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b1rbert

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Everything posted by b1rbert

  1. Hey, I'm sorry if this might not be the solution you're looking for but I recently had the same problem when I went to langtype 0. for whatever reason having only one \n before a linked word caused it to look off. I fixed it by using \n\n to skip lines twice. it made it look really weird though since you had a lot of space between words with a link. I also realized that it has somehow to do with the tipbox file you are using. Re-downloading the file provided by Chris might just fix the problem. I recently went back to langtype 1 and redownloaded the file and it looks fine again even with only one \n being used. couldnt figure out how to fully fix your problem either. Another thing you could try which I didnt do yet is backup your current tipbox.lub and try changing the charset in notepad++ Option for that can be found in the bottom right corner. If you ever find the real solution to this problem I'd love to know.
  2. Okay so here is another answer that might not be related but could still help anyone who encounters these type of problems: At one point gravity started to change the layout for their job sprite palettes, meaning that old palettes in general will look like sh** because all the colors switched positions now. One thing that fixes this is getting the 3rd job fixed sprites from rAthena and some old palette files. AFAIK unless someone made some themselves there are currently no free palettes for the newer job sprite versions. If any of your sprites looks like this you might still be using the wrong version. Check older clients for the old sprites and the current kRO client for the new ones. always make sure the palettes fit the job sprite palette layout in your .act editor/grf editor
  3. To be fair I actually read the renewal part but thought it was meant to be for the SC_EDP part because its been around for so long. mistake on my part!
  4. Heya, after implementing Oliviers code for actually showing the ATK increase for ATK% I eventually figured out that "bonus bAtkRate" does nothing at all for me. I am currently implementing randomoptions and while trying out 3 different Falchions with 3 different ATK% roll I saw that every single one of them does not change my damage on monster or players at all. no matter if its +20% or +100% ATK. The Status Window actually updates the ATK number depending on the roll on the weapon thanks to Olivier but the actual damage dealt does not change. any reason why that is? and yes I know that pre-renewal usually uses bAllClass to increase the damage but I actually want bAtkRate to work. Had a look at the source to see if maybe renewal only but that doesn't seem to be the case. EDIT: So I looked at it again and made a TEMPORARY "fix" for my problem. I might have to look at it again later to see if what I did was just a bandaid on another problem. add this to battle.cpp at: static int64 battle_calc_base_damage | at the end before return damage; is being send. //Finally, add baseatk if(flag&4) damage += status->matk_min; else damage += status->batk; //added this) if (sd && sd->bonus.atk_rate) damage += damage * sd->bonus.atk_rate / 100; if (sd) battle_add_weapon_damage(sd, &damage, type); #ifdef RENEWAL if (flag&1) damage = (damage * 14) / 10; #endif return damage; } tested it and actually increases the damage. I'm too inexperienced with code to know if that should do the trick. If it happens to just be a % damage increase depending on the bonus% you get I might just rename the batkrate to "Final Damage +x%" and call it a day. if somebody has any other ideas I'd appreciate it
  5. WhiteEagle is correct. it doesnt matter which iteminfo you use it just wont fit the version you are running. you are better of using the default pre-renewal iteminfo and adding the renewal descriptions in as you add new items from renewal to the database.
  6. really? interesting because I remember since I removed enough buttons that the complete lower line was gone I had to edit the tga to make it shorter so it wouldnt look off
  7. It doesnt retract itself because its just another .tga file. you can edit it yourself to make it shorter depending on the amount of icons you are using, you can also change it to look completly different if you want to do that
  8. The only thing I ever did to get all the 4th jobs from re to pre-re was just copy and paste everything from the 4th jobs into my import skill.db file and made sure that they appear in the skilltree.yml. example: - Id: 5287 Name: SHC_SAVAGE_IMPACT Description: Savage Impact MaxLevel: 10 Type: Weapon TargetType: Attack DamageFlags: Splash: true Critical: true Range: 7 Hit: Multi_Hit HitCount: 3 Element: Weapon GiveAp: 2 SplashArea: - Level: 1 Area: 2 - Level: 2 Area: 2 - Level: 3 Area: 2 - Level: 4 Area: 2 - Level: 5 Area: 2 - Level: 6 Area: 3 - Level: 7 Area: 3 - Level: 8 Area: 3 - Level: 9 Area: 3 - Level: 10 Area: 3 CastCancel: true AfterCastActDelay: 300 Cooldown: 700 Requires: SpCost: - Level: 1 Amount: 45 - Level: 2 Amount: 48 - Level: 3 Amount: 51 - Level: 4 Amount: 54 - Level: 5 Amount: 57 - Level: 6 Amount: 60 - Level: 7 Amount: 63 - Level: 8 Amount: 66 - Level: 9 Amount: 69 - Level: 10 Amount: 72 Weapon: Katar: true put this at the bottom of your pre-renewal skill.db file and then make sure it shows up in the skilltree for example: assassin I removed the requirements for the skill so I can get it with @skillall and again make sure that you have the cliendside for the skill otherwise it will glitch out. Thats all you should have to do to get the skill working for your class. if its still not working after that it might have to do with the version of rAthena you are using and if the 4th job skills are in there or not. If that still doesnt fix it then I can't help you, sorry
  9. So the basic difference between pre-renewal and renewal is what stuff of the code and which databases the server uses and which not. you can copy past anything from renewal over to pre-renewal but you gotta make sure that you copy paste EVERYTHING it needs. If you use renewal Mobs you need to make sure that their defense is pre-renewal. The reason 3rd and 4th jobs are "locked out" of pre-renewal is because they are not in the Skill.db and Skilltree.db that Pre-renewal uses. you can copy and paste them into the import folder skilldb/skilltree and they should work fine. You also need to make sure that your clientside files have them. All of these need to have 3rd and 4th jobs for them to actually show up in your client. you can get these from IIChrisII translation project. If you want instances or npc/quests copied over, you need to make sure that all quests are in your pre-renewal database and also all monsters that the quest/dungeon/instance actually uses in your mob.db. A lot of skill changes in the source are just a difference between #ifdef RENEWAL or #ifndef RENEWAL to differenciate between when its used in renewal and when not. One of the bigger diffences for renewal and pre-renewal are the formulas for stats such as DEF and MDEF, ASPD and a few others. Fixed Cast time is also renewal only but you can activate it with a few changes to the source. TL'DR nothing is really "disabled" for renewal, its just not in there. a lot of Copy Pasta good luck!
