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Posts posted by behelit
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I'm having a problem with weapon and shield sprites, and it's driving me crazy. They seem to be on the same layer, but clearly the shield should be on a layer in front of the weapon. I've been pouring over the forums all day and tinkering, but I've come up hopelessly short. A picture speaks a thousand words, how do I fix THIS?
I'm using client version: 20190605
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On 5/30/2021 at 4:44 AM, BeWan said:
i test it and it works. i am just giving you an idea on how to do it.
I'm just curious... How extensively did you test it? Here are the facts:
skill ???,1,3; works on every other skill I've tried. And indeed works on Play Dead... until you logout, change equipment, or change maps. Any of these things will make the skill disappear. You can use something like onpclogin, and Play Dead indeed shows up... until you logout, change equipment, or change maps. Then it's gone. This also tells me it's not a lua issue. There is something, server side, which automatically removes Play Dead from classes other than novice when you logout, change equipment, or change maps. THATS what I'm trying to fix. I want to permanently give some classes the Play Dead skill, and that simply isn't possible with your solution. Got anything else? -
On 5/27/2021 at 4:19 PM, BeWan said:
i tested it and it work sir. you need to put it on onpclogin event
Well, I tested it and it does not work, sir. If you use normal skills, such as warp portal or greed, it works. If you use play dead, it does not. Why would I need to use onpclogin for play dead, when I DO NOT for other skills?
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4 hours ago, BeWan said:
you have to use
*addtoskill <skill id>,<level>{,<flag>}; *addtoskill "<skill name>",<level>{,<flag>}; These commands will give the invoking character a specified skill. This is also used for item scripts.
This does not work. I tried:
addtoskill 143,1,3;
and
addtoskill 143,1,0;
There seems to be no difference between that and the skill command. The Play Dead skill will not stick if not a novice class. -
Hello!
I want to give job classes other than novice the "Play Dead" skill... But when I try using a script, the results are always temporary. It will be lost when the user logs off or changes equipment. I've tried the following:
skill 143,1,0;skill 143,1,3;
But neither seems to make it "stick". How do I permanently give jobs other than novice the Play Dead skill? -
Thanks for this, I was able to use this code to improve the existing @stats command!
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Hi! As the title says, I'm using Fedora 33 for ARM on a Raspberry Pi 3 (model b, rev2). I was able to get things working (barely) using code from an old server, so I know it technically works with this setup... But I'm running into issues when I try to compile a fresh server from scratch. No errors when compiled normally. Then, with --enable-debug, I'll get almost to the end and this happens:
CXX instance.cpp In file included from instance.cpp:12: instance.cpp: In function ‘int instance_npcinit(block_list*, va_list)’: ../common/nullpo.hpp:45:27: error: invalid cast from type ‘va_list’ to type ‘void*’ 45 | if (nullpo_chk(NLP_MARK, (void *)(t))) {return(ret);} | ^~~~~~~~~~~ instance.cpp:308:2: note: in expansion of macro ‘nullpo_retr’ 308 | nullpo_retr(0, ap); | ^~~~~~~~~~~ instance.cpp: In function ‘int instance_npcdestroy(block_list*, va_list)’: ../common/nullpo.hpp:45:27: error: invalid cast from type ‘va_list’ to type ‘void*’ 45 | if (nullpo_chk(NLP_MARK, (void *)(t))) {return(ret);} | ^~~~~~~~~~~ instance.cpp:322:2: note: in expansion of macro ‘nullpo_retr’ 322 | nullpo_retr(0, ap); | ^~~~~~~~~~~ instance.cpp: In function ‘int instance_addnpc_sub(block_list*, va_list)’: ../common/nullpo.hpp:45:27: error: invalid cast from type ‘va_list’ to type ‘void*’ 45 | if (nullpo_chk(NLP_MARK, (void *)(t))) {return(ret);} | ^~~~~~~~~~~ instance.cpp:336:2: note: in expansion of macro ‘nullpo_retr’ 336 | nullpo_retr(0, ap); | ^~~~~~~~~~~ make[1]: *** [Makefile:84: obj/instance.o] Error 1 make[1]: Leaving directory '/home/ragnarok/rAthena/src/map' make: *** [Makefile:50: map] Error 2
The end result is, when I attempt to start the server, the map server will disconnect after a few seconds, kicking all the offline vendors off and preventing new logins.
Has anyone had this issue before? Any insight into resolving this issue would be greatly appreciated. -
I hope this is the right section for this. What does the --enable-debug switch do exactly? I see it talked about in the docs, but there is no mention of what the actual effects are. If the map server crashes, for example, will it spit out detailed errors to stdout? Does it make the console output more informative? What's going on here?
