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GodLesZ

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Everything posted by GodLesZ

  1. Suggestion for config: // Give additional experience bonus per party-member involved on even-share parties (excluding youself!). // Example: If set to 10 // => +40% experience for every killed mob (because of 4 party-member, without you) // => 140% experience in total (if 100% would be the normal experience per party-member) // => 140%/5 = experience for every party-member (28%) // => would be 20% if set to this 0 (no additional bonus given) party_even_share_bonus: 0
  2. Totally agree with the clean up. But we should talk about the implementation of the new struct. As @Sirius_White pointed out, it is. Well, nice idea but failed by design
  3. Please see attachments. Its a small diff changing the way how the target/spawn cell got calculated. The cell is searched among the whole map. atcommand_monster_rnd_spawn.patch
  4. GodLesZ

    @go and @

    Wrong way to remove the notification itself. Right way is to check for string length (see attachment). Always let the user know what something was wrong. Any error message like "error" is better than a player thinking like "wtf is going on here? Nothing happend? I tried it several times? WTF?" player_commands_length.patch
  5. If you could use the identifer LOOTITEM_SIZE in the message You can have 10 items on your autolootitem list. i would vote for it.
  6. Yea, the delay beteen the animations as i said And this is the ressource hack. Setting all delays to 0 allows to spam some skills. But how exactly dos it work? Because the delay beteen skill uses are server-side.
  7. I've tried to find some episode overviews or something like this to compare them with the current revision, buts its hard Oo So instead of thinking about a nice todo list, we firstly need a full episode guide/overview to compare against it. Here are some informations i found after a quick search: RO Future Wiki - Informations since 10.3.: http://ro.doddlercon.com/wiki/ Spanish overview Small iRO List We should also beware of iRO/kRO updates as shown here: IRO / kRO Comparison As for the current state, we should check L0ne_Wolf's script dev task list: Script Dev. Tasks Anything beyond this overviews should be taken from the patch notes. Doddler listed them as 2009 kRO Patch Notice, 2007 kRO Patch Notice and the kRO Maintenance list. I also found this page, which seems to list all changes since 2004.
  8. I would love to see some suggestions about current features like txt support. Its hard to come on the same base for things like removing old packet version and that. But things like txt support should be discussed i think.
  9. I'd like to suggest the style of my company I'm working on. We use it for PHP, Python, Perl, C, C++ and even Assembler. /** * Description here, * Even multilined. * - 1 line space before params or return statements * - 1 line space between params and return statements * * @param<TAB><name of param><TAB><Parameter description> * * @return<TAB><type of return><TAB><Return description> */ This is our style of comments and is used above every function/method/prodcedure and is supported natively from doxygen i.e. I would love to see somedays every comment in that way <3 Also, if a comment takes 2 or more lines, we use multiline comment blocks. If not, single line comments of course. Suggestions?
  10. I've an act parser, using in my game which uses ragnarok file. The format is quite known and it isent that hard to do something with it. The real question is how should we use such a database? I've heard about ressource hacks, but never thought about how they are working. The main skill delay is handled on server-side using skill_cast_db.txt, so which delay will be reduced via act file edits?
  11. Just pasted from doc/script_commands.txt: ** Define a shop/cashshop NPC. -%TAB%shop%TAB%<NPC Name>%TAB%<sprite id>,<itemid>:<price>{,<itemid>:<price>...} <map name>,<x>,<y>,<facing>%TAB%shop%TAB%<NPC Name>%TAB%<sprite id>,<itemid>:<price>{,<itemid>:<price>...} This will define a shop NPC, which, when triggered (which can only be done by clicking) will cause a shop window to come up. No code whatsoever runs in shop NPCs and you can't change the prices otherwise than by editing the script itself. (No variables even exist at this point of scripting, so don't even bother trying to use them.) The item id is the number of item in the 'item_db.txt' database. If Price is set to -1, the 'buy price' given in the item database will be used. Otherwise, the price you gave will be used for this item, which is how you create differing prices for items in different shops. Since trunk r12264 you can alternatively use "cashshop" in place of "shop" to use the Cash Shop interface, allowing you to buy items with special points (Currently stored as account vars in global_reg #CASHPOINTS and #KAFRAPOINTS.) This type of shop will not allow you to sell items at it, you may only purchase items here. The layout used to define sale items still count, and "<price>" refers to how many points will be spent purchasing the them.
  12. GodLesZ

