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Zeiyan

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Zeiyan last won the day on March 22 2020

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About Zeiyan

  • Birthday 12/05/1991

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    Male
  • Location
    California
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    ZeiyanRO
  • Github: rphlkm
  • Discord: N/A

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Community Answers

  1. https://github.com/rathena/rathena/blob/master/doc/item_bonus.txt Most constants and variables and syntax for scripts and item bonuses can be found inside the doc folder of rathnea.
  2. I forgot what the difference is. I don't want to give out wrong information but I believe lub files are the encrypted version? Me personally I use lua. If you're going to use lua just stick to all luas. If you can read the lub files then simply changing the file extension to lua should be fine. It's telling you exactly what it is looking for with the file path on where it should be. What I usually do when I get errors like that is google the file name along with the keyword rathena or hercws. chances are somebody already had that issue. Anyway, with just a quick google search I found this for you. https://github.com/ThemonChan/RagnarokMainFolder/blob/master/System/Font/RixSquirrel_10.eot
  3. The iteminfo.lub or iteminfo.lua would be in the System folder not the data folder. If i remember correctly, the system folder is included with the translation project.
  4. The tutorials are pretty on point imo. This is a guide that I use. but to break it down easily, 1. Zackdeaver's translation project will be your data folder on top of the KRO data.grf and rdata.grf 2. Clientinfo.xml or sclientinfo.xml will be the file to configure which server your client will be connecting to. that file will be inside the data folder. 3. Use Nemo diff patcher to configure your actual .exe file to however you wanted it to be. Diffs mostly depend on your client version/date. 4. Big tip, while googling around for steps on how to set up your server and client. Try to understand how it works rather than following steps blindly, this will give you a better understanding on how the emulator works and how you can customize, troubleshoot and handle your emulator better.
  5. You guys are gonna need to post what modifications you've made. That alone looks to me that you've messed with the skill database but no specifics.
  6. @pajodex I'm trying to make my own clone skill. but I keep crashing the map-server with a segmentation error. Can you help explain to me the values for this function? int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, const char *event, int master_id, enum e_mode mode, int flag, unsigned int duration); I'd like to understand the code so I can manipulate it according to my will.
  7. I appreciate it bro. I've talked to stolao on discord and he did mention that some are hard coded in as well. I'm just gonna stay away from directional skill effects for now. For Future reference: I was able to do a work around for special effects for my custom skill. This is more of replicating already existing skills. (i.e RK_SONICWAVE). I've used in skill.cpp: case MY_SKILL: skill_attack(BF_WEAPON,src,src,bl,RK_SONICWAVE,skill_lv,tick,0x1000); --> 0x1000 prevents the skill being "shouted" by the character overhead. This basically uses MY_SKILL to call RK_SONICWAVE. in battle.cpp since I personally do not want to use the battle calculations for RK_SONICWAVE, I implemented an if statement of -- if(sd->class_ == MAPID_ENTERJOBHERE ) skillratio += your values; With this I've basically cloned RK's sonic wave along with the special effects (proper direction), without the overhead skill shouting as well as implementing my own damage calculations. Hope this helps anyone in the future facing the same issue.
  8. I actually did that one. But when casting the skill. it does the proper effect except for the shouting of the skill (text over the head) Sonic Wave. lol. What's the function to remove the skill shouting? EDIT: I'll test again. I forgot if it actually calls RK_SONICWAVE or MY_SKILL. Upon initial testing. It seems that it's using RK_SONICWAVE completely. (battle.cpp damage calculation / effects) The only thing it's retaining on MY_SKILL is the db configurations, (skill_db, skill_cast, etc.) Big question for anyone: How do default skills call their special effects? When I look at the source code, there's barely any clif_specialeffect functions used, or any code that I resembles calling any special effect. from the client side, the folder (data\luafiles514\lua files\skilleffectinfo) does not contain even a quarter of the skills in the game. Can anyone help me figure this out? I don't want anyone to babysit me, I just need to figure out how the effects are being called then I'm pretty sure I can figure it out on my own. Unless these are hardcoded into the client.
  9. @Naruto Yo dude I appreciate the help. I haven't went the skilleffectinfo.lub route yet. But i will try what you suggested. I appreciate the tips. I'll post here as soon as I test it. @Naruto I tried. But it also does not make a lot of sense to me. because the function of "skill_attack" is this: int64 skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc,struct block_list *bl,uint16 skill_id,uint16 skill_lv,t_tick tick,int flag ); first argument requires it to be the "attack_type" where it's usually: skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); I tried it anyways and got an error when casting the skill. I do appreciate the help and wondering if you have any other tips? I think I get what you're trying to do and I would like to do that as well it's just figuring out how to do it. lol. Using RK_SONICWAVE as the "ammo" as you said but calling my own skill right?
  10. I'm a little confused on what you said. lol. The skills are totally working fine. No issues there. It's the special effects that i'm trying to make work properly. I'll post an attachment here in a little bit to show a better picture. This videos is related to my question #2. As you can see in the video. It does not matter what direction I'm using the skill with. It shows the effect as if i'm using @effect which i guess the default is north. Using the regular skill of RK_SONICWAVE, the "wave effect" would be towards the target. the code i'm using to call the effect is this: clif_specialeffect(src, 832, AREA); I've also tried using bl but it would just show the "wave effect" coming from the target instead of the caster. Zeiyan Ragnarok Online 2020-01-21 12-32-45.mp4 This is the "special effect" that I am trying to achieve. I do not see anywhere how the skill RK_SONICWAVE is calling the special effect. I'm assuming it's client side or maybe even hard coded? Zeiyan Ragnarok Online 2020-01-21 12-44-03.mp4
  11. Hmm. At this point you're gonna have to wait for someone better to assist you. Sorry I can't be much of help.
  12. I'm not super familiar with the skill. But upon looking it up, It's not an SC_STATUS. according to RMS it's a summoning skill. So it would spawn another "object" along with the character. I checked the doc folder and found this:
  13. The first link I gave you was a whole new data folder. The last link I gave you was a complete step by step tutorial on how to properly set your client side files
  14. https://herc.ws/board/topic/13146-guide-create-your-server-client-201608/ this one? If that link is not working for you then you can always use google. Here's another tutorial posted in rathena.
  15. No worries. We're all trying to learn here. Read this for understanding on the data folder structure: https://github.com/rathena/rathena/wiki/Data-Folder Then this link will provide step by step basis on how to setup your server. I'm assuming you are already good to go on the server side. Follow the steps for the client side first. Use the data folder on the link that I gave you earlier. Then once you've verified that you are able to connect to your server with no issues, then you can start on adding your custom files by following the guide posted by @Poring King. https://herc.ws/board/topic/13146-guide-create-your-server-client-201608/
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