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Everything posted by Haruka Mayumi
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Breaking emperium warps to specific area
Haruka Mayumi replied to anjasoleil1's question in Scripting Support
https://github.com/rathena/rathena/blob/35702c62c2c0c444a2eaa24df3f6d2cb3364ffae/npc/guild/agit_main.txt#L125 addrid an IF condition then use warp. -
Client map is not working properly
Haruka Mayumi replied to Poring King's question in Client-side Support
Do you have any source modifications that might cause this?.. -
you probably turn this off from conf/battle/player.conf // Revive dead player while warping? (Note 1) revive_onwarp: yes
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data>luafiles514>transparentitem>transparentItem.lub add another line before { 0, 0, 0, 0} { YOURGARMENTID, 255, 255, 25500 }, EDIT: just a note, make sure that you followed the guide for custom garments because it's very different for headgears.
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case 3: // THE HIGH PRIESTESS - all buffs removed { if(!status_isimmune(target)) status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT); break; } skill.cpp#L4583
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if( rnd() % 100 > skill_lv * 8 || status_isimmune(bl) || skill.cpp#L9224
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hmm. i'm not really sure if i understand what you want.. but this is what was on my mind.. and this is the effect of the script https://streamable.com/yrb1be
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501,Red_Potion,Red Potion,0,50,,40,,,,,0xFFFFFFFF,7,2,,,,,,{ specialeffect2 EF_HEAL3; sc_start2 SC_L_LIFEPOTION,3600000,-3,10; },{},{}
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specialeffect2 EF_HEAL3; sc_start2 SC_L_LIFEPOTION,3600000,-3,10;
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How to add the timestamp in the main chat?
Haruka Mayumi replied to cpawjou's question in Source Requests
i'm not sure if this is what you are looking for.. maybe more info? conf/battle/client.conf // Minimum delay between whisper/global/party/guild messages (in ms) // Messages that break this threshold are silently omitted. min_chat_delay: 0 -
Can't cosume getBattleFlag("woe_reserved_char_id"); items in WoE
Haruka Mayumi replied to iraciz's question in Scripting Support
you probably forgot to add mapflag woe_consume -
prontera,155,181,5 script Yumi 94,{ .@aid = getpartyleader(getcharid(1),1); .@cid = getpartyleader(getcharid(1),2); if(!isloggedin(.@aid,.@cid)){ message strcharinfo(0),"Party Leader is Offline"; end; } getmapxy(.@map$,.@x,.@y,BL_PC,.@aid); warp .@map$,.@x,.@y; end; }
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@jourdan first check the date the oldest date on your emulator.. then go to https://github.com/rathena/rathena. click on commits.. then go to oldest date of your emulator
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you must install secret's web service for 2020 newer clients for now. https://github.com/secretdataz/athena-web-service
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@jourdan for god's sake. you have been warned not to make duplicate posts. and you just keep on doing it.. also what you were asking is not mapreg ing phpmyadmin. it was mapreg of src.. for the file mapreg.h, we cannot give you that bbeause there's a lot of version of that. the only way you can fix this is to take the mapreg.h from the source where you took your emulator..
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// When to re-display the guild notice // Upon teleporting (regardless of changing maps): 2 (official) // Upon changing maps: 1 // Do not re-display: 0 (disabled) guild_notice_changemap: 0 https://github.com/rathena/rathena/blob/master/conf/battle/guild.conf#L56
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Read rules before posting. you just violated 3 rules in 1 post.. - Uninformative Topic Title - Posting Topic in CAPSLOCK - Incorrect Forum for the Topic Regarding your topic. The server might be using prevention of editing the sprite(gepard additional functuality)..
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Paano enable flywing pero skill off?
Haruka Mayumi replied to Sergardo's topic in Tulong para sa Script at Database
flywing script. replace FARM_MAP with your gold room map.. 601,Wing_Of_Fly,Fly Wing,11,60,,50,,,,,0xFFFFFFFF,63,2,,,,,,{ if(strcharinfo(3) == "FARM_MAP") warp strcharinfo(3),0,0; else itemskill "AL_TELEPORT",1; },{},{} -
nope. it's a personal private source i created.
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you used sd without checking if there's session data. also using sd on the loop is a no.. you should use the tsd. here's a last insight. struct s_dmglog { int id; //char id unsigned int dmg; unsigned int flag : 2; //0: Normal. 1: Homunc exp. 2: Pet exp } dmglog[DAMAGELOG_SIZE];
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for(i = 0, count = 0, mvp_damage = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) { struct map_session_data* tsd = NULL; if (md->dmglog[i].flag == MDLF_SELF) { //Self damage counts as exp tap count++; continue; } tsd = map_charid2sd(md->dmglog[i].id); if (tsd == NULL) continue; // skip empty entries if (tsd->bl.m != m) continue; // skip players not on this map count++; //Only logged into same map chars are counted for the total. if (pc_isdead(tsd)) continue; // skip dead players if (md->dmglog[i].flag == MDLF_HOMUN && !hom_is_active(tsd->hd)) continue; // skip homunc's share if inactive if (md->dmglog[i].flag == MDLF_PET && (!tsd->status.pet_id || !tsd->pd)) continue; // skip pet's share if inactive if(md->dmglog[i].dmg > mvp_damage) { third_sd = second_sd; second_sd = mvp_sd; mvp_sd = tsd; mvp_damage = md->dmglog[i].dmg; } tmpsd[i] = tsd; // record as valid damage-log entry switch( md->dmglog[i].flag ) { case MDLF_NORMAL: dmgbltypes|= BL_PC; break; case MDLF_HOMUN: dmgbltypes|= BL_HOM; break; case MDLF_PET: dmgbltypes|= BL_PET; break; } } i'll give you a little insight on where you will edit ? it's somewhere here.
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There's a good way to log players damage to monsters. but there's also another way for logging the players damage vs players. i just really don't know which one you are aiming. if logs between pvm or pvp. if you are focusin on pvm. you can just simply get the md->dmglog however if you want to take pvp damage logs you can do things on sd->dmglog
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i dunno what you are trying to achieve. because the damage logs have their own respective code like the mob_data->dmglog
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Using @summon with a % after killing each mob.
Haruka Mayumi replied to JulianD's question in Scripting Support
it's already in your script.. `killedrid` - script TFRSummoner -1,{ OnInit: setarray .Monster[1],1002,1115; setarray .Chance[1],30,5; end; OnNPCKillEvent: .@id = inarray(.Monster,killedrid); if(!.@id) end; if( rand(1,100) <= .Chance[.@id]) atcommand "@summon "+killedrid+" 60"; end; } i'll explain it because i see that you want to learn.. at OnInit i put all the Monsters ID on an array called .Monster and after that. i put the percent chance they would be summon at an array called .Chance at OnNPCKillEvent, i checked if the monster they killed is is on the .Monster array and pass it on a variable call .@id.. if the monster id is not found.. it will end there doing nothing.. however if the monster is on the array . we will create a random number from 1 to 100 that signifies percentage and then finally match it with a logical operator to check if the random is within the chance.. If the check is true. than it will summon