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danielps

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Posts posted by danielps

  1. 4 hours ago, Tokei said:

    Well, it looks like it managed to read the GRF fine so someone probably just changed the header for whatever reason. It gives you that error because that's not what is expected at all from the GRF format. You can hex the file manually and change the start to "Master of Magic\0". You might be able to just save the GRF again as well and it will fix the issue...? It managed to load it anyway, so you could just keep using the GRF normally.

    image.png.7d23ddf3248e5b2a1d590f2cf9d052d7.png

     

    Actually just changing the header he won't be able to edit the grf in arkaik. There are many locks, and this one in the header is just one to prevent players from editing grf. 
    My advice is to play like everyone else and stop trying to edit the grf ?

    • Upvote 1
  2. On 2/8/2021 at 9:51 PM, botka4aet said:

    2nd video - 1:30 

    Tower change direction - it's bad.

     

    I think that better change RO mob size and use it

    Yeah i know, this is in my to do list. Thanks for your suggestion.

     

    On 2/9/2021 at 6:33 AM, Royr said:

    One of the best MOBA-RO i've played it was a Thai Server very unique and nice gameplay it was really fun.
     

     

    Yeah it looks very fun. But I want to do something more customized, as you can see in my vid... the players hp bar, towers hp bar, i've created the kill announcer with the effect only from first blood until penta, didnt do the hexakill efffect.... I'm doing the dragons mechanics, etc...  

  3. Moba Ragnarok haha

     

    Give me your opinion, what is best:

    1- Use RO mobs for towers or use the LOL towers ?

     

    1- With RO mobs and towers

     

     

    2- With LOL Towers

     

    Please ignore the errors, there was some missing data files when I recorded the vid....

    OBs: This system is not ready and so it is not for sale yet. If you wnat only the map, just call me on discord: Daniel '-'#0070

    • Upvote 1
  4. Whatch it in HD and Full Screen mode and give me your opinion/suggestion =D

     

     

    OBs: Its easy to edit the MvP's name and the words vivo (alive) and Morto (Dead) from portuguese to english

    • Upvote 2
    • Love 4
    • MVP 1
    • Like 1
  5. Hi guys,

    I created a instance npc... everything working good, no errors on mapserver... but sometimes idk why, i get the following src error:

    [Error]: Memory manager: freed-data is changed. (freed in c:\users\pichau\desktop\moba\src\map\map.cpp line 241)

    If I log in and stay stopped in prontera, this error don't happen...

    When i'm on my instance, some times this error are shown and map-server restart himself....

    I don't think it's the script, cause this error is happening in different situations and times in the instace...

    I looked my map.cpp and i didn't changed anything in this line 241 of the error....

     

    my map.cpp:

    int map_freeblock_unlock (void)
    {
        if ((--block_free_lock) == 0) {
            int i;
            for (i = 0; i < block_free_count; i++)
            {
                aFree(block_free);
                block_free = NULL;
            }
            block_free_count = 0;
        } else if (block_free_lock < 0) {
            ShowError("map_freeblock_unlock: lock count < 0 !\n");
            block_free_lock = 0;
        }
    
        return block_free_lock;
    }
    line 241 ->  aFree(block_free);

     

    Please guys any help?

  6. On 6/1/2018 at 7:00 PM, w0wZukuBg said:

    Just in case, I add information
    Check for water level is written in map.c after lines

    
    /*
     * Reads from the .rsw for each map
     * Returns water height (or NO_WATER if file doesn't exist) or other
    error is encountered.
     * Assumed path for file is data/mapname.rsw
     * Credits to LittleWolf
     */

    If the .rsw file does not participate in the creation of a map_cache,
    then the water level will be absent as a class. If you take any
    standard map, then they all consist of green, red and purple
    cells. My problem was completely analogous to the problem
    of the topic starter, so I suggested that when creating a map_cache
    in WeeMapCache, he added in program window only the .gat file
    without using a full set of location files with the GRF button.
    Unfortunately he didn't give information, as everything was in fact))

    P.S. I work now only with 586 rev, so green walkable is always green walkable)

    Bro,

    It doesn't work, i tried many things, many brow edit vers.... you can try it yourself any custom map you have.... Anyway we just fixed it as zell told.