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I have a NPC that grants enchantments to costume items. I was wondering, would it be possible to make a NPC that takes an enchantment from a costume item you are wearing, then transfers it to an item you have in your inventory? The desired result would go something like this:
1. Talk to NPC and pick costume with enchantment (worn).
2. Pick from a list of costume items of the same type inside the inventory.
3. The enchantment is then removed from the worn item, and transferred to the chosen item in inventory.
Any help would be appreciated. -
48 minutes ago, Start_ said:
You need to find it on src folders. By searching skill name and looking for calculating stuffs.
That's what I've been doing, but it's somewhat time consuming. It would be nice if there was a quick reference so players could just "know" without having to look at C++ code. It's unrealistic to expect players to be able to read it.
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I've been looking for some kind of documentation that shows me the current skill formulas for rAthena, but I've been coming up short. Does www.ratemyserver.com have the correct formulas? If not, what does?
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Hello. In testing the Earth Shaker skill, I noticed that the damage output is always the same, regardless if the enemy is hidden or visible. It appears that the skill is doing the full "hidden" damage on all mobs (no matter what). Why is this happening?
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1 hour ago, iraciz said:
Check the skill info in the data folder, luafiles514/lua files/skillinfoz/
Thank you so much! That worked perfectly.
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13 minutes ago, Emistry said:
probably you didnt have the pre-requisite skills.
I don't think that's it, the pre-requisite skills are used. Besides, you can't click on the skill to add points without the pre-requisite skills, right? I can add points, I just can't apply them.
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Hello. Just what the title says, I cannot apply points to the Sura skill "Earth Shaker". I can click on the skill, and points are added... But when I click apply, it resets back to zero and the points are refunded back. Why is this happening?
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On 9/8/2019 at 1:48 PM, vMariku said:
How to install or setup offline server? How please? Thank you rAthena!
A little more information? The steps vary depending on your OS and setup. However, here are some links to get you started:
https://github.com/rathena/rathena/wiki/Install-on-Windows
https://github.com/rathena/rathena/wiki/Install-on-Centos
https://github.com/rathena/rathena/wiki/Install-on-Debian
https://github.com/rathena/rathena/wiki/Install-on-FreeBSD -
Um... I asked two questions and that isn't the answer to either one of them. I know how to enable crashcore dumps.
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Today, I encountered a issue where a player was causing my map server to crash. Luckily, they were communicative and I was able to figure out what they were doing... They were simply using the "remove trap" skill. But there were several other people online and it just looked bad all around, in my opinion. I got the code fix from here https://github.com/rathena/rathena/issues/4605 , recompiled my server and everything was fine. However, this raises a question. How can something like the use of a common hunter skill cause the entire map server to crash? Doesn't C++ have some form of exception handling to prevent this?
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I never saw that kind of traffic even when the game was in Beta. Haha
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I just realized today that a lot of my custom NPCs in Izlude were only working part of the time, causing all kinds of issues with new players. Then I realized it was because I wasn't making duplicates for all the alternate starting locations. Which leads me to the question... What's the point of alternate starting points? Doesn't this pointlessly complicate things? Wouldn't you WANT new players to see each other and have access to the "real" Izlude? It can't be because of traffic... If Prontera can handle hundreds of players at once, I'm sure Izlude can handle any conceivable influx of new players.
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I actually found everything I needed here:
https://github.com/llchrisll/rAthena-Scripts/blob/master/requests/costume_enchant.txt
Great script! -
Hello! I'm requesting a simple Malangdo Costume Enchant script so I can understand the mechanics involved... And in turn expand on it to make a proper Malangdo Costume Enchant NPC. I would like it to work in the following way:
1. Accepts two items that can be dragged and dropped like selling items in a shop. A enchant stone and the costume to be enchanted.2. A if condition checks to see if the costume is an appropriate match for the type of stone used (both are high/mid/low headgear or garment).
3. The stone is removed from inventory and the resulting Enchanted Costume items is created.
I only need a working example for a single costume/stone pair... I don't need 700 lines of confusing arrays and over half a dozen NPCs like this script...
Edit: Something based on the Card Remover NPC might work too, where it checks to see if you are wearing a custom item and asks you to select from available stones. -
So, I have this simple script that spawns a mob... Then re spawns that mob after 1 hour has passed if you kill it:
- script sample_npc_mob -1,{ OnTimer3600000: // 1hour OnInit: monster "prontera",78,95,"--ja--",1153,1,strnpcinfo(3)+"::OnKill"; end; OnKill: initnpctimer; end; }
How would I modify it so that instead of OnKill, it loops based on the following criteria: Start timer -> Spawn mob after 30min -> Kill mob after 60min ?
I only want the mob to be alive for 30min during the second half of the 1 hour loop.
Weapon and shield sprite on same layer.
in Client-side Support
Posted
This was ultimately the answer. I already had a good workflow with NEMO, and it had the option to bring shields to the front. I did have to revert my client by about 3 months and recompile the server to make everything work with all my existing patches. However, no negative effects and it was a heck of a lot easier than messing with a bunch of ACT files! Thanks for the tip!