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Michi

Retired Staff
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Everything posted by Michi

  1. Hi, Is it possible to remove the empty part below the the remaining icons? Thanks
  2. Could I have the full package please? And I'm really interest to be your slave for the rest of my life, Is that good?
  3. https://www.youtube.com/watch?v=NGJEWshqzUc&feature=youtu.be
  4. Michi

    Tree of Savior

    So sad I didn't receive a beta key
  5. It's not in msgstringtable.txt? didn't check don't have time sorry
  6. If you want to see bAtkRate in status window you need to made src edit
  7. no you can't need src edit to show bAtkRate in status window
  8. Fix here : https://github.com/HerculesWS/Hercules/commit/dc566e99ff2a33c1d2066f09e0044ba3de8bc803
  9. Yes it's like this on official data
  10. Yup we notice that long range was not reduce by card properly. Now it's working as official.
  11. You can change it here if( sc && skill_id != PA_SACRIFICE && sc->data[SC_UNLIMIT] && (wd.flag&(BF_LONG|BF_MAGIC)) == BF_LONG) { switch(skill_id) { case RA_WUGDASH: case RA_WUGSTRIKE: case RA_WUGBITE: break; default: ATK_ADDRATE( 50 * sc->data[SC_UNLIMIT]->val1 ); } } -> ATK_ADDRATE( 50 * sc->data[sC_UNLIMIT]->val1 );
  12. I finaly finish the Mob Skill DB update: https://github.com/HerculesWS/Hercules/commit/744c3fc19a6681b80eb3d679fdd3914c2d7099f8 Now all mobs working as official
  13. Michi

    About script

    Oh really? didn't notice, I use it on all my instance script and some event script and I didn't get any problem with :x
  14. Michi

    About script

    You can do something like this: setcell "map",<x1>,<y1>,<x2>,<y2>,cell_walkable,0; //Player can't walk on cellsetcell "map",<x1>,<y1>,<x2>,<y2>,cell_walkable,1; //Player can walk on cell More info in doc/script_commands.txt in setcell part And you can use npc like barricade to create the wall and hide them when you want to let player walk in. - script barricade_management -1,{end;OnBarricadeOn:enablenpc "Barricade";enablenpc "Barricade#2";ect.... // add as many barricades you needsetcell "map",<x1>,<y1>,<x2>,<y2>,cell_walkable,0; //Player can't walk on cell when the barricades are onend;OnBarricadeOff:disablenpc "Barricade";disablenpc "Barricade#2";ect.... // add as many barricades you needsetcell "map",<x1>,<y1>,<x2>,<y2>,cell_walkable,cell_walkable,1; //Player can walk on cell when the barrides are offend;}map,x,y,0 script Barricade#1::Barricade 1906,{ //location of your barricade npcend;OnEffect1: specialeffect 402; // You can put an effect to get something cool ;)end;}map,x,y,0 duplicate(Barricade) Barricade#2 1906 //location of your second barricade npcect... // add as many barricade you need
  15. Michi

    Yommy is back?

    I think is just looking around :x
  16. If someone can test them cause I think all is fixed but can't remember if I fix them all :x
  17. Hi, That's right they should be drop by mob. I'm finishing to update the mob_db.txt, should be ready really soon.
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