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Posts posted by Akinari
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This was implemented in r17187.
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I'm pretty sure just disabling the sc_start in skill.c will do what you want. Not sure what you've currently done to make it not work with the icon.
Either:
skill.c
#ifdef RENEWAL sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv)); #endif
To:
#ifdef RENEWAL // sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv)); #endif
Or:
status.c
#ifdef RENEWAL set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE ); #endif
To:
#ifdef RENEWAL set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_BLANK , SCB_NONE ); #endif
Untested, but should work.
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I was notified the old version no longer worked. There was a problem with sending scope variables to the function as it always grabbed a 0. Using character variables worked for me. New version uploaded.
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July/August Digest 2013
The following digest covers the month of July and August, 2013.Development Team
- @Flaid is now an Administrator.
- @Akinari is now Development Manager.
- @Xynvaroth is now a Core Developer.
- @Skorm has joined as Script Moderator.
- @Patskie has joined as Script Moderator.
- @KamiShi has joined as Graphics Moderator.
- @ToastOfDoom, @AnnieRuru, @Lemongrass have been moved to Community Contributors.
Development Highlights
- Major updates:
- Made the move to GIT. (Topic 85124)
- Implemented src/custom folder for custom script and @ commands. (a4fdc72)
- Official Renewal battle support and major battle calculation engine refactoring. (f926d87, Topic 84568)
- Many 2011 skill adjustments and Renewal attack fixes.
- Huge updates to Renewal item database. (5f12351, 94c8a9c, 4a4fab0)
- Finished Port Malaya quests and instances. (695e832, 32b8d2e, e4e8566, a1adc15)
- Implemented Navigation System in Renewal guides. (6bed814)
- Updated Renewal EXP and re-added Pre-Renewal EXP support. (be95412)
- Added questlog support to many scripts (missing since 2009). (0202126)
- Enabled all official GM Management NPCs and added some missing ones. (5ab4d5e)
- Added tons of 2011-2013 Renewal changes in many scripts.
- Added inf3 to Skill DB. (a9b48ba, 8bd0985)
- Added Skill Damage Adjustment modification by @Lilith. (cd9a776)
- Implemented Renewal Item DB class update. (5f12351, Topic 86816)
- Renewal scripts:
- Implemented official kRO Novice Training Grounds (soon to be overwritten with Academy). (26036ef)
- Finished Renewal Izlude NPCs (excluding Academy) and duplicate maps (izlude_[a-d] and prt_fild08[a-d]). (d32e3c8, 11860e2)
- Implemented Old Glast Heim instance (by Ziu). (914dbda)
- Updated Izlude Arena with Renewal changes. (13b281b)
- Updated all 1st class training quests. (4589a4d)
- Updated Eden Quests 71-85. (4589a4d)
- Implemented other new scripts like Job Repair, Stone Change, Weapon/Shield Card Separation, etc.).
- Event scripts:
- Other:
Misc. Stats
- During the period there were 104 commits.
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Ahh, you're right. And here I am the one who scripted that command. It'll be fixed soon. Thanks.
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You're right about the command always checking for player first, but a check for the second argument in the command is no good as the second argument can also contain a party ID, guild ID, or map name. I think (untested) the real fix would look like this.
Index: src/map/script.c =================================================================== --- src/map/script.c (revision 17485) +++ src/map/script.c (working copy) @@ -12883,10 +12883,8 @@ *-------------------------------------------------------------------------*/ BUILDIN_FUNC(recovery) { - TBL_PC *sd = script_rid2sd(st); - + TBL_PC *sd; int map = 0, type = 0, revive = 1; - type = script_getnum(st,2); if(script_hasdata(st,4)) @@ -12896,6 +12894,8 @@ case 0: if(script_hasdata(st,3)) sd=map_charid2sd(script_getnum(st,3)); + else + sd = script_rid2sd(st); if(sd == NULL) //If we don't have sd by now, bail out return 0; recovery_sub(sd, revive); @@ -12915,8 +12915,10 @@ } if(script_hasdata(st,3)) p_id = script_getnum(st,3); - else + else { + sd = script_rid2sd(st); p_id = (sd)?sd->status.party_id:0; + } p = party_search(p_id); if(p == NULL) return 0; @@ -12943,8 +12945,10 @@ } if(script_hasdata(st,3)) g_id = script_getnum(st,3); - else + else { + sd = script_rid2sd(st); g_id = (sd)?sd->status.guild_id:0; + } g = guild_search(g_id); if(g == NULL) return 0; @@ -12959,8 +12963,10 @@ case 3: if(script_hasdata(st,3)) map = map_mapname2mapid(script_getstr(st,3)); - else + else { + sd = script_rid2sd(st); map = (sd)?sd->bl.m:0; //No sd and no map given - return + } if(map < 1) return 1; case 4:
Also, something like this should have been posted in bug reports.
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This issue only occurs if you have custom items. Anyone who is using official DBs need not do anything.
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Do to the new set of developers we have, I feel this should be brought up again. Currently, Cydh is working on simply bringing Lillith's mod into the source. Before this is done, we should actually finish this discussion as a map zone database may be the way to go.
Pros:
- Everything is in one place, rather than scattered throughout different files
- More versatility with the same DB (Lillith's mod for example)
Cons:
- More processing time
- Breaks backwards compatibility
- Support for transition will need to be provided
I am on the fence with this change, but I feel that with the work already completed (at least updating the diff shouldn't be that hard), changing over to this system is much less of a task than starting from scratch. Can we have some other developer input on this?
