Haruka Mayumi

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Haruka Mayumi last won the day on January 2

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About Haruka Mayumi

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    Santa Poring

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    akiyamamio16

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  1. @Blaze012 Pretty sure it's "atoi" not "atio" just edit that.
  2. The patch still using Session Data instead of Unit Data. it's not updated.
  3. Line 23: nyd_dun02,100,201,3 script Yggdrasil Gatekeeper 111,8,8,{ + if (ins_nyd < 131) set ins_nyd,131;
  4. Bump for this post. same issue. anyone know?
  5. Make sure the item is sellable in NPC.. Check it at item_trade.txt
  6. if( map_getmapflag(sd->bl.m, MF_NOVENDING) ) if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) to if( !map_getmapflag(sd->bl.m, MF_NOVENDING) ) if( !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) Line 754 Skill.cpp.. just a reverse. Any map that has NOVENDING mapflag will allow players to vend there. lol
  7. 1. It will become Fire. However if you use Neutral Arrow. it will be based on your Weapon Element. 2. The element endowed will be use. 3. Skills hit 100+ perfect dodge.. you wont be able to hit it using normal attack.. Element Priority is... Endow > Arrow Element > Weapon Element.
  8. [email protected]$ = getmapinfo( strnpcinfo(3) ); <--- missing 1 brace
  9. // When affected with the "Hallucination" status effect, send the effect to client? (Note 1) // NOTE: Set to 'no' if the client lags due to the "Wavy" screen effect. display_hallucination: yes Under conf/client.conf
  10. ACMD_FUNC(afk) { nullpo_retr(-1, sd); if( map_getmapflag(sd->bl.m, MF_AUTOTRADE) != battle_config.autotrade_mapflag ) { clif_displaymessage(fd, msg_txt(sd,1179)); // Autotrade is not allowed on this map. return -1; } if( pc_isdead(sd) ) { clif_displaymessage(fd, msg_txt(sd,1180)); // You cannot autotrade when dead. return -1; } sd->state.autotrade = 1; if( battle_config.at_timeout ) { int timeout = atoi(message); status_change_start(NULL,&sd->bl, SC_AUTOTRADE, 10000, 0, 0, 0, 0, ((timeout > 0) ? min(timeout,battle_config.at_timeout) : battle_config.at_timeout) * 60000, 0); } clif_changelook(&sd->bl,LOOK_HEAD_TOP,471); channel_pcquit(sd,0xF); //leave all chan clif_authfail_fd(sd->fd, 15); return 0; } ACMD_DEF(afk)
  11. bonus3 bAddEffOnSkill,RG_BACKSTAP,Eff_Stun,10000;
  12. Your item bonus script is too long. Your bonus script consist of 2280 characters. i even minimized it and used switch. still have 2104 characters. The longest bonus script i've seen so far on db is 669 characters which is krieger staff.. The solution i know so far is create a function for it and use callfunc on your item. Also your script should have "{ }" for every if/else if since its not a 1 liner.. Here's my solution Create a function script first. Load it then reloaditemdb. function script itembonus { switch(BaseJob){ case Job_Rogue: bonus2 bSkillAtk,"RG_RAID",25;bonus2 bSkillAtk,"RG_BACKSTAP",25;bonus5 bAutoSpell,"NPC_WIDESTONE",1,70,BF_WEAPON,0;break; case Job_Knight: bonus bAspdRate,10; bonus bCritical,15; bonus2 bSkillAtk,"KN_PIERCE",30; bonus2 bSkillAtk,"KN_BRANDISHSPEAR",30; bonus2 bSkillAtk,"KN_SPEARSTAB",30; bonus2 bSkillAtk,"KN_SPEARBOOMERANG",30;break; case Job_Crusader: bonus2 bSkillAtk,"CR_GRANDCROSS",30; bonus2 bSkillAtk,"CR_SHIELDBOOMERANG",10; bonus2 bSubClass,Class_Boss,25; bonus2 bSubSize,Size_Large,25;break; case Job_Monk: bonus3 bAutoSpell,"MO_CALLSPIRITS",1,20; bonus bHit,30; bonus bAspdRate,5; bonus2 bSkillAtk,"MO_COMBOFINISH",40; bonus2 bSkillCooldown,"MO_EXTREMITYFIST",20000;break; case Job_Priest: bonus bMaxSPrate,25; bonus2 bSkillAtk,"PR_MAGNUS",30; bonus2 bVariableCastrate,"PR_MAGNUS",-30; bonus bMatkRate,20; skill "ALL_ODINS_POWER",1;break; case Job_Hunter: bonus bCritical,15; bonus2 bSkillAtk,"HT_BLITZBEAT",30; bonus3 bAutoSpell,"HT_BLITZBEAT",5,500; bonus bLongAtkRate,10;break; case Job_Bard: bonus bLongAtkRate,10; bonus2 bSkillAtk,"BA_MUSICALSTRIKE",300; bonus4 bAutoSpellOnSkill,"BA_MUSICALSTRIKE","BA_PANGVOICE",1,1000;break; case Job_Dancer: bonus bLongAtkRate,10; bonus2 bSkillAtk,"DC_THROWARROW",300; bonus4 bAutoSpellOnSkill,"DC_THROWARROW","DC_WINKCHARM",1,1000;break; case Job_Wizard: bonus2 bSkillAtk,"WZ_EARTHSPIKE",40; bonus2 bVariableCastrate,"WZ_EARTHSPIKE",-25; bonus4 bAutoSpellOnSkill,"WZ_HEAVENDRIVE","WZ_EARTHSPIKE",5,2500; bonus2 bSubEle,Ele_Neutral,15;break; case Job_Sage: bonus2 bSkillAtk,"MG_THUNDERSTORM",40; bonus2 bVariableCastrate,"MG_THUNDERSTORM",-10; bonus bLongAtkDef,15; bonus2 bSkillAtk,"MG_NAPALMBEAT",40;break; case Job_Blacksmith: bonus bSplashRange,1; bonus bBaseAtk,50; bonus2 bSubEle,Ele_Neutral,15; bonus2 bSubEle,Ele_Fire,15; bonus2 bSkillAtk,"MC_MAMMONITE",20;break; case Job_Alchemist: bonus2 bSkillAtk,"AM_ACIDTERROR",20; bonus2 bSkillAtk,"AM_DEMONSTRATION",20; bonus2 bAddMonsterDropItem,929,2500;break; case Job_Assassin: bonus bAspdRate,5; bonus bCritAtkRate,20; bonus2 bIgnoreDefClassRate,Class_Normal,25; bonus2 bSkillAtk,"AS_SPLASHER",25;break; } return; } then here's the item_db 20507,C_Poring_Bag,Costume Poring Bag,4,0,,0,,0,,0,0xFFFFFFFF,63,2,8192,,1,0,16,{ callfunc "itembonus",BaseJob; },{},{}
  13. It's really a bug. here's the fix. https://github.com/rathena/rathena/pull/3808/commits/77528505de948f1b6af19d2815e1eb766ec992cd