Jump to content

danielps

Members
  • Posts

    174
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by danielps

  1. Fail...none of the alternatives worked, but i tried something that worked but it affected all the server.. I found this: { struct mob_data *md = BL_CAST(BL_MOB, s_bl); if( !map_flag_gvg(m) && md->guardian_data && md->guardian_data->guild_id ) return 0; // Disable guardians/emperium owned by Guilds on non-woe times. if( !md->special_state.ai ) { //Normal mobs if( ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) || ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai ) ) state |= BCT_PARTY; //Normal mobs with no ai are friends. else state |= BCT_ENEMY; //However, all else are enemies. } else { if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai ) state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs. } break; } I just changed BCT_PARTY for BCT_ENEMY, and it worked 100%... but all the server mobs now are killing each otherin all maps hahahh Maybe i must remove from this if only bg_monster, but how ? if( ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != AI_ZANZOU && ((TBL_MOB*)target)->special_state.ai != AI_ATTACK ) ) || ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai ) ) That's the point..
  2. So where do i have to change? You said u didnt try arround there, ok but i'm not good with src, so u still better tham me lol hehe I Have some sugestions, here ? Or maybe here: switch( t_bl->type ) { case BL_MOB: // Source => PC, Target => MOB if ( pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVM) ) <<<<<<<<<<----------------------------------- ???? return 0; break; case BL_PC: if (pc_has_permission((TBL_PC*)s_bl, PC_PERM_DISABLE_PVP)) return 0; break; default:/* anything else goes */ break; } case BL_MOB: { struct mob_data *md = ((TBL_MOB*)target); if (ud && ud->immune_attack) return 0; if(((md->special_state.ai == AI_SPHERE || //Marine Spheres (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB))) ){ //Targettable by players state |= BCT_ENEMY; strip_enemy = 0; <<<<<<<<<<----------------------------------- set this for 1 ?? } break; } The first commentind immune_attack didnt work as you said.. i'll try the other ones....
  3. No i was talking about item 2, when mob attack an enemi i managed do them come back to their paths... But this one, i don't know how to do that, cause i'm good with script but not with src, i'll try right now and tell you. It would be like that ? case BL_MOB: { struct mob_data *md = ((TBL_MOB*)target); //if (ud && ud->immune_attack) < ------------------------------------------ COMMENTED //return 0; < ------------------------------------------------------------------ COMMENTED if(((md->special_state.ai == AI_SPHERE || //Marine Spheres (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) && s_bl->type == BL_PC && src->type != BL_MOB) || //Floras (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) || //Zanzou (md->special_state.ai == AI_FAW && (t_bl->id != s_bl->id || (s_bl->type == BL_PC && src->type != BL_MOB))) ){ //Targettable by players state |= BCT_ENEMY; strip_enemy = 0; } break; } If i comment those lines it will work? It so, will it have any other impacts in the game or only bg mobs will attack other bg mobs from other teams and just that? Thanks! +1 for helping, even if it don't work! I'm tryind this right now...
  4. Thanks bro, it kind of worked hehe +1 again. But last question, why do my mobs (bg mobs) don't attack other bg mobs? They are from different bg teams but attack only players from other bg team, dont attack mobs from other team =/ Thanks again bro!
  5. Well, i think it don't matter, if it's happaning so i thinkit will happen with all mobs.. but here we go: 1- Testes with poring and Griffin 2- the script is -> for(set .@i,1;.@i<7;set .@i,.@i+1){ setd ".team1_minion"+.@i, bg_monster(.lol_team1,"lol",64,139,"Minion",1002); } 3- Melee attack like -> unitattack getattachedrid(),getvariableofnpc(.team2_t3,"Moba Time 2"); 4- I'm using a recent ra vers. i think i downloded it 1 month agoo more less... How you saw, i'm creating kind of a moba (lol) system... but the minions (porings or something else) don't atack the other team minions or towers.... They just attack other team players, not mobs =/ Thanks for helpping Akkarin, sorry for bad english i'm from brazil hehe So now Akkarin, any idea how to do that?
  6. Why bg mobs don't atack each other even if they are from different bg teams? How to do they attack each other? I Tried unitattck, but they walk to each other, and when the face ach other they stop and don't attack, and they are from different teams... any help? thanks!
  7. It kind of worked... but why can't i do gb mobs atack each other? Like, the mobs are not in the same bg team, they are in a posite team, however thay don't atack each other, even with setunitdata mode -> canattack =/
  8. Hey bro, i'll try it and tell you if it worked, i'm at job right now hehe but i have a question what is $@mobid[0] ? 1- I didn't undestand this part ".@mob_unique_id = $@mobid[0];" 2- And, why do i nedd to retrieve the original mode of my mob? 3- This wokrs? -> setunitdata .@mymobid, UMOB_MODE,(0x0000004 | 0x0000080 | 0x0200000); ? Alredy liked +1 for helping even if don't work for me hehe xD Thanks!