    • Upvote 1
  7. Hi,

    I created a customm map, but it seem that all gats are set with water type, because sacer job can create the holy water anywhere he wants in my custom map, but my map gats are all green of red (walkable or not), and i didn't use any setcell script.... how is it possible?

    My map seems to be all gats set as water but it's not! How to solve that?

  8. 32 minutes ago, AnnieRuru said:

    anyway you are already in my discord friend list, its ok to ask question through discord

    Ok Annie, thanks for your help, i didn't want to annoy or offend you when i said you were proud, just told that because you said "the way you describe your post already telling you don't have any experience writing instance ", of course i do not, otherwise i would not open a topic here to make a question xD. I'm not the best scripter, but i study and try it myself,I didn't come here asking anybody to create or do anything to me, i just came for some doubts and script commands behavior. Thanks for you sample script, i have already read it, you just sent it in another post to me, but there are some stuffs that i need to do in my script that you don't have in this example you sent me (after all they are different styles of battlegrounds), that is why i still openned this topic.

    And i'm not proud or daring to say i'm greater than you think, but i guess i'm not as bad as you think, " write some simpler event script first", I do not expect you to read all my code (dont wanna take your time), but here it goes:

    Quote

    // create the instance
    .id = instance_create(mobaro,IM_NONE);

    // Create one of the teams
    setd "$GidT1"+instance_mapname("mobaro",.id) , waitingroom2bg(instance_mapname("mobaro",.id),97,85,instance_npcname("instance_npcname",.id)+"::OnQuit",instance_npcname("instance_npcname",.id)+"::OnDie");

    // warp the teams to the instace created
    bg_warp getd "$GidT1"+instance_mapname("mobaro",.id),instance_mapname("mobaro",.id),rand(93,101),rand(81,88);

    My main question was about the team creation and warp to the correct map (using bg and instance command), i think these steps above solve that.

    I'm very very grateful for your help and other guys help. I'll try to finish it this month and show to you guys ^_^
     

  9. 11 hours ago, AnnieRuru said:

    the way you describe your post already telling you don't have any experience writing instance script before...

    Yeah, i've never created an instance before because i never felt to do it, and now i had an ideia to create a moba so i'm learning instance commands sorry =/

    11 hours ago, AnnieRuru said:

    rathena cannot set 0 timer as timeout
    if you set as 0, the map-server say "warp to 0,0" FAILS  .... doesn't make sense to me

    in hercules not only we can define the map name in whatever name we want, the IOT_NONE flag also can calculate the IdleTimeOut correctly
    rathena seems cannot do this, since IM_NONE doesn't have anyone to attach, the IdleTimeOut will behave in the same way as LimitTime

    I don't need a timeout controller, as in moba style we don't have it.. it1'sd 2 teams of 5 players, with no time limit, the goal is to destroy enemy base, so i don't really care about this point.
    I just didn't understand this part when you said "warp to 0,0" FAILS", i defined a x,y to respawn in instance_db when player die, and i'm using bg_warp with defined x,y as well so i don't understand why would i have this problem.

     

    11 hours ago, AnnieRuru said:

    2. rathena missing has_instance script command
    this script command is fairly important ... without this, I have to resort to using strnpcinfo(4) to check which map I'm in
    because IT_NONE doesn't attach to character/party/guild ... instance_id() can only search by npc

     

    but anyways this information is enough for me to write instanced battleground script for rathena

    Ok i think i can use both strnpcinfo(4) or ,instance_mapname("mymapname",.@MyInstanceId), it's not a problem ^_^

    Anyway thanks annie, you said somethings that i didn't know about instances, and i'm learning, nobody born knowing everything as you sorry ?
    Btw now that you're back to being active in the forum and answered several of my posts, I'm kind of changing my concept about you. Nothing personal and no offense, but I think you're a bit proud.

