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Pillows

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  1. I honestly don't know what to tell you, since I don't know what you're doing. Why can't you just change and test to see if it works, and if you did it in the wrong (or it comes out wrong) column/row, change it to the other column/row.
  2. So this creates a clone, of any job, to vend?
  3. Haven't had the need to change attribute table, and rathena's description in the wiki is unclear, but I think in the first post you got it right. Apparently, in renewal, attributes only work when you have a weapon equipped and a few other things, you can read it here: http://rathena.org/board/tracker/issue-6037-ghost-property-armor/
  4. Pretty sure demi-human, by default, is level 1. You might have a level 2 element on your weapon. Look at your item_db and see what element it's using, and look if your server is reading off the correct file".
  5. Change under "Gho" to 50. Put back the change you made to 25. By the way, rows is the attack element, columns are the property element.
  6. Got this working on older eA Revisions. Replace "USESKILL_FAIL_LEVEL" with "0" without the quotations, and replace "LOG_TYPE_VENDING" with ""V"" including the quotations. Look at your output build in Visual Studio to know where to replace them, it should tell you the line number where the errors are. Since you have to put the patch in manually, I'd suggest downloading a .diff reader. I use GVIM. All the manual additions are straightforward, don't change any of it, except the changes above, even if it looks like it doesn't fit with the rest of the parameters. Be careful of the itemdb.c addition, make sure the code is above: /*====================================== * Applies gender restrictions according to settings. [Skotlex] *======================================*/ If all is done correctly, the only warning that comes up is "warning C4020: 'pc_delitem' : too many actual parameters", but you can ignore this. Or you can just remove the ",6", since you're using the eA_patch, to get rid of the warning.
  7. Oh, I never noticed. I have no idea why the original modification left out those classes. I came up with a fix, let me know if there's any more problems. Replace (status.c): if ( sd->inventory_data[i]->script && sd->inventory_data[i]->elv <= sd->status.base_level && ( 1 << sd->class_ & MAPID_BASEMASK ) & sd->inventory_data[i]->class_base[ sd->class_ & JOBL_2_1? 1: sd->class_ & JOBL_2_2? 2:0 ] && ( 1 << ( sd->class_ & JOBL_UPPER? 1: sd->class_ & JOBL_BABY? 2:0 ) ) & sd->inventory_data[i]->class_upper ) { With this: if ( sd->inventory_data[i]->script && sd->inventory_data[i]->elv <= sd->status.base_level && sd->inventory_data[i]->class_upper ) { Updated original post! Thanks for this ! But already fixed mine by getting my old src code for status.c file. this is the codes that I get somewhere here in rA or in eA forum. From : if ( sd->inventory_data[i]->script && sd->inventory_data[i]->elv <= sd->status.base_level && ( 1 << sd->class_ & MAPID_BASEMASK ) & sd->inventory_data[i]->class_base[ sd->class_ & JOBL_2_1? 1: sd->class_ & JOBL_2_2? 2:0 ] && ( 1 << ( sd->class_ & JOBL_UPPER? 1: sd->class_ & JOBL_BABY? 2:0 ) ) & sd->inventory_data[i]->class_upper ) { To : if ( sd->inventory_data[i]->script && 0 < sd->status.base_level && sd->inventory_data[i]->class_upper ) { run_script( sd->inventory_data[i]->script, 0, sd->bl.id, 0 ); That's the same line of code.
  8. You can adjust damage or defense ratio for certain classes, well, they're equipment/weapon status, which does the same thing you want. Would you rather change the damage or the defense of certain classes? Defense you can find in status.c under "EQUIPMENT-DEF CALCULATION".
  9. Oh, I never noticed. I have no idea why the original modification left out those classes. I came up with a fix, let me know if there's any more problems. Replace (status.c): if ( sd->inventory_data[i]->script && sd->inventory_data[i]->elv <= sd->status.base_level && ( 1 << sd->class_ & MAPID_BASEMASK ) & sd->inventory_data[i]->class_base[ sd->class_ & JOBL_2_1? 1: sd->class_ & JOBL_2_2? 2:0 ] && ( 1 << ( sd->class_ & JOBL_UPPER? 1: sd->class_ & JOBL_BABY? 2:0 ) ) & sd->inventory_data[i]->class_upper ) { With this: if ( sd->inventory_data[i]->script && sd->inventory_data[i]->elv <= sd->status.base_level && sd->inventory_data[i]->class_upper ) { Updated original post!
  10. All credit goes to digitalhamster, fixed by ~AnnieRuru~. Reposting for personal reasons since Ea has been offline and I happen to have saved a web cache of the pages. The topic is old, so you have to manually add the modifications. Plus, the spacings didn't copy out too well. The modification works through the item's bonus script in your item_db/db2. Charm's effect don't work if you do not add type (12/etc.), job, upper, and gender in itemdb/db2. Charms will only work with items having type = 12/? on item_db/db2, so your other items won't be affected by this, just the ones you choose. Make sure type is set according to your mmo.h. For example: +++ common/mmo.h (working copy) @@ -175,6 +175,7 @@ IT_UNKNOWN2,//9 IT_AMMO, //10 IT_DELAYCONSUME,//11 + IT_CHARM, IT_CASH = 18, Looking at IT_CHARM, type is set to 12. Item stacking Add this if you want to enable item IDs to stack. It will treat each item as a separate item, in its own item slot. Example: Apple (5) will be in different items slots in your inventory and its effects will stack with each other when the code below is added. Same item effects on different item IDs will stack regardless of enabling/disabling this modification. Add this if you want items to stack: Go to itemdb.c: /*========================================== * Returns if given item's type is stackable. *------------------------------------------*/ int itemdb_isstackable(int nameid) { int type=itemdb_type(nameid); switch(type) { case IT_WEAPON: case IT_ARMOR: case IT_PETEGG: case IT_PETARMOR: + case IT_CHARM: return 0; And again, right below it: /*========================================== * Alternate version of itemdb_isstackable *------------------------------------------*/ int itemdb_isstackable2(struct item_data *data) { nullpo_retr(0, data); switch(data->type) { case IT_WEAPON: case IT_ARMOR: case IT_PETEGG: case IT_PETARMOR: + case IT_CHARM: return 0; Fixed version: Src for Renewal (manually add): Charms.txt Edited Annie's fix for older eA revisions: eA_Charms.txt Don't try to update this as a .diff, just a suggestion.
  11. Thanks a lot! I couldn't find this anywhere.
  12. Here's the problem. Card remover, even having a over-weight check, drops equipped items (the one they want to remove cards) when the player has too many item slots occupied in their inventory, as long as they are not over-weight. Is it possible to check if the player has reach the maximum number of items slots in their inventory before proceeding? I don't know if equipment with cards causes a problem, but I would guess that as long as the it checks for the limit to be 4 slots under the maximum, there should be no way to abuse the system.
  13. Delete what logs? The recompling logs? I already recompiled my server multiple times.
  14. I have no idea why this happens. Why is the "ssss" there in the first place? Agit_controller & template are all written correctly. Can anyone help?
  15. I understand that casting Holy Light on other players causes them to lose Kyrie Elesion, however this doesn't work if the player is wearing Holy Armor or some type of full resist. How can I edit this so that Holy Light will always dispel Kyrie no matter what? Also, is there a way to make Sonic Blow deal twice the damage in one blow? Similar to Bowling Bash.
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