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Showing content with the highest reputation on 01/17/20 in all areas

  1. Me alegra, este addon apoyará a muchos.
    2 points
  2. Hello, as some know I am leaving the community to grow professionally. I recently closed freelancers with great monetary returns and learning that will help me open my business. It's been 11 years in this community and thanks to the Ragnarok emulators I became a programmer. So that's goodbye, but I don't leave without leaving a new era for those who continue. I'm leaving two of my projects in which I use fake hooks to create new screens, interactions, walk with WASD and other systems. The code is not very clean because I had no idea I was distributing it. I'm back to RO sceneario cause now I have a good job and more free time :c I will not teach how to use (but for experiend user's I can support, just ask in this post your doubts), but I appreciate it if someday someone more experienced guides on how to hook. Emulator: https://bitbucket.org/lukasrmattos/ragnaghostz/src/master/ Launcher & Hook Logic https://bitbucket.org/lukasrmattos/rgzlauncher/src/master/ Sample of system in those projects: https://streamable.com/m8291
    1 point
  3. Version 1.0.1

    435 downloads

    As the title says. I added some fix on checkweight part where it will throw some error when item mailing is disabled. ( I literally have uploaded the wrong file for months and only been known recently) Added gepard id check support.
    Free
    1 point
  4. View File Angry Spore Angry spore that have the aura when idle only. Used as an npc, but it's still working as a monster, but won't have the red aura when attacking/moving/dying. Submitter Kreustoo Submitted 01/16/2020 Category Monster Sprites Video Content Author Kreustoo  
    1 point
  5. Hola! He ido reportando los errores que he ido encontrando acá: https://github.com/rathena/FluxCP/issues/251 Gracias a todos ?
    1 point
  6. Rathena after 2017-09-xx I don't remember the exact value, had the base data changed according to kRO, no longer supporting the idea of Homunc playing automatically due to AI. To make AI resolution, clean attack as Homunculus has always been, previous versions must be used.
    1 point
  7. maybe this is your problem?
    1 point
  8. Si me funciono, muchisimas gracias mael
    1 point
  9. edit on file conf/battle/monster.conf // Defines on who the mob npc_event gets executed when a mob is killed. // Type 1: On the player that killed the mob (if killed by a non-player, resorts to type 0) // Type 0: On the player that did the most damage to the mob. // NOTE: This affects who gains the Castle when the Emperium is broken. mob_npc_event_type: 1 Hope this helps ?
    1 point
  10. Hello guys, i just wanted to share my solution. You need to edit all of these files: navi_link_krpri.lub navi_linkdistance_krpri.lub navi_map_krpri.lub navi_npc_krpri.lub edit those files and the navigation system in a custom map will be fully working and connected with other maps.
    1 point
  11. OK so I thought i add some mods to Jtynne's script Modifications done: 1) You can specify the source and target location 2) Script searches for pairs of sprites and act files in the source folder automatically. 3) The target location is created if not found. 4) Tar gz file is not created (Not much point if you are specifying the target path i guess). 5) The sprite and act files can be found in sprite folder at the target location. 6) Only pairs are copied (both .spr and .act files are necessary to be copied). 7) The lines to be added to lua files are displayed in the result page once you click 'Copy Files'. The modified script => http://www.mediafire...pmriciz4x9op1mz If you find any issues let me know . Hope it was helpful. Credits for original : Jtynne Credits for Mod : me
    1 point
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