to: OPTION_IGNOREDROP = 0x40000000,
  2. Just use google... For the sprite, you can just recycle some scroll item for it and get its sprite name inside iteminfo.lua/lub
  3. trunk/db/pre-re(or re)/skill_tree.yml: Below //Merchant Remove: 5,2544,1,0,0,0,0,0,0,0,0,0,0 //MC_CARTDECORATE#Cart Decorate# luafiles514/lua files/skillinfoz/skilltreeview.lua or .lub Find: [JOBID.JT_MERCHANT] = { And below it, remove: [13] = SKID.MC_CARTDECORATE,
  4. Then try removing: clif_disp_onlyself(sd, atcmd_output, strlen(atcmd_output));
  5. Google is your friend ? and:
  6. if(strcharinfo(3) == "ordeal_1-2") warp strcharinfo(3),0,0; delitem 601,1;
  7. db/re/skill_db.yml: - Id: 2054 Name: AB_DUPLELIGHT Description: Duple Light MaxLevel: 10 TargetType: Self DamageFlags: NoDamage: true Hit: Single HitCount: 1 Element: Holy CopyFlags: Skill: Reproduce: true On CopyFlags, below Reproduce, add Plagiarism: true so should be: CopyFlags: Skill: Reproduce: true Plagiarism: true
  8. Then check these out: Imports: - Path: db/pre-re/item_db_usable.yml - Path: db/pre-re/item_db_equip.yml - Path: db/pre-re/item_db_etc.yml Hiniwalay na nila para mas madali.
  9. Same location, db/pre-re or re/item_db.yml Right click -> Edit/Open w/ notepad or whichever editor you're using
  10. Ah then: izlude,128,112,3 script Rental Donation 122,{ OnInit: disablenpc strnpcinfo(1); end;
  11. I'm not really sure, but view ID #1939 and #1940 are already officially taken by these: So maybe there's a view ID conflict going on here. Try using 4000+
  12. Not tested & not sure but try: izlude,128,112,3 script Rental Donation 122,{ disablenpc strnpcinfo(1); mes "[RentalNPC]"; mes "Welcome to Beginning Ragnarok!!"; mes "What Service May I Offer You ?"; next; mes "Please select your class specific Rentalthat you want to get:"; switch(select("Rental Donation Increase:Rental Donation Magic:Rental Donation Reduce")) { case 1: mes "[RentalNPC]"; mes "Here's your Rental for Increase Donation Set"; rentitem 5013,300; goto Message1; end; case 2: mes "[RentalNPC]"; mes "Here's your Rental for Magic Donation Set"; rentitem 13945,300; goto Message1; end; case 3: mes "[RentalNPC]"; mes "Here's your Rental for Reduce Donation Set"; rentitem 13945,300; goto Message1; end; } Message1: mes "[RentalNPC]"; mes "Enjoy ur WOE."; mes "If you need help. Please use @request / search for Game Staffs. Thank You."; mes "Before Expired Please Remove The Card.GM Wont Responsible if any card Lost."; close; OnSat2100: OnSun2100: enablenpc strnpcinfo(1); end; OnSat2200: OnSun2200: disablenpc strnpcinfo(1); end; }
  13. Just use woe_controller.txt inside npc/custom/ folder, load the NPC and talk to the billboard NPC and set it up there.
