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nanakiwurtz

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Everything posted by nanakiwurtz

  1. It seems the latest WDG already have a diff for translating the client.
  2. set #Mission_Points, #Mission_Points+(3+(.@j[.Quests]/.Quests/6)); To set a fixed point: set #Mission_Points, #Mission_Points+10; And for number 2, if the experience is too high, then: getexp (#Mission_Count*.@j[.Quests+1]/5),(#Mission_Count*.@j[.Quests+2]/5); into something like: getexp (#Mission_Count*.@j[.Quests+1]/20),(#Mission_Count*.@j[.Quests+2]/20);
  3. Thank you for the clarification Mr. 'Lv. 10 Swordsman'
  4. I wonder which file that's used for natural HP/SP regen, which is like a harp sound. Thanks
  5. i guess you haven't recompile your code yet. /// 0 = base level up /// 1 = job level up /// 2 = refine failure /// 3 = refine success /// 4 = game over /// 5 = pharmacy success /// 6 = pharmacy failure /// 7 = base level up (super novice) /// 8 = job level up (super novice) /// 9 = base level up (taekwon)
  6. Please be patient dastgirpojee
  7. I think I found the error, it's on 'isloggedin' command. In current script, Peopleperson use that command, but the account ID array is empty, because the getpartymember command only retrieve char ID. //... getpartymember getcharid(1),1; getpartymember getcharid(1),2; set @partymembercount,$@partymembercount; for(set .@i,0; .@i<@partymembercount; set .@i,.@i+1) { //...
  8. Ah yes, I forgot, it's set by a flag (&1 + &2), thanks mkbu95 But why it doesn't use SC_ALL to remove all statuses? And also, there're lots of SC datas that aren't included in the list yet.
  9. Hmm.. When I checked these files, I can't find the 3rd option... Maybe it's uncoded yet, or did I missed something? status.conf: // Will certain skill status-changes be removed on logout? // This mimics official servers, where Extremity Fist's no SP regen, // Strip Equipment, and some other buffs are removed when you logout. Setting is: // 0 = remove nothing. // 1 = remove negative buffs (stripping, EF) // 2 = remove positive buffs (maximize power, steel body...) // 3 = remove both negative and positive buffs. debuff_on_logout: 3 battle.c: { "debuff_on_logout", &battle_config.debuff_on_logout, 1|2, 0, 1|2, }, map.c: if (battle_config.debuff_on_logout&1) { status_change_end(&sd->bl, SC_ORCISH, INVALID_TIMER); status_change_end(&sd->bl, SC_STRIPWEAPON, INVALID_TIMER); status_change_end(&sd->bl, SC_STRIPARMOR, INVALID_TIMER); status_change_end(&sd->bl, SC_STRIPSHIELD, INVALID_TIMER); status_change_end(&sd->bl, SC_STRIPHELM, INVALID_TIMER); status_change_end(&sd->bl, SC_EXTREMITYFIST, INVALID_TIMER); status_change_end(&sd->bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER); if(sd->sc.data[sC_REGENERATION] && sd->sc.data[sC_REGENERATION]->val4) status_change_end(&sd->bl, SC_REGENERATION, INVALID_TIMER); //TO-DO Probably there are way more NPC_type negative status that are removed status_change_end(&sd->bl, SC_CHANGEUNDEAD, INVALID_TIMER); // Both these statuses are removed on logout. [L0ne_W0lf] status_change_end(&sd->bl, SC_SLOWCAST, INVALID_TIMER); status_change_end(&sd->bl, SC_CRITICALWOUND, INVALID_TIMER); } if (battle_config.debuff_on_logout&2) { status_change_end(&sd->bl, SC_MAXIMIZEPOWER, INVALID_TIMER); status_change_end(&sd->bl, SC_MAXOVERTHRUST, INVALID_TIMER); status_change_end(&sd->bl, SC_STEELBODY, INVALID_TIMER); status_change_end(&sd->bl, SC_PRESERVE, INVALID_TIMER); status_change_end(&sd->bl, SC_KAAHI, INVALID_TIMER); status_change_end(&sd->bl, SC_SPIRIT, INVALID_TIMER); }
  10. Hmm are you sure it's from the diff Rytech?
  11. Thanks for the code Lililth But it seems the code is not completed yet, because it still has a bug. For example: I create a char named "One Two" on a GM(99) account, then create another char named "Char02" on a non-GM account. 1. When char One Two talk, it shows white on overhead chat, and green on chat log. In Char02 client window, it only shows "Two: aaaaaa" with red color both on overhead chat and chat log. 2. When Char02 talk, it shows white on overhead chat, and green on chat log. In One Two client window, the color turns black both on overhead chat and chat log. In short, the GM name is cropped, and the non GM name doesn't show at all. Anyway, how do you know which packet should be used? (In this case 0x2C1). Maybe it shows black because currently the code doesn't have an 'else' for char below gmlevel(99). I add some lines to compensate the color for char with gmlevel < 99 with: unsigned long color2 = strtoul("0x00FF00",NULL,0); //... WFIFOL(fd,8) = (color1&0x0000FF)<<16|(color1&0x00FF00)|(color1&0xFF0000)>>16; else WFIFOL(fd,8) = (color2&0x0000FF)<<16|(color2&0x00FF00)|(color2&0xFF0000)>>16;
  12. Which one? The chat over head, or in the chat log?
  13. There's a search button on top-right of this page
  14. Looks like Ai4rei will release something on WDG..

    1. Ai4rei

      Ai4rei

      Looks more like Ai4rei is involuntary lazying off, to me.

    2. nanakiwurtz

      nanakiwurtz

      xD There's no update on your post, where were you Ai4rei?

  15. Umm sorry but I don't understand, but it seems that your setup.exe keeps popping out is it? Try to get a 'blue ghostring' setup.exe and replace the old one.
  16. Maybe what you mean is more hair style?
  17. GM Takumirai, why are you using 'if (getgmlevel() >= 99)' ? Why not > 98? or just = 99 ? AFAIK the highest gmlevel allowed is 99, if you're using >= 99, then you're assuming there's gmlevel 99, 100, 101, 102 and so on...
  18. Hmm is your friend using Windows too? I don't know what's wrong, because it's so weird, Miruku client is a portable client, so you doesn't have to install it to play, just copy and run.
  19. Update your packet_db.txt and rediff using Earthlingz "Skip Packet Header Obfuscation" diff. Don't forget to recheck your mmo.h and recompile...
  20. Hmm.. actually what are you trying to do?
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