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Soulworld

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Everything posted by Soulworld

  1. mmmm solved... Well thanks though I had to figure it out xD. ZENYNAGE dont have the right code but MUCHANAGE does
  2. mmm Well I actually tried checking NJ_ZENYNAGE that already deals half damage to players for the code to do it but... there is no condition for players xD... only for boss type.. perhaps someone knows how can I reduce the damage a particular skill does on players? (While not affecting everything else).
  3. mmm I had a raw Idea but I needed to be sure of what I'm messing with xD, thanks a lot for your response , I think I'm a little better at source modifications right now and... it feeels like magic XD... you can pretty much Shape RO in any way you wish
  4. I was wodering if this is possible... for example to make the Sniper class capable of going up to 120 Stats intead of 99, or to just change DEX limit to 120 instead. I was trying to do it using a custom status but it doesnt seem to work since stats are defined in pc.h and... well it doesnt look like it can limit the STats to a particular Status and instead it defines a global parameter seems like I'm The only one arround here for christmas xD... anyway... I actually found a way... here is a little how to: Inside pc.c find the function : pc_statusup Declare a new condition right before max = pc_maxparameter(sd); and dont forget to do Else right after that (otherwise you will pretty much overwrite what you did lol) in other words the code should look like this: if(condition){max = yourvalue;} //Tadaaa else{max = pc_maxparameter(sd);} I know this is not much of a help but... its all I can contribute right now SOLVED!
  5. wow so... does this works on newer Non xray clients? XD like the 04-2012
  6. well its pretty much a doubt I have by looking at source coding... I'm not exactly the best at C++ but I do have some knowledge and well I'm just not exactly sure what this things do.. for example sc->data[sC_CURSE] Im not sure if I have ever seen something like sd->data[CURSE] and I do understand that is refering to the status effect curse and its trying to compare or well... in most cases I have read it... now ... damn I just cant explain myself xD someone knows the difference between the sc-> and sd-> that could explain a little X _ X?
  7. its not exactly a necesity but I thought I saw that option xD... now that you mention it then I could have mistaken that Windows size for the dialogue size
  8. Well it's pretty much up there xD... I would just like to fit at least 50 characters in a single line (measured by the mes), and I dont think that can be done through scripting @ _ @
  9. mmmm so I just create that file regardless that it doesn't exist in my data folder? mmmm if thats so then what is the format for whatever goes inside? :S Forgive me for my ignorance turns out i do have to create that file myself and use the usual format xD Thanks a lot
  10. Once again Im not entirely sure if this topic belongs here... but anyway I was trying with custom cards and well everything works perfectly exept for the illustration... I already made the 8bit BMP 300x400 format and placed it inside data /whateverthename/cardbmp ... Now the part where I get clueless is where do I redirect the item to the illustration name? @ _ @... Idnum2itemresnametable - I used the same name Every other card has... num2itemresnametable - Same as above and that fixed how it doesn't show when its carded but nothing more. I remember there used to be a cardillust or something like that to do it but I dont find that in the data folder anymore ... Any clues to help me on this?
  11. you could be a little more polite than just Bumping @ _ @... but as far as I know that would require some source modification
  12. Soulworld

    Is there?

    the problem about this is how it changes you from pre-re to renewal mode.. and well for example I would like to keep the extra items and mobs that exist within renewal mode ... is it possible to just disable defense and atack calculations?... or even better a database that contains all mobs from Renewal in pre-renewal format? @ _ @ (SQL if possible XD) Sorry for topic revival btw :S
  13. Someone got this script still? XD the link is dead :S
  14. I've been trying rAthena for a while and yes once you disable renewal settings the server will turn completly ito pre-renewal... but take in mind this also means new mobs such as scarabas and etc will not be in the database since there is no official HP/stats for them under pre-renewal I've been trying rAthena for a while and yes once you disable renewal settings the server will turn completly ito pre-renewal... but take in mind this also means new mobs such as scarabas and etc will not be in the database since there is no official HP/stats for them under pre-renewal
  15. Well this is just for aesthetics... but for some reason Miss atacks show absolutely nothing, you could even think you hit them and it just didnt showed the damage... Im pretty sure everyone is used to the red letters on miss. By the way there is also this pestering "[monsterX] did X damage to you" and so on... Im using the latest Rathena and client from 04-2012 .... Not sure if this is normal :S
  16. I was wondering if there is any SQL database that cointains Renewal monsters but works on Pre-re? I already tried copying all date from renewal database to pre-re but then I get huge errors :S
  17. mm hello ... Long time since I have joined any Forum xD... well I'm kind of new to all about rAthena so forgive me if I end up asking about reaaally stupid stuff @ _ @. 宜しく~
  18. Emm not sure if this topic belongs here after all Im new here :S.... but my question would be: "Is it possible to make skills dissapear from the skill tree window?" and perhaps even re-arrange them but.. for now just that heh... I already tried deleting the skills from the skill_tree DB AND from Skill_db ... even if the skill doesn't exist at all the Skill tree window still show's a gray square with the skill. Is it possible to remove that?
  19. wow Thanks it worked perfectly!... god you need to know every place in the source to be able to change small stuff heh Thanks a lot again!
  20. Well apparently this interferes with : static int mob_read_sqlskilldb(void){} function within the same file so... I still get compile errors xD... Im not sure this function will still have any use, all it seems to do is to read exactly what I want to delete xD... for now let me try commenting the function.
  21. your MvP ladder.... spawns a Nasty mob of octopus every 5 minutes lol... correction a deadly mob of octopus
  22. This is probably topic revival but... Mind sharing how you did it please? :S... I'm not sure where to find a way to stop the emulator from NOT reading ONLY the mob skill db (and mob_skill_db2 of course)
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