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bWolfie

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bWolfie last won the day on March 4

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About bWolfie

  • Rank
    I'm the man

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  • Gender
    Male
  • Location:
    Alberta, Midgard
  • Interests
    Being the man.
  • Github
    bWolfie
  • Emulator
    Hercules

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  1. Needs to be getcharid(CHAR_ID_CHAR, .@units[.@i])
  2. Seems like you did everything right. Is it just this item you are struggling with or all of your customs have the same issue?
  3. Edit: I fixed nonnull and HPMHooking warnings by updating GCC to v7 (previously using default 4.8). The enumeration value warning is a bit annoying. Using 'default' no longer suppresses the warning, so I have to manually input every enum value into each switch I use. I recently updated my Hercules to 2022.12.07 and now I am receiving these warning messages when compiling. How do I disable/fix them? If I update to a later version will they automatically be fixed? In file included from storage.c:37:0: ../common/memmgr.h:79:2: warning: ‘returns_nonnull’ attribute directive ignored [-Wattributes] void* (*malloc)(size_t size, const char *file, int line, const char *func) __attribute__ ((alloc_size (1))) GCCATTR ((returns_nonnull)); atcommand.c: In function ‘atcommand_go’: atcommand.c:124:3: warning: enumeration value ‘BL_ITEM’ not handled in switch [-Wswitch-enum] switch (sd->who_hit) { ^ atcommand.c:124:3: warning: enumeration value ‘BL_SKILL’ not handled in switch [-Wswitch-enum] In file included from HPMHooking.c:238:0: HPMHooking/HPMHooking_map.Hooks.inc: In function ‘HP_showmsg_showMessageV’: HPMHooking/HPMHooking_map.Hooks.inc:81222:3: warning: function might be possible candidate for ‘gnu_printf’ format attribute [-Wsuggest-attribute=format] retVal___ = HPMHooks.source.showmsg.showMessageV(string, ap___copy); ^
  4. Hello, I created a custom skill RK_MOUNT for Rune Knight. I added it to the appropriate place in skillinfoz\skilltreeview.lub, but for some reason it shows in 2nd job tab. Hoping someone can help me get it on 3rd job tab. [JOBID.JT_RUNE_KNIGHT] = { [1] = SKID.RK_RUNEMASTERY, [3] = SKID.RK_PHANTOMTHRUST, [4] = SKID.RK_DRAGONTRAINING, [8] = SKID.RK_ENCHANTBLADE, [10] = SKID.RK_HUNDREDSPEAR, [11] = SKID.RK_DRAGONHOWLING, [12] = SKID.RK_DRAGONBREATH, [14] = SKID.RK_DEATHBOUND, [15] = SKID.RK_SONICWAVE, [16] = SKID.RK_WINDCUTTER, [18] = SKID.RK_MOUNT, [19] = SKID.RK_DRAGONBREATH_WATER, [23] = SKID.RK_IGNITIONBREAK, [41] = SKID.ALL_FULL_THROTTLE },
  5. bWolfieh! I was wondering if you could share the missing fuctions on your Rotated Headgears for WOE SHOP?

    https://pastebin.com/ruJQfHph

    This is quite interesting though.

    Thank you Wolfieh!

    1. bWolfie

      bWolfie

      how you even get access to this script lol

       

      F_ReturnRand returns a random item from the array so I'm sure you can figure it out

  6. Thanks for the responses. I don't know why I use memcpy, not so advanced on coding. I just copied an existing structure I found in source code. I used safestrncpy in new version and no leaks. char item_name[ITEM_NAME_LENGTH], output[100]; safestrncpy(item_name, i_data->jname, ITEM_NAME_LENGTH); sprintf(output, "Retrieved %d '%s' from storage.", i, item_name);
  7. I made this command to retrieve all of an item from storage. This line char *item_name =(char *)aMalloc(ITEM_NAME_LENGTH*sizeof(char)); causes memory leak. How to fix it? struct item_data *i_data = itemdb->exists(nameid); if (i_data == NULL) { clif->message(fd, "Invalid Item ID."); return false; } char *item_name =(char *)aMalloc(ITEM_NAME_LENGTH*sizeof(char)); memcpy(item_name, i_data->jname, ITEM_NAME_LENGTH); char output[100]; sprintf(output, "Retrieved %d '%s' from storage.", i, item_name);
  8. Thanks helped solve my problem. Use skill id 900-1000 for custom skills.
  9. See /doc/sample/npc_trader_sample.txt and NPC related script commands: https://github.com/HerculesWS/Hercules/blob/stable/doc/script_commands.txt#L10462
  10. How do you define CUSTOM_SKILL_RANGES? Can't work it out. No documentation available still. Whenever I make changes to skill_idx_ranges[] it causes everything from { GD_APPROVAL, GD_DEVELOPMENT }, to break. Edit: It seems that the skill id must be listed in order. I was using skill id below 10000, but listed after. This means all custom skill must be of more than GD_DEVELOPMENT, otherwise CUSTOM_SKILL_RANGES will cause issues.
  11. maybe some graphics editing and client hex.
  12. @meko Do you know how to create a function similar to sort/rsort, but it won't move a certain nth array? E.g. #1, I have this array setarray(.@Array, 4000, 3, 4001, 7, 4002, 1, 4003, 10, 4004, 0, 4005, 2); Then I want to sort it so the left numbers (4000-4005) change position with the right no. E.g. #2, now going to sort in ascending order. 4004, 0, 4002, 1, 4005, 2, 4000, 3, 4001, 7, 4003, 10, As you can see, it only sorted every 2nd array, but it moved the preceding array with it. Idk how to explain this. I think "anchor" would be the correct term. Value n determines how many values are anchored to the first array index before we sort by a new anchor. Hope it makes sense and hoping you can help me out. Thanks.
  13. sorry i dont have time to update this
  14. So I have a NPC script which uses disablenpc() on a timer. Players are able to interact with the NPC while it is active. The NPC uses mes(). If a player is talking to the NPC while the disablenpc() is triggered, the will become stuck on the mes() screen, and will need to logout or warp away using @load or something similar to get out of it. My query: When disablenpc() is triggered, how can I send close() to everyone currently talking to that NPC? (sorry haven't updated my source for a bit, this may already exist in new versions)
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