    :3

    Yep its a smiley, just like the following poring face:
  13. Hehe even again, just as info for other poeple.. I always got this error while import the basic item and/or mob sql data from eAtehna. This seems to relies on the rhombus (#), which is usally a comment style of mysql. Just remove every line beginning with an # and all should be fine. Glad to help ya
  14. Mostly the error dosnt relies to the shown code, but lines before that. May you pleased enough to put the whole sql statement in a codebox? Even your inistial request is solved, i just wnat to say - google There are many txt to sql converter out there: eAtehna txt 2 sql converter
  15. Because if you are the killing player, your position can easily be fetched using getmapxy ^^ Only the target position, the killed player, needs to be attached, checked if still online & then getmapxy, bla. Anyways, we should stay @ one modification to not confuse the poeple :S I dont care if we use mine or yours.
  16. This isnt possible without the old unit control commands or a new modification. I've made a simple one, allowing to do: OnNPCKillEvent: dispBottom("You killed monster " + getMonsterInfo(killedRID, 0) + " @ " + killedRX + "/" + killedRY); end; €dit: Even if @Toshiro was faster - mine also works for player kills killedrx_killedry.diff
  17. Nope, its hosted on wikia.com: see here. Wikia looks somewhat nice, but IMO its just an overpowered MediaWiki with some plugins. Nothing we couldnt do or have within our installation
  18. You need to define the function. Just put the following line void clif_status_change_single(struct block_list *dst, struct block_list *bl, int type, int flag, unsigned int tick, int val1, int val2, int val3); in your clif.h, above #endif /* _CLIF_H_ */
  19. Yea TecnoCronus started it @ 2009 if I'm right. I think this is what you mean, isent it? But as you may see, this is not that much and it's many work to write this. Now assume how long it would take to write a full documentation.. this is the reason why i said, we need a nice in-code documentation to generate something like this per default. TecnoCronus_source_documentation.txt
  20. Just a simple pseudo form.. If you want the item not to be shown, you just need the item info, drop img and drop sprite. If you want the item to be shown, you need the same + the sprite for wearing the item. As you can see, you will always need the item info image (viewable on rightclick), the drop image and drop sprite. Only the viewable sprite is optional.
  21. Nearly impossible without a full documented source code. I've planed to do something like that, but its better with an doxygen generated document or something like this. Without an source documentation its to time intensively to write all things by my self. Give this project 1 or 2 months and i've cleaned up most of the comments in the source so we are able to run an doxygen over it. After this has been done, I will write an stacktrace for every process.
  22. This is a percentage setting. 100 means 100% means default rate. 1.000 means rate * 10. 10.000 means rate * 100. 100.000 means rate * 1.000. chance = 0.01%; // 100 = 1x chance = 0.1%; // 1.000 = 10x chance = 1%; // 10.000 = 100x chance = 10%; // 100.000 = 1.000x chance = 100%; // 1.000.000 = 10.000x
  23. Please post your /db/skill_db.txt content in a [ codebox ]. Default the SL_SOULLINKER Skill has the flag 0x200, which means it cant be target on self. Default entry on skill_db.txt: 461,9,6,16,0,0x1,0,5,1,yes,0,0x200,0,magic,0, SL_SOULLINKER,Spirit of the Soul Linker
  24. Again, please read the comments above the configs! // Maximum allowed 'level' value that can be sent in unit packets. // Use together with the aura_lv setting to tell when exactly to show the aura. // NOTE: You also need to adjust the client if you want this to work. // NOTE: Default is 99. Values above 127 will probably behave incorrectly. // NOTE: If you don't know what this does, don't change it!!! max_lv: 99 I don't think your aura thing has something todo with @KeiKun's bug report, because you didnt setup your's properly.
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