coperation
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Posts posted by coperation
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very nice
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On 6/2/2013 at 2:30 PM, Cydh said:
now error to compile
can you update code for 2018 client server ? -
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On 5/28/2020 at 10:19 PM, bankayro said:
yes
can you show this src ?
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i need it's XD
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has error to patch this files
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how i can change VNK skill element to normal type
and i need to change bonus Element ATK on knife
Item :
Freezing_Knife > Rate to freez target
Flame_Knife > Rate to burn target
Venom_Knife > Rate to posion target
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On 3/15/2020 at 8:14 AM, iraciz said:
Hello dear members, it has been a long time since my last login here, and I came back with my recent customization, it's damm good, that once finished in my test server confirmed that was 100% functional, with and with no issues , I decided to share....
This Skill provides the same function than the equipment swap tab, but instead of opening the inventory and aim with the cursor to the "change" button!, you can do the same even faster, with a custom skill icon and just one tip of your finger.
***------- Trunk Side -------***
1- Go to your skill_db.txt and make sure to find the skill #5067. If you are using pre-renewal config, you may export the bellow skill line to the pre-re/skill_db.txt file instead.
5067,0,6,4,0,0x1,0,1,1,no,0,0x1,0,none,0,0x0, ALL_EQSWITCH,Equip Switch
2- Now that the skill is implemented, you need to add the timers in the db file skill_cast_db.txt, this can´t be ignored, you may add the skill line. I gave the skill 10 seconds cooldown, but you can do it at your like.
//-- ALL_EQSWITCH
5067,0,0,0,0,0,100003- Most important part, can´t be ignored, add the skill line for every job in the skill_tree.txt file. just like this:
//Novice
0,5067,1,0,0,0,0,0,0,0,0,0,0 //-- ALL_EQSWITCH#Equip Switch#//Swordman
1,5067,1,0,0,0,0,0,0,0,0,0,0 //-- ALL_EQSWITCH#Equip Switch#//Magician
2,5067,1,0,0,0,0,0,0,0,0,0,0 //-- ALL_EQSWITCH#Equip Switch#//Archer
3,5067,1,0,0,0,0,0,0,0,0,0,0 //-- ALL_EQSWITCH#Equip Switch#And keep going until you add the skill to every job available in your server. (watch out the job# id, for the copy paste, don´t forget to add the correct number).
***------- Client Side --------***
- You need the icon sprites for the skill and the item bmp, you can make a prettier one, in my case I recycled Taekwon skill icon Counter Kick Stance and recolored.
You will find it attached, well, This .spr and .act files must be added inside the drop sprite folder the route is: data/sprite/¾ÆÀÌÅÛ
ALL_EQSWITCH.act 116 B · 5 downloads
ALL_EQSWITCH.spr 1.62 kB · 5 downloads
- Now for dragging the skill icon from the skill tab, you need the item bmp, also attached, and It has to be added inside the item folder. The route is:
\data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\item
ALL_EQSWITCH.bmp 1.62 kB · 5 downloads
---EDITING THE LUAS---
- The very first thing we are going to edit is the skilltreeview.lub
this file is found inside the skillinfoz folder at this route: \data\luafiles514\lua files\skilltreeview.lubPlease only add the skill for the novice tree, watch out the key and please note that there is not comma at the last line added skill, if you wonder about the #41 is the bottom right corner penultimate slot in the alt+s skill tab.
SKILL_TREEVIEW_FOR_JOB = {
[JOBID.JT_NOVICE] = {
[0] = SKID.NV_BASIC,
[7] = SKID.NV_FIRSTAID,
[14] = SKID.NV_TRICKDEAD,
[41] = SKID.ALL_EQSWITCH
},- Second Step editing the luas belongs to the file skillid.lub
this file is found inside the skillinfoz folder at this route: \data\luafiles514\lua files\skillinfozAnd you have to add the skill ALL_EQSWITCH = 5067
Example:
WE_CALLALLFAMILY = 5063,
WE_ONEFOREVER = 5064,
WE_CHEERUP = 5065,
ALL_EQSWITCH = 5067,- Third step for the luas, the skilldescript.lub
This file is located in \data\luafiles514\lua files\skilldescript.lubIn this file you have to create a description for the new skill implemented in this case the ALL_EQSWITCH
This is an example of mine, watch out the keys and the commas, you can make a good description with your own taste.:
[SKID.ALL_PRONTERA_RECALL] = {
"Return to Prontera",
"Max Level: 2",
"Skill Form: ^339900Supportive^000000",
"Description: ^777777Teleport to Prontera, 15 minutes after use delay.^000000"
},
[SKID.ALL_EQSWITCH] = {
"Switch Equipment",
"Max Level: 1",
"^CC3399Requirement: Finish Quest^000000",
"Skill Form: ^339900Active^000000",
"Target: ^777777Self^000000",