  14. skill.cpp Just find this: case SL_SMA: if(!(sc && sc->data[SC_SMA])) return false; break; it should be commented by your old programmer so just remove the comments, or if your old programmer removed the entire line, just add those below this: case HT_POWER: if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE)) return false; break; And then recompile
  15. You can just try both clients, but i think 2010-07-28 client should work
  16. I've finally solved it. battle.cpp: if (flag & BF_SHORT) {//Bounces back part of the damage. if ( (skill_get_inf2(skill_id, INF2_ISTRAP) || !status_reflect) && sd && sd->bonus.short_weapon_damage_return ) { rdamage += damage * sd->bonus.short_weapon_damage_return / 100; rdamage = i64max(rdamage,1); } else if( status_reflect && sc && sc->count ) { to if (flag & BF_SHORT) {//Bounces back part of the damage. if ( (skill_get_inf2(skill_id)&INF2_TRAP || !status_reflect) && sd && sd->bonus.short_weapon_damage_return) { rdamage = i64max(rdamage,-1); } else if ( (status_reflect) && sd && sd->bonus.short_weapon_damage_return) { rdamage += damage * sd->bonus.short_weapon_damage_return / 100; rdamage = i64max(rdamage,1); } if( status_reflect && sc && sc->count ) { Thanks a lot to @Wazaby for assisting me with this. EDIT: You may just add this line on else if, if you want trap to reflect skill_get_inf2(skill_id)&INF2_TRAP EDIT 2: Just to update to my fix, for those people using bLongWeaponDamageReturn: in battle.cpp Find: if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) { rdamage += damage * sd->bonus.long_weapon_damage_return / 100; rdamage = i64max(rdamage, 1); } } to: if (!status_reflect && sd && sd->bonus.long_weapon_damage_return) { rdamage = i64max(rdamage,-1); } else if (status_reflect && sd && sd->bonus.long_weapon_damage_return) { rdamage += damage * sd->bonus.long_weapon_damage_return / 100; rdamage = i64max(rdamage, 1); }
  17. Scylla

    Patcher

    Unless if it's actually thor patcher (iirc its usually detected as false-positive virus and most of the time AV deletes it) 1st scenario: might be anti-virus messing it up 2nd scenario: tell him try to run patcher as admin it might be the windows blocking it (like putting stuff in drive C needs admin permissions when you wanna put / copy / paste files in it)
  18. This has been asked a few times as I've searched the forum with this problem as well as i am aware that this is currently the official behavior on official servers but i wasn't able to find the solution for it. So, if you're wearing an equipment with bShortWeaponDamageReturn script (Orc Lord Card for example or Valkyrie Manteau) and you're in auto guard / parrying / kyrie eleison + they proc'ed, the damage will miss but there's still a reflect to the attacker. Like this on the video: But the expected result is it shouldn't have reflect because there wasn't any damage registered to the target. I've tried various possible solutions by editing this line in battle.cpp: if (flag & BF_SHORT) {//Bounces back part of the damage. if ( (skill_get_inf2(skill_id)&INF2_TRAP || !status_reflect) && sd && sd->bonus.short_weapon_damage_return) { rdamage += damage * sd->bonus.short_weapon_damage_return / 100; rdamage = i64max(rdamage,1); But i wasn't able to revert it. May i ask for help on reverting this? Thank you!
  19. What i did: skill_db.yml: Find LK_PARRYING and on Weapon do this: Weapon: 1hSword: true 2hSword: true skill.cpp: Find: if( require.ammo ) { //Skill requires stuff equipped in the ammo slot. uint8 extra_ammo = 0; And then add this above it: if(skill_id == LK_PARRYING && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_KNIGHT) && sd->weapontype1 == W_1HSWORD){ clif_skill_fail(sd,skill_id, USESKILL_FAIL_THIS_WEAPON, 0); return false; } This check will prevent parrying from being casted w/ 1-handed sword unless when you're in soul link status . (since we allowed to cast parry w/ 1 handed sword naturally even w/o soul link via skill_db)
  20. I'm not really sure but you can try. Are you soul linked tho? It'll only consume glistening coats if you're soul linked and if the enemy has chemical protection buff.
  21. Try this: case RG_STRIPWEAPON: status_change_end( bl, SC_CP_WEAPON, INVALID_TIMER ); sc_start(src,bl,SC_STRIPWEAPON,100,skill_lv,skill_get_time(skill_id,skill_lv)); break; case RG_STRIPSHIELD: status_change_end( bl, SC_CP_SHIELD, INVALID_TIMER ); sc_start(src,bl,SC_STRIPSHIELD,100,skill_lv,skill_get_time(skill_id,skill_lv)); break; case RG_STRIPARMOR: status_change_end( bl, SC_CP_ARMOR, INVALID_TIMER ); sc_start(src,bl,SC_STRIPARMOR,100,skill_lv,skill_get_time(skill_id,skill_lv)); break; case RG_STRIPHELM: status_change_end( bl, SC_CP_HELM, INVALID_TIMER ); sc_start(src,bl,SC_STRIPHELM,100,skill_lv,skill_get_time(skill_id,skill_lv)); break; You can ignore the warnings when compiling. P.S Sorry if I'm necro'ing a thread from 2 years ago, but nobody has answered this yet.
  22. Have you checked if you have correct credentials on your inter_athena.conf?
  23. Example: Hat[0] gives +10 STR to swordman class 2220,Hat,Hat,4,1000,,200,,2,,0,0xFFFFFFFF,7,2,256,,0,1,16,{ if(BaseClass==Job_Swordman) { bonus bStr,10; } },{},{} And what specific kind of item tho? Equipment or usable?
  24. It actually does under ETC tab on skill tree, skill named Enlarge Weight Limit R
×
×
  • Create New...