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Balfear

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Posts posted by Balfear

  1. 23 hours ago, romciii said:

    Heyya there rAthena team!

    Just wanted to check if someone managed to implement/make this feature work?

    If you will refer on the snapshot above, you will see that based on the latest git and the wiki page, Teddy Bear pet could be evolved into three different pets, unfortunately for me, this is not the case. I am not aware what could have caused this but any input about this would really be helpful. Cheers!

    Hi!
    You should add it to PetEvolutionCln.lub too

    • Love 1
  2. 		setarray(.skillbuff$, "SC_MELTDOWN", "SC_WINDWALK", "SC_EDP", "SC_KAITE", "SC_KAUPE");
    		setarray(.foodbuff$, "SC_ASPDPOTION2", "SC_STRFood", "SC_AGIFood", "SC_VITFood", "SC_INTFood");

    SC_ statatus is constant not string

            setarray(.skillbuff, SC_MELTDOWN, SC_WINDWALK, SC_EDP, SC_KAITE, SC_KAUPE);
            setarray(.foodbuff, SC_ASPDPOTION2, SC_STRFood, SC_AGIFood, SC_VITFood, SC_INTFood);

     

  3. 13 hours ago, mervz02 said:

    Hi, so how can i do that? how to resize the image or spr. or is there any configuration that i can off the view of the spr on the window equipment

    Extract images from sprite, change size of images inside sprite, packite back and set scale param to x1.

  4. 2 hours ago, mervz02 said:

    Hi Rathena, Im having problem with my client, apparently i was able to view and equip some custom sprites in my server but it has too large on ALT-Q view. should i dump this sprites or should i fix it? or how can i fixed it? please see image for your reference 

    It`s because sprite have large size and use less scale, UI can`t read scale param.

  5. 5 hours ago, Tyritti said:

    Удалось установить перевод от проекта ROrussianRE. Однако на патче 2022.04.06 не удаётся в нужной кодировке прочесть файл itemInfo.lua, как итог - все описания предметов иероглифами. Есть у кого-нибудь решение проблемы или чистый клиент патча 2018 года?

    screenrAthena000.jpg

    Не правильно выбрана кодировка файла iteminfo

  6. Upscaled npc sprites


    Please note that you can download the full version of the sprite set from this link.
    The file is large and cannot be uploaded to the forum.
    You can download my sprites rework [FOR FREE] and not for resale!
    [DOWNLOAD]
    https://mega.nz/file/taQwkKwL#ikVnLwKyX52rymVMlaAqxFMd8YHsC2itTyk3GxmAjtc


    • Submitter
    • Submitted
      09/20/23
    • Category
    • Video
      https://youtu.be/gt8JM0Y5pwM
    • Content Author
      Gravity / Balfear

     

    • Upvote 3
    • Love 4
    • MVP 1
  7. Simple autoloot with configuration sets


    Allow you to use autoloot sets.
    @lootset <id> - switch autoloot configurations.
    @lootconfig - call configuration menu.
    Configs:
    .alootset = 10; // Amount of allowed sets
    .alootsize = 10; // Should be the same as AUTOLOOTITEM_SIZE, you can edit this in \src\config\core.hpp


    • Submitter
    • Submitted
      09/21/23
    • Category
    • Video
    • Content Author
      Balfear

     

  8. 2 hours ago, Dolphin86 said:

    more in depth details would be nice... please.. really need to solve this

    also i have checked my fluxcp sql i did not find any itemdb database? also how to update item view on fluxcp as well?

    After compilation server you get this 2 files.
    image.png.b7549323b9f5c7b395f691e750327c9c.png
    Run them and press Y, it`ll generate new sql tables in sql-files folder.
    Then import them to flux db.

  9. 50 minutes ago, Dolphin86 said:

    hye i found this script while browsing rathena, and could someone modify the script to how many item player will get. example if they got some potions, instead just 1 potion, i wana it to be 10 or 50 depends on the configuration.

    thanks for help.

      Reveal hidden contents
    neko_isle,77,127,5	script	Gatcha	562,{
    	if ( !countitem(.itemuse) ) {
    		mes "A "+ getitemname(.itemuse) +" is needed to use this machine";
    		close;
    	}
    	delitem .itemuse, 1;
    	.@r = rand(.totalchance);
    	for ( .@i = 0; ( .@r -= .itemchance[.@i] ) >= 0; ++.@i );
    	getitem .itemid[.@i], 1;
    	end;
    OnInit:
    	.itemuse = 40022; // poring coin
    	setarray .itemid, 501,502,503,504,505,506,507,508,509;
    	setarray .itemchance, 10,10,10,10,3,10,10,10,10;
    	for ( .@i = 0; .itemid[.@i]; ++.@i )
    		.totalchance += .itemchance[.@i];
    	end;
    }

     

     

    I remembered the old Aegis chance system ?
     

