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Cydh

Developer
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Everything posted by Cydh

  1. Cydh

    Wiki mainpage

    Can place link for Customization category link to rAthena Wiki Main Page? http://rathena.org/wiki/Category:Customization Am I the only one that need to use "search" to find customization stuff? Because, I didn't find any link that provide on main page that directed to those customizations
  2. Cydh

    If only

    I opened up an "Ask me anything" a year ago on a certain other forum, and I am surprised with the questions asked x) Feel free to visit..!, I may not be able to give the correct answer, but I can at least provide you with answers from my perspective and experience, or whatever I have accumulated so far. You can rest assured that the answer came from the bottom of my heart, something that I truly believe in, Unbiased of any kind! Some examples : http://www.hiveworkshop.com/forums/introductions-360/hello-i-am-geki-ama-238538/ (I don't know if linking to other forum is allowed, but its off-topic, so oh well ) Lol i have an account there years before.. cuz i use to make map for warcraft there.. lol bring back memory.. and thank for the kind reply Glad to see a fellow hive member here~ I wish editing rAthena was as easy as WE. I still do create maps for wc3. visit my project someday at my signature there. Whats your account name? i send you a pm~ i just wanted to make this quote bigger lol @topic interesting thinks o: Bigger and longger~ since it's the off topic this shouldn't be matter right o: ? by the way, how did you end then? Yeh... off topic dont have rule? End what? Into rAthena! Already make it look like a pyramid... Ok this is scarry.. reptillians lol @TS, I think you're a mind reader, you've started an OT post and it hit me also! Now you've hit me again! I've just thought about this stuff before I released most of my scripts, thinking: "if i'm gonna stop getting involved with private servers, what am I gonna do with the stuff I made?" and then that's why I had a sudden release of scripts, and I am planning to make more, so my works would not be wasted even though they are not that big.. I guess you're a mind reader! Lol.. Im not.. But me my self really like to share.. even know all i ever make was a dumb script with a dumb function.. useless script, its only for people with my taste... But i still love to share if i have any to share.. and i ddnt know you release some of your script before.. lol I just released it this week, lmao. Mind if I ask what you're talking about!? its take month for me to notice this reply.. lol.. im talking about some script function that seem to be useless for some people but usefull for me and any guy who play the way i did... for fun.. so yeh.. i relese dumb script sometime.. or give a random people a dumb scipt.. ? we like to spam is it hurt to share? it's hurt to share (knowledge) that we don't know how to explain it. Because some knowledge just like magic, you can feel it, you can receive it, but you don't understand how. and yeah, because sharing knowledge isn't same like sharing exact stuff, that's why, if community wants a place for knowledge sharing, some people must has knowledge about KMS, Knowlegde Management System. I wrote this because I just want to make a pyramid.
  3. Cydh

    Just for fun!

