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Posts posted by malufett
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not possible AFAIK
yes it is possible..as I remember Xantara had manage to make a tweak on it..
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Character info size error and all of my NPC is gone.
now the server is telling you that you also need to update your client..
but you can also adjust that to your mmo.h...
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just like other regular script commands..
if( issitting() ){ // the char is currently sitting }else{ // the char is not sitting }
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use calculator on its programmer's view so that you can do arithmetic operations with hex,dec,bin and oct with ease..
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here I'll give you a clue..
/*========================================== * Does cast-time reductions based on dex, item bonuses and config setting *------------------------------------------*/ int skill_castfix (struct block_list *bl, int skill_id, int skill_lv) { int time = skill_get_cast(skill_id, skill_lv); nullpo_ret(bl); #ifndef RENEWAL_CAST { struct map_session_data *sd; sd = BL_CAST(BL_PC, bl); // calculate base cast time (reduced by dex) if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) { int scale = battle_config.castrate_dex_scale - status_get_dex(bl); if( scale > 0 ) // not instant cast time = time * scale / battle_config.castrate_dex_scale; else return 0; // instant cast } // calculate cast time reduced by item/card bonuses if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd ) { int i; if( sd->castrate != 100 ) time = time * sd->castrate / 100; for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ ) { if( sd->skillcast[i].id == skill_id ) { time+= time * sd->skillcast[i].val / 100; break; } } } } #endif // config cast time multiplier if (battle_config.cast_rate != 100) time = time * battle_config.cast_rate / 100; // return final cast time return (time > 0) ? time : 0; }
and sorry I can't do it for you right now..
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its an official behavior..you must equip something for it to take effect..
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sir it seems that this amazing patcher doesn't pass arg..like what kro patcher does...
sir if you mind to add this feature so that I can totally replace kro patcher to this one..cause I can't use this patcher when I rename it to Ragnarok_RE then start it using the OTP login of kro...
thanks,...
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Hi fellows..
Regarding this one: post:137564
can we make it something like Aegis format??
// Mob Type: // 0x0 All type // 0x1 Demi-Human // // Type: // 0=exp, 1=mvpexp, 2=drop, 3=mvpdrop //Type, Mob Type, Level Diffirence, Rate 1, 0x0, 10, 100
And can we add some custom stuffs..like mob type(just an example)..please suggest if you want other customs/features to be included..
Thanks..
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hmm..
Jezu is right...
@Zelek
mangyari eh mag palit ka nalang ng bagong client version..
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anu po ba ang mali..??
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una naka on ba sql server mo o meron kang sql server?
pangala tama ba ang nilagay mong database authentication?
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nope we don't have..but you can add it by your own..
@script.c
BUILDIN_FUNC(issitting) { TBL_PC* sd; sd = script_rid2sd(st); if( sd == NULL ) return 0;// no player attached, report source if( pc_issit(sd) ) script_pushint(st, 1); else script_pushint(st, 0); return 0; }
BUILDIN_DEF(issitting,""),
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@scriptor
+1
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I wish this was real..
free foods from KamiShi....nomnomnom...
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there are many ways to have an instant cast..
Option 1 set your server to pre-casting by commenting this line @ renewal.h
/// 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
then set your desire value for this config
// At what dex does the cast time become zero (instacast)? castrate_dex_scale: 150
Option 2 if you want to use renewal casting but there is a chance to have an instant cast
then edit this in your config to your desire value
// How much (dex*2+int) does variable cast turns zero? vcast_stat_scale: 530
and edit your skill_cast_db by setting -1 to all skills you want to have an instant cast when it reaches the value you set..
// Structure of Database:
// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cool Down,Fixed Casting Time
example:
//-- MG_STONECURSE 16,1000,0,0,5000,20000,0,-1 -
make sure you save your changes as ANSI and you properly added the diffs...then re compile..
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if your using renewal...aspd bonus of Doppel is highly dependent to your agi..so higher agi the higher aspd bonus it gives..
for berzebub change 'bonus bCastrate' to 'bonus bVariableCastrate'..
but if you don't want it simply disable renewal in renewal.h then recompile
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you can't do it in source..its attach in the client's resource file...
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tmp_item.card[1]=((sc*5)<<8)+ele;
this value holds the star crumb flag and the element..and it was bit shifted to hold multiply value..
btw this is the part where it was disassemble
if(sd->status.inventory[index].card[0]==CARD0_FORGE) { // Forged weapon wd->star += (sd->status.inventory[index].card[1]>>8); if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH)) wd->star += 10; if (!wa->ele) //Do not overwrite element from previous bonuses. wa->ele = (sd->status.inventory[index].card[1]&0x0f); }
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this one checks what stone is used so it can determined its element..
@skill.c
for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these! int j; if( slot[i]<=0 ) continue; j = pc_search_inventory(sd,slot[i]); if(j < 0) continue; if(slot[i]==1000){ /* Star Crumb */ pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); sc++; } if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */ static const int ele_table[4]={3,1,4,2}; pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); ele=ele_table[slot[i]-994]; } }
so the output are the ele(element of the forged item) & sc(damage bonus from star crumb) variable..
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@skill_cast_db.txt
// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cool Down,Fixed Casting Timeexample
//-- SM_PROVOKE
6,0,0,0,30000,0,1000,0
change to
//-- SM_PROVOKE
6,0,0,0,30000,0,0,0
Scroll of SProtect ported to Ragnarok (from Flyff)
in Source Releases
Posted
@rage
did you recompile?