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It's been discussed and most of the developers are in favor of porting this modification over. Since it was planned to also do multi-client support in the future, this has been put on hold until a resolution is found.I have re-opened discussion on this to other developers and will post any updates.
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- Popular Post
- Popular Post
We here at rAthena believe that the users have the right to know what our team believes this project should be.
rAthena Goals:- Emulation Accuracy
Our top priority of this project should be put towards creating an experience that matches that of the official servers. Right now, we are far from reaching that goal, but with focus on this particular issue, and with the help of people like you, we can close the gap between the official servers and ourselves. While this may never reach 100% accuracy due to constantly changing aspects in official servers, we could definitely do better than where we are right now.
- Stability
While we continue to fix bugs and add additional new content, it is extremely important that we remain focused on creating a project you can rely on to manage itself while you are away from your server. We want you to feel comfortable walking away knowing that you won't come back to a downed server.
- Resource Consumption
Code speed and resource reduction should remain a lower priority as accuracy and stability are more important than saving some memory or process time. A successful project requires this understanding. Sometimes we may improve code that we come across during fixing other bugs or re-writing sections of code, but at this time, we should not focus on finding and fixing some of the more resource consuming portions of code.
- Customization
We're "core" developers. We develop a platform for people to build off of. Out of the box, we aim to maintain parity with AEGIS, and beyond that, we will provide tools and support (as long as it doesn't detract from the core!) for people aiming to customize beyond that. Anything our users make and wish to have added to the public source also needs to be approved and improved on an individual basis.
If you're looking to start up a server project which follows the above principles, then rAthena is the project for you.
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Added addrid script command in 6572a9f. Updated first post.
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These suggestions are not possible with current clients. Once you send something to a client, it can't be modified later.
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Not anytime soon. We have many, many other bugs to get through first and haven't even begun implementing the other skills for 3rd jobs. Our main focus should be on emulation accuracy and stability before jumping into implementing new skills that will probably be changed a bunch of times before actually reaching mainstream servers.
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File Name: Item Binding
File Submitter: Akinari
File Submitted: 20 Jul 2013
File Category: Utilities
Content Author: Akinari
I made this while taking a short break from the normal rAthena work I do. It works with the item bound system added a little over a month ago. You need to have revision 17351 or newer for this to work. It's mostly focused around guild binding as that was the original intention of the script but I then decided to support the other types. The other types are good simply because this allows players to bind items and log these in a separate NPC table by default. You could also disable unbinding (just remove the option in the switch) and make it a better form of security for users.
Features:
- Allows users to bind items to their account, character, or guild
- Multiple configuration options to choose what item types to allow
- Automatically builds a menu list based on your configuration
Configuration:
OnInit: //* Configuration *\\ //Price .bindprice = 0; .unbindprice = 100000; //What to allow to be bound - Add as necessary //1 = Equipment - 2 = Consumables - 4 = Etc .allowbind = 1; //Log binds via NPC? .logbinds = 1; //Other stuff .boundtypes$[1] = "account"; .boundtypes$[2] = "guild"; .boundtypes$[4] = "character"; end;
Please report any issues and feature requests. Thanks for downloading.
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- Allows users to bind items to their account, character, or guild
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I've been using addrid for years myself and while I've seen the arguments of this being too processor intensive, it has never caused issues for me. Really it goes back to how the scripts are written. The added usefulness for custom scripts, especially event types, makes this an extremely powerful command and I would like to see this added into rAthena myself.
Yes, that's a +1 from me.
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Name: BBaking (letskay)
Badge: Bug Tracker Lv 1
Reason: Has made numerous bug reports with almost 100% accuracy for months.
Status: Approved. [Euphy]
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This really shouldn't be a discussion anymore. There have been many man hours put into preserving pre-re throughout the renewal attack modification, so branching it out at this point would not only be a waste of time, but a disgrace to the one(s) who put all the time and effort into preserving pre-re the way it is now. If anyone feels this should remain an open suggestion, I will leave this open for the next day or 2 before rejecting it.
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Renewal magic attack was implemented for players last November.
See: http://rathena.org/board/tracker/issue-5689-renewal-matk-and-mdef-formula-issue/
And: r16981
As malufett had stated the remaining portion that is incorrect is mob calculations.
See: bugreport:5103
This post serves as a reminder that monster magic attack still needs to be completed as I had totally forgotten about that important detail. Thanks Rage.
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The old repository will update automatically. If you want to stay up to date with latest revisions, switch your SVN repo.
cd /path/to/trunk/
svn switch --relocate https://rathena.svn.sourceforge.net/svnroot/rathena/trunk http://svn.code.sf.net/p/rathena/svn/trunk
Run a repo checkout before relocating. Tools like RapidSVN and Tortoise have these features built-in to relocate.
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There are some VCC errors in this current revision as well as a few GCC warnings. Will get these fixed ASAP and update this post when finished.
Edit:
Fixed in r17403.
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and to Akinari who beat me over the head to make sure I finished this xP!I did that. Thanks for putting so much effort into this and finally getting it released!
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This was fixed in r17356.
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The same way you put the SQL in the first time. Just use whatever front-end, if you have one, like phpMyAdmin to run the SQL queries. It looks like all you're missing is the bound items column in the storage and inventory tables.
upgrade_svn17351.sql
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What revision did you update from? Have you checked for any SQL updates in sql-files/upgrades?
Multi-Channel Chat System
in Implemented
Posted
This was implemented in r17228.