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Akinari

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Everything posted by Akinari

  1. Please don't send me PMs. I'm not active in the Ragnarok community anymore.

  2. You would probably not want a DHCP service on your repeater as it likely won't work. You should disable it on the Tenda router. Be warned that after disabling this if the setup isn't correct, it won't be able to automatically hand you an IP and you'll need to specify one in you computer settings to get a connection into the router again.
  3. As far as the Tenda goes it has WDS capabilities (http://www.tenda.cn/tendacn/product/show.aspx?productid=380) so you should be able to set up the Aterm router (I can't read the specs on it) as a normal wireless hotspot. Then you would want to find an area at the farthest point where you would get at least 40-60% signal from the Aterm and that's where you would set up the Tenda router with the WDS service (you could do the setup right next to each other). After you get the Tenda router to successfully repeat the Aterm router's signal, you'd probably need to do some setup of the DHCP on the Tenda router (may do this automatically). It's generally not a good idea to mix and match brands of routers for repeating as they always have their own firmware and strange things happen even if you think you've set them up correctly. What I stated above is the general steps you'd take for this. I've done these setups multiple times, but you seem to be using foreign devices, so I can't help as far as specific steps.
  4. Untested but I think this will work. diff --git a/src/map/pc.c b/src/map/pc.c index 752e42f..6a0bc81 100644 --- a/src/map/pc.c +++ b/src/map/pc.c @@ -898,6 +898,7 @@ bool pc_isItemClass (struct map_session_data *sd, struct item_data* item) { int pc_isequip(struct map_session_data *sd,int n) { struct item_data *item; + struct unit_data *ud = unit_bl2ud(&sd->bl); nullpo_ret(sd); @@ -917,6 +918,9 @@ int pc_isequip(struct map_session_data *sd,int n) if(item->sex != 2 && sd->status.sex != item->sex) return 0; + if (ud && ud->skilltimer != INVALID_TIMER) + return 0; // Cannot change equipment while casting + if (sd->sc.count) { if(item->equip & EQP_ARMS && item->type == IT_WEAPON && sd->sc.data[SC_STRIPWEAPON]) // Also works with left-hand weapons [DracoRPG]
  5. Sorry for the delay on this. I've had some motivational problems after releasing that statement and I won't be around until likely later next week. That's not to say someone else can't pick it up. Attached the current diff (not sure if it's up to date to GIT). Feel free to check it out. This is courtesy of Aleos by the way. newshops.diff
  6. At the current point in time, the development team has decided not to merge this. I think the previous points given are enough.
  7. Oh, you're on SVN. You should move to GIT to get the latest source, or GIT's SVN link even.
  8. This is not included in the main repository. It's just a mod I made. When I said it only works on renewal, I meant pre-renewal doesn't have fixed cast time, so this won't change the cast time at all, only delay. If you wanted to use this on Pre-renewal with delay modification only, you could certainly do that. However, I have no intention of supporting pre-renewal cast time with this mod anytime soon.
  9. Version 1.0

