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Igniz

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Poring

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  1. Hello. I would like to make a custom unit; I have the coded part but the visual effect is still missing. Is there a way to make custom unit_id's or they are hard coded inside the client?
  2. Hello, it seems that using certain 2018 clients (tested with 20180621 and 0620) the name of the custom DLL at the encripting function is ignored. It always read cps.dll despite of the custom name of the dll. Thanks for your awesome tool, hope this get fixed.
  3. Three powerful tools: - Temporal Bonus, Status or usable Skills with a timer like bTemporal Str,10,10000; or bSKTemp AB_RENOVATIO,5,10000; - % to call a label event/function when cast a skill/hit/being damaged -- maybe add a check for a specific target/enemy id (monster id/class, only players, etc) - Gain X bonus when Y conditions met (map, job, level, variable, etc) (Annie did something like this with status while being on map X) Other cool bonus: - Swap position with target - % to inflict a status in an area when being hit/damage enemy - % of cast the same skill to a nearby target at X cells if original target are killed (chain lightning effect) - % of cast the same skill to you at attack (like hurting yourself instaed your enemy with your own skill) - % of resist to a bitmask class (for example for whole mage class) - % to drop X item/groupitems when being hit (for example, drop honey when enemies hit you; bAddClassDropItemGroup inverted) - % to reduce target cast/aspd or speed x seconds for y% amount at damage/being hit - % to inflict status x at target when you hit it by melee/skills - Expand bIntimacy with pets Edit1: Some crazy ideas, hope you like it - Panic: % to make the target or attackers run away from you with slow speed - Transmutation: % to disguise target/attacker to x monster for y time making them unable to attack/do skills (a nice emote would be good) - TemporalShield: % to summon a shield with x hp for y time (works exactly like millenium shield but with this we can set the hp) - TowerDefense: %x to summon a wall with Z x Y size around the caster (ice/fire wall maybe?) [wall of thorns like] ---- maybe set R hp of the wall? Would be awesome - Vacuum: % to suck targets to your position on y area - Taunt: %x to force everyone on Z x Y square around you to attack you when being hit/do damage - FinalStand: % to heal allies on an Z x Y square around you equal to damage inflicted to you - Panacea: % to heal z% percentage/remove status y when use skill/item/itemgroup x - DoubleDmg: % to inflict x% additional damage when being hit with same skill y again on z time [first skill deals you 500 damage and the same second one deals you 500+x% aditional damage] -DoubleEdge: % to increase damage/speed/aspd to whole party when attack/being hit (negative and positive value support) Expansion for compare method with level/class/monture/inventory weight/x item qty/hp/skill_id/skill_lvl ------ The original patch support this already? Edit2: Small one -SkillX: % to ignore special requirements of skill like mado, wolf, weapon, etc. -SkillBounce: Exactly like the one when the target dies but maybe another one without need to a target dead? My brain is dry for now, I will edit this if more ideas come to me. Thanks in advance, your job is awesome.
  4. Just normal hits like Invisibility as Clark says Thanks for your time
  5. Hello. The skill Invisibility allow to attack while cloaking. I'm trying to enable Hiding or ChaseWalk status to do the same thing but I had no success finding a clue on the source code, any hint?
