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Reisama

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Everything posted by Reisama

  1. Well.. I was just going to start a new topic... but if you want to assist me on it here, thats fine. I dont remember my client version, but i know that at one point, i edited the correct file, and was able to add my custom items and everything fine. However, now that I have noticed a few typos, i cant for the life of me figure out where the dang file is i need to edit. I checked the iteminfo.lua/lub in the System folder... and even though those have the correct info, its not showing up properly in the client....
  2. Maybe i am losing my mind, then... I could have sworn that i saw a file used for editing quests somewhere in the lua x-x. At least the txt files are easy to edit and store.. now if only i could remember where i edit/store the itemInfo.lua xD
  3. I am trying to add new/custom quests that will show up in a player's quest log... After doing some digging, I know that this is now controlled by LUA/LUB (as is most of every other customization in a server it seems). I have no idea what files i need to edit, let alone where they are.. Can someone either give me a guide to the quest lua, or help me at least find the files and tell me what to do with them? Thanks in advance! ~Rei
  4. I tried renaming the file, and it did not work. I would rather not use a different client, as this new list in ItemInfo.lua is rather nice and cleaner to edit.
  5. Recently, I decided to update my server's client to a recent, stable version. After some research, I noticed that the old files for custom items (namely the txt files that was used to define them) have been essentially merged into a single .lua file in the System folder of the RO Install directory. I have added entries for all my custom items, but I have no idea how to make it work. If anyone knows how to make this new version of custom gears work, please help.
  6. @Lordamax, I appreciate the attempt, but the entire purpose of this thread is to get the NPCs to look like a specific player sprite with dyes and a few headgears. However, i bookmarked that site for any other NPCs i decide to make, lol. @JayPee, I'm going to look for those files. When(or if) i find them, i'll post a full edit process in this thread. Edit 1: Found the file: data/lua files/datainfo/npcidentity.lua. Currently figuring out exactly what i need to add to it to make this all work.. If i am right, i simply need to add something like ["JT_8_F_Villager"] = 2206, to the end (above the curly)... But i dont have time to fully test and try this yet. Expect another edit soon. ALSO: if i get this completed, and successfully tested.. Should i write up a full guide?
  7. So I made some new NPCs, and want to use some custom-colored job sprites for them.. However, after adding it as a monster, and setting the mob_avail.txt and all... It gravity errors when i add it, and go to preview it. I added the mob in the mob_db2.txt as a clone of poring, with id 2206... an ID unused by any other mob. The mob_avail.txt file has the following: 2206,4,0,0,0,0,0,0,0,0,0,221 The NPC is defined as: prontera,160,87,2 script Villager 2206,{ [the code for the NPC] } Yet it gravity errors. I know its not in the script because i used a generic NPC sprite and it all worked. Any help would be highly appreciated, and the faster the better please Thanks in advance!
  8. The last working mobid that doesnt require shift is 2201. The ones that require shift are 2202+. It makes no sense. Lol
  9. I'm unsure if this is client-side, or actually server-side, but is there a way to make custom monster that use a player sprite not require the player to hold shift (even when /ns is active) to use skills and attack?
  10. ok........ 1: @lilcooldude69... that made NO sense to me at all. 2: The problem has since been fixed. Thats why i put "Fixed" in my last post.
  11. I dont have the diff enabled for missing textures. I'll just work around that. I got them fixed for now, anyways. Part of the problem was with the GAT setup. I forgot to make sure all the walkable area was level with the ground on the map. IT caused a major glitch. The other map was probably something with the GIANT fountain i found in the GRF. lol
  12. But if i only used pre-existing models and textures, then shouldnt they already be in the grf?
  13. All the entires in mapnametable and resnametable match the .rsw/gat/gnd files i made.... This is beginning to irritate me. ><
  14. So i made 2 new maps today. Both are added to the grf, and the server. I can use @warp to go to both, but one has some severe lighting issues (which i can easily fix), but the other gives a gravity error. I dont get why >< Can anyone help me on this?
