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Conflicts

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Everything posted by Conflicts

  1. I use exactly the same OS, and Unbollox works fine for me.
  2. They are not meant to go past level 99. Sure it would seem to be something a bit more balanced compared to the state 3rd jobs are in now. But they will not be as perfect as they should've been, if you'll change the max level. Stats would change, item scripts has to be changed (this card for example, and some other cards with similar effects), damage calculation has to be changed too, most probably, you'll have to modify Asura (Extremity Fist) damage calculation, not unless you want 1/2 of you community be champs. It'll be a never-ending chain of buffs and nerfs. All being unnecessary if you just made the previous jobs stay at 99/70. Just my opinion though. I'm interested with this topic. I hope other server owners would tell us their thoughts about it too.
  3. Conflicts

    /web

    You're missing my point as well, I was thinking of a GM-issued command, which would force-open a browser on ALL players (on a certain map perhaps). Of course, utilizing /web command. I know Vanguard had this feature, and what's good is, it uses your default browser. Not IE.
  4. Conflicts

    /web

    --- Removed, I just tried with a normal account, and for some weird reason, it worked. Now only this second option would be a probable reason. I'm also thinking maybe he wants to iterate the command to all players on a specific map, force-opening a website right from the client itself. Just my thoughts though.
  5. Conflicts

    /web

    I guess it's because /web has a GM level requirement. Just like /hide So normal players (Level 0) can't really use the said command. - Not true, normal players can use it too. I'm also thinking maybe he wants to iterate the command to all players on a specific map, force-opening a website right from the client itself. Just my thoughts though.
  6. if(!getarg(1)) { debugmes "Error in KDR function, getarg(1) invalid value"; return 0; } // [Lighta] Caused by this script - Link As you can see, it's just a debug message. And you are getting it because that said character has NEVER died yet. Or at least the NPC never recorded any death from him yet. Thus, KDR (Kill Death Ratio) is impossible to calculate.
  7. You can bind it with ToastOfDoom's Atcommand Events and make the script check for Emperium.
  8. For the meantime you can use @guild / @party. They still work as intended, but there is 1 drawback. Disbanding a guild would be somewhat impossible, not unless someone decides to make a "@breakguild" mod too.
  9. I bet he wont answer. And I doubt he's even able to do that, lmfao.
  10. I just re-checked on eA and it seems like I was just doing it the wrong way. Thanks Gepard for the link. I was able to pinpoint the exact revision I wanted.
  11. Does anyone have database files (/db) from way back year 2005? If possible, I want it to be based on Ragnarok Episode 10.1 - Einbroch. I tried searching eAthena's Repo, and the oldest I could get was dated somewhere around June 2008. With FBH (Fallen Bishop Hibram) as the latest card. And I kinda don't want that. Thank you for anyone who would help.
  12. What would happen if... Gravity decides to encrypt their grf? We all know they are capable of doing that. Imo, emulator / client development wont end there. But it would be so much work trying to somewhat keep up with them. This might be the time we actually see unique contents. Made by individuals (pServer owners / devs). Share your thoughts. Edited: I didn't notice that box after Title were Tags. My bad.
  13. Basically, I want a skill that uses (requires) a subskill to deal damage. Some examples would be WL_CHAINLIGHTNING and GN_CRAZYWEED. I tried copying the formats, and adding something new based off them, but I wasn't successful. Maybe because these skills were complicated, and really needed a sub-skill to function correctly. What I want would be rather easy (compared to the examples above). Say, I want BASH (SM_BASH), have a sub-skill called SM_BASH_ATK, which would automatically be casted right after I use the skill Bash. We can name it, an after-effect of a certain skill. So yeah, can anyone help? Thank you. Edit: A format / basic skeleton code will do. I can work off there.
  14. if( map[sd->bl.m].flag.vending_cell != map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) || map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOCHAT) ) { clif_displaymessage(fd, "You can't use @AFK on this spot."); return -1; }
  15. Are we allowed to bump our posts here? *A good way to bump without being noticed*
  16. Diffteam made each client with a separate .diff file, but they stopped at 2010-11-16. Yeah that's why I wanted to discuss the pros and cons, so I could weigh out the options. By the way, 2010-07-28 (the one I'm using) and 2011-month-date (anything latest) would generally be both RE Clients. Yeah, but to an extent, I'd be willing to pay for it. Though unfortunately, that's one of the things we're trying to avoid, and one of the reasons why we participated in this board move. * Just my personal Opinion * Yeah, they would infact work. But having a 200~300mb palette grf would be one of your main problems. Also, for the DLL, I'm talking about Shinryo's Diffpatcher which uses DLL(s), to apply certain .diff options. And it pretty much works on any client. If we can get those old (obsolete) .diff options as DLL here, it would be a good start.
  17. Alright, this post is made to somewhat clear up confusions between RE clients. As of now, I am stuck in using 2010-07-28 Client, cause for me, this one's the most complete. Some of the diff options I just can't drop are, Use Shared Palettes and Adjust Font Size. Pros: It has it's own .diff that you can patch it with. Comes with the most complete .diff options. Cons: It's a freaking 1-year old client. Can't display new stuffs (mounts), or some new effects, Idk. Let me hear your thoughts. Let's start up with these few questions. What Client date would probably be the best choice next to the one I'm using? Why? And, is it possible that we could get .DLL(s) for the said .diff options above? What (how much) would it cost? Let's discuss.
  18. Aww. Yeah creating a ground-targetting skill would be the easy part. I'd really appreciate if you could at least give some ideas on how to utilize clif_parse_UseSkillToPos()'s x and y coordinates. Anyway, that fix above worked. Though there's some problems. - script GroundEffects -1,{ end; OnUse: while( 1 ) { areaeffect(900,155,171); sleep2 5000; } end; } I tried using that NPC above. It is supposed to display the effect on coordinates 155,171 on the map. But instead, it displays the effect on my character. Also, it's leaving this mark, which, is kinda expected, lol.
  19. @GodLesZ, Seems interesting. I can create a dummy skill which would just be used for capturing mouse coordinates. Though I'm not exactly sure how I can use / convert clif_parse_UseSkillToPos() to actual x and y coordinates , if ever I'm successful on getting it. @KeyWorld, Yeah, mouse position would be vital, since this would be used mainly for a quest. I would be confined to using DIR compared to current player's position (getmapxy) to still somewhat make the NPC spawning (x,y) variable. I tried using your mod, it shows me this; script.c: In function 'buildin_areaeffect': script.c:17900: warning: implicit declaration of function 'clif_sendfakenpc' script.c:17901: error: incompatible type for argument 1 of 'clif_specialeffect_single' Also, would the correct entry below be; //Areaeffect BUILDIN_DEF(areaeffect, "iii"), PS: My post got answered in less than 2 hours. I prefer this new board. Lol. Edit: I changed this; clif_specialeffect_single( fk->bl, script_getnum(st,2), sd->fd ); To this; clif_specialeffect_single( fk->bl.id, script_getnum(st,2), sd->fd ); It compiled without error and 1 warning (shown above). But when I attach it to a script, my map server crashes.
  20. Okay I've searched through the source and I learned that there are limited ways to display client-side effects. It's either, have an NPC as the target object (specialeffect), or the attached player as the target object (specialeffect2). What I'm trying to do this time, is display a client-side effect, on a certain coordinate (x,y) on the map. The x and y coordinates will be supplied by the target coordinates of the player's mouse. Say I want to display effect number 900, on the ground, centered to that x,y position of my mouse. I'd just input areaeffect 900,xcoord,ycoord,duration(optional); on my script. Can I get the script.c code needed to get this working? Thanks.
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