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emo182

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Posts posted by emo182

  1. using MD5 support is an option inside the diffing section if I'm not mistaken.

    Otherwise, mostly, when I use MD5, everything will be messy and can't work perfectly..

    *weh, Indonesia juga, beroh?! wakakakk

    i can't find that when i diff the client,

    do u have another solution ?

    iya indonesia,, hahaha

    di diff nya nama buat md5 apa sih ?

    ato barangkali di inject ke client atau semacamnya ?

  2. small question.

    how about:

    // Enable [1-2] or disable[0] player's Extra Bonuses?

    // 1 = enable for all players any bonuses from db/extra_bonuses.txt

    // 2 = enable only for players which have a specific variable "EXTRA_BONUS", type 1

    // 3 = enable only for players which have a specific variable "EXTRA_BONUS", type 2

    enable_extra_bonus: X( X can be 1,2,3)

    1,{ bonus bStr,20; }

    2,{ bonus bAgi,20; }

    switch(enable_extra_bonus)

    {

    case 1:

    work on all players;

    break;

    case 2:

    all bonuses work on all players which specific variable "EXTRA_BONUS" != 0;

    break;

    case 3:

    bonuses just work on players which specific variable "EXTRA_BONUS" = bonus's number;

    break;

    }

    end;

    Laugh ~~~ I want to use this mode , too. But I have not found the solution. My idea is the way that resemble "manner_system", 1 + 2 + 4 + 8 + 16.............,but i don't know to edit it

    i think that too,

    1+2+4+8 will be good,

    or maybe it can modified using array like EXTRA_BONUS[0,1,2,3....], so a character can have many effect.

  3. i think u are right,

    i want to use position guild as player tlitle but it seem will be hard.

    maybe do u have another solution to make player tlitle that can show to all player ingame ?

    i tried use @fakename but when i using that, guild name/icon are not show.

  4. ---about @reloadscript command.

    currently, when use @reloadscript command, it will reload all script npc and monster spawn.

    my suggestion is to separate reload monster spawn and add it into new command like @reloadmonsterspawn command

    and @reloadscript is no longer affected to monster spawn

    ---command for check character condition effect (maybe @charstatus)

    when use @charstatus command, it will dislpay character status like resistant and bonus effect.

    example my equipment is:

    knife[4] with 2x abysmal knight card, 2x skeleton card

    stone buckler [1] with alice card

    abysmal card effect : increase damage to boss monster 25%

    skeleton card effect : chance stun to enemies 2%

    stone buckler effect : take less damage from large monster 5%

    aliice card effect : recieve more damage from normal monster 40% and 40% less damage from boss monster.

    then @charstatus command will display

    damage to boss monster : +50%

    stun chance to enemies : +4%

    large monster resistance : +5%

    normal monster resistance : -40%

    boss monster resistance : +40%

    that's my suggestion.

    i hope it usefull :)

    heheh..

  5. Very easy, edit your atcommand.c, search for:

    sprintf(atcmd_output, "Please, enter a speed value (usage: @speed <%d-%d>).", MIN_WALK_SPEED, MAX_WALK_SPEED);

    Change into:

    sprintf(atcmd_output, "Current speed: %d.", sd->base_status.speed);

    Recompile your server, use '@speed', problem solved... /no1

    (Don't forget to press the rep_up.png button if it works :P)

    thanks...

    i will try it later...

    edit:

    @nanakiwurtz

    it's not working.

    if i change speed with command @speed (@speed 100) , value of sd->base_status.speed is changed to 100

    but if it's change from { bonus bspeedrate effect }, value of sd->base_status.speed is not changed.

    do u have another solution ?

  6. i have 2 items with same effect

    - a weapon, ex:knife,sword,etc { bonus bSpeedRate,50;}

    - a headgear, ex:ifrit mask,poring hat,etc { bonus bSpeedRate,50;}

    i tried both, but the effect is different.

    can someone explain that please ?

    and how to check movement speed variable ? (or variable name)

    sorry for my bad english >.<

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