I wanted to know about Status Icon Timers(Bars) not custom status icons & i'm already using those icons which don't display the bar next to the status icons.
I guess you are right, even Kichi said its about the client.
SC_WHISTLE:
SC_ASSNCROS:
SC_POEMBRAGI:
SC_APPLEIDUN:
SC_HUMMING:
SC_DONTFORGETME:
SC_FORTUNE:
SC_SERVICE4U:
Made changes as shown below.
/**
* End all statuses except those listed
* TODO: May be useful for dispel instead resetting a list there
* @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
* @param type: Changes behaviour of the function
* 0: PC killed -> Place here statuses that do not dispel on death.
* 1: If for some reason status_change_end decides to still keep the status when quitting.
* 2: Do clif_changeoption()
* 3: Do not remove some permanent/time-independent effects
* @return 1: Success 0: Fail
**/
int status_change_clear(struct block_list* bl, int type)
{
struct status_change* sc;
int i;
sc = status_get_sc(bl);
if (!sc || !sc->count)
return 0;
for(i = 0; i < SC_MAX; i++) {
if(!sc->data[i])
continue;
if(type == 0)
switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
break;
case SC_WEIGHT50:
case SC_WEIGHT90:
case SC_EDP:
case SC_MELTDOWN:
case SC_WEDDING:
case SC_XMAS:
case SC_SUMMER:
case SC_HANBOK:
case SC_OKTOBERFEST:
case SC_NOCHAT:
case SC_FUSION:
case SC_EARTHSCROLL:
case SC_READYSTORM:
case SC_READYDOWN:
case SC_READYCOUNTER:
case SC_READYTURN:
case SC_DODGE:
case SC_JAILED:
case SC_EXPBOOST:
case SC_ITEMBOOST:
case SC_HELLPOWER:
case SC_JEXPBOOST:
case SC_AUTOTRADE:
//case SC_WHISTLE:
//case SC_ASSNCROS:
//case SC_POEMBRAGI:
//case SC_APPLEIDUN:
//case SC_HUMMING:
//case SC_DONTFORGETME:
//case SC_FORTUNE:
//case SC_SERVICE4U:
case SC_FOOD_STR_CASH:
case SC_FOOD_AGI_CASH:
case SC_FOOD_VIT_CASH:
case SC_FOOD_DEX_CASH:
case SC_FOOD_INT_CASH:
case SC_FOOD_LUK_CASH:
case SC_DEF_RATE:
case SC_MDEF_RATE:
case SC_INCHEALRATE:
//case SC_INCFLEE2:
//case SC_INCHIT:
//case SC_ATKPOTION:
//case SC_MATKPOTION:
case SC_S_LIFEPOTION:
case SC_L_LIFEPOTION:
case SC_PUSH_CART:
case SC_STYLE_CHANGE:
case SC_HEAT_BARREL_AFTER:
case SC_QUEST_BUFF1:
case SC_QUEST_BUFF2:
case SC_QUEST_BUFF3:
continue;
}
you might have made mistakes/errors while adding new custom items, try searching the files that you used to add those custom items. When the client doesn't open without giving errors its mostly because of the errors in your new files, so just check if you miss something like "#" in the files which you used to make the new grf.
// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
//#ifndef _CONFIG_RENEWAL_H_
//#define _CONFIG_RENEWAL_H_
//quick option to disable all renewal option, used by ./configure
//#define PRERE
//#ifndef PRERE
/**
* rAthena configuration file (http://rathena.org)
* For detailed guidance on these check http://rathena.org/wiki/SRC/config/
**/
/**
* @INFO: This file holds general-purpose renewal settings, for class-specific ones check /src/config/classes folder
**/
/// game renewal server mode
/// (disable by commenting the line)
///
/// leave this line to enable renewal specific support such as renewal formulas
//#define RENEWAL
/// renewal cast time
/// (disable by commenting the line)
///
/// leave this line to enable renewal casting time algorithms
/// cast time is decreased by DEX * 2 + INT while 20% of the cast time is not reduced by stats.
/// example:
/// on a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a
/// "fixed cast time" which can only be reduced by specialist items and skills
//#define RENEWAL_CAST
/// renewal drop rate algorithms
/// (disable by commenting the line)
///
/// leave this line to enable renewal item drop rate algorithms
/// while enabled a special modified based on the difference between the player and monster level is applied
/// based on the http://irowiki.org/wiki/Drop_System#Level_Factor table
//#define RENEWAL_DROP
/// renewal exp rate algorithms
/// (disable by commenting the line)
///
/// leave this line to enable renewal item exp rate algorithms
/// while enabled a special modified based on the difference between the player and monster level is applied
//#define RENEWAL_EXP
/// renewal level modifier on damage
/// (disable by commenting the line)
///
// leave this line to enable renewal base level modifier on skill damage (selected skills only)
//#define RENEWAL_LVDMG
/// renewal ASPD [malufett]
/// (disable by commenting the line)
///
/// leave this line to enable renewal ASPD
/// - shield penalty is applied
/// - AGI has a greater factor in ASPD increase
/// - there is a change in how skills/items give ASPD
/// - some skill/item ASPD bonuses won't stack
//#define RENEWAL_ASPD
//#endif
//#endif // _CONFIG_RENEWAL_H_