Myriad

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Myriad last won the day on June 25

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About Myriad

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  • Gender
    Male
  • Location:
    Alberta
  • Emulator:
    Hercules

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  1. Any guides out there for using Hercules mapcache? The doc is no help to me.
  2. You should post your script if possible.
  3. You should use OnEquipScript for that. And don't use multiple <""> only one per thing. Like dis. ... ... OnEquipScript: <" if (....) dothis(); else if (....) dothat(); "> OnUnequipScript: <" changebase(Class); "> ... ...
  4. I have been trying to figure it out myself idk yet. I wish devs would take notice of this thread, I think it is a big deal and a deal breaker for players trying to play again. Time after time, I have returning players to my server ask me "what is it with this position lag", referring to the fact they can't be between cells on any action, as well as "direction lag" I would call it, in terms of skills and clicking not properly updating your direction until you travel more than half a cell.
  5. maybe try reviewing code for Palm Push Strike and testing it, since it has delayed effect. if you can dodge PPS, maybe you can put a delayed damage similar to PPS on asura.
  6. i guess the current devs advise against editing your src, but if you properly label everything and increase ur skills with merging, it shouldn't be a problem. there aren't really any guides for turning stuff like this into plugin. i tried but failed.
  7. Can't confirm if it works, but try this. Open src\map\battle.c and find the following code: Just change AS_SONICBLOW to ASC_BREAKER I think the rest of the numbers are self-explanitory Let me know how you go. switch (skill_id) { case AS_SONICBLOW: if (sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ASSASIN) ATK_ADDRATE(map_flag_gvg(src->m)?25:100); //+25% dmg on woe/+100% dmg on nonwoe if(sd && pc->checkskill(sd,AS_SONICACCEL)>0) ATK_ADDRATE(10); break; case CR_SHIELDBOOMERANG: if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_CRUSADER) ATK_ADDRATE(100); break; }
  8. there is a clause in the code which states if your enemy is up against a wall, they will only receive 1 hit. have you modified your skill.c at all?
  9. actually the second hit is caused through source. If you have a fresh Hercules, this shouldn't be an issue. The second hit is hard to see, so you should monitor character HP to check if this is actually the case.
  10. Are you sure no NPC that does it? I suggest using a mass file searcher and searching those IDs or AegisName through the npc folder.
  11. Depending on your client, you can embed data.ini into your client use NEMO patcher.
  12. Yea I know how to do that, but it's the same thing meko don't want which is editing source. I'm trying to find examples of how to turn the above into a plugin, but kinda struggling. I know how to make atcommands and scriptcommands but not stuff like this.
  13. Sad life. I guess this is why no one posts here anymore. Don't know how to make it plugin. Since I don't know how to overwrite stuff from source, only add on top of it (e.g. BUILDIN).
  14. Do you remember a long time ago in eAthena when Magic Rod used to only activate when you are being bolted? Do you miss this behavior? Well, now you can have it that way. Here's how! Step 1: Go to src\map\skill.c and find the following lines: case SA_MAGICROD: clif->skill_nodamage(src,src,SA_MAGICROD,skill_lv,1); sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; Comment the second line so it looks like this: case SA_MAGICROD: //clif->skill_nodamage(src,src,SA_MAGICROD,skill_lv,1); sc_start(src,bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)); break; Step 2: Still in skill.c, find the following code: #endif /* MAGIC_REFLECTION_TYPE */ } if(sc && sc->data[SC_MAGICROD] && src == dsrc) { int sp = skill->get_sp(skill_id,skill_lv); dmg.damage = dmg.damage2 = 0; dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex] sp = sp * sc->data[SC_MAGICROD]->val2 / 100; if(skill_id == WZ_WATERBALL && skill_lv > 1) sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball status->heal(bl, 0, sp, 2); } Add the following line below status->heal(bl, 0, sp, 2); so it looks like this: #endif /* MAGIC_REFLECTION_TYPE */ } if(sc && sc->data[SC_MAGICROD] && src == dsrc) { int sp = skill->get_sp(skill_id,skill_lv); dmg.damage = dmg.damage2 = 0; dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex] sp = sp * sc->data[SC_MAGICROD]->val2 / 100; if(skill_id == WZ_WATERBALL && skill_lv > 1) sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball status->heal(bl, 0, sp, 2); clif->skill_nodamage(bl, bl, SA_MAGICROD, sc->data[SC_MAGICROD]->val1, 1); } Ta-da! All done. Compile your server and you're good to go. Magic rod now works like the old way! Pst to devs, maybe we can have configs for stuff like this?
  15. is this @aura command? There is already a plugin for it. https://github.com/dastgir/HPM-Plugins