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Ind

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Everything posted by Ind

  1. File Name: @Warp / @Go Damage Delay File Submitter: Ind File Submitted: 16 Apr 2012 File Category: Source Modifications Made this modification based on a user request http://rathena.org/board/topic/61753-warp-delay/ This modification allows you to setup a delay in milliseconds between last received / issued player damage and a use of @warp/@go. By default it ships with a 5 second (5000 milliseconds) delay, and it won't work on GMs Customizing: - Changing @go delay You'll find this in atcommand.c if( !pc_get_group_level(sd) && DIFF_TICK(gettick(),sd->canlog_tick) < 5000 ) { clif_displaymessage(fd,"@go cannot be issued since you were into battle recently"); return -1; } Change the 5000ms (5s) to your desired value. - Changing @warp delay You'll find this in atcommand.c if( !pc_get_group_level(sd) && DIFF_TICK(gettick(),sd->canlog_tick) < 5000 ) { clif_displaymessage(fd,"@warp cannot be issued since you were into battle recently"); return -1; } Change the 5000ms (5s) to your desired value. - Make it not count if player was damaged by monster You'll find this in pc.c sd->canlog_tick = gettick(); if( src->type == BL_PC ) ((TBL_PC*)src)->canlog_tick = gettick(); Change to if( src->type == BL_PC ) { ((TBL_PC*)src)->canlog_tick = gettick(); sd->canlog_tick = gettick(); } so that the delay will only count when damaged vs a player / when a player damages each other. Click here to download this file
  2. in conf/battle/gm.conf you'll find "atcommand_max_stat_bypass" change that to yes.
  3. I don't get why this remained with 0 posts so far. it's totally worth imo
  4. well thats not quite uhm a fix to the behavior imo. anyone see anything better than having the flag saved again? (i probably wouldn't have it in the skill table since 99% of skills don't have flags, perhaps a additional table for it)
  5. no. that thing looks horrible and its bad performance-wise for the server (it has to parse all irc crap). this one makes them appear as a actual user not as saying something from other user, and the server only handles the messages
  6. HOLA AMIGOS! I'm here to introduce, and open for discussion, rAthena's Inter Server Chat Network (RISCN/ISCN). What is it does Example #0 Server Epoque has a public cchannel at irc.rathena.org, #SEpoque GM Epoque is not at home, but he is carrying his smartphone which has a irc client. GM Epoque is able to talk with his in-game players from #SEpoque channel. Example #1 Guild Epoque has a password-protected channel at irc.rathena.org, #Gepoque Guild Epoque member CK is currently playing at vsfRO Guild Epoque member Maki is currently playing at IndRO CK and Maki are able to talk between themselves and other members of Guild Epoque through #Gepoque even though they are online in different servers. Example #2 CKRO Server owner doesn't want to have his server chat accessible from outside the game. CKRO Disables the public area of the channel and grants his server a closed version of the chat network for his players to use. How does it work To begin with, rathena-wise, It replaces @main functionality (reducing @main overhead by about 50% -- less code). Players are given a "mini irc client" They can join/create channels/whatever all the irc stuff. The connections, messages and settings are all handled by rathena's new, custom-tailored-by-me, irc server. IRC Server Why creating a new server from scratch: I didn't like ours. It's messy, lots of redundancy and horribly hard to customize. It's mostly done, about to ~ 2k lines of code only. Y U WASTING TIME ON THAT. RENEWAL STUFF NAW tbh I was pretty tired so if I werent to do this I'd be doing something else e.g. playing hon. I'd rather do something for rathena. Discussion Loathe or Love the idea, share your opinions, thoughts and cookies.
  7. then please do join :] everyone is welcome to participate.
  8. 3rd class aura is not controlled by the server. it is client-side.
  9. Se cambió. Para desactivar, es necesario comentar que la salida de línea (añadir / / antes de la #define). <sorry my spanish is horrible o_ó>
  10. there is a buystore listing in clientside too. i don't recall the filename though.
  11. bugreport:5018 The server doesn't save the skill flag anymore. I remember some years ago the skill table would save the skill flag, it doesn't anymore though. and without it I don't have much clue on how to find out if a skill was given permanently through script or not (behavior currently broken) any ideas?
  12. if you're using a svn as new as yesterday's one you will have to comment out the #define RE_DROP_MOD line, as of yesterday changing the value to 0 no longer disables the feature (we're working on updating the documentation)
  13. Make sure src/map/config/renewal.h RE_DROP_MOD is disabled.
  14. he forgot to mention hes paying 80$ for that. silly maki.
  15. i'm tempted to ask you why is there a cupcake
  16. that setting doubles all spawns except these whose spawn quantity is 1 -- there is no mini boss or mvp checking, it simply assumes mini boss and mvps are only spawned at quantity 1. it doubled the guild dungeon ones because it spawns more than 1 of them. you have to edit the files
  17. KITTENS. the board header is making them headless until i scroll down :<

    1. DevilEvil

      DevilEvil

      Yeah, I put a new kitten :P.

  18. I use that client (2011-11-16a) with packet_ver default, I don't have that error
  19. interesting. I like how it looks RO-ish. I'd like to remember however that you are not required to run your design over the control panel. you can simply create a html with your theme in any shape or form you design it to look like, since the new ceres panel was completely rewritten I do not require you to have your design adapt to it -- I will have the control panel fit the winning design.
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