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kekkersjonge

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  1. you still can't above 1100 or you will stuck in ground.
  2. hey, there is a limit of 64 affects+ affect effects serverside + clientside. already changed the limit serverside to 128, which works. the affect gets to the database and to the client but everything over 63 has no visuals ingame. (yes, ofc there is some effect declared in playersettingsmodule). tried to change the "AFFECT_NUM = 64" to "AFFECT_NUM = 128" but still its not working. are there any other limits clientside?
  3. this is what i want, tell me how much via PM. tried bunch of methods but nothings worked so far.
  4. didnt find anything while searching on google. is there any possibility to display the monster debuffs under its hp bar? like poison affect icon when the mob has poison on it. i dont want the hp gauge get green, i just want that poison affect icon right under the mob information window. thanks for helping
  5. stupid question but do you run your server local from visual studio? if yes, i had the same issues after i took my skills from npc/quest and slighty after restartet the server my skills are gone + the qf where set that i got the skills. i did solved it by just waiting some time between getting skills and restarting it. its not happening on freebsd, just using killall -1 db game auth instead of killall -9 db game auth.
  6. hi, trying to port the damage system from int to long long but after all its not working. the damage shows correctly ingame but gets not applied as damage. things i already changes: battle_hit battle_melee_attack GetMobAttackRange (it has damage base) CalcBattleDamage CalcMagicDamageWithValue CalcMagicDamage iERSrc iARSrc attacker_dx victim_dx CalcAttBonus iReduceDamagePct point bonuses increased by iatk Item_GetDamage pdamMin pdamMax CalcMeleeDamage iDam iAtk iDamMin iDamMax iPureAtk iPureDam iDist iGap iPercent fAR iDef battle_hit CalcArrowDamage BlueDragon_Damage blue dragon idam stuff iPower ProfileDamage Damage UpdateAggrPointEx ChangeVictimByAggro GetSkillPower SendDamagePacket iRet total_dam dam reflectDamage iCriticalPct iPenetratePct pct iCurHP iDamageToSP iDamageSPPart add_dam iMostDam FuncSplashDamage packet_damage_info and min max utilities in libthecore Problem: Dmg shows correctly ingame, but the damage didnt went through, so i deal 0 damage for the server. Anyone has an Idea what i'm missing?
  7. searched now for like hours but didnt found anything related to it. just copied my bravery cape to make a new one, after added it to item_proto svside, added it clientside i drag it into quickslot. with the basic one (70038) its working like a charm. what do i miss?
  8. hi, these wings are free from plechito with animations. if i add them to my client everythings works well except the animation, its not working. also the item_scale from plechito have 5 values instead of 3, if i add all the 5 values the wings are invisible. any hints?
  9. ^ today anyone who can answer this question? don't want to open a new topic if this one isn't answered already.
  10. works like a charm, is there any function where i can make that the skill is repeating x times?
  11. thanks for the hint, will try it out! btw. is there any list where the skills names are translated to ger/eng? i mean "SKILL_EUNHYUNG = Ambush".
  12. Heya, messing arround with the source right now and wanna learn some stuff. Where can i find the Skills in the Source? I mean, what the Skills are doing. Example: I started with the Idea when i use Stamp (Mental Warriorr) i want that the function PullMonster() is called, so mobs in x radius will get pulled to me. thanks for any kind of help, happy new year everyone.
  13. Works perfect, thanks! Btw. i dunno if i need to open a new thread for it, but i also added the "PullMonster" function on the bravery effect itself so the mobs are directly get pulled into me.. but the mobs gets pushed arround into 3 seperate bulks. 2 questions on it. first: is it possible that the mobs get pulled directly into the character? second: can i add the "PullMonster" function as skill attribute? example: i use dragon swirl and want that all mobs in x range get pulled. greetings
  14. Heyo, glad to have you here. wanna change the range of my bravery cape but if i change the approx range in char_battle.cpp nothing changes. struct FuncAggregateMonster { LPCHARACTER m_ch; FuncAggregateMonster(LPCHARACTER ch) { m_ch = ch; } void operator()(LPENTITY ent) { if (ent->IsType(ENTITY_CHARACTER)) { LPCHARACTER ch = (LPCHARACTER) ent; if (ch->IsPC()) return; if (!ch->IsMonster()) return; if (ch->GetVictim()) return; if (number(1, 100) <= 100) // Àӽ÷Π50% È®·ü·Î ÀûÀ» ²ø¾î¿Â´Ù if (DISTANCE_APPROX(ch->GetX() - m_ch->GetX(), ch->GetY() - m_ch->GetY()) < 10000) if (ch->CanBeginFight()) ch->BeginFight(m_ch); } } }; i tried so many values, but there is zero difference. do i have to change something else? Thanks for reading!
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