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Scylla

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Everything posted by Scylla

  1. On your config.txt: //client_file - [Relative Address] //It's GAME EXE not patcher's client_file=RO client name.exe Change that 'RO client name.exe' to the name of your RO's client.exe then save it. After that, pack your thor patcher using Config_Packer.
  2. Those rAthena-7 ,8 ,9, 10 (and etc) are all the same. They are just recompilers. Anyway can you state everything you did before that happened?
  3. Open your data folder and find a file named clientinfo.xml. then on clientinfo.xml (The IP is only an example.) find: <address>199.11.92.153</address> then change it to: <address>127.0.0.1</address>
  4. That { bonus bMatk,10; } only adds a plain MATK + 10. [Example: I have 1000 MATK. Then it will only add +10 MATK = 1010 MATK] If you want it to become MATK + 10%, then: { bonus bInt,1; bonus bMatkRate,10; },{},{}
  5. What do you mean ' any suggestions '? If it's nerfed too much then modify it to make it stronger.
  6. I think that's impossible. I think it's really the sprite you need to edit and remove those attack-motion sprites.
  7. Is it also like clif_specialeffect?
  8. I'm not asking on where are the files of the skill animations. I'm asking on where on the src folder are the source codes of the skill animations so i can set another skill animation to Holy Light skill. on texture/effect i think I already found it. Thanks!
  9. I'm not asking on where are the files of the skill animations. I'm asking on where on the src folder are the source codes of the skill animations so i can set another skill animation to Holy Light skill.
  10. By the way trojan, where can i see the source codes of other skill's animation effects? I wanna change my Holy Light skill animation to a different one.
  11. yup and im not ghostring Oh i mean trojan. Anyway thank you very much!
  12. Oh one more thing Ghostring, about the another way of putting skill effects on lua. That means i need to update my client so it can read skilleffectinfo right?
  13. Thank you very much Ghostring!
  14. Yeah i did it! Thanks! Last more question, what about when i hit the enemy, the skill animation will come out on him. (Like for example on fire bolt skill, when you casted it on the target, the fire bolt animation skill comes out at the target)
  15. Yeah thanks for the guide bro! EDIT: But on src, where to put in there? Just tell me where and i'll be the one to figure it out. Thanks!
  16. Well yeah sorry. Okay thanks.
  17. Not that, i already know it :/ What i mean is putting the special effects of the skill.
  18. I've made a custom skill for my custom class. Please just anyone tell me where to put the skill animations and i'll be the one to figure it out on how to put them. Thanks!
  19. Thank rytech! I mean they attack assassins like if you have a sin with dual dagger on it, it has a chance to have that 4x attack in a row right? That one. EDIT: Oh nevermind, It's because of the Chain Action skill which causes it. Anyway the bullet requirement still don't work. I added W_DOUBLE_GU on those spots that require bullets but still if i equip the 2 revolvers together, it still doesn't consume bullets. It only consumes if i equip only one revolver (Either if i equip it on left hand or right hand as long as i only equip one)
  20. Yeah i successfully made a Dual-Wielding gunslinger but the problem is, It attacks like a dual dagger sin. And if i equipped the two revolvers together, bullets is not required anymore. Anyone can help me o how to require bullets when it's also equipped with 2 guns? Here's what i've edited: on pc.h enum weapon_type { W_FIST, //Bare hands W_DAGGER, //1 W_1HSWORD, //2 W_2HSWORD, //3 W_1HSPEAR, //4 W_2HSPEAR, //5 W_1HAXE, //6 W_2HAXE, //7 W_MACE, //8 W_2HMACE, //9 (unused) W_STAFF, //10 W_BOW, //11 W_KNUCKLE, //12 W_MUSICAL, //13 W_WHIP, //14 W_BOOK, //15 W_KATAR, //16 W_REVOLVER, //17 W_RIFLE, //18 W_GATLING, //19 W_SHOTGUN, //20 W_GRENADE, //21 W_HUUMA, //22 W_2HSTAFF, //23 MAX_WEAPON_TYPE, // dual-wield constants W_DOUBLE_DD, // 2 daggers W_DOUBLE_SS, // 2 swords W_DOUBLE_AA, // 2 axes W_DOUBLE_DS, // dagger + sword W_DOUBLE_DA, // dagger + axe W_DOUBLE_SA, // sword + axe W_DOUBLE_GU, // 2 guns I added W_DOUBLE_GU, // 2 guns on pc.c int pc_equippoint(struct map_session_data *sd,int n) { int ep = 0; nullpo_ret(sd); if(!sd->inventory_data[n]) return 0; if (!itemdb_isequip2(sd->inventory_data[n])) return 0; //Not equippable by players. ep = sd->inventory_data[n]->equip; if(sd->inventory_data[n]->look == W_DAGGER || sd->inventory_data[n]->look == W_1HSWORD || sd->inventory_data[n]->look == W_1HAXE || sd->inventory_data[n]->look == W_REVOLVER) { if(ep == EQP_HAND_R && (pc_checkskill(sd,AS_LEFT) > 0 || (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN) || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER) return EQP_ARMS; } return ep; In here i added (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER) and again on pc.c // dual-wield sd->status.weapon = 0; switch (sd->weapontype1){ case W_DAGGER: switch (sd->weapontype2) { case W_DAGGER: sd->status.weapon = W_DOUBLE_DD; break; case W_1HSWORD: sd->status.weapon = W_DOUBLE_DS; break; case W_1HAXE: sd->status.weapon = W_DOUBLE_DA; break; } break; case W_1HSWORD: switch (sd->weapontype2) { case W_DAGGER: sd->status.weapon = W_DOUBLE_DS; break; case W_1HSWORD: sd->status.weapon = W_DOUBLE_SS; break; case W_1HAXE: sd->status.weapon = W_DOUBLE_SA; break; } break; case W_1HAXE: switch (sd->weapontype2) { case W_DAGGER: sd->status.weapon = W_DOUBLE_DA; break; case W_1HSWORD: sd->status.weapon = W_DOUBLE_SA; break; case W_1HAXE: sd->status.weapon = W_DOUBLE_AA; break; } break; case W_REVOLVER: switch (sd->weapontype2) { case W_REVOLVER: sd->status.weapon = W_DOUBLE_GU; break; } } And here i added case W_REVOLVER: switch (sd->weapontype2) { case W_REVOLVER: sd->status.weapon = W_DOUBLE_GU; break;
  21. Guys, paano ba mag lagay ng animation sa skill doon sa src? Example natin yung Bash at Endure Pag nag cast ka ng Bash diba attack sprite ginagamit ng Swordman sprite? Tapos pag nag cast ka naman ng endure cast sprite naman ginagamit ng Swordman sprite. Alam niyo ba kung saan ilalagay yun sa src? Thanks!
  22. Nah, thanks for the reply kasumy but i'm making my own skin =D
  23. Thank you very much adel! But wait, How does this colorchip.bmp work? I've tried to change the color and yet it did not change. Oh nevermind, i got it! Thanks again! EDIT: Well still the color did not change. I did know how colorchip.bmp works but the color of the type box is not in there.
  24. Question: Is your custom monster working properly when you did not put the custom item on it?
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