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Syreldar

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Everything posted by Syreldar

  1. the problem is in the clientside part of the map.
  2. 1. Well, find it or I can't help you. 2. Change this snippet: if (pAttacker->GetPoint(POINT_HIT_HP_RECOVERY) && number(0, 4) > 0) // 80% 확률 { int i = MIN(dam, iCurHP) * pAttacker->GetPoint(POINT_HIT_HP_RECOVERY) / 100; if (i) { CreateFly(FLY_HP_SMALL, pAttacker); pAttacker->PointChange(POINT_HP, i); } } // 칠 때마다 SP회복 if (pAttacker->GetPoint(POINT_HIT_SP_RECOVERY) && number(0, 4) > 0) // 80% 확률 { int i = MIN(dam, iCurHP) * pAttacker->GetPoint(POINT_HIT_SP_RECOVERY) / 100; if (i) { CreateFly(FLY_SP_SMALL, pAttacker); pAttacker->PointChange(POINT_SP, i); } } Into this: if (pAttacker->GetPoint(POINT_HIT_HP_RECOVERY) && number(0, 4) > 0) // 80% E¢ç¡¤u { int i = (iCurHP >= 0 ? MIN(dam, iCurHP) : dam) * pAttacker->GetPoint(POINT_HIT_HP_RECOVERY) / 100; if (i) { CreateFly(FLY_HP_SMALL, pAttacker); pAttacker->PointChange(POINT_HP, i); } } if (pAttacker->GetPoint(POINT_HIT_SP_RECOVERY) && number(0, 4) > 0) // 80% E¢ç¡¤u { int i = (iCurHP >= 0 ? MIN(dam, iCurHP) : dam) * pAttacker->GetPoint(POINT_HIT_SP_RECOVERY) / 100; if (i) { CreateFly(FLY_SP_SMALL, pAttacker); pAttacker->PointChange(POINT_SP, i); } } 3. My fix is the only and complete fix for the issue.
  3. 1. Post the quest. 2. Post Character::Damage from char_battle.cpp, the snippet after this line: if (pAttacker->GetPoint(POINT_HIT_HP_RECOVERY) && number(0, 4) > 0) // 80% Č®·ü 3. [Hidden Content]
  4. I am fairly sure that cannot happen if done properly.
  5. If you want the item to be dropped 100%, write a quest for it. If you don't, then it's just unlucky, drop doesn't depend on damage.
  6. translate_text = { ["de"] = { ["confirmLang"] = "You've selected german.", ["questname"] = { ["title"] = "title here", ["text"] = string.format("the qf is %d", pc.getf("auftrag", "current_mission")) } }, } say(translate_text["de"]["questname"]["text"]) Works just fine.
  7. I think I got an aneurysm from reading this, why would you push a 6 years old topic?
  8. Make them Toggles and increase their duration to a high value.
  9. Then it's not possible to do it via quest without any source changes, unless you hardcode it with affect.add_collect and affect.remove_collect on dismount, but considering that there is no trigger for that, it would simply not work properly; you're not the only one that can make you dismount: there are many cases. - Death (also not checkable via quest unless you have the die trigger like on martysama's sources). - New login or Teleport on new map (the mount isn't immediately re-equipped, so it would require a timer) - etc. But even if you somehow hardcoded all the cases, the affect_add_collect works with keys and values. This means that if you somehow got another bonus of the same type and value which has been given to you via affect.add_collect, the other bonus will be gone forever. Have you ever thought about why does the Lv30 Biologist mission give you 10% Movement speed and the Lv70 one gives you 11%? Well, that's the reason.
  10. ? Well it depends wether or not the pc.mount_bonus function allows the player to have multiple AFFECT_MOUNT_BONUS, which if I remember correctly is not allowed. But, assuming it does allow it and i'm just not remembering correctly, turn the bonus arg from a simple int into a table, then iterate through the same table depending on what mount you're using and call the pc.mount_bonus function for each bonus you put inside the table, enjoy.
  11. when login with pc.get_map_index()== 1100000 begin if true == pc.is_riding() then horse.unride() horse.unsummon() end end You don't know how dungeon instances work?That is only going to work for the very first instance you create.
  12. It doesn't matter, unless the code is flawed in some way (memory leaks/no checks on pointers/etc) your point is invalid. He is trying to change the way a system of a 2004 game works. Rewriting the 10 lines of code that system is made of like a pro won't make up for the hundreds of thousands of lines written by monkeys 16 years ago. If it does the job well, then it's fine.
  13. Well.. You can pull out the Turkish Dev from within you and write: pe.bEmpire = number(1, 2) == 1 ? 1 : 3;
  14. If you bought the system from him, then ask him. In any other case, get out of here, you're not welcome.
  15. I think the shield should also face the opposite direction.
  16. ? You don't need c++ to do that at all. It's easily doable via quest.
  17. Like any other NPC, you can set the Warp to be there permanently from locale/xxx/map/MAPNAME/npc.txt
  18. Could you write that with a better English? Because I'm afraid I don't understand what you need.
  19. Let me guess.. add StartHunt to constInfo's vars?
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