    yo, I voted Cydh, because Cydh always help me. only if the vote is multiple choices, I will choose "almost" all of them, because as I remember from that list, I didn't ask/get help from some there.
  4. I love High Rate server, because patience isn't a close friend.
  5. ask asurahosting about this question. xD
  6. I have a little poem for you, if u change "MAX things" that related with mmo_charstatus, maybe u will get an error when mmo_charstatus size is more than 2 bytes if u change max guardian, u must alter the castle db, to add more guardian fields if u change max zeny, the max is MAX_INT if u change other "MAX things" make sure you got much RAM and better CPU
  7. try use IDE or find them yourself on rA's doxygen then share the result for us. most of "max thing" are on mmo.h, skill.h, itemdb.h, pc.h, status.h, and some header files.
  8. 1. skill id to 3040 2. change the skill db to 3040,0,0,0,0,0,0,1,0,no,0,0x1,0,none,0,0x0,ALL_FISHING,Fishing 3. on script, use flag 4, it will ignore skill tree. skill "ALL_FISHING",1,4;
  9. Just to be clear, if you use Stone Curse VISUAL effect, you won't be immobile right? Since you're only taking the visual effects. Actually, I want just like that, "just give the visual effect", but like or not, by adding the OPT1, player marked as 'pc_cant_act'. Seems need to make flag that really can decide which status that make immobilze, cannot cast, cannot attacking, and something. Then we can use OPTs only as visual effect, by asking clif_changeoption(). (you can try by using @send 0x229 L<account_id> 1) add sc->cant.* in same line beside pc_cant_act() and pc_cant_act2().
  10. yo lighta, that my snippets aren't updated yet. I changed the naming for SCO to SCF (status change flag). and, everything that in my fork (sc_config branch) are updated now. I'll update my code snippets. For SC type, which before rA using 'debuff_on_logout' to decide which buff type that will be removed when player logs out. Now, if 'debuff_on_logout' = 0, remove only SC that has SC_NO_SAVE, when 'debuff_on_logout' is 1, it will remove SC with SC_NO_SAVE and as negative negative buff (SC with type 1), so by default, SC is type 0, as positive buff which will be removed when player logs out when 'debuff_on_logout' is 2. Also, before, there are some SC that typed as "Debuff" or "Buff" that removed by status_change_clear_buffs(). Maybe if rA wants, can make branch sc_config so I can do PR for that branch instead of the master branch.
  11. u need to edit src for that "alternative" requirements. let say u make new file, skill_require2.txt structure same like rhe skill_require_db.txt. when that is being read, it adds/makes new array in skill_db struct, like for skill_db[].require2[] then, in skill_get_requirement funtion in skill.c, u need to look up what alternative requirements, also in skill_consume_requirement
  12. there, need someone to use it. my fork, sc_config branch https://github.com/cydh/rathena/tree/sc_config pull req, Pull: 71, Pull: 71.patch
  13. Just a reminder, maybe sir @Akkarin can do something about it? If I push something on my fork while I have active PR, it adds new line. As you can see, many "Misc" there.
  14. these type of item won't be broke src/map/skill.c#L2241 if (where&EQP_WEAPON) { switch (sd->status.weapon) { case W_FIST: //Bare fists should not break case W_1HAXE: case W_2HAXE: case W_MACE: // Axes and Maces can't be broken [DracoRPG] case W_2HMACE: case W_STAFF: case W_2HSTAFF: case W_BOOK: //Rods and Books can't be broken [Skotlex] case W_HUUMA: where &= ~EQP_WEAPON; } }
  15. Idea: Unlimited Bottle Grenade and Fire Bottle Settings?, first release Now, Download: current bNoRequireItem-rA-2018017-ae89b3a7.diff for rAthena Git Hash: ae89b3a7 bNoRequireItem-rA.diff
  16. if more than 1000, change that code at 1000+3 to <your desired level>+3
  17. That's already crossed on my mind, then I dropped it because I just got other idea to make some new labels, like OnSCStarted and OnSCEnded, then maybe can make new script command to check sc_isactive(<SC>), that maybe can be used on OnPCCalcEvent. Then I think maybe later, at least finish the main issue first.
  18. I and @Lighta was talking about to move hardoceds SC's config to db files, lighta started it and made prototype the status_db file (Oct 16th, 2013). He knows I like db, then he asked me to continue it. Then, in any reason, I stopped it. Now, I'm starting it back, and still testing also checking the configs for SC since many SC changes (@Aleos did it!) The config files are: sc_config_db.txt, contains the SC, its SI, SCS, SCB, Opt1, Opt2, Opt3, Option, some flags, and buff type. the doc of sc_config_db.txt sc_endsc_db.txt, "if the SC is active, the other SC will be ended" sc_failingsc_db, "if the SC attempts to start, but there are SC that causing failed, it will be failed" sc_script_db.txt, additional script that will be executed when status is active skill_sc_assoc_db, SC-Skill relation Try it! Here in sc_config branch on rAthena repo (added in May 27th, 2014) I hope at least, I get 1 tester. Or, you can test on my test server, use this clientinfo.xml, (2013-08-07a Ragexe client)
  19. same answer from your other post How can i set CentOS to support over 1024 concurrent connection?
  20. These bonuses are using 'default' duration from skill that associated with the Status effect (SC/Status Change) bonus2 bAddEff,eff,n; Adds a n/100% chance to cause status eff on the target when attacking bonus2 bAddEff2,eff,n; Adds a n/100% chance to cause status eff on self when attacking bonus2 bAddEffWhenHit,eff,n; Adds a n/100% chance to cause status eff on the enemy when being hit by physical damage bonus3 bAddEff,eff,n,y; Adds a n/100% chance to cause status eff on the target when attacking bonus3 bAddEffWhenHit,eff,n,y; Adds a n/100% chance to cause status eff on the enemy when being hit by physical damage y is the trigger criteria: ATF_SELF = trigger effect on self ATF_TARGET = trigger effect on target (default) ATF_SHORT = trigger on melee attacks ATF_LONG = trigger on ranged attacks (default: trigger on all attacks) bonus3 bAddEffOnSkill,sk,eff,n; Adds a n/100% chance to cause status eff on enemy when using skill sk bonus4 bAddEffOnSkill,sk,eff,n,y; Adds a n/100% chance to cause status eff when using skill sk y is the trigger criteria: ATF_SELF = trigger effect on self ATF_TARGET = trigger effect on target User can't makes custom bonus with defined duration each item. Example, item that causes Stun (Eff_Stun/SC_STUN) always has duration 5000 ms from NPC_STUNATTACK skill. That skill is associated skill for SC_STUN, src/map/status.c#L212, db/re/skill_cast_db.txt#L300 If user want to change the duration, that means user has to change the duration value of that skill from that db file which will changes all durations that are used by that skill. I think, those bonuses should have 1 more param as 't' (tick, in ms). If the tick is 0, it will uses the default duration. bonus2 -> bonus3 bonus3 -> bonus4 bonus4 -> bonus5 Anyone agree to change this on rA or just need me make a diff (and post it on source release) section? NB: I don't get it why the default time is using duration from level 7. src/map/skill.c#L856
  21. u need to shut it down when u recompile it
  22. if u edited your files following the .patch file from it, there is patch on itemdb.c, 1. static bool itemdb_read_vending(char* fields[], int columns, int current){ ... } 2. sv_readdb(db_path, "item_vending.txt", ',', 1, 1, ARRAYLENGTH(item_vend), &itemdb_read_vending); // Extended Vending system [Lilith] if u're in new rev, use this sv_readdb(dbsubpath1, "item_vending.txt", ',', 1, 1, ARRAYLENGTH(item_vend), &itemdb_read_vending, i); // Extended Vending system [Lilith] 3. memset(item_vend,0,sizeof(item_vend)); // Extended Vending system [Lilith]
  23. I just answered your email
  24. yum install patch that wiki said -p0, if ur .diff file has a/ and b/ before the file name --- map/clif.c, use -p1
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