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  1. Today
  2. I remember reading once that, every custom skill is treated as an offensive skill
  3. I noticed that on certain hairstyles, when changing palettes some of them would cause this dark line to appear on the side. This only happens with a couple hairstyles. It doesn't seem to be coming from the sprite or the act. Does any one know what could be causing this?
  4. Hi, sorry if this is the wrong spot, I wasn't sure where to post this. I know that they exist, and I've found the female sprites for RK, but for some reason I've spent the last couple hours looking for the old RK sprites and just can't seem to find them anywhere. Were they removed for some reason? Any help finding a full set for the male + female sprites would be so appreciated. I SWEAR that I used to have them somewhere so they must be available. I just feel like I'm going crazy looking for them again lol. Anyway, for reference, this is the female one I found. https://board.herc.ws/files/file/189-old-rune-knight-sprite/
  5. Sorry for resurrecting an old thread but I'm having same issue with my custom supportive skills. They require '/ns' to cast on players, yet they can be cast on mobs without using '/ns' I'm using 20220406, any thoughts on this? skill.cpp case NV_CLEARS: clif_skill_nodamage(src,bl,skill_id,skill_lv,1); status_change_end(bl, SC_CURSE); break; skill_db - Id: 785 Name: NV_CLEARS Description: Clears MaxLevel: 1 Type: Weapon TargetType: Support DamageFlags: NoDamage: true Flags: IsQuest: true Range: 1 Hit: Single HitCount: 1 CastCancel: true Cooldown: 5000 Requires: SpCost: 20
  6. А есть ли возможность извлечь английский перевод квестов из файлов клиента?
  7. Boa Noite companheiros! Estou com um problema: Criei uma box custom que ao abrir o jogador ganha um custom item (asa,helmo,etc) fiz o item > editei o item_group_db> modifiquei o itemdb.h o script_constants.h > compilei porem ao usar a box,o item vem sem identificar, como fazer pra que o item ja venha identificado?? por favor ajudem! desde ja agradeço!
  8. Try checking here Internet Archive: Digital Library of Free & Borrowable Books, Movies, Music & Wayback Machine
  9. Yesterday
  10. Because of how Gitlab and Git-LFS works, I can only update the `data.grf` once. For subsequent updates, it’s more efficient to delete the entire repository and re-upload the folder. If I don’t follow this process, any modification to data.grf, even as small as 2 bytes, would result in an upload of nearly 12GB I'm currently uploading it
  11. Hello, im new to scripting (started 2weeks ago) and found the @resist command very helpful in doing pvp/woe builds. With that said, is there a counterpart command/script for this which shows for Race/Element Damage amplification? Ex. When equipping 1 Hydra and 1 Galion 20% Demi/Player Race Damage 5% Water Element Damage
  12. prontera,158,180,4 script VRO Asisten 100,{ // Inisialisasi setarray .price[0], 10, 20, 30; // Array harga yang mungkin mes "[VRO Asisten]"; mes "Halo! Apakah kamu ingin menjual Jellopy padaku? Saya membayar harga yang berbeda tergantung waktu!"; next; // Menetapkan harga acak dari array .price set .selected_price, .price[rand(getarraysize(.price))]; // Tampilkan harga yang saat ini ditawarkan mes "Saat ini, saya akan membeli Jellopy seharga "+.selected_price+" Zeny per buah."; next; // Cek apakah pemain memiliki Jellopy if (countitem(909) > 0) { mes "Berapa banyak Jellopy yang ingin kamu jual?"; input .amount; if (.amount > 0 && .amount <= countitem(909)) { // Hitung total zeny yang akan diterima pemain .total_price = .amount * .selected_price; mes "Kamu akan mendapatkan "+.total_price+" Zeny untuk "+.amount+" Jellopy."; next; if (select("Jual:Ya,Tidak") == 1) { // Konfirmasi penjualan dan transaksi delitem 909, .amount; // Hapus Jellopy dari inventory pemain zeny += .total_price; // Berikan Zeny kepada pemain mes "Terima kasih telah menjual Jellopy-mu!"; } else { mes "Mungkin lain waktu!"; } } else { mes "Mohon masukkan jumlah yang valid!"; } } else { mes "Tampaknya kamu tidak memiliki Jellopy!"; } close; } 1. Disini saya pengen NPC akan merubah harga setiap 15 menit sekali sesuai waktu server 2. Di mapserv consol have error npc_event: event not found [VRO asisten: :OnTimerUpdatePrice] Maksudnya ini apa ya dan apa disini maksudnya kita harus membuat npc_event kah ? atau bagaimana ? Atas perhatianya terimakasih
  13. I have a question regarding how is 'AttackDelay' value determined in mob_db For example, mob id 1634 has AttackDelay: 76 AttackMotion: 384 The ASPD value displayed in divine-pride.net refers to AttackMotion (1000/X) = aMotion. How is the 'AttackDelay' value calculed?