    Hey guys, thanks a lot for you all, i think that now i won't have any problems to finish my script, i'm very glad to have you here in rA, you are very nice guys haha
    Thanks ?

     

  10. 28 minutes ago, Secrets said:

    dw I like people who actually put efforts ?

    You can do it either way, it's not gonna matter. Be sure to pass the instance id to instance_mapname so it resolves the correct instance.

    Haha thanks a lot! I'm really tryind hard xD
    Ok so just for me be sure that i understood.

    I can use bg_warp to a instance map using this sir?
    bg_warp $GidBGTeam1,instance_mapname("mymapname",.@MyInstanceId),93,125;

    I just add the ID as you said, my original code was this -> bg_warp $GidBGTeam1,instance_mapname("mymapname"),93,125;

    Now i'm sending the ID as well to the instance_mapname as you said, this should work? You are a god sir xD
    Thanks a lot! Liked all you answers, i'm very glad there are people like you here in rA that help nobs as me haha
    Hope you are here in rA when i finish my project xD It's a ragnarok mod, it will be a moba style, like league of legends (idk if you know this game...) xD
    So, thank you so much again s2 and i will post here when i finish it =D

    btw u said "dw I like people who actually put efforts" what is dw? I'm from brazil, idk slags haha

    The map it about 80% done, need some detais to finish it, now i'm focused in the script and src mods ^_^
    The map until now is going like this:

    https://www.facebook.com/375199606295649/videos/375200579628885/
     

     

  11. 15 hours ago, Secrets said:

    You should pass an instance id (which you should have stored somewhere since you created an IM_NONE instance) to instance_enter command to let the server know which instance it should warp the player to. See script_commands.txt for more info.

    Ok i got it, but i think that my problem is bigger xD
    I'1m creating a bg with instance commands, why? Instance (different of bg) it duplicates the maps and script, so many groups can enter it simultaneously while in bg they can't, right?

    So my first point is, i have to warp the bg team after creating the instance, should i use bg_warp or instance_enter for each player in the npc waitingroom ?

    Idk if it works but i'm thinking to try something like this -> bg_warp $GidBGTeam1,instance_mapname("mymapname"),93,125;

    But as it's instance created with IM_NONE (cause they are random players in a waitiing room, they are not in same party), so idk if it's gonna work xD

    Did u guys get my point now? Any ideia or another better way to solve my problem?

    Thank you guys and already liked ur posts for helpping me! ^_^

  12. 10 hours ago, llchrisll said:

    Why shouldn't getmapxy for mobs won't work? I recently used it myself.
    Works just fine.
    If the mob isn't attached you want the coordinates from you have to define it after the UNITTYPE_NPC:

    
    getmapxy(.@map$,.@x,.@y,UNITTYPE_NPC,"Mob");


    I'm not sure if you can make an instanced bg, so I can't really help you there.
    Well after the instances was created with instance_create you can set an instance variable for the bg ids and save them also in an global array so they can stay unique.

    
    "'"      - An instance variable.
               These are used with the instancing system and are unique to each
               instance type.

    Regards,
    Chris

    So using type UNITTYPE_NPC will work for npcs and also mobs? I'm using the latest rA version, is it working UNITTYPE_NPC for mobs too ? o.O

     

    5 hours ago, Capuche said:

    getunitdata is used to get special data related to the unit, including mapid x and y.

    
    *getunitdata <GID>,<arrayname>;
    ...
    	UMOB_MAPID
    	UMOB_X
    	UMOB_Y

     

    Yeah! I forgot this scritp command haha
    But this one will return lots of data from the mob, getmapxy wouldn't be better ? But if getmapxy doesn't work i will use getunitdata! Thanks a lot like for you both guys! 

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