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a91323

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Everything posted by a91323

  1. It is an item that confirmed the display recently. After it examines it, it writes again. 5919,Camellia_Hair_Pin,山茶花の髪飾り http://shirobeya.com/archives/5112 20154,Maple_Which_Falls,[衣装] 舞い落ちる紅葉 http://ragnarokonline.gungho.jp/news/information/costama-autumnparty.html 20099,Ljosalfar,[衣装] リョースアールヴ http://ragnarokonline.gungho.jp/news/information/costama-wing.html 18744,Superstar_Deco,[衣装] スーパースター http://www.gpara.com/infos/view/18026 interest use 2014 client / Hercules ?
  2. 可以提供一下你的鬼火item_db作參考嗎?謝謝。 18741,WILL_O_WISP,鬼火(服飾),4,10,,0,,0,,0,0xFFFFFFFF,63,2,1024,,1,0,880,{},{ sc_start SC_STRANGELIGHTS,-1,0; },{ sc_end SC_STRANGELIGHTS; }
  3. 20131223 登入器是自己製作的,我也有diff 讀取data優先
  4. It is displayed by this setting in my environment. How is the setting of the display of the effect on the client side going? Because a resource error may occur, I put up a file concerned. https://mega.co.nz/#!nlF0SSwC!AYfXwueY_EUjcdypq48phBO2ww7BivGgR7-CLwqa6pY I'm sorry. There was lack in the file. https://mega.co.nz/#!28k2BbLC!JEXnELxmUB2a0xOcBWGquyV706JwQ9XweFJ6YgU3rgI I copy your files in my data / grf....but still no effect showd... WHY...? Have any file control the effect ? 20131223就有支援鬼火(服飾) 此類特效檔案主要是原始碼的SC搭配登入器支援讀取effect檔案 與一般頭飾不同,如果沒有外觀就先確認data.grf裡面是否有鬼火的效果檔案 在確認rA的版本號是不是太舊導致沒有鬼火的SC存在 effect位置是在data\texture\effect\
  5. any news ? I hope this helps https://subversion.assembla.com/svn/translation-j/packet_lengths/rAthena/
  6. a91323

    unitwalk

    Idea: https://www.youtube.com/watch?feature=player_embedded&v=sDOsByQ9VTs mob control set .@gid,bg_monster(1,"map",149,180,"波利",1002,""); unitwalk .@gid,167,180; When x very far away monster no walk who can tell my why ?
  7. Little late reply but I still answer it! mes "<URL>google<INFO>https://www.google.com.tw/,300,300</INFO></URL>"; like this
  8. rAthena no bonus2 bSkillDef This bonus seems only Sear version I think need to add this bonus
  9. *transform <monster name/ID>,<duration>,<sc type>{,<val1>,<val2>,<val3>,<val4>}; sc type only use sc if can use bonus , would be more practical
  10. I agree This warning is particularly troublesome to find
  11. script: monster OnRespawn: set .@map$, instance_mapname("1@sara"); monster .@map$,107,325,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,115,325,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,116,317,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,108,317,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,116,311,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,108,311,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,101,295,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,105,295,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,109,295,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,113,295,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,117,295,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,121,295,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,122,227,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,122,225,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,122,223,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,122,221,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,122,219,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,122,217,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,121,227,"溫馴的警犬",2545,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,121,225,"溫馴的警犬",2545,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,121,223,"溫馴的警犬",2545,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,121,221,"溫馴的警犬",2545,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,121,219,"溫馴的警犬",2545,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,121,217,"溫馴的警犬",2545,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,151,231,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,153,231,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,155,231,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,157,231,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,159,231,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,161,231,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,187,215,"溫馴的警犬",2545,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,187,217,"溫馴的警犬",2545,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,187,219,"溫馴的警犬",2545,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,187,221,"溫馴的警犬",2545,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,187,223,"溫馴的警犬",2545,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,187,225,"溫馴的警犬",2545,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,188,215,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,188,217,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,188,219,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,188,221,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,188,223,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,188,225,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,192,250,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,194,250,"溫馴的警犬",2545,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,196,250,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,198,250,"溫馴的警犬",2545,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,196,254,"溫馴的警犬",2545,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,196,256,"溫馴的警犬",2545,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,196,258,"溫馴的警犬",2545,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,199,254,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,199,256,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,199,258,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,204,246,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,204,248,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,204,250,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,204,252,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,204,254,"斐揚警衛兵",2543,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; monster .@map$,206,251,"溫馴的警犬",2545,1,instance_npcname(strnpcinfo(0))+"::OnBombKilled"; end; event OnBombKilled: debugmes "kill 1"; end; Are same npc When kill monster debugmes "kill 1"; no show but When re-run a process and use @killmonster debugmes "kill 1"; show why? solved because not set enablenpc
  12. seems rathena not support http://hercules.ws/board/blog/1/entry-48-a-peek-on-clans/
  13. change to no the most basic monster that follows you around I prefer mob controller because you can adjust the stats of the monster to your liking like this one http://www.eathena.ws/board/index.php?s=&showtopic=187045&view=findpost&p=1058796 hmm ... wanna me write the 1vs1 pet fighting system ? just post a reply and it shall be done because mob controller system got a learning curve ... dunno how many times have I say this but, I think I might be only member now who knows how to write a mob controller script change to no the most basic monster that follows you around I prefer mob controller because you can adjust the stats of the monster to your liking like this one http://www.eathena.ws/board/index.php?s=&showtopic=187045&view=findpost&p=1058796 hmm ... wanna me write the 1vs1 pet fighting system ? just post a reply and it shall be done because mob controller system got a learning curve ... dunno how many times have I say this but, I think I might be only member now who knows how to write a mob controller script good mob control thanks
  14. // MobID,Name,JName,LureID,EggID,EquipID,FoodID,Fullness,HungryDelay,R_Hungry,R_Full,Intimate,Die,Capture,Speed,S_Performance,talk_convert_class,attack_rate,defence_attack_rate,change_target_rate,pet_script,loyal_script
  15. hope Bug Tracker core can as soon as possible deal with
  16. map_msg.conf id:700-708 repeat use in last git
  17. bump! problem not solved! every create instance map name same problem
  18. When I use commands . @warp 1@gl_k Correct map name in organize display ! when create Instance Organize map name display incorrect data/mapnametable.txt 1@gl_k.rsw#舊克雷斯特漢姆古城# Somebody can tell me reason ? ------------------------------ only create instance organize map name always display "alb_ship" this map name seems only ra special problem
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