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Everything posted by Peopleperson49
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Request a source mod that creates a import file for the items below. This will work just like the battle conf import files. When an entry is in this folder it over rides that specific item only. This would be a great advantage for those who use customized skills and settings. Thanks. skill_cast_db skill_castnodex_db skill_db skill_nocast_db skill_require_db skill_unit_db I'm not sure if the skill_tree could be done the same way, but that would be great also. Peopleperson49
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Item and Mob Database updates...
Peopleperson49 replied to Peopleperson49's question in Database Support
I wish they would make a data section for the svn. When they update items and such then they can also update the data files associated with them. It would be epic, lol. If you find an answer to where to get them please let me know! Thanks. Peopleperson49 -
I tested it with no problem, but I'm glad to know you fixed it. Is there something I need to improve so your error doesn't happen to others? Thanks for using. Peopleperson49
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With all the constant mob and expecially item database updates where can I get the english data files associated with them? Grabbing a fulldata only goes so far. It makes hard to implement new updates since those new mobs tend to have new items with no english data files. Thanks. Peopleperson49
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Sorry, I understand how to add a patch and other src modifications myself, but I'm the wrong person to try to teach it. Peopleperson49
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Script Command For Checking Item Types?
Peopleperson49 replied to Peopleperson49's question in Script Requests
Thanks Emistry for the suggestion. I had already tried this way before, but never could seem to get it right. Your idea worked quite nicely for what I needed. Peopleperson49 -
Script Command For Checking Item Types?
Peopleperson49 replied to Peopleperson49's question in Script Requests
Thanks for the reply. I guess I need to be a bit more specific. I wrote a very nice enchantment script which I want to enchant only etc type items. It works good if I specify a range of items, but since there are so many spread out places that contain etc items I need it to check if the item is an etc item in the players inventory instead. For example if the player has 12 etc items and 6 weapons in there inventory. I want it to only show the 12 etc items in the list of options to choose from. Peopleperson49 I currently use this: mes "["+getarg(0)+"]";mes "Which charm do you want to upgrade with?";set .@CharmMenu$,"";for(set .@i,22001; .@i<=22043; set .@i,.@i+1) { if(countitem(.@i)>0) { set .@CharmMenu$,.@CharmMenu$+""+getitemname(.@i)+""; } else { set .@CharmMenu$,.@CharmMenu$+":"; } }set .@CharmType,select(.@CharmMenu$);set .@CharmType,.@CharmType+22000;mes ""+.@CharmType+""; -
I'm looking for a script command that allows the script to check and see if an item is an etc type. I thought there was something of the sort, but I can't seem to figure out what that was. Thanks. Peopleperson49
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I didn't have time to read through all the posts so hopefully nobody else put what I am, lol. But if you want to add something to any item and keep it there even if you update you item_db use the item_combo_db is a great way to do it. For example I made all my wands do Ind's modification by doing the following: //Wand Modification 1601:1601,{ bonus bAtkRange,6; bonus2 bIndOnAtkCast,17,1; } 1602:1602,{ bonus bAtkRange,6; bonus2 bIndOnAtkCast,17,1; } 1603:1603,{ bonus bAtkRange,6; bonus2 bIndOnAtkCast,17,1; } 1604:1604,{ bonus bAtkRange,6; bonus2 bIndOnAtkCast,17,1; } 1605:1605,{ bonus bAtkRange,6; bonus2 bIndOnAtkCast,17,1; } 1606:1606,{ bonus bAtkRange,6; bonus2 bIndOnAtkCast,17,1; } 1607:1607,{ bonus bAtkRange,6; bonus2 bIndOnAtkCast,17,1; } 1608:1608,{ bonus bAtkRange,6; bonus2 bIndOnAtkCast,17,1; } Since it requires you to use two or more items just put the same item there twice. It will require you to add each item but you can do that pretty quickly. Added it to all wants in about 5 minutes, if even that long. So for you that cotton shirt would then be added to the item_combo_db: 2301:2301,{ bonus bMaxHP,50*getrefine(); bonus bMaxSP,50*getrefine(); } Peopleperson49
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If you ever played the gameboy games for pokemon you know exactly what I'm hopeing for. I want to make an item that allows me to ignore weaker mobs for a period of time. I request an itemscript mod that allows aggressive mobs of less than or equal to in level to ignore the player completely. It could work several different ways depending on how the coder wishes to write it. Basically, all this mod does is turn weaker mobs to passive in nature instead of aggressive toward the player. If they player is in the affected region of a mobs AOE attack it will still damage the player as they normally would. If the player attacks the mob the mob still needs to attack back normally. Another ways to do it could be to make the player in a type of battleignore status towards mobs that are less than or equal to their level and is canceled if they attack something. repelmob DURATION,TYPE Duration in milliseconds. Type: 1=Normal Mob, 2=Boss Mob, 4=MVP, 8=Guardian Mob. Allows for any combination of them.
