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hakuren

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Posts posted by hakuren

  1. 3 hours ago, Balfear said:

    try to change smile order here: data\luafiles514\lua files\emotion\emotionlist.lub

    
    EMOTION_ORDERLIST = {
    	ET_SURPRISE,
    	ET_QUESTION,
    	ET_DELIGHT,
    	ET_THROB,
    	ET_BIGTHROB,
    	ET_SWEAT,
    	ET_AHA,
    	ET_FRET,
    	ET_ANGER,
    	ET_MONEY,
    	ET_THINK,
    	ET_ROCK,
    	ET_SCISSOR,
    	ET_WRAP,
    	ET_THANKS,
    	ET_KEK,
    	ET_SORRY,
    	ET_SMILE,
    	ET_PROFUSELY_SWEAT,
    	ET_SCRATCH,
    	ET_BEST,
    	ET_STARE_ABOUT,
    	ET_HUK,
    	ET_O,
    	ET_X,
    	ET_HELP,
    	ET_GO,
    	ET_CRY,
    	ET_KIK,
    	ET_CHUP,
    	ET_CHUPCHUP,
    	ET_HNG,
    	ET_OK,
    	ET_STARE,
    	ET_HUNGRY,
    	ET_COOL,
    	ET_MERONG,
    	ET_SHY,
    	ET_GOODBOY,
    	ET_SPTIME,
    	ET_SEXY,
    	ET_COMEON,
    	ET_SLEEPY,
    	ET_CONGRATULATION,
    	ET_HPTIME,
    	ET_SPARK,
    	ET_CONFUSE,
    	ET_OHNO,
    	ET_HUM,
    	ET_BLABLA,
    	ET_OTL,
    	ET_LUV,
    	ET_MOBILE,
    	ET_MAIL,
    	ET_ANTENNA1,
    	ET_ANTENNA2,
    	ET_ANTENNA3,
    	ET_HUM2,
    	ET_ABS,
    	ET_OOPS,
    	ET_SPIT,
    	ET_ENE,
    	ET_PANIC,
    	ET_WHISP
    }

     

    i already did that but still i cant find ./no1 to change /like

  2. 21 hours ago, Capuche said:

    Well there is no setting like Akkarin said, but this change in map.cpp should allow you to walk on cell where the npcs are hidden/disabled/invisible (untested)

    
    @@ -553,6 +553,11 @@ int map_count_oncell(int16 m, int16 x, int16 y, int type, int flag)
     	if (type&~BL_MOB)
     		for( bl = mapdata->block[bx+by*mapdata->bxs] ; bl != NULL ; bl = bl->next )
     			if(bl->x == x && bl->y == y && bl->type&type) {
    +				if (bl->type == BL_NPC) {
    +					struct npc_data *nd = (struct npc_data *)bl;
    +					if (nd && (nd->sc.option&(OPTION_INVISIBLE|OPTION_HIDE) || nd->class_ == JT_FAKENPC || nd->class_ == JT_HIDDEN_WARP_NPC))
    +						continue;
    +				}
     				if(flag&1) {
     					struct unit_data *ud = unit_bl2ud(bl);
     					if(!ud || ud->walktimer == INVALID_TIMER)

     

    thank you @Capuche it works!

    this can be help with my custom script thank you so much

    and thank you also @Akkarin ?

  3. hi rathena

    im having a problem with hidden npc or hidenpc when i try to walk to cell that my npc in it, it just move at the side of the cell please help me

    is it possible to make that npc hidden at the same time cell-walkable?

     

    hope someone help me and thank you in advance have a nice day

  4. Hi rAthena,

    Is there a way to ignore duplicates in 2 different array without removing it to the array

    Quote

     

    setarray .@main, 20,21,22,23,24,25; // Main Value

    setarray .@ignore, 21,25; // Ignoring Value

     

    it should return like 20, 22, 23, 24

     

    Please help me

    Thank you in advance

     

     

  5. you may try this

    Quote

    prontera,156,169,3    script    Sample    123,{
        .@id = getcharid(3);
        addrid 0;
        soundeffect "<effect filename>",<type>;
        if ( .@origin == .@id )
            close;
        else
            end;
    }

    this will send soundeffect to all the player of your server

    the secret is addrid command

    Quote

    *addrid(<type>{,<flag>{,<parameters>}});

    This command will attach other RIDs to the current script without detaching the
    invoking RID. It returns 1 if successful and 0 upon failure.

    <type> determines what RIDs are attached:
     0: All players in the server.
     1: All players in the map of the invoking player, or the invoking NPC if no player is attached.
     2: Party members of a specified party ID.
        [ Parameters: <party id> ]
     3: Guild members of a specified guild ID.
        [ Parameters: <guild id> ]
     4: All players in a specified area of the map of the invoking player (or NPC).
        [ Parameters: <x0>,<y0>,<x1>,<y1> ]
     5: All players in the map.
        [ Parameters: "<map name>" ]
     Account ID: If type is Account ID, attach the specified account ID.

    <flag> can prevent certain players from being attached:
     0: Players are always attached. (default)
     1: Players currently running another script will not be attached.