  14. specifically 0726 from 2007 but I'll take anything I can get. been trying to catalogue and save Ragnarok-related content and apparently much of it was lost throughout the years. rapidshare, megaupload, filefactory. official proxies. torrents. all dead...
  15. Yea BaseLevel is used in scripts. For source you need sd->status.base_level if i remember correct.
  16. What is the correct behavior for performer spell casting animations? I am trying to give them a skill from Minstrel/Wanderer that uses the casting animation, but on Clown/Gypsy it seems like their animation is different and it doesn't allow you to spam the skill as fast as if you were a Dancer or Wanderer. Frost Joke/Scream and their whip skills all use the correct animations, but for whatever reason anything that they "cast" uses only the first frame of the casting animation (Improve Concentration, spell scrolls, etc.). Archer -> full cast animation Hunter line -> full cast animations Pre-Trans 2-2 -> full cast animations Trans 2-2 -> only 1st frame of animations (gypsy's "lean back on heels", clown's "arms out" poses; both first frame of cast animation in the ACT files) 3-2 -> full cast animations 4-2 -> full cast animations Gypsy/Dancer example using IC: Dancer does the full cast animation, but Gypsy stays on that first frame for a bit whenever I use a spell. Is there any way to normalize this behavior over all of the performer classes? Either making them all use just the first frame or make them all play out the full cast animation. This difference is affecting skill usage as classes that play the full animation are able to spam it faster than a Clown/Gypsy can if the player builds for ASPD.
  17. good day i'm wondering what tools or editor may i use to edit class weapon sprite like i want to edit mace and turn it to a toilet paper
  18. for pvp point try using this, the point will change into roulette coin - script PVPPOINTS -1,{ OnPCKillEvent: if ( getgmlevel() >= 60) { end; } set PVPPoint,PVPPoint+1; dispbottom "Gained 1 PVP Points. Total : "+ PVPPoint +" PVP Points."; end; } Welgaia,203,119,4 script PVP Point Trader 512,{ setarray $@pvprewitem[0], 671,673,675; mes "Do you want to trade your point to coin?"; mes "For 1 pvp point will get random 1 coin"; mes "You have "+ PVPPoint +" PVP Points."; switch(select("Yes:No")){ Case 1: if (PVPPoint <= 0) { next; mes "You don't have PVP point."; end; } next; mes "Here your random coin."; getitem $@pvprewitem[rand(0,getarraysize($@pvprewitem)-1)],1; set PVPPoint,PVPPoint-.point; close; Case 2: mes "ok bye"; close; } } For PVP ladder and dota sound try use script at this download page on folder NPC
  19. If you're korean, I think you can use the default one then. That is client side error so its not related to mysql to be honest.
  20. Prueba cambiando (BaseLevel/2) por status_get_lv(src)
  21. Either you disable the patch for 'enable the cash shop preview' in nemo/warp, OR you can change in src/config/core.hpp /// Uncomment for use with Nemo patch ExtendCashShopPreview //#define ENABLE_CASHSHOP_PREVIEW_PATCH remove the // to enable it and recompile rathena.
  22. U can use OnNPCKillEvent and do some checks Rynbef~
  23. BaseLevel is a pre defined script variable not on source Rynbef~
  24. Bro, el codigo del JobMaster llega a funcionar y me voy a tu casa a abrazarte. jajaja, en estos dias lo pruebo! Muchas gracias. Ya que estoy te consulto, ¿como funciona el "getarg"? Si le pones getarg(0) lee el base level del usuario y si le pones (1) lee el job?
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