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  1. Currently there is no such status change but you could use the commented status change SC_HPREGEN and SC_SPREGEN. Uncomment them in status.hpp and in script_constants.hpp. Then you need to define it in status.yml. Then in skill_db.yml you link the skill to the status. And then in the source code at the code where the skill is executed in skill.cpp you can just start it with: sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)) "type" contains the status that is linked to the skill in skill_db.yml, if you don't define it there you could also hardcode it here. skill_get_time() means it uses Duration1 defined for the skill. And then in the regen code you can just check if the status change is active if(sc && sc->getSCE(SC_HPREGEN)) { [...] }
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  2. Hello, you didnt use the jobmaster from rathena ? https://github.com/rathena/rathena/blob/master/npc/custom/jobmaster.txt There is this part .LastJob = true; // Enforce linear class changes? it is enforce as default linear class changes.
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  3. Hey, I'm looking for a few particular RO installers from the iRO beta days. If you were there and downloaded these clients back in the day, if there's any chance you may still have them on that old pc, external hd or 20yo CD-R backup, please hit me up. They are all <1gb and I have checksums to confirm if they are what I need, but anything from this era will be helpful really. Partial patches (not full clients) also accepted.
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  4. Do you have very old clients or emulators lying around? Maybe that old hard drive with RO stuff? How about those old CD-Rs on the shelf? Or are you simply a RO data hoarder? WE WANT YOU! Hi, I’m vit. I’m developing along with o oldinroplayer a *Ragnarok Online Cross-Episode Database*, called RagnaDB. It’s a db in which you’re able to choose a specific episode and we’ll show you all the info precisely as it was back in the day. The idea is for it to be the “one RO database to rule them all”. For this to exist, there’s a great deal of historical research and digital data scavenging involved. Since we’re committed to historical accuracy, we’re on a journey to finding old files (client and server) to feed the db with, as well as (old) reliable sources for data validation. If you were waiting for the right moment to shine and looking for a group of people who will truly appreciate and see value in those dozens of RO gigabytes collecting dust like no one ever had, this is the moment! We’ll love to have you! If any of the words above piqued your interest, you’re more than welcome here. Join our Discord to hear about the latest updates or just hang around! Our Discord: https://discord.gg/cueAdED64N RagnaDB: https://ragnadb.com/
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  5. You need to make the skill give a status change (which I assume you did). Then in the regen code you want to check for the status change instead of the skill being learned.
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  6. I will do a quick re install. Edit* Yep! It was fixed. Thanks @Tokei!
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  7. [Showcase] PCM Iron Man Mark III บันทึก_2024_05_05_03_21_02_379.mp4
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  8. Fixed in 1.8.7.3. The issue comes from selecting "red objects/textures", objects/textures that cannot normally be selected because their resources aren't found in your current GRF(s). But by clicking on the "guildhall.gnd" node, it selects everything anyway. If you want to extract everything, I'd recommend adding more resource GRFs: (Version 1.8.7.3 also allows to read Alpha GRFs, for anyone interested...)
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  9. Creo que es un poco tarde pero usando WARP puedes diffear el cliente para activar el efecto de la maya purple card para todos: Y así puedes modificar con confianza la carta en la DB.
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  10. Problem SOLVED. I figured it out by myself. ^^ When i was testing it i deleted statuses in the status.c in the meantime when i tested NoRemoveOnDead flag but than i found out that both of these things have to be changed. In case that someone will have similar problem: You have to change status.c and you have to add NoRemoveOnDead flag into your status.yml DB file (also be sure that your server reads the right status.yml DB file). If it's added on both places than it's working properly and status is not removed after dead.
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  11. According to a need I had, I didn't find another way to check how many items were left in a npc shop like marketshop, so I made this command to return the amount that still exists in the npc. *npcshopstock("<name>",<item_id>); Obs: In case of -1 return the item was not found in the shop. Example: prontera,157,168,5 script Stock View 113,{ if(!npcshopstock("Bugigangas",607)) { mes "Item "+getitemname(607)+" is out of stock."; close; } mes "Item "+getitemname(607)+" has "+npcshopstock("Bugigangas",607)+"x in stock. is out of stock."; if(select("Open Shop:Cancel")==2) close; close2; callshop "Bugigangas",1; end; } - marketshop Bugigangas 112,607:5000:150 I have little experience in src but I can do some things lol ? npcshopstock.diff
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  12. @ErossU need to spawn the monster at the script cuz' an instance is a clear copy of the default map. Only Npcs and mapflags copied to the instance. Instance.txt Rynbef~
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  13. As the title saied, I want to get the Title Reward from AG_ADVENTURE type of achievement. I tried to use the 'achievementupdate(id,ACHIEVEINFO_GOTREWARD,gettimetick(2)); but nothing happend. Also used 'achievementinfo(110000,ACHIEVEINFO_COMPLETE);' before using the achievementupdate. I want to get the Title Reward without information in achievement_list.lub Hope someone can help me to get achievement reward without achievement_list info. *Getting Title Reward Thru NPC Only*
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