  6. Hi, i compiled all ok on MVS, but on centos 5 throw me annoying errors Tried already: Install all gcc package (yum install -y gcc*) Install c++ package (yum install gcc-c++) Obviously fresh rathena This is the error with default gcc 4.1.2 compiler: [root@root]# make server make[1]: Entering directory `/root/3rdparty/mt19937ar' CC mt19937ar.c cc1: error: unrecognized command line option "-Wno-maybe-uninitialized" cc1: error: unrecognized command line option "-Wno-clobbered" cc1: error: unrecognized command line option "-Wempty-body" make[1]: *** [mt19937ar.o] Error 1 make[1]: Leaving directory `/root/interlude/3rdparty/mt19937ar' make: *** [mt19937ar] Error 2 And this is the error on CMAKE 2.8.10.2: [ 27%] Built target common Linking C executable login-server ../common/libcommon_base.a(mempool.c.o): In function `mempool_async_allocator': mempool.c:(.text+0x51): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x87): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0xa8): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0x106): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x126): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0x1d8): undefined reference to `__sync_add_and_fetch_8' mempool.c:(.text+0x22d): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x263): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x284): undefined reference to `__sync_sub_and_fetch_4' ../common/libcommon_base.a(mempool.c.o): In function `mempool_final': mempool.c:(.text+0x40b): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0x486): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x4bc): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x4dd): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0x53b): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x55b): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0x5f7): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x62d): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x64e): undefined reference to `__sync_sub_and_fetch_4' ../common/libcommon_base.a(mempool.c.o): In function `segment_allocate_add': mempool.c:(.text+0x97e): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x9cf): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x9fc): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0xa93): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0xabc): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0xb42): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0xb93): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0xbc0): undefined reference to `__sync_sub_and_fetch_4' mempool.c:(.text+0xc6b): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0xcbc): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0xce9): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0xd65): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0xd88): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0xdf2): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0xe28): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0xe49): undefined reference to `__sync_sub_and_fetch_4' mempool.c:(.text+0xeb0): undefined reference to `__sync_fetch_and_add_8' mempool.c:(.text+0xee6): undefined reference to `__sync_fetch_and_add_8' mempool.c:(.text+0xf0c): undefined reference to `__sync_add_and_fetch_8' mempool.c:(.text+0xf41): undefined reference to `__sync_fetch_and_add_8' ../common/libcommon_base.a(mempool.c.o): In function `mempool_create': mempool.c:(.text+0x12c5): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x12fb): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x131c): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0x137a): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x139a): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0x13ff): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x1435): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x1456): undefined reference to `__sync_sub_and_fetch_4' ../common/libcommon_base.a(mempool.c.o): In function `mempool_destroy': mempool.c:(.text+0x14fc): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x154d): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x157a): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0x1611): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x163a): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0x1728): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x1779): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x17a6): undefined reference to `__sync_sub_and_fetch_4' mempool.c:(.text+0x1851): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x18a2): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x18cf): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0x1966): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x198f): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0x19f4): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x1a45): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x1a72): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0x1b09): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x1b32): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0x1d67): undefined reference to `__sync_lock_test_and_set_8' mempool.c:(.text+0x1dab): undefined reference to `__sync_lock_test_and_set_8' mempool.c:(.text+0x1def): undefined reference to `__sync_lock_test_and_set_8' mempool.c:(.text+0x1e2d): undefined reference to `__sync_lock_test_and_set_8' mempool.c:(.text+0x1e6e): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x1ea4): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x1ec5): undefined reference to `__sync_sub_and_fetch_4' mempool.c:(.text+0x1f37): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x1f6d): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x1f8e): undefined reference to `__sync_sub_and_fetch_4' ../common/libcommon_base.a(mempool.c.o): In function `mempool_node_get': mempool.c:(.text+0x20e1): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x212c): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x2153): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0x21bd): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x21e0): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0x2255): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x228b): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x22ac): undefined reference to `__sync_sub_and_fetch_4' mempool.c:(.text+0x2316): undefined reference to `__sync_sub_and_fetch_8' mempool.c:(.text+0x23c7): undefined reference to `__sync_lock_test_and_set_8' ../common/libcommon_base.a(mempool.c.o): In function `mempool_node_put': mempool.c:(.text+0x24c5): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x24fb): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x251c): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0x257a): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x259a): undefined reference to `__sync_add_and_fetch_4' mempool.c:(.text+0x2604): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x263a): undefined reference to `__sync_val_compare_and_swap_4' mempool.c:(.text+0x265b): undefined reference to `__sync_sub_and_fetch_4' mempool.c:(.text+0x26b2): undefined reference to `__sync_add_and_fetch_8' collect2: ld returned 1 exit status make[2]: *** [src/login/login-server] Error 1 make[1]: *** [src/login/CMakeFiles/login-server.dir/all] Error 2 make: *** [all] Error 2 So, this is a package problem imo, but what package is outdated/missing? Or what is the main problem? Some ideas? Thanks in advance
  7. Well, I need extra zones for custom zones but it seem's to be capped to 7 using a bitmask. How can I expand the bitmask in order to add the zones as I want? For example zone 8 (bitmask 4096) or 9 (8192)
  8. Someone found the fix for this? Notice: Undefined offset: 0 in /public_html/addons/voteforpoints/modules/voteforpoints/index.php on line 44 Notice: Trying to get property of non-object in /public_html/addons/voteforpoints/modules/voteforpoints/index.php on line 44 When clicked "Vote" button this appears: Notice: Undefined index: HTTP_X_FORWARDED_FOR in /public_html/addons/voteforpoints/modules/voteforpoints/vote.php on line 16 Warning: Cannot modify header information - headers already sent by (output started at /public_html/addons/voteforpoints/modules/voteforpoints/vote.php:16) in /public_html/lib/Flux/Template.php on line 860 I think it's PHP version related :/
  9. That's it. What is the most stable/functional version that you are using? I tested this with no luck Thor_Patcher[2.6.4.8] -----> Goes ok with w8 but with w7 nope -----> It needs administrator privilege Thor_Patcher[2.5.4.18] -----> Can't patch properly single files or create new grf's Greetings
  10. Well, I am a developer since 2008 and i saw a lot of features and games and everything but there are a lot of things that we can't do as developers: Absolute control of the enviroment and monsters. Does anyone remember this? Well it could be amazing if rAthena revives this tecnology, the posibilities are endless with the proper focus, let's talk about it with an example: Command "setid", "monsterid" and "monsterwalk[0,3]" // This creates a group of monsters with ID "X", very similar to WoE Guardians ID's, if they are on the same ID, they are allies (otherwise enemies). The groupID are set by the developer for control (read below). The command setid it's self explainable, it sets an ID "X" to a player. setid, playerID, ID; monstergroupid, ID, groupID, amount ,map, mapx, mapy; This orders to walk the "X" group of monster to a X1/Y1 point on the map, the variables x2/y2 are set if the developer want to make a bucle of movement (patrol mode from x1/y1 to x2/y2), otherwise, the mobs just stay there inmobile when they reach the x1/y1 coords. monsterwalk0, groupID, mapx1, mapy1,{mapx2, mapy2} // Pasive walk (just walk, attacks if attacked by enemy) monsterwalk1, groupID, mapx1, mapy1,{mapx2, mapy2} // Aid walk (sees the player, the monster heals or helps attacking the enemy monsterwalk2, groupID, mapx1, mapy1,{mapx2, mapy2} // Aggresive walk (sees the player, attacks) monsterwalk3, groupID, mapx1, mapy1,{mapx2, mapy2} // Run away walk (sees the player and runs of the player) Ok, setted the proper commands let's talk about this example quest: The user needs to help the villagers of Payon of being attacked and get robbed. The group of evil porings wants to rob their apples so if they reach the store of Payon game over. Basically: - User and porings are enemies: User got ID 1 and porings ID 2. setid, playerID, 1; // We set the "good boys" side. monstergroupid, 2, 1, 100 ,payon, payoncoordsx1, payoncoordy1; // This creates 100 porings with ID 2 (enemy) and groupID 1 (control group ID) monsterwalk2, 1, payonstorecoordx, payonstorecoordy; //This makes the poring group "1" run at the payon store coordinates killing all enemies on their run. We do a function that checks if they reach the coords (raw code), if they do so, the game ends. attachrid(1) // This attach the group ID "1" of enemy porings getmapxy(m,x,y); if(x && y == payonstorecoordx && payonstorecoordy) endgame; As i said, the posibilities are endless, we can do smart wars, quests, games......... Obviously we can add more commands for functions, for example a command that check the remain monsters of group X and do something etc: getremainmonstersid, groupID; set remainmonsters, getremainmonstersid, 1; if(remainmonsters < 10) announce "PoringKing: THIS IS NOT THE END HUMANS! WE WILL BACK!!"; It's time to make more fun RO and give him back a breath of life. The developers and players really NEEDS this.
  11. Don't worry buddy, take your time and my best wishes for you Keep moving!
  12. How exactly works the "function" function works? In what scenario allows to warp? (I guess that it needs to be TRUE the argument to allow the warp, or it needs a specific return variable?) And the flag function supports char variables or only global variables? Great script btw.
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