  9. Hi there... I need someone really good with script or Acquainted with setunit commands .... I have a script, and it's working perfectly, but when i try to change mos mode it stop working and don't give any log error! setunitdata .@mymob, 9, MD_AGGRESSIVE ; setunitdata .@mymob, 9, 0x0000004; In fact, the 'st one i think it show an error.. the fact is, i can't change my mob mode, why ? Could someone give me an exemple how to make a mob: MD_SKILL_IMMUNE,MD_STATUS_IMMUNE,MD_DETECTOR,MD_KNOCKBACK_IMMUNE? Thanks for helpping!
  10. I need to create a label that excecute when a mob stop chasing a player (or another mob - it may happen in my event). Like there is a label OnNPCKillEvent that excecute when a mob die. So... when a mob start chasing a player, imagine a maya chasing a novice, he will run for his life of course.. but, what it he can run and live. Maya will stopp chasing him cause he's too far, right? In that momment i want my label to excecute! Any idea? Any help? Thanks!
  11. Annie is off of rathena nad herc for a loong time... Can't ask her help =/ @Playtester Can you help me bro? please? I need help eiwht 2 points and said before =/ Can't find a script to solve that, will i need a src modification? If so, what do you sugest? Thankss!!
  12. I did many tests here.. and i have 2 points.. 1- BG mobes don't atack each other.. like, gb mobs from different teams of bg, they dont attack each other... any sugestion? 2- After sent a mob to a point, if he see a player anemi he stops and attack, but how to do the mob to afet kill the enemi, he come back to his path walking to his destiny? I think it needs a src mod, right? Or there is a script command to that? Thanks guys!
  13. Yeah.. the problem is: 1- BG mobs don't atack other BG mobs.. like Team A mobs don't atack Team B mobs =/ 2- How to control them? Like, i want them to go to a especific point in the map, and the mobs should atack bg players enemis or gb mobs enemis, how to control the mobs to sttop walking and atack if see any of player or bg mob enemi? 3- My bg don't start =/ I set the waiting room, and when it is full (2 v 2) it creates the gb teams and warp both teams to map, but it's not working.. is it wonrg? //create teams set $@lol_team1, waitingroom2bg("lol",59,156,"Moba::OnQuit","Moba::OnDie"); //warp them bg_warp $@lol_team1,"lol",49,156; Full script atached... What kind of mod ? Any sugestion? What if we duplicate the guild? Like, i want a command to creat a second guild, so that way i can creat guild for players and it won't affect the original guild of players... Is it hard to do? But in this way, we should do another mod, to control mobs, so that they don't attack players from a especific guild, attack mobs and players from enemi guild etc.. What is the complexity for that? any help please? Sorry for bad my english guys, i'm frmo brazil! Thanks a lottt !!! moba.txt
  14. Hi guys! What i wanna do is "simple". I want to creat 2 teams, team A and team B. Both are composed with players and mobs. I want to somehow each team dont kill themselves, like this: Team A: - Mob A (can't attack other mobs a and players a ) -Player A (can't attack other players a and mobs a ) Team B: - Mob B (can't attack other mobs b and players b ) -Player B (can't attack other players b and mobs b ) I basicly wanna do a moba... I'm good with script, but i'm limited to the src commands we have in the emulator... I think i need some src modifications to do that moba event (like dota or lol)... I need to create 2 teams and prevent them to hit each other, no matter if it's a plyaer or a creep, it can't hit a creep or player from same team. After that i just need to control the mobs (creeps/minion), sent them to the fight and atack when see a enemi tower, player or creep/minion in his path. I Just need a way to do that, i know exacly how to do with script, but we don't have commands and functions in src that allow me to do so... So any ideia ? I'm not good with src =/ Thanks a lot for helpping!
  15. I Fixed it! i just update my mapcache with weemapcache using that resnametable. Can close!
  16. Hi, I came from cronus and now i'm using rathena. I've already fixed all errors related my migration, but there is something i coudln't fix, any help? In cronus io followed this steps http://www.pegueido.com.br/clonando-mapas/ and i duplicated some maps, like i want a new map equal to prontera, but i don't want to modify the original one, and i don't want to add a new file in my mapcache.dat So this titorual perfectly works in cornus, i have like 10 maps but only 1 in mapcache.dat, got it? Why in rathena it don't work? Followed the same steps, in my log says "Removing pvp2" this is a map i cloned from my map "pvp". In Rathena is different the way to clone maps or there is not way to clone ? Thanks!
  17. Ok thanks.. i'm writing a program in JAVA to modify lvl, hp/sp, and def =D Thanks and like !
  18. BUMP Did u fixed that problem? I'm having the same problem