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WhiteEagle

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Everything posted by WhiteEagle

  1. Could you post here your entrys? Without it, it's really hard to help/find the problem.
  2. I have added a custom skill, but I have the problem that the player's weapon is not displayed. Like with SM_BASH, for example. How and where do I have to set this? I would appreciate your help, thank you.
  3. Well, you can search in mob.cpp for: if (src) { if (battle_config.drops_by_luk) // Drops affected by luk as a fixed increase [Valaris] drop_rate += status_get_luk(src) * battle_config.drops_by_luk / 100; if (battle_config.drops_by_luk2) // Drops affected by luk as a % increase [Skotlex] drop_rate += (int)(0.5 + drop_rate * status_get_luk(src) * battle_config.drops_by_luk2 / 10000.); There should be a part with if (sd->sc.getSCE(SC_ITEMBOOST)) drop_rate_bonus += sd->sc.getSCE(SC_ITEMBOOST)->val1;
  4. Already answered your question in discord.
  5. WhiteEagle

    cutin

    I think, you talk about cutin "filename",3; <-- position 3 *cutin "<filename>",<position>; *cutin2 "<filename>",<position>; This command will display a picture, usually an NPC illustration, also called cutin, for the currently attached client. The position parameter determines the placement of the illustration and takes following values: 0 bottom left corner 1 bottom middle 2 bottom right corner 3 middle of screen in a movable window with an empty title bar 4 middle of screen without the window header, but still movable 255 clear all displayed cutins
  6. Hey guys, Could anyone show me how to create a SC_STATUS like SC_BURNING, that deals damage based on players 'ATK/MATK instead of fixed or percentage damage? I couldn't find a DoT effect where the damage depends on the player's stats, so I need your help. Thanks ~ case SC_BURNING: if (sce->val4 >= 0) { int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP) map_freeblock_lock(); dounlock = true; status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false),0); } break;
  7. It's in refine_db.yml. Path: db/pre-re/ or db/re/ And its used like this here: - Level: 13 Bonus: 2800 BlacksmithBlessingAmount: 16 BroadcastSuccess: true BroadcastFailure: true Chances: - Type: Normal Rate: 800 Price: 100000 Material: Carnium BreakingRate: 2000 DowngradeAmount: 3 - Type: HD Rate: 800 Price: 100000 Material: HD_Carnium DowngradeAmount: 1
  8. Hey there~ I want to switch the order of the name and title, but after a few hours, I give up. So, it would be nice if you could help me out with my problem. Here is my problem: When you use 'setunittitle', the title appears above the NPC name. As an example: But I want the title beneath the name, like here: "I know I could simply use the name in 'setunittitle' and change the NPC name to the title name, but, well... that's not the intended use, is it?" In clif.cpp, the section where the name and title are defined is located: void clif_name( struct block_list* src, struct block_list *bl, send_target target ){ case BL_HOM: case BL_MER: case BL_PET: case BL_NPC: case BL_ELEM: { PACKET_ZC_ACK_REQNAMEALL_NPC packet = { 0 }; packet.packet_id = HEADER_ZC_ACK_REQNAMEALL_NPC; packet.gid = bl->id; switch (bl->type) { case BL_HOM: memcpy(packet.name, ((TBL_HOM *)bl)->homunculus.name, NAME_LENGTH); break; case BL_MER: memcpy(packet.name, ((TBL_MER *)bl)->db->name.c_str(), NAME_LENGTH); break; case BL_PET: safestrncpy(packet.name, ((TBL_PET *)bl)->pet.name, NAME_LENGTH); break; case BL_NPC: safestrncpy(packet.name, ((TBL_NPC *)bl)->name, NAME_LENGTH); break; case BL_ELEM: safestrncpy(packet.name, ((TBL_ELEM *)bl)->db->name.c_str(), NAME_LENGTH); break; } #if PACKETVER_MAIN_NUM >= 20180207 || PACKETVER_RE_NUM >= 20171129 || PACKETVER_ZERO_NUM >= 20171130 unit_data *ud = unit_bl2ud(bl); if (ud != nullptr) { memcpy(packet.title, ud->title, NAME_LENGTH); packet.groupId = ud->group_id; } #endif clif_send(&packet, sizeof(packet), src, target); } The next consideration is whether it would be possible to add a function that centers the name beneath the title. As you can observe, when the name is shorter than the title, it looks quite unappealing. It would be a good change for rAthena, I think, as I am not the only one bothered by this and centering the name would be a generally positive modification. I would greatly appreciate it if someone could provide me with the solution. Thank you.
  9. Script: | account wide #rops += 1000; or for chars: rops += 1000;
  10. Hey I would reduce the min. dropchance to 0.001% instead of 0.01%. If this possible and when, could anyone give me the solution? Thanks guys ^-^
  11. It's not the question, but maybe it helps. That's shows the skill-name instead of the ID.
  12. Would be nice if someone can share a ragexe 2023-05 or above. Thanks.
  13. I know that there was a function that let the player play the pick up animation via a script. Unfortunately, I can not remember what it was called. I would also appreciate a solution how I could display an attack animation on an NPC. Like for example with skilleffect Skillid,1, but I would like to get only the normal attack animated and no skill. To the part with the progressbar, is there a function that checks that the player has canceled the progressbar? Would be nice if someone can help me out here.
  14. I ask the same for few weeks. It's a source change, not a client side thing ^-^
  15. If I remember correctly, you need a source modification for this. e.g. the one from Functor / Gepard.
  16. Maybe change the flag for skill: Flag constants: 0 - SKILL_PERM 1 - SKILL_TEMP 2 - SKILL_TEMPLEVEL 3 - SKILL_PERM_GRANT Like skill 249,5,1;
  17. I would like to have a delay of 3 days when leaving a guild. Can someone tell me how to do that? That would be really friendly.
  18. Yes, but there you have to adjust every Def/Mdef value that is above 99, because in Pre-Renewal the Def does not go above 99.
  19. That would be a great feature in itself. That way you wouldn't have to create a new account for every char if you want to support yourself and you would only have to buy VIP for one account as an example.
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