    159 downloads

    This mapflag modification allows you to set a mapflag to reduce fixed cast time and delay by a percentage placed after the mapflag. I made this for a server I ran for awhile and used it specifically to reduce cast time and delay on standard (Non PvP or GvG) maps. It gives the game a quicker pace, without forcing you to modify a set config that changes the whole server. It's great for events, PvP, PvM... just about anything you can think of since you can modify this to your heart's content between maps. Example:prontera mapflag pvmcast 50 // Any player who goes to map 'prontera' has a 50% reduction in fixed cast time and delay This modification is dynamic, so you should be able to go between any map and have the correct reduction applied when necessary. Please test before releasing in a production server as I have ported it with a few different features in the latest GIT compared to what I use to have it set as. Also note the modification only adjusts fixed cast delay, it does not change variable cast time. This means it will only work in RENEWAL as well. Also, feel free to modify and re-release if you add some extra functionality to it.
    Free
  10. File Name: Fixed Cast and Delay Adjustment Mapflag File Submitter: Akinari File Submitted: 13 Nov 2013 File Category: Source Modifications Content Author: Akinari This mapflag modification allows you to set a mapflag to reduce fixed cast time and delay by a percentage placed after the mapflag. I made this for a server I ran for awhile and used it specifically to reduce cast time and delay on standard (Non PvP or GvG) maps. It gives the game a quicker pace, without forcing you to modify a set config that changes the whole server. It's great for events, PvP, PvM... just about anything you can think of since you can modify this to your heart's content between maps. Example:prontera mapflag pvmcast 50 // Any player who goes to map 'prontera' has a 50% reduction in fixed cast time and delay This modification is dynamic, so you should be able to go between any map and have the correct reduction applied when necessary. Please test before releasing in a production server as I have ported it with a few different features in the latest GIT compared to what I use to have it set as. Also note the modification only adjusts fixed cast delay, it does not change variable cast time. This means it will only work in RENEWAL as well. Also, feel free to modify and re-release if you add some extra functionality to it. Click here to download this file
  11. Actually I just tested this on clean source and it's not reflecting any damage after Auto Guard + Reflect Shield for me, even without that change.
  12. In battle.c FIND // Calculate skill reflect damage separately if( tsc ) { struct status_data *tstatus = status_get_status_data(target); REPLACE WITH // Calculate skill reflect damage separately if( tsc && wd->dmg_lv != ATK_BLOCK ) { struct status_data *tstatus = status_get_status_data(target); Should work. Let me know.
  13. Yes, it's very simple I know. Just trying to get people to use it and get use to it, that way it starts to come natural for simple additions like script commands and at commands.
  14. Perhaps you might not mind placing the command in src/custom/script.inc and script_def.inc? Example: http://rathena.org/board/topic/88908-script-command-getrandmob/ Just trying to push people to use what's available.
  15. Any battle configurations you change can be imported into battle_conf.txt in that import folder. You don't need multiple files for it. The item_db2 is itself an import so that one is also already available.
  16. Please test after applying 4d61cc0. Also, if necessary, perform a homshuffle to fix the stats.
  17. Doxygen has now been updated to http://rathena.org/doxygen/ We will be setting up cron jobs to take care of rebuilding documentation on a daily basis. For an example of how a complete file looks, refer to the status.c in the new doxygen link (also available through the Wiki drop down on the top bar). Edit: Referenced By configuration has been set up so you can see what functions call that one you're currently viewing. Edit2: Cron jobs set up to automatically update the doxygen page daily. Updated unit.c in bf7e8ea.
  18. In 9744ba4 I made the first update to what will be a series of updates to our source to standardize and document all functions and other things that are deemed important for both developers and aspiring hackers. We hope this ends up being a tool to help the standard user figure out what the functions are doing. We've had Doxygen available on the site, but no one ever decided to standardize code for it, so it just became an outdated, unused, unhelpful tool. We are aiming to change that by making everything be pulled into Doxygen, once it gets updated and pointed to GIT. So let me post some of the basics here as far as what we, the Core Development team, have decided upon. All documentation should have proper grammar and be understandable to degree All functions shall have standardized documentation directly above the function header (see below and file) Documentation shall not be nothing but a credit (IE: // [Akinari]) All documented code shall follow these comment standards'///' Is a Doxygen comment for one line '///<' Used for variable declaration commenting '/** **/' Standard function documentation '//!' For TODO and FIXME '//' Regular comment not shown in Doxygen Over the course of the next few weeks/months that these files are being standardized, it is very likely those with modified source files will run into conflicts. I highly advise you stay aware of these changes and update according to your time constraints. In general we attempt to avoid major file changes, but standardization has been held off for far too long. Occasionally with these file changes we will also do some small optimizations and, while we do test the changes, please know that these can cause new bugs, so report these accordingly. With that being said, I will keep a record as to what files get completed here and update it accordingly. Thanks for your time and if you have any comments or questions, feel free to post. status.c [ 9744ba4 ] - There are a few notes and a function or two without documentation, but standardizing it is done unit.c [ bf7e8ea ] Doxygen link has been updated to: http://rathena.org/doxygen/
  19. That revision you pointed to has nothing in it. It's just some added (and commented) lines where they were starting to implement something. We already have our own version of VIP in the works and it's almost done, but because of the recent lack of activity, it needed to be updated and finalized. It's in testing phases now.
  20. I updated the file. If you put in '0', it will give you all levels. It's untested, but should work. Let me know.
  21. Higher, up to MAX_LEVEL. If you want all mobs, just give it the max level of the server.
  22. First post updated. We've partially merged Banking (changed behaviour) and merged Monster Transformation.
  23. We don't even have the max HP/SP tables for 160 yet. I think we should at least see about getting those first.
  24. Bank system was completed in 1290826 thanks to Lighta. Please make sure to run the sql query in the file (currently svn17600). The name should be changed sometime soon to reflect GIT.
  25. This modification is in the final stages actually. We were just working on this today and hopefully a release will be done within the week.
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