    Quote
    neko_isle,77,127,5	script	Gatcha	562,{
    	if ( !countitem(.itemuse) ) {
    		mes "A "+ getitemname(.itemuse) +" is needed to use this machine";
    		close;
    	}
    	delitem .itemuse, 1;
    	getitem .temp_array[rand(0, getarraysize(.temp_array))], 1;
    	end;
    	
    	
    OnInit:
    	.itemuse = 40022; // poring coin
    	setarray .itemid[0], 501,502,503,504,505,506,507,508,509;
    	setarray .itemchance[0], 10,10,10,10,3,10,10,10,10;
    	
    	.@counter = 0;
    	for(.@i = 0; .@i < getarraysize(.itemid); .@i++) {
    		for(.@k = 0; .@k < .itemchance[.@i]; .@k++) {
    			.temp_array[.@counter] = .itemid[.@i];
    			.@counter++;
    		}
    	}
    	end;
    }

     

     

  10. 3 hours ago, driver said:

    Thank you very much, Mr. Balfar. Worked perfectly.

    @Balfear
    One more question, how do I include ".@At_count +" in square brackets in the switch select? I tried it in a few ways, but to no avail.

     

    prontera,155,165,5	script	Warper Market	99,{
    
    	// Get user list on map "prontera"
    	.@num = getmapunits(BL_PC, "prontera", .@array$[0]);
    	freeloop(1);
    	for(.@i=0;.@i<getarraysize(.@array$);.@i++) {
    		// If user in autotrade mode then increase counter
    		if(checkvending(.@array$[.@i])&2)
    			.@at_count++;
    	}
    	freeloop(0);
    	switch(select("- @AT Merchants ^2980B9[ .@at_count + ]^000000:- Exit")) {
    
    	case 1:
    		warp "prontera",150,150;
    		end;
    		
    	case 2:
    		close;
    	}
    }

    Once again, thank you so much for your help.

    switch(select("- @AT Merchants ^2980B9["+ .@at_count + "]^000000:- Exit")) {
    • Like 1
  11. 17 hours ago, driver said:

    How are the rAthenians!?

    I would like to know how I can add in the script the number of players with open stores (@at) on a given map.

    For example:

    Please if anyone can help me I would be very grateful.

    For example like this

    	// Get user list on map "prontera"
    	.@num = getmapunits(BL_PC, "prontera", .@array$[0]);
    	freeloop(1);
    	for(.@i=0;.@i<getarraysize(.@array$);.@i++) {
    		// If user in autotrade mode then increase counter
    		if(checkvending(.@array$[.@i])&2)
    			.@at_count++;
    	}
    	freeloop(0);
    	mes  .@at_count + " @at users on the map.";
    	close;

     

    • Like 1
  12. 16 hours ago, Valcars said:

    hi it's always me who annoys .... in practice since I changed my old rathena to 4CrAM-, I installed RAG_SETUP_211028_SAK and I used the data ROenglishRE-master renewall I changed the files in service_korea and so far everything is fine the server it works perfectly the only thing is that I can't see the sprites of the weapons when I attack .... I'm using the "System" files again by ROenglishRE-master .... does anyone know how to fix or where I'm wrong?
    I don't think the sprites in iteminfo.lua are wrong otherwise it gave me an error and I couldn't wear them at all .... (at least I think) thanks for the help xD

    ========================= EDIT ==========================================

    if I use the 3rd class instead they can be seen .... I think the problem is with the 4th classes ....

    You should use 2021-10-xx+ exe version (rA don`t support it yet)
    or apply Nemo / WARP patch for custom jobs.
    2021-01-xx and older version don`t have path for weapon animation for 4th jobs.

  13. 1 hour ago, Humble_Bee said:

    So the neural network was able to apply a formula, so to speak, to all the sprites quickly? They are definitely sharper.

    I will say, Gibbit looks like it is hanging Luchadores when in high-def. heh.

    Yes, neural network can upscale images so no need to redraw it with photoshop, but repack images into sprite still need to do by hands.

    (all npcs = ~17k images) 

    • Like 1
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