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Sting0r

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Poring

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  1. Hey guys, does anyone can explain why the packets have to be changed when casting spells while disguised? For example in clif_skill_poseffect void clif_skill_poseffect( block_list& bl, uint16 skill_id, uint16 skill_lv, uint16 x, uint16 y, t_tick tick ){ PACKET_ZC_NOTIFY_GROUNDSKILL packet{}; packet.PacketType = HEADER_ZC_NOTIFY_GROUNDSKILL; packet.SKID = skill_id; packet.AID = bl.id; packet.level = skill_lv; packet.xPos = x; packet.yPos = y; packet.startTime = client_tick( tick ); if (disguised(&bl)) { clif_send( &packet, sizeof( packet ), &bl, AREA_WOS ); packet.AID = disguised_bl_id( bl.id ); clif_send( &packet, sizeof( packet ), &bl, SELF ); } else { clif_send( &packet, sizeof( packet ), &bl, AREA ); } } why the packet.AID is changed to basically -bl.id ? for the disguised player, how does that effect the client? and why when i tried to just yet the code, i changed nothing ? (just keeping clif_send( &packet, sizeof( packet ), &bl, AREA );)
  2. thx for sharing but using rand( getarraysize() -1 ) make the last option impossible (maxsp armor / wind armor / matk accessory)
  3. Hi, i'm trying to have a var initialised right at the instance creation, so all instance script can relate on it, event before OnInstanceInit: and i don't want to use a global var like $var i tryed strdb_iput( entry->regs.vars, "somevar", 10 ); just after entry->regs.vars = i64db_alloc(DB_OPT_RELEASE_DATA); in instance_create() function, but when i put a simple "announce "somevar: " + 'somevar,bc_all; it just output 0 instead of 10, so i guess it's not that simple ? i got it with i64db_i64put( entry->regs.vars, reference_uid(add_str("'somevar"), 0), 10);
  4. That's a nice workaround, that does it. Hopefully it's the only one item in this case x) ! thx a lot (hope it get real fix someday, keep up the good work!)
  5. i saw the commit earlier but i didn't thought it would fix it, i'll try that edit: i just tested and as i suspected, It doesn't fix it, still 45 hits instead of 12 hits you should try it youself (it's 999 int magic damages)
  6. Sting0r

    GS_DISARM

    Hi! Done that recently on my server. skill.cpp case GS_DISARM: skill_strip_equip(src, bl, skill_id, skill_lv); clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break; To case GS_DISARM: if( skill_strip_equip(src, bl, skill_id, skill_lv) ) clif_skill_nodamage(src,bl,skill_id,skill_lv,1); break;
  7. The weapons won't work like they're suppose to with autospell instead on autospellonskill. One way could be to only enable autospellonskill with right hand... but a lefty sinx would be sad
  8. No. I am pretty sure that the only way to deal with this, is to improve bAutospellOnSkill, wich should be able to tell if the spell come from a player or another script than his. I hope a dev take a look at this topic, i am confident that they will love it.
  9. are you... high ? it's not about the laggy thing, it's about the fact that it's probably not intended that the sword in left/right hand is trigger by the sword in right/left hand, leading to 2x fire bolt lvl 3, then 4 x thunder then 8 x earth
  10. Hi! I have a question about the script behavior of Elemental Sword - http://db.irowiki.org/db/item-info/13414/ when you equip 2 of this sword, the bolts trigger autocast of both weapons launching a big spamming of bolts, wich is pretty laggy for players and i am wondering if on official servers it act like that. With one sword you get 12 hit bolts of magic damage and with two sword .... 45 hit of bolt To clarify i hope : https://drive.google.com/file/d/1tbsaibJ0nnqW9wU_JbktU29dAAly2SbT/view?usp=sharing
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