Jump to content

Profe_Meza

Members
  • Posts

    21
  • Joined

  • Last visited

2 Followers

Profile Information

  • Gender
    Male
  • Location
    Cárdenas S.L.P.

Recent Profile Visitors

1610 profile views

Profe_Meza's Achievements

Poring

Poring (1/15)

0

Reputation

  1. to calibrate the bulbs I put in my custom prontera to generate the closest shadows resembling those of the original RO
  2. index where you can find some that effects found in each map, is a problem to be looking map map loop should take each effect the problem is not finding the effects or try the problem is to give the exact caliber
  3. <p>As well, it all started when changing the height of the water to correct the shading or texture black color in the water, then adjust everything and successfully solve the problem as wake effects effects group together without going to one in 1, besides that there are some that I saturate the map when one tries to accommodate one's complicated, could anyone help?
  4. I know what I want to correct that, but I think it would have to modify the script too :/
  5. actually it seems, I can do? These are the codes to edit: ./src/map/map.c if (sd->npc_timer_id != -1) //Cancel the event timer. npc_timerevent_quit(sd); while(sd->npc_id) npc_event_dequeue(sd); npc_script_event(sd, NPCE_LOGOUT); ./src/map/script.c #define BUILDIN_DEF2(x,x2,args) { buildin_ ## x , x2 , args } #define BUILDIN_FUNC(x) int buildin_ ## x (struct script_state* st) // [ToastOfDoom] // Returns the character at the specified position in a string. // charat <str>,<index>; BUILDIN_FUNC(charat) { const char *str = script_getstr(st,2); int pos = script_getnum(st,3); char *output; output = (char*)aMallocA(2*sizeof(char)); output[0] = '\0'; if(str && pos >= 0 && (unsigned int)pos < strlen(str)) sprintf(output, "%c", str[pos]); script_pushstr(st, output); return 0; } ./src/map/script.c struct script_function buildin_func[] = { BUILDIN_DEF(charat, "si"), // [ToastOfDoom]
  6. Such a good day Hello everyone I have a little problem with the script Antibot Ivion what happens is that sometimes modifice the source of my rathena and always compiled fine (I also mark the same error eA), spent months and not modification is that rathena are made​​, well the point is that I get this error: 1> .. \ src \ map \ script.c (12597): error C2084: function 'int buildin_charat (script_state *)' already has a body 1> .. \ src \ map \ script.c (3879): see previous definition of 'buildin_charat' There any way to know how to solve it!? This has traumatized me and I fear for the safety of my server, this antibot to my taste is very good and I use it like I could help resolve this error will not let me compile. THANKS!!! Script Ivion Antibot Link! http://www.eathena.ws/board/index.php?showtopic=233642
  7. solved forever if what happens is that I made a motion with his version iso ragnabot and then appeared again just reset again with your version of browedit and returned to be solved, the problem is that I put the 700 version and record, and appeared in the grass, but it was solved with your settings reaciendo browedit version thanks likewise! can close it.
  8. Because my emulator GAT detects this error? how I can fix? or it could be?
×
×
  • Create New...