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Posts posted by malufett
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is this can be conflict those who play in internet cafe shops?
if this script uses mac address to check for uniqueness per account then no..
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@http://svn.rathena.org/svn/rathena/trunk/conf/battle/player.conf
// Max armor def/mdef // NOTE: This setting have no effect if server is run on Renewal Mode (RENEWAL) // NOTE: does not affects skills and status effects like Mental Strength // If weapon_defense_type is non-zero, it won't apply to max def. // If magic_defense_type is non-zero, it won't apply to max mdef. max_def: 99
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icheck mo kung tama ba nilagay mong IP sa clientinfo..mukhang sa ibang server ka komokonek..chineck mo ba sa server log mo kung may pumapasok na entry pag naglologin ka? or kahit nagreregister? kung wala malamang ibang server IP pinapasok mo..
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a better solution is to update your files..
or
http://trac.rathena.org/changeset/16085/rathena
or
do it by your self by changing the data type of def from char to short in source file
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Damn..I laugh hard in here..and I sweat too much..lol
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i just want to know if when my client have md5 hash, then a player tries to change some stuffs in my client, the server will ignore the modified client?
if files like the grfs are modified the server can't tell or detect..but if the client itself has been tampered or injected with the dll that is the time the server will knows if the client is modified if just in case the modified client don't have the capabilities to lie to its hash..
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Bump for GreenBox ...
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I also vote for tab indents
+1
hmm..that is why my patches are broke..
hehe..need to recode everything before commiting....
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This would be a massive addition/change to battle.c. Lighta recommended a seperate branch/test server.
I suggest we dissect each calculations in 'battle_calc_weapon_attack' for more efficient and to avoid redundancy specially if use in a macro(PRE/RE)...and as the RE formula shows it's a totally different from PRE's calculation flow...
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+1
well agreed go for it!
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Make sure you use unique ID in the enum e_skill @ skill.h
better start at the end of the skill OB_AKAITSUKI
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don't forget to include this one
bonus bFixedCastrate,-100;
id,Weapon,Weapon,4,20,,3500,200,,1,1,0x000xxx,2,2,34,4,55,1,3,{ if(readparam(bDex) == 140) bonus bVariableCastrate,-100;bonus bFixedCastrate,-100; },{},{}
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After getting stripped, Creators usually FCPs their mates to cancel the stripped state. But in my case, when i FCP a stripped player, still they cant put the equipment on.. and the strip icon doesn't disappear.. is there a way to do this? Thanks
this was an official behavior and had been fixed in rA since r16560 and r16567..just revert if you prefer so..
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SC_ALL will trigger this one
'status_change_clear(bl, 2);'
oh..wait I forgot..type 2 in 'status_change_clear' means remove all buff regardless the settings..sorry..
ok go to status.c and look for 'status_change_clear' declaration then after
case SC_L_LIFEPOTION: case SC_PUSH_CART: continue; }
add this
if( i == SC_PUSH_CART ) continue;
so regardless the type it will not remove SC_PUSH_CART
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@Napster
if this will be the case 'sc_end SC_ALL;' then by default it cannot be remove so nothing to worried about...
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still the same xD
hahahaha..but value 0 is more efficient in this case because no need to change its value every time we change MAX_CHARS..
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well, both values need to be the same, no?
nope..since 0 means unlimited or by default value of MAX_CHARS
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isn't chars_per_account redundant?
"chars_per_account is the number of characters that you can create within MAX_CHARS slots."
so nope it's not..
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@status.c
find this line
case SC_ADORAMUS://Arch Bishop if (sd) tick>>=1; //Half duration for players. case SC_STONE: case SC_FREEZE: sc_def = 3 +status->mdef; break; case SC_CURSE:
then add
tick += 'your desired duration';
after 'sc_def'
this will add/subtract the global duration of SC_STONE
and take note its in millisecond and don't forget to recompile
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because the bonus is dependent on the target's current HP+SP if its even then you receive an additive otherwise its negative..
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just modify this one
val2 = status_get_lv(bl) / 2 + 50;
this means if you have base level of 150 you will have a bonus of 120%
and don't forget to recompile...
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@status.c
case SC_ZANGETSU: if( (status_get_hp(bl)+status_get_sp(bl)) % 2 == 0) val2 = status_get_lv(bl) / 2 + 50; else val2 -= 50; break;
modify as you prefer..
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this can be easily done in src..and I'll show you some easy way..
make used of this variable in your npc
set NEW_SKILL, skill_id; set NEW_SKILL_LV, skill_lv
and force the character to relog..
but after that add this line in pc.c under 'pc_reg_received' then recompile
if ( (i = pc_readglobalreg(sd,"NEW_SKILL")) > 0 ) { int lv = pc_readglobalreg(sd,"NEW_SKILL_LV") sd->status.skill[i].id = sd->cloneskill_id; if( lv > 0 ) sd->status.skill[i].lv = lv; else sd->status.skill[i].lv = 1; sd->status.skill[i].flag = SKILL_FLAG_TEMPORARY; }
enjoy..
NB. not yet tested..and please check what will happen if you equip an item with same skill cause I used 'SKILL_FLAG_TEMPORARY'
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hmm..you can use @option
@option 3 for sleep
@option 6 for silence
problem with Genetic skill Crazy Weed
in Source Requests
Posted
what revision are you using?
better check this up
http://trac.rathena.org/changeset/16738