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Ninja

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Everything posted by Ninja

  1. you really can't expect two different emulators to work with each other seamlessly unless you create a compatibility layer in-between them.
  2. Follow only the section for 1 Login-server with Multiple Char-Server then just repeat the things stated for the "character servers" and adjust all "2" to "3" accordingly for the 3rd character server.
  3. Is this it? Why dont you tell us exactly what you need @YtalloNv
  4. You can check this in packets.hpp what you will see there is the current client being supported by rA. You can expect backward compatibility as well. for you main question, I'm not sure, I haven't messed with the client for a long time
  5. I'm trying to understand what is different from the current implementation or maybe you can point it out?
  6. You can try adding a check on the player's status and current map in pc.cpp's pc_setpos() and make sure it does not set the position so the map server will think that the cell is walkable https://github.com/rathena/rathena/blob/55acdb9863382d8935d9df25e1462d5d1ebd7d54/src/map/pc.cpp#L5470
  7. Can you post a snippet of your code? We can't help you much without any visibility
  8. I see. I've yet to check things out again as I've just got back from a razzle dazzle IRL. I might check this out in the coming weeks.
  9. I dont remember this as official behavior. Are you using source mods for this?
  10. Pls make it a habit to post how you fixed it. This is a community and we would really like to prevent redundancy of support being asked over and over again. ? thanks
  11. It'll be good to have especially for those people who knows how and loves to use the search function. Like if I find a topic, browse it then click on tags inside to find related stuff about it. Like this one, I can put a tag such as: suggestion, tags, forums, ninja, etc.
  12. mejo maraming context yang tanong mo. in normal cases, pag hindi naka GR and/or Deviling, yes. 1 hit.
  13. In actuality, it is not ignored. The connection is just too fast that you are not able to see it. Also, please take note that seeing "Please Wait" means that you are having a noticeable amount of lag between you and the server. Also, can you please make us understand why you want to see this screen? If I were a player in your server and keep seeing "Please Wait" I'm prolly going to find another server to join in. "Players" don't like to wait.
  14. Can you pls specify what item you were picking?
  15. you prolly wanna try here: https://rathena.org/jobs_available/
  16. I've been snooping around using my free time tried to help around by testing some new features and helping around the source support section. blah blah blah cutting the long story short, I saw this from @Secretsfeature/skill_crit repo correct me if I'm wrong but, if feature/skill_crit makes it through, this will also be a part of the master src, no? #reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
  17. You can use @Secrets attendance generator: http://hercules.ws/attendance-generator/
  18. anytime. please mark my response as the answer so the thread will be closed.
  19. I think you'd rather put it in status.c instead of skill.c. This is because script.c BUILDIN(sc_start) directly accesses status.c's status_change_start() instead of skill.c's skill_castend_nodamage_id(). So you'll never achieve it if using your current implementation. hence: status.c status_change_start case SC_SPIRIT: //1st Transcendent Spirit works similar to Marionette Control if(sd && val2 == SL_HIGH) { int stat,max_stat; struct status_data *status2 = status_get_base_status(bl); val3 = 0; val4 = 0; max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50; stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16; stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8; stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF); stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16; stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8; stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF); } if (sd && val2 == SL_PRIEST) { int skill_id = val2; int skill_lv = val1; clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, SC_REFLECTSHIELD, 100, 7, skill_id, 0, 0, skill_get_time(skill_id, skill_lv))); } break; I noticed that you are still using ".c" which means you're not using the latest rA. I've tested this in latest rA and might not work for you. Try it nonetheless.
  20. How about console logs, do you have any? and does the comment at the very first line of your script show up in the console logs?
  21. I think he meant a command that will automatically do debugmes once you track it and do away with you putting debugmes everytime in every single line where the var is changed.
  22. Your code would only work IF AND ONLY IF the target has EXACTLY 300 luk. trying using >= instead of ==, also you have to add a check if the target is a player, else, any target, may it be a mob or a player will not be frozen if it has more than or equal to 300 luk. case SC_FREEZE: if (bl->type == BL_PC && status->luk >= 300) return 0; sc_def = status->mdef*100; sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10; tick_def2 = status->luk*10 + status_src->luk*-10; // Caster can increase final duration with luk break;
  23. I don't see anything wrong wit your script, do you have errors of some sort? I suggest you use strcharinfo instead of getcharid. https://github.com/rathena/rathena/blob/da83e6173857076d793820c40ce0cae67973d4a6/doc/script_commands.txt#L2325-L2336
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