  10. Not the answer you probably hoped for but have you tried using skilleffectinfolist.lub from your grf? You can also give different effects IDs to certain skills. it might make it so skills like shield boomerang or drain life look correct. I could be very wrong thought because I haven't tested it yet. EDIT: Tried it out. sadly the same problem. Drain Life just flies to the middle of the map. sorry
  11. got the chance to finally try it out and it works like a charm. here are the pictures: DB entry. Card of choice was Turtle General since he already has +20% ATK in his description. changed the bAllClass to bAtkRate. next the two pictures taken before compiling the server with his code: before code and compile = no turtle general card: and with turtle general card: ( dont know why the picture is blurry) and here is after compiling with his code: I increased my STR to make the atk value hit close to 10000 so I can test if it actually shows 20% increase and it certainly does! after code and compile = no turtle general: and with turtle general card: can see that the code works and shows 20% atk increase! thanks for sharing your code, I was always bugged as to why atk bonus % wont show any changes but now it actually does! especially nice since I want to work with random stats on gear and atk% never showed up
  12. You're probably missing the entry for a skill in your other tab. check this and see if the skill has an entry. if not add that entry. Other option is putting a replacement picture to the path the error shows. If the error still persists, you might have to add the skill somewhere else. Check your Skilltree.db on that class and see which skill it could be and see if it has a skillinfolist entry
  13. Load up your Server in the "Server Database Editor" and Look for "Item Combo" and delete the first line that says "MO_EXTERMITYFIST". if you dont use Server Database Editor you can go into: db/re(pre-re if used)/item_combo.yml and do the same there.
  14. Might be better off using that budget to create a small RO like game instead if trying to get into trouble with Gravity
  15. Does the error appear when you yourself spam the npc while the progress bar is going or does it pop up automatically?
  16. Sounds interesting, can you elaborate? Does it show your ATK as % in the Stat window?
  17. Another awesome release by you. I hope there will be many more to come because they always give me ideas for what to do with my server and also teach me certain stuff about the code as someone who is very new to that part. Keep up the awesome work
  18. Its because Balmung counts as "2-handed" which novice does not have the ASPD table for. Check your "job_aspd" file in your DB under "pre-re" or "re" depending on your version and look for novice: There are two ways to fix your problem: 1. Add 2-handed Swords to the Novice (or any Class you want to use Balmung on) and give it a number, the lower the number the higher the base ASPD with 2h swords. 2. Simply edit Balmung's Subtype to "Sword" instead of "2hSword"
  19. To me it looks like modified item drop beam effect. The server might also have made the card sprites "float" by putting them a bit higher in their file than they originally are. Does it make a sound when the card is dropped? You can look up the item loot beams and see if you can change them to the bubble. Bubble could be a bmp taken from something like izlude dungeon effect.
  20. Check either of those 2 files located in either re or pre-re DB folders and check for the entry with the ID: 4 and see if its there. If its missing you might have to copy it over or create your own Also check if the script you are using is actually correct
  21. Back when I had the same issue with my client being too out of date for the maps, I was wondering if doing that in brow edit could fix it but ultimately never tested it out. Thanks for confirming. very nice to know
  22. I use this on my Costume item for 3rd job Costume. OnEquip Item script: if(Class == Job_Lord_Knight){ if(checkriding()){ setoption OPTION_DRAGON1; } } OnUnequip Item script: changebase Class; if(Class == Job_Lord_Knight){ if(checkdragon()){ setriding; } } Worked well for me so far. there might still be a better way to implement that script wise
  23. ^this It means your version of the client does not support the map. You need a newer Client version for that
  24. Hey, really like the idea of the Refining Gear with the same Gear. Any chance you could give us an option to turn off the need for the needed material weapon to be the same refine level as the weapon you want to refine? cheers
  25. What I found out so far is that once the BGM it selects is over, the normal BGM that usually plays starts. Could be avoided by making the BGMs a lot longer but it will still reach the end eventually. Currently have the NPC standing in Prontera, as soon as the Payon BGM I choose in the script ended, it started the Prontera theme even though it wasn't in the list. Could probably work around that with some sort of loop script but haven't look at it yet
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