  15. Then any idea when they will be implemented?
  16. Any idea when Genetic and Sorcerer will be fixed?
  17. I just got the svn a few days ago. The other classes seem to have a problem with their trans-to-3rd skills. However, I guess if I create an NPC (at least until rAthena updates again) its not that big of a deal.
  18. Thats odd, because Genetic seems to be the only one on my server that has this problem.... EDIT: Upon more investigation, other classes have a similar issue. For example, If i change to Guillotine Cross, i can @skillsall myself and i will have all the skills. However, if i try to manually add them, they wont add. For some reason, I am also unable to #skillsall <player> to give them the skills. Perhaps this issue isnt so much the rAthena not having the skills, so much as the code not adding the skills for the points? EDIT2: Ok, heres something i just found out... Apparently, the skills are all in for the other jobs....... Just not for when they go from Transcendant to 3rd job. I used #job on the player to make them the non-trans to 3rd, and they could get the skills. After i changed them back to trans-3rd, they kept the skills. This makes me confused as to where the real problem is.
  19. Being a fan of the Assassin route of jobs, I had one of my players come up to me and inform the that the Genetic skill tree was glitching. When the player became a Genetic, they were unable to spend points on the Genetic skills. Even when i tried to use #skillsall on the player, it failed. At this point, i tested it myself - and sure enough they are not being added to the tree. I can add the points into them, but upon pressing Apply, the points just get reset. I can add points to the Alchemist/Chemist tree, and the merchant tree just fine as a Genetic. I dont even know where to START with this problem. Please help!
  20. No. The experience is not capped. (Was the first thing i checked, lol). Multi-level up is also enabled. The rates are showing up right in-game. I checked with both @rates, and @mi on the monsters i mentioned.. Its just the experience given isnt right.
  21. For some reason, the experience gained from monsters is not what it should be. My rates are 150kx/100kx. The job exp seems to be just fine, but the base exp isnt. On average, the experience payout is 1% of what it should be. An example is Rybio: SHOULD be giving out 236250000 base experience. He gives 1/10th of that. Isilla is another example. Should be giving 518400000. She gives 8890327 (which is roughly 1.5% of what it should be giving.) This is causing my players to complain a LOT about leveling, and its becoming rather annoying. If you have any suggestions or fixes, please let me know. I have no issues if it requires editing the source, as I am a developer. OVERALL FIX: Turned out to be a combination of things... First off, the server WAS in REMODE, causing the experience to taper off based on level, but also somehow the mob_db.txt had a glitch in it. After i turned off REMODE i noticed that mobs suddenly gave 1 exp. So i looked in the mob_db.txt and located a random ascii character around line 200. Removed it. Saved it. Everything is fine. I dont know if the random ascii character (an § btw) was added during download, or what... but i re-downloaded that file from the svn and it wasnt there. (For good measure, i replaced the file anyway to make sure nothing else was corrupt).
  22. Thanks for your help, guys. I found out the key things i had to do: Most of the files that I really cared about (ie: configurations, NPCs, etc) were just copy pasta. Other key things (the client, for example. i wasnt sure if it was still compatible with what i had..) i lucked out on. Everything is working fine..... almost >< At first, the FluxCP i have started going bonkers. I fixed it by adding a new column to my login database named "level" so it had backwards compatibility. I just gotta remember to set both for my admins. The latest issue that I have now is the Experience. My rates are 150kx/100kx. The job exp seems to be just fine, but the base exp isnt. On average, the experience payout is sometimes 1% of what it should be. An example is Rybio: SHOULD be giving out 236250000 base experience. He gives 1/10th of that. Isilla is another example. Should be giving 518400000. She gives 8890327 (which is roughly 1.5% of what it should be giving.) This is causing my players to complain a LOT about leveling, and its becoming rather annoying. If you have any suggestions or fixes, please let me know. I have no issues if it requires editing the source, as I am a developer. Requesting a mod to close this topic now. I'm going to move the new issue to a new topic as appropriate.
  23. Currently, I am running a svn obtained from eathena before they went the way of the ancient poring.... I know I want to upgrade to the latest svn provided here, but I would rather not have to completely re-set up the server, client, etc... If anyone could tell me what configuration files i could save between the changes, as well as if i would need a new client.. it would be gratefully appreciated.
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