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Posts posted by Gidz Cross
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Okay i have tried 2019. It is fixed (at least for the non custom garments). I tried to use one of my custom same problem. Any idea?
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Yeah probably the limitation of 2018 clients. Thank you so much!
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Turns out if you use hight class num the slashing effect will get ignored (at least for my 2018 client). The solution is to combine the those custom weapon you have with its slashing effect.
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Im trying this now as well. Can you direct me which file that needs to be edited? Or better yet a patch file. Thanks in advance!
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I cannot reproduce. Maybe you did some modification?
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In regards to these posts:
https://rathena.org/board/topic/125876-kro-has-a-costume-priority-system/
https://rathena.org/board/topic/120758-robe-item-not-showing-properly/
Is there no fix for this? I have tried every possible lub edits. By the way my client is 2018. -
Heya. Can anyone help me adapt these fix for my rA? Im using old rA. Attached is my mail.cpp and .hpp
mail.cppmail.hpp
Here's the commits i wanted to have for my rA
https://github.com/rathena/rathena/pull/8145/files
Thanks in advance! -
As the title says. I wanted it to have restriction when sending zeny thru rodex. I say 1b is the limit? How?
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10 hours ago, Akbare-2nd said:
How to fixed ?
i just downloaded fresh translation from chris and it was fixed.
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I've added custom job but there is this problem with the garment.
As you can see, it is also displaying in front. Now I know that i need to edit some lub files and perhaps add the job id but i don't know where to start. Any help would be appreciated.
*EDIT
FIXED -
After some tests the answer is no. Its hardcoded to the client.
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12 hours ago, ckx_ said:
I hackily solved this on the source side. A side effect of my solution is that it shows extra damage numbers (but the multihit total is still correct, and the extra damage numbers are visual only). My solution:
In the "display damage" switch block in skill_attack:
case CG_ARROWVULCAN: case AS_SONICBLOW: { dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag & SD_LEVEL ? -1 : skill_lv, dmg_type, dmg.crit); struct unit_data* ud = unit_bl2ud(dsrc); if (ud) { ud->dmg = dmg; ud->sb_animation = 0; ud->sb_target = bl->id; ud->sb_timer = add_timer(gettick()+20, skill_sonicblow_animation, dsrc->id, 0); } break; }
↑ This plays the default SB animation, sets up some data, then adds a new timer function.
Here's the code for the timer_func it adds:
TIMER_FUNC(skill_sonicblow_animation){ struct block_list *target, *src; struct unit_data *ud; struct status_change *sc = NULL; int flag = 0; src = map_id2bl(id); if(src == NULL) { return 0; } ud = unit_bl2ud(src); if(ud == NULL) { return 0; } target = map_id2bl(ud->sb_target); if (!target || ud->sb_animation >= ud->dmg.div_ || ud->sb_timer == INVALID_TIMER) { ud->sb_animation = 0; ud->sb_timer = INVALID_TIMER; return 0; } int div_ = ud->dmg.div_; if (div_ < 1) { div_ = 1; } t_tick canmove = tick_diff(ud->canmove_tick, tick); canmove /= (div_-ud->sb_animation); if (canmove > 175) { canmove = 175; } clif_damage(src, target, tick, 125, ud->dmg.dmotion/div_, ud->dmg.damage/div_, div_, DMG_NORMAL, ud->dmg.damage2/div_, ud->dmg.isspdamage); ud->sb_animation++; ud->sb_timer = add_timer(tick+canmove, skill_sonicblow_animation, id, data); return 1; }
↑ This just sets up some damage then calls clif_damage, and sets up another timer func to keep it going until sb_animation reaches skill's div count. To be clear this will work for any multiattack that you want to have spam auto attacks, not just SB. Sorry for the naming scheme.
The extra damage numbers are customizable by changing what you pass to the clif_damage call. You can set it to all 1s, or all misses, or anything else. Unfortunately I never found a way to implement this without the extra numbers—I'm not sure how to force the client to arbitrarily play an auto attack animation with no corresponding damage numbers. If someone knows, I'd be interested.
and in the unit_data struct:
int sb_animation, sb_target, sb_timer; // hacky sb animation fix
↑ just some state data, ud seemed like the best place to put it so that it works on both mobs and players.
This produces a sonic blow like in the attached file. also viewable here: https://mikomiko.org/files/Screencast_20240512_005716.webm
It's not perfect but I'm happy enough with it for now.
This is nice to those who are on 2019+ client. Keep it up!
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For some unknown reason the slashing effect is somehow being ignored by my client. I wish to learn on how to combine the sprite with its slashing effect. I have the resources here. How do you do this on actor? Thanks!
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9 hours ago, Tokei said:
That is... a strange issue, I'm not able to reproduce it. If you opened GRF Editor without the "Always reopen latest opened GRF", you will get a template GRF as such:
As you can see, the window title is "GRF Editor - new *", with a star at the end, meaning it hasn't been saved yet. It also has a "data" folder in it. In your screenshot, you have neither. That means you've opened an actual GRF, but that also doesn't make sense since an opened GRF will display the full path in the title. As much as I'd like to fix this issue, it doesn't seem possible to reproduce.
The error shows that the magic string is empty instead of "Master of Magic". That looks like an empty file...? That also doesn't make much sense. I would need additional information (well, assuming that error is worth fixing since it doesn't seem to trigger normally at all).
I will do a quick re install.
Edit*
Yep! It was fixed.Thanks @Tokei!
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6 hours ago, Chaos92 said:
What does it shows when you click the ! button ?
Something to do with the header thingy.
Also i always do this settings to prevent opening the previous opened grf.
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It fixes my problem. But every time i will open GRF Editor i see this error were detected. I thought you should know.
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4 hours ago, Tokei said:
Fixed in 1.8.7.3. The issue comes from selecting "red objects/textures", objects/textures that cannot normally be selected because their resources aren't found in your current GRF(s). But by clicking on the "guildhall.gnd" node, it selects everything anyway. If you want to extract everything, I'd recommend adding more resource GRFs:
(Version 1.8.7.3 also allows to read Alpha GRFs, for anyone interested...)
Thank you so much tokei!
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6 hours ago, Tokei said:
Please use "Copy exception" and paste the result here; I'm unable to reproduce.
Thank you so much for your prompt response. Additional Information.
And here are the result from four errors from copy exception
I did come from version 1.8.6.6 and did experience this. I just updated to the latest to check if the problem still persist.
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47 minutes ago, Questune said:
It works! thank you!, But the server name below is gone as well
I removed it. Do your own modification from the image it self.
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Try this. You will need to retouch this.welp.bmp
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3 hours ago, Questune said:
Yes it is bmp with 24 bit option
you must doing it wrong. Upload your file here to save time and replies.
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12 hours ago, Questune said:
Like what @Rynbef mentioned. It should be bmp with 24bit option.
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3 hours ago, Questune said:
How can I do that using paint?
Via color picker.
So the code is 255 0 255.
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Explanation for LOV Effects DIR
in Client-side Support
Posted · Edited by Gidz Cross
Hi. Any explanation why there is folder named lord_of_vermillion in the effects folder while LOV effects is also in the effect folder? I am meddling with the effects and found out that my client reads whats on the lord_of_vermillion folder inside the effect folder. Before it reads whats inside the effect folder.
is this new client thingy? I use 2018. Have some friends that uses 2022+ but their LOV effects are inside effect folder only. Strange.