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Due to the heavy work load the devs are required to do, custom mods just don't don't even ping on the radar of things that need to get done. I understand that there is a section already in the forums to request to have skills added, but honestly it seems to get no real attention. The are a lot of source mods out there that are very useful and dont affect the 1:1 goal such as 'Manage Skill Damage' and etc. Why not have a special donation section toward the devs to have those kind of mods tested and officially installed. This is just a rough idea, but it would modivate some devs to adding stuff that the users are making also while expanding the features to keep rA on top of the RO universe! My idea basically consists of a user's mod being submitted in the proper forum section a lead dev will then determine if it would affect the 1:1 goal. Users don't donate for specific mods, instead that donate towoard the time the devs spending working on adding those mods. As for the mods that get installed that is up to the lead devs also, but for this to work custom mods have to actually be installed. As with any change there will be some bugs will eventually surface with a new mod, but that can be worked like any other bug. Peopleperson49
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This really really really needs to be added officially!!!!!!!!!! Nice work! Peopleperson49
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You can use if(rand(1,100)<=1) { getitem ItemID,Quanity; } Peopleperson49
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File Name: Antonio Invasion File Submitter: Peopleperson49 File Submitted: 30 Jan 2013 File Category: Games, Events, Quests Content Author: Peopleperson49 Fun event that spawns Antonios spawn in a random town. Every 10 minutes the remaining Antonios warp to another town. After all Antonios are killed the the Antonio Leader is spawned. The script ends after 1 hour or if the Antonio Leader is killed. I wrote this from scratch as an event for my wife! This is much more than just another Antonio event! Click here to download this file
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Adding any skill to a character is very simple. Until you get to modifying lua files for it. I can do it no problem, but its annoying for me to teach so you need to figure that out from somebody else. Find this in the skill_tree: //Gunslinger 24,1,9,0,0,0,0,0,0,0,0,0,0 //NV_BASIC#Basic Skill# 24,142,1,0,0,0,0,0,0,0,0,0,0 //NV_FIRSTAID#First Aid# 24,500,5,0,0,0,0,0,0,0,0,0,0 //GS_GLITTERING#Flip the Coin# 24,501,1,500,1,0,0,0,0,0,0,0,0 //GS_FLING#Fling# 24,502,1,500,1,511,10,0,0,0,0,0,0 //GS_TRIPLEACTION#Triple Action# 24,503,1,500,5,512,10,0,0,0,0,0,0 //GS_BULLSEYE#Bulls Eye# 24,504,1,500,4,517,10,0,0,0,0,0,0 //GS_MADNESSCANCEL#Madness Canceler# 24,505,1,500,4,513,5,0,0,0,0,0,0 //GS_ADJUSTMENT#AdJustment# 24,506,1,500,2,510,10,0,0,0,0,0,0 //GS_INCREASING#Increasing Accuracy# 24,507,1,500,1,0,0,0,0,0,0,0,0 //GS_MAGICALBULLET#Magical Bullet# 24,508,1,500,1,0,0,0,0,0,0,0,0 //GS_CRACKER#Cracker# 24,509,10,0,0,0,0,0,0,0,0,0,0 //GS_SINGLEACTION#Single Action# 24,510,10,0,0,0,0,0,0,0,0,0,0 //GS_SNAKEEYE#Snake Eye# 24,511,10,509,1,0,0,0,0,0,0,0,0 //GS_CHAINACTION#Chain Action# 24,512,10,509,5,0,0,0,0,0,0,0,0 //GS_TRACKING#Tracking# 24,513,5,512,7,0,0,0,0,0,0,0,0 //GS_DISARM#Disarm# 24,514,5,512,5,0,0,0,0,0,0,0,0 //GS_PIERCINGSHOT#Piercing Shot# 24,515,10,511,3,0,0,0,0,0,0,0,0 //GS_RAPIDSHOWER#Rapid Shower# 24,516,10,515,5,0,0,0,0,0,0,0,0 //GS_DESPERADO#Desperado# 24,517,10,515,7,516,5,0,0,0,0,0,0 //GS_GATLINGFEVER#Gatling Fever# 24,518,10,509,5,0,0,0,0,0,0,0,0 //GS_DUST#Dust# 24,519,10,518,3,0,0,0,0,0,0,0,0 //GS_FULLBUSTER#Full Buster# 24,520,10,519,5,0,0,0,0,0,0,0,0 //GS_SPREADATTACK#Spread Attack# 24,521,10,520,7,0,0,0,0,0,0,0,0 //GS_GROUNDDRIFT#Ground Drift# 24,410,1,0,0,0,0,0,0,0,0,0,0 //WE_CALLBABY#Call Baby# 24,681,1,0,0,0,0,0,0,0,0,0,0 //ALL_INCCARRY#Enlarge Weight Limit R# Modify and add this to the end of above pasted stuff. Replace 4013 (ASC job id) with 24 (Gunslinger job id). The column that contains 407 is the first skill id required to unlock the EDP and the next column is the reqiured level for it. If you don't want any prerequiste skills then replace those with "0" other wise put in what skills you want to have first to unlock it. 4013,378,5,407,1,0,0,0,0,0,0,0,0 //ASC_EDP#Deadly Poison Enchantment# I hope all this helps. Peopleperson49
