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Cephaler

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Posts posted by Cephaler

  1. So.. I just updated my SVN via SVN UPDATE tortoise.. its now 17484.. However, I saw in the updates the skilldamage made by lilith is now implemented into the SVN but despite me having the latest version ( supposedly ) I still don't see it anywhere?

     

    Am i updating corrrectly? is it still tortoise the one being used?

     

    Thank you!



    No one ;-(?



    BUMP

  2. There was a huge change a couple revisions ago, I had over 10 conflictions... Some of which weren't even important or nothing more than white space. I haven't had issues with this patch since then... But I did a ton of the updating manually.

    I'll take a look more closely this evening and let you know what I find.

    Thanks :)

  3. Does anyone have any idea why it stopped working in the latest revisions?

    I updated it from .914 to .986 and now the patch won't work anymore :(.

    No errors on mapserver and yes I've re-applied the patch a couple of times

  4. So.. it was working fine until I updated to latest version.

    This is the error I get:

    [Debug]: Data: variable name='warpinout'

    [Debug]: Function: callfunc

    [Debug]: Source (NPC): FAKE_NPC (invisible/not on a map)

    [Error]: script:callfunc: function not found! [0]

    [Debug]: Source (NPC): FAKE_NPC (invisible/not on a map)

    This is the script i was using and worked fine until latest update

    function script warpinout {
    warp "dew_fild01",0,0;
    sleep2 600000;
    if(strcharinfo(3) != "dew_fild01"){end;}
    warp "Mellina",82,84;
    end;
    }
    

  5. they were never passive (ever since we added homun-s units, months ago) -- the server would output a message if you tried to use ones that werent fully implemented. if you see them as passive it is your game client fault, not rathena.

    I'm using 10-04-2012 the latest stable one in rathena no?

  6. They'll be done when our core developers have the time/motivation to write them. There's a long core to-do list, and this is quite honestly pretty low on that list. Be patient, or see if you can hire somebody to write these.

    Edit: I stand corrected xD. r16914

    They're still all passive skills.

  7. Thanks everyone, it worked brilliantly. Just one observation: When I used " savepoint" the map server would send me an error saying the mapindex could not locate " savepoint " as a valid map. So i changed it to our maintown map name and it worked fine.

    Thanks a lot all of you ;)!

  8. well if you're asking for a custom item as invoker of that, there must be some src mod needed to this.

    i used to want to have a similar thing, then i ended up giving up on it just because i'm a noob at src and scripting.

    Why is there a difference between custom/normal item? Also is there a normal item currently doing that o_o?

    I honestly don't mind much the catalyst, but more the function of warping, 10 minutes after warping out.

  9. Guys, I know it might be easy due to you godlike scripting skills, but if you could help a poor newbie i'd appreciate!

    I'd like something like:

    1: Custom item, player clicks on the item and is warped to a desired map

    2: When the players arrives in the map, a countdown of x minutes start ( I'd like something around 10 minutes )

    3: Once it reaches the time, it gets warped back to the savepoint.

    Thanks ;)

  10. @Cephaler

    will dig some of my time for it.....

    Fixed Script by @goddameit

    Stage Game [ Version 4 ]

    Changelog :

    • [ Version 1 ] - A Mini Game that required players to eliminate all Monster in each Stage to win.
    • [ Version 2 ] - Enable simple Customization on script.
    • [ Version 3 ] - Fixed Stuck Problem in upcoming Round and added several Mapflags..
    • [ Version 4 ] - Fixed rA compatibility problem by @goddameit. thx...^^

    Scripts : View Download

    ( thx goddameit ^^ )

    @garet999

    erm..ya..it would be better to loop through the maps if they want it to be multiple maps...

    for SQL...not really good in getting the data by joined 2 table ( using JOINT ) or nested SQL commands...

    but here only 1 table..LOL...( how come i didnt notice about it ??? )

    ( i guess i copied part of the script from someone...forgot who is it or maybe i did it.....i seldom do SQL scripts )

    for harmony stuff...not sure..since i am not a users for harmony.. i dont know how it work...

    The script works, except the waiting room only has " NULL " written on it regarding of having availability or not.

  11. That doesnt work ;-(

    ITEM DB:

    31080,xxxxxx,xxxxxxxx,2,1000,,50,,,,,0xFFFFFFFF,7,2,,,,,,{ itemskill "SA_TAMINGMONSTER",1; },{},{}

    PET_DB

    2700,1111111,1111111,31080,22489,0,537,80,60,50,0,900,20,200,150,0,0,300,300,800,{},{ bonus2 bSubEle,Ele_Wind,5; }

    2701,22222,222222,31080,22490,0,537,80,60,50,0,900,20,200,150,0,0,300,300,800,{},{ bonus2 bSubEle,Ele_Wind,5; }

    2702,33333,333333,31080,22491,0,537,80,60,50,0,900,20,5200,150,0,0,300,300,800,{},{ bonus2 bSubEle,Ele_Wind,5; }

    When I click the item, it doesn't catch any of them. Just shows the ??????? ( of the SA skill ) but nothing happens.

    Plus, the pet 2700; pet 2701 won't work and just reads the first one

  12. So guys I'm in need of your help again.

    I slice the sprite sheet in multiple frames, however, when I try to open it with actor, not all the frames are linked to the according act and so on.

    For example: Let's suppose my act00 should have 7 frames. Act0r only shows 6.

    I attached a picture to let you guys understand better.

    Basically my question is:

    How to add more frames/acts to an specific .act/sprite file? and how to DELETE acts as well? ( since deleting frames is easy )

    Obs: I tried using Frame - Copyadd, but all it does is copy a picture from a previous frame, and won't let me edit the picture of that frame specifically but duplicate it o

    After almost 2 hours I figured out -_- such a simply solution by just editing the number of the image in the field. UGH! Living and learning.

    fMIzN.png

  13. @Cephaler

    owh...thx for reporting that ....

    i forget that my script have that getmapmob() command in it....

    it has been quite long since my last update for this script ...

    will try update it when i recovered from my illness .... >.<

    Hey Emistry did you have time to fix the stage game? I love it so much I can't wait to try it again haha ( i had it in an old eathena server of mine ) ;)

    Ps: Hope you're feeling better!

  14. 24bits/256 colors bmp image

    24 bits bmp != 256 colors bmp. 8 bits images = 256 colors (color table).

    In RO, we don't create acts, we edit them. We use official RO acts to make our own acts (by editing them, in case it's needed). Use an official act that suits your sprite. Change it's name so it will have the same name your sprite has.

    You can edit the position by modyfing it in the same frame, instead of changing Xoffs and Yoffs values in the act (since it would take much more time).

    If you have to make other edits such as number of frames, opacity, rotation, etc. modify the act with ActOr 1 and/or 2.

    Guys is there a way to change the Xoffs and Yoffs to the position that I want in ALL the frames at once? Instead of changing frame by frame for each act and each position?

    p.s: I guess I'm trying to do exactly what devilevil said, change the position in the frame so I dont have to edit act by act, but how to do that using actor2?

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