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b1rbert

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  1. Heya, was just wondering if anyone has the sprite for this mob/npc lying around and is willing to share. https://www.divine-pride.net/database/monster/20995/ I might probably just be too lazy to update my kRo client
  2. Looking at your gravity-esc maps is always a pleasure. please continue to grow the world of RO for us with all those immersive maps. Can't wait to include them into my server!
  3. Awesome find! I wanted to add something like this eventually but tried to shove it out of sight for the time being. you save me a lot of time with that. cheers
  4. Froggo Client.exe will still be 04.06.2022 because thats the only free most up2date accessable one at the moment. everything above that you either need to get yourself and hope that warp/nemo has the patches for it or straight up buy it. The grf will be up2date though. 2024-25: grf is easily accessable 2024-25: Client.exe with nemo/warp Patches and Server-side Source you'll have to buy
  5. If you get the Froggo Client you will have "almost" all the 4th Jobs with Skills and Effect in terms of client side. the only thing that will be missing is the absolute latest 4th job skills + a few expanded 4th job skill effects. Also getting almost any up2date kro data.grf has everything included. You just need to make sure that the server side also has all the skills active. Which in the current free rAthena github there are still a few 4th job Expanded missing out but they are close to being implemented.
  6. You are absolutly right. My bad, I forgot to double check that I actually clicked on source instead if script.
  7. Heya, so I'm currently changing skills around and I saw that Skills like Genetic's Cart Cannon and Imperial Guards Judgment Cross get an almost "instant" character skill use animation if their ASPD is getting too high, which to me looks a bit too weird. is there any way to give a fixed animaton speed for those type of skills? I'm not talking about after cast delay or after cast walk delay. Just make the skills not scale their animations with attackspeed at all?
  8. Accidentally double posted duo to lag. sorry see initial comment above
  9. Okay so your problem here is the fact that you are changing to rune knight with Changebase. rune knight counts differently when mounted compared to the normal Knight Peco. to achieve the mount actually showing up when using changebase to rune knight you need to make sure that you also give the character the check for being mounted on a dragon. The scripts I use for my jobsuit from Lord Knight to Rune Knight while keeping the mount intact are these: OnEquipScript: changebase roclass(eaclass()|EAJL_THIRD); if(Class == Job_Lord_Knight){ if(checkriding()){ setoption OPTION_DRAGON1; } } OffEquipScript: changebase Class; if(Class == Job_Lord_Knight){ if(checkdragon()){ setriding; } } Paladin Works with Gryphon because they are both considered to be the same riding status
  10. You either stay "official" or you dont. If you already change the Town map you might aswell change the npcs and destinations/quests with it. No point in staying "true to official" with a custom map thats 180° different from the vanilla map/town layout. @keough Looks like a nice remake to the blunt official version of old prontera.
  11. You need to be more specific. try asking the question with more detail in a part of the forum with your language in it. Or translate via AI. Which Items does not give def when refined to +10? does refine in general not give you any bonuses? what is 10+100 even supposed to give us in terms of information?
  12. Thank you for your hard work towards better skill description and against the atrocities that gravity left behind. great work!
  13. Thank you for showing your "solutions"! The thing that fixed the tipbox for me was either using langtype 1 or funnily enough changing the font when using langtype 0. Do you also happen to have the problem where giving color to the words puts a spacebar in front of it? thats one of the problems I'm still facing. Whats also weird is that before going to langtype 0 the ASCII256 symbols in the lub worked perfectly fine but going to langtype 0 and back to 1 just broke the entire thing. Like you wrote literally downloading a new one fixed that again for me even though the encoding never changed in the file. its all super scuffed for apperantly no real reason.
  14. You can go into pc.cpp in your source and look for this line: int pc_checkjoblevelup(map_session_data *sd) { t_exp next = pc_nextjobexp(sd); nullpo_ret(sd); if(!next || sd->status.job_exp < next || pc_is_maxjoblv(sd)) return 0; uint32 job_level = sd->status.job_level; do { sd->status.job_exp -= next; //Kyoki pointed out that the max overcarry exp is the exp needed for the previous level -1. [Skotlex] if( ( !battle_config.multi_level_up || ( battle_config.multi_level_up_job > 0 && sd->status.job_level >= battle_config.multi_level_up_job ) ) && sd->status.job_exp > next-1 ) sd->status.job_exp = next-1; sd->status.job_level ++; sd->status.skill_point++; if( pc_is_maxjoblv(sd) ){ sd->status.job_exp = u64min(sd->status.job_exp,MAX_LEVEL_JOB_EXP); break; } } while ((next=pc_nextjobexp(sd)) > 0 && sd->status.job_exp >= next); clif_updatestatus(sd,SP_JOBLEVEL); clif_updatestatus(sd,SP_JOBEXP); clif_updatestatus(sd,SP_NEXTJOBEXP); clif_updatestatus(sd,SP_SKILLPOINT); status_calc_pc(sd,SCO_FORCE); clif_misceffect(&sd->bl,1); if (pc_checkskill(sd, SG_DEVIL) && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)) ) clif_status_change(&sd->bl, EFST_DEVIL1, 1, 0, 0, 0, 1); //Permanent blind effect from SG_DEVIL. npc_script_event(sd, NPCE_JOBLVUP); for (; job_level <= sd->status.job_level; job_level++) achievement_update_objective(sd, AG_GOAL_LEVEL, 1, job_level); pc_show_questinfo(sd); return 1; } where you can find "sd->status.skill_point++;" which you can change to "sd->status.skill_point += 3; so every job gets 3 skill points for every job level. but you can also use if statements if you want to only enable that for certain jobs. Example: do { sd->status.job_exp -= next; if( ( !battle_config.multi_level_up || ( battle_config.multi_level_up_job > 0 && sd->status.job_level >= battle_config.multi_level_up_job ) ) && sd->status.job_exp > next-1 ) sd->status.job_exp = next-1; sd->status.job_level++; // Check if the character is a Swordsman and apply different skill point logic. if (sd->class_ == JOB_SWORDMAN) { sd->status.skill_point += 3; // Swordsman gets 3 skill points } else { sd->status.skill_point++; // Others get 1 skill point } if( pc_is_maxjoblv(sd) ){ sd->status.job_exp = u64min(sd->status.job_exp, MAX_LEVEL_JOB_EXP); break; } } while ((next=pc_nextjobexp(sd)) > 0 && sd->status.job_exp >= next); which will only give swordsman 3 skillpoints when leveling up job and everyone else the same 1 skillpoint per level. If you use this in your source be aware that giving yourselfs joblevel with @jlvl command will only still give you 1 skillpoint regardless of what you input here. Maybe someone else could give better details on that
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