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[Free Release] Ragnarok II 3D Monsters Pack#1
Peopleperson49 replied to Olrox's topic in Maps & 3D Modeling Showcase
Give it some more time everything will be in 3D including the character sprites. We will look back and laugh about how it used to be as we do when we think about the time before trans classes! Great work on the mobs! As for the size to prevent a lot of doubling of your work, why not try to maintain the proportions to what they are currently in 2D? You can't go wrong there. Some are small 2D mobs like a poring and some are large 2D mobs like a detale. Gravity created them that way for a reason. I hope you can add more soon! Peopleperson49 -
When they came out with RO2 they basically change the fundimentals of stuff so much that it never picked up! This would be a very good way to advance the game in the direction they were trying, without warping what we all love! Is it possible to take the 3d mobs already created for RO2 and use them? I may not have the skills to make mobs, but I might still have a beta version of RO2 on a hard drive somewhere. Peopleperson49
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chrif_authok: Data size mismatch! 14608 != 80144
Peopleperson49 replied to Peopleperson49's question in Source Support
I compiled without it giving me any errors and I havn't added any source mods yet. Peopleperson49 Edit: Could this be some kind of packet version issue? I'm using 2011-11-22aRagexeRE. I have updated the mmo.h to reflect and I get no packet errors. -
I updated my server to 17130 and now I can't login to it. I get the following error which I think is affecting it somehow. I recompiled and restored my pervious revision and it works fine again. The only thing I have done to the updated files is modify the mmo.h for my packet version, update the conf files, and updated the SQL tables. I hope somebody can help soon! Thanks. Peopleperson49
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If your actually updating your svn then any changes you have made in any file could cause errors. It takes more work but periodically I update all my files and re-add the mods each time. Thats actually easier than adding each change every time one is made. Peopleperson49
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Yadax, yes if it gets officially added to the SVN then any updates will have it from that point on. Peopleperson49
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I am currently using 17118 and I have updated several times now readding it each time with no issues. It is a very easy feature to use! I run a low rate server, but it still comes in handy with various skills. I know that when I switched to rA from eA I wanted to initally use P-RE because of the imbalance issues. I went with RE but disabled the 3rd class job quests so that I could test them myself and balance before I implemented them. Peopleperson49
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I'm not a dev but I think that it should be added. The benifits are great expecially since the new classes arn't balanced yet and it turns a lot of people away from renewal. As already stated it hurts nothing to be added and is tested enough to already know if there were major bugs. I have been using it since 16265 and havn't found any bugs at all. It is already used by a large number of servers and has been proven over and over again. It also has the potential of getting current P-RE servers to upgrade to RE and new servers who would have went with P-RE since now they can easily balance the classes out. If more people switch to renewal then we can can live up to what the r stands for in rA! Peopleperson49
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Lilith havn't seen you on as much anymore. Thanks for the actual update. Why not suggest this to be officially added to the SVN? Peopleperson49
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Well in that case I second the motion. It just gets annoying when people constantly ask for an update to the latest revision. I understand if its broken or no longer work with the latest revision, but just asking for a update still gets me. The know that the third classes are over powered and unbalanced, so I don't see why this wasn't added to the svn a long time ago. Over time they will balance out, but for now it would be a good way to manage it all. Peopleperson49