keoma

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About keoma

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  1. keoma

    Hunter trap problem

    Support please
  2. keoma

    Hunter trap problem

    https://youtu.be/-2lIbS2N1VM The character goes through all traps and gets stuck only in the shell that was clicked. When stepping on traps stop immediately ? https://imgur.com/a/k3qQEBC // Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3) // Default on official servers: 1 (for players) gvg_traps_target_all: 0 // Traps visibility setting (trap with UF_HIDDEN_TRAP flag): // 0 = Always visible // 1 = Enable invisibility in versus maps (GVG/PVP/BG) // 2 = Enable invisibility in all maps traps_setting: 0 // Remove trap type // 0 = Aegis system : Returns 1 'Trap' item // 1 = Athena system : Returns all items used to deploy the trap skill_removetrap_type: 0 // Skill Trap Type // On official servers if a unit is completely immune to knockback, it will still walk to the last target tile before // stopping when inflicted by a stopping status effect (including traps like Ankle Snare and Spiderweb). All traps on // the way will be activated. // This does NOT include being immune to knock back from equip. This bonus only helps against knockback skills. // 0: (official) [b]// 1: Stop effects in GvG/WoE make units stop immediately.[/b] // 2: Stop effects make monsters immune to knockback / bosses stop immediately. // 3: 1+2 skill_trap_type: 1 // Can damage skill units like icewall and traps (Note 3) // On official servers, players can damage icewalls and some traps with skills. When monsters use skills, damage // will show on the icewalls and traps, but it is not actually substracted from the durability. // The official setting makes it quite easy to trap MVPs, set this to 31 if you want all units to be able to // damage skills (previous behavior). can_damage_skill: 1 // Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3) // Default on official servers: 1 (for players) gvg_traps_target_all: 0 // Should traps (hunter traps + quagmire) change their target to "all" inside gvg/pvp grounds? (Note 3) // Default on official servers: 1 (for players) gvg_traps_target_all: 0
  3. keoma

    Hexed 20151104

    UP?
  4. keoma

    Hexed 20151104

    Hexed 2015 has a problem, when you type the code "<ITEM000021oW% f'oW% f'oW'oW'oWITEM>" all clients that are close to the crash cause error. I would like to know how do I block these codes? I'm Brazilian and I tried to use google translator so I do not know if you can understand what I wrote
  5. keoma

    Mdef / Luk

    Consegui adicionar o congelamento com 99 de mdef . ele esta congelando 0,3 Segundo só que esta com muita resistência demora pra congelar porém não estou conseguindo editar o tempo de congelamento e essa resistência case SC_FREEZE: sc_def = status->mdef*100; sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10; tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk if(status->mdef == 99) sc_def = status->mdef*100-1; break;
  6. keoma

    Mdef / Luk

    Boa Noite . Estou usando rAthena a alguns dias . por sinal ótimo emulador porem estou com uma unica dificuldade em questão da mdef / luk . quando personagem atinge 99 de MDEF . ele fica imune a congelamento . e eu preciso que ele congele por 1 segundo . 99 Mdef = Congelamento de 1 segundo 95 mdef = congelamento de 2 segundos por ai vai ... e a outra questão é a luk . gostaria que a luk influenciasse um pouco no congelamento . exemplo meu serve é status 250 . se eu usar 150 de Luk ela ajude eu descongelar um pouco mais rápido "não quero fique totalmente imune a congelamento" . Alguém pode me dar uma luz ? Creio que seja essa parte a ser alterada mas não estou conseguindo . src/map/status.c case SC_FREEZE: sc_def = status->mdef*100; sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10; tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk break; Desde já agradeço !