     

    • Love 1
    • MVP 1
  6. On 12/26/2017 at 3:02 AM, Ai4rei said:

    OllyDbg, but without general knowledge of assembler and the client code structure, the program will not do it alone, it's just a tool to get the job done. This is what the hex looks like in machine code:

    bank-patch.png

    thank you for the information @Ai4rei and sorry for bothering you

    i think i need to study more to this

    thank you so much :)

     

  7. On 12/24/2017 at 3:23 AM, Ai4rei said:

    @hakuren: Since all of these, except the edit control, are bitmap-buttons where the size is taken from the bitmap and the offending code is not inlined, the following patch attempts to move the controls outside the visible area of the window. I cannot test this myself, so you will have to see for yourself what it does. There is no problem with the edit control, as that one can be zero-sized directly.

    
    F:6A5968B100000068F5000000E8ECDB010068D90A0000E892701C0083C4048BCE50684819AC006A6368B100000068F6000000E8C6DB0100685819AC00686419AC00688400000068BD00000068660100008BCEE8A6DB0100687419AC00688019AC006884000000688D00000068650100008BCEE886DB0100689019AC0068A019AC0068840000006A5D68640100008BCEE869DB010068DA0A0000E80F701C0083C4048BCE5068B419AC0068840000006A2D6863010000E843DB010068DC000000E807EF480083C4048945F0C745FC0000000085C074098BC8E8218EFBFFEB0233C0C745FCFFFFFFFF6A116A638BC8
    R:6A00682C01000068F5000000E8ECDB010068D90A0000E892701C0083C4048BCE50684819AC006A00682C01000068F6000000E8C6DB0100685819AC00686419AC006800000000682C01000068660100008BCEE8A6DB0100687419AC00688019AC006800000000682C01000068650100008BCEE886DB0100689019AC0068A019AC00682C0100006A0068640100008BCEE869DB010068DA0A0000E80F701C0083C4048BCE5068B419AC00682C0100006A006863010000E843DB010068DC000000E807EF480083C4048945F0C745FC0000000085C074098BC8E8218EFBFFEB0233C0C745FCFFFFFFFF6A006A008BC8

     

    Hi @Ai4rei

    that really really works fine thank you so much

    r.jpg.161a60ffee7d36717eead3e06fb602ff.jpg

    i have a question what program do you use to capture those hex?

    or is there any tutorial that i can start of in learning this?

    thank you in advance

  8. On 12/24/2017 at 3:23 AM, Ai4rei said:

    @hakuren: Since all of these, except the edit control, are bitmap-buttons where the size is taken from the bitmap and the offending code is not inlined, the following patch attempts to move the controls outside the visible area of the window. I cannot test this myself, so you will have to see for yourself what it does. There is no problem with the edit control, as that one can be zero-sized directly.

    
    F:6A5968B100000068F5000000E8ECDB010068D90A0000E892701C0083C4048BCE50684819AC006A6368B100000068F6000000E8C6DB0100685819AC00686419AC00688400000068BD00000068660100008BCEE8A6DB0100687419AC00688019AC006884000000688D00000068650100008BCEE886DB0100689019AC0068A019AC0068840000006A5D68640100008BCEE869DB010068DA0A0000E80F701C0083C4048BCE5068B419AC0068840000006A2D6863010000E843DB010068DC000000E807EF480083C4048945F0C745FC0000000085C074098BC8E8218EFBFFEB0233C0C745FCFFFFFFFF6A116A638BC8
    R:6A00682C01000068F5000000E8ECDB010068D90A0000E892701C0083C4048BCE50684819AC006A00682C01000068F6000000E8C6DB0100685819AC00686419AC006800000000682C01000068660100008BCEE8A6DB0100687419AC00688019AC006800000000682C01000068650100008BCEE886DB0100689019AC0068A019AC00682C0100006A0068640100008BCEE869DB010068DA0A0000E80F701C0083C4048BCE5068B419AC00682C0100006A006863010000E843DB010068DC000000E807EF480083C4048945F0C745FC0000000085C074098BC8E8218EFBFFEB0233C0C745FCFFFFFFFF6A006A008BC8

     

    Hi @Ai4rei

    that really really works fine thank you so much

    r.jpg.161a60ffee7d36717eead3e06fb602ff.jpg

  9. 23 hours ago, sader1992 said:

    you could do this

    
    item_rate_equip: 100000
    item_rate_equip_boss: 100000
    item_rate_equip_mvp: 100000

    Hi @sader1992

    this is the result :

    screenLight015.jpg.0acd83dd80a12f702a5f01def8651e6f.jpg

    maybe its a source mod?

    because even change the item_rate_equip, item_rate_equip_boss, item_rate_equip_mvp

    it only multiply the rates of the item, not all of them set to default drops rates or maybe

    i really don't understand those so correct me if i'm wrong

  10. On 12/18/2017 at 1:19 AM, sader1992 said:

    it should be like that

    
    // The rate at which equipment is dropped.
    item_rate_equip: 1000
    item_rate_equip_boss: 1000
    item_rate_equip_mvp: 1000
    item_drop_equip_min: 1000
    item_drop_equip_max: 1000

     

    @sader1992 thank you for reply,

    and sorry for the late reply

    I already done that but look at this

    screenLight009.jpg.4511dbf211ee954958490aab1347d198.jpg

    when i use "@mi baphomet_"

    Still equipments from baphomet jr. boots 5.00% and halberd 0.20%

    so i'm requesting a mod that all equipments can be set default rates like 10% or so

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