"Description: ^777777Swap you actual equipment with the one placed in the alternative equip tab.^000000"
},
[SKID.ALL_THANATOS_RECALL] = {
"Return to Thanatos",
"Max Level: 1",
"Skill Form: ^339900Supportive^000000",
"Description : ^777777Teleport to Thanatos, 5 minutes after use delay.^000000"
},- Finally the Last Step and most most most important, the skillinfolist.lub
This file is located in \data\luafiles514\lua files\skillinfolist.lubWe have to add the new skill to this file, EXAMPLE:
[SKID.ALL_GLASTHEIM_RECALL] = {
"ALL_GLASTHEIM_RECALL",
SkillName = "Return to Glastheim",
MaxLv = 1,
SpAmount = { 0 },
bSeperateLv = false,
AttackRange = { 1 }
},
[SKID.ALL_EQSWITCH] = {
"ALL_EQSWITCH",
SkillName = "Equip Switch",
MaxLv = 1,
Type = "Quest",
SpAmount = { 0 },
bSeperateLv = false,
AttackRange = { 1 }
}
}- In this case I added the skill at the last in the bottom, so you watch out the keys and the commas placed properly to avoid client side error,
VERY VERY VERY IMPORTANT, you see the Type = "Quest" bold in green? Please, do not ignore that line, ... That line is very very important, and the client use that line, to avoid investing job skill points in that quest skill.Now, for getting the skill active, you can edit the npc global funcion and add it to the platinium skills:
in your trunk/npc/other/Global_Functions.txt
Example:
//////////////////////////////////////////////////////////////////////////////////
// Gives attached player their Platinum Skill based on their class.
//////////////////////////////////////////////////////////////////////////////////
function script F_GetPlatinumSkills {
skill "NV_FIRSTAID",1,SKILL_PERM;
skill "ALL_EQSWITCH",1,SKILL_PERM;or make your own script to get the skill permantent.
Now The Testing In Game:
don't modify SRC ?
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On 3/19/2020 at 6:50 PM, Hyroshima said:
I did this example
prontera,161,185,5 script NPCTIMED 112,{ if(#TalkTimer > gettimetick(2)) { mes "You have to wait!"; close; } else { for(set .@i,0; .@i<getarraysize($Talkip$); set .@i,.@i+1) { if($Talkip$[.@i] == getcharip()){ deletearray $Talkip$[.@i],1; set .@i,getarraysize($Talkip$); } } } mes "Hi..."; mes "save teste?"; if(select("Yes:Not")==2){ close; } mes "Ok, ready"; set #TalkTimer,gettimetick(2)+(60*60*5); setarray $Talkip$[(getarraysize($Talkip$) ? getarraysize($Talkip$):0)],getcharip(); close; }
how to edit to use with
1. OnClock0500:
and
2. Every xx hr. [with offline time] -
i need script to talk with npc for 1ID / 1IP / 1Time and reset every 05.00 am. to player can talk again [dairy gift]
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2 hours ago, OscarScorp said:
Try with ID: 250000.
maybe have Max Achivement id
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On 8/13/2019 at 4:47 AM, OscarScorp said:
Perfect!
Created the achievement in:
Server side: db/import/achievement_db.yml
Client side: System/achievement_list.lub
Thank you!can you show for me ?
because i've use Ach ID 300001 it's cant finish -
On 5/30/2019 at 4:43 PM, GodKnows Jhomz said:
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*
can you finish this script
if done i need it's too -
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waiting for update
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On 1/30/2020 at 3:56 AM, Akkarin said:
I'm afraid I don't know anything about big HP bars. Though if you mean like for greater effect you could use cutins and update them after each % is reduced.
i've try this post
and mix into worldboss script[Free Function] and show this
how to fix that [ invisible npc ]
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4 hours ago, dev LOOLP said:
maybe ... bonus2 bHPDrainRate ?
drain hp per hit.I need do damage bonus damage by fixed number.
If bonus = true damage 500
= damage +500 same ex. in post
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can i make new Weapon with True Damage bonus ?
[True Damage = not reduce form def or mdef ** looklike ROM]ex.
Weapon :: Bonus True Damage +100
Bash :: Normal Damage 1990 >>> 2090 when equip this item
Staff :: Bonus Magic True Damage +500
Fire Bolt :: Normal Damage 999 * 10 >> 1499*10 when equip this item -
for this script
i need to know
can you input[Modify] Big HP Bars into this scripts ? -
On 9/14/2019 at 11:42 PM, Lelouch vi Britannia said:
The max Item ID that rA supported is upto 65,534 but if you're gonna use beyond that ID you can't use it.
but i don't have item_db newest than 32xxx
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7 hours ago, crazyarashi said:
kRO should be in that range of ID's 32k+ except for the 100K > new range of ID in kRO, any missing database is either you make it or wait for updates.
thx
Advanced common drop system
in Source Releases
Posted
someone has update ?