Ajjwidjdneidjenw
Members-
Posts
161 -
Joined
-
Last visited
-
Days Won
2
Ajjwidjdneidjenw last won the day on March 10 2016
Ajjwidjdneidjenw had the most liked content!
Profile Information
-
Gender
Male
Recent Profile Visitors
6286 profile views
Ajjwidjdneidjenw's Achievements
-
Stop feeling tired. Go to bed!
-
Is .@size defined? try for(.@i=0; .@i < getarraysize(.char_id); .@i++) { if (.char_id[.@i] == getcharid(0)) deletearray .char_id[.@i],1; }
-
R> map level and stat restriction
Ajjwidjdneidjenw replied to Pink Guy's question in Script Requests
Here's a sample. - script LevelRestriction -1,{ OnPCLoadMapEvent: if(.map$ == strcharinfo(3) && (BaseLevel >= .levelRestriction || readparam(bStr) >= .statRestriction || readparam(bAgi) >= .statRestriction || readparam(bVit) >= .statRestriction || readparam(bInt) >= .statRestriction || readparam(bDex) >= .statRestriction || readparam(bLuk) >= .statRestriction)) // Condition { dispbottom "You cannot warp to this map while your Base Level is over " + .levelRestriction - 1 + " or base stats are over " + .statRestriction -1; warp "SavePoint",0,0; // Warps player back to their savepoint } end; OnInit: .map$ = "Prontera";// Map you wish to block .levelRestriction = 100; // Level 100 and above .statRestriction = 100; // 100 stat and above // Load event setmapflag .map$,mf_loadevent; } -
Haha, good point! I'll probably disable that later. Thanks!
-
It's not a source modification, but rather a script Using the following in a script, you can teach a priest the skill Bowling bash if (BaseJob == Job_Priest) { skill "KN_BOWLINGBASH",<Level>,3; }
-
It's something that has been programmed in I wasn't aware about. I've tried it out, only to discover that it does change for me. My sincerest apologies as for I am unable to reproduce your issue. The check in your code should work as how it is intended to be (No relog required). What version of rA are you running?
-
In const.h add: /** * THe maximum amount of damage a monster can do in Normal circumstances. (Ignoring GvG & BG maps) */ #define MAX_MONSTER_DAMAGE 2147483647 in battle.c find (Battle_calc_damage) if( sd ) { if( pc_ismadogear(sd) && rnd()%100 < 50 ) { short element = skill_get_ele(skill_id, skill_lv); if( !skill_id || element == -1 ) { //Take weapon's element struct status_data *sstatus = NULL; if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele ) element = ((TBL_PC*)src)->bonus.arrow_ele; else if( (sstatus = status_get_status_data(src)) ) { element = sstatus->rhw.ele; } } else if( element == -2 ) //Use enchantment's element element = status_get_attack_sc_element(src,status_get_sc(src)); else if( element == -3 ) //Use random element element = rnd()%ELE_ALL; if( element == ELE_FIRE || element == ELE_WATER ) pc_overheat(sd,element == ELE_FIRE ? 1 : -1); } } add This below: if (bl->type == BL_MOB && damage > MAX_MONSTER_DAMAGE) { return MAX_MONSTER_DAMAGE; } I wasn't sure what you were asking. If this isn't what you're looking for, please elaborate.
-
You're not ending the script after The initialization of array ".ID". meaning the script falls through to the next command where player attachment is required: Essentially: Change: OnInit: setarray .ID,200001,200002; To OnInit: setarray .ID,200001,200002; end;
-
Thanks for the reference, I'll fix it. Change: stat += level + status->agi + (bl->type == BL_MER ? 0 : bl->type == BL_PC ? status->luk / 5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100 To: stat += level + (floor(status->agi/10)) + (bl->type == BL_MER ? 0 : bl->type == BL_PC ? status->luk / 5 : 0) + 100; //base level + ( every 10 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
-
Asura Strike less damage to frozen targets.
Ajjwidjdneidjenw replied to prism's question in Source Requests
Change: battle.c case MO_EXTREMITYFIST: skillratio += 100 * (7 + sstatus->sp / 10); skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection break; To: case MO_EXTREMITYFIST: { int ratio = (100 * (7 + sstatus->sp / 10)); if (tsd->sc.data[SC_FREEZE]) { ratio /= 2; //Could also do the following: ratio *= 0.5 (50% reduction) 0.7 (30% reduction) etc. } skillratio += ratio; skillratio = min(500000, skillratio); //We stop at roughly 50k SP for overflow protection break; } -
Though not completely impossible, it would require heavy client modification to be able to listen to the systems sound input, send it to the server, and receive it from the server. I suppose it would be too difficult to do it through the client One other method is by creating a new program which can read the location of the character from the client (x,y,map) and then send it to the server, the server would then send it to the other clients that are in range of the xyz of your character.
-
Utility: Character Migration
Ajjwidjdneidjenw replied to Ajjwidjdneidjenw's topic in Utility Script Releases
rathena was down. Also I couldn't reproduce your issues, have you modified the script by chance? -
Utility: Character Migration
Ajjwidjdneidjenw replied to Ajjwidjdneidjenw's topic in Utility Script Releases
Shouldn't have happened, I'll send you a PM. and I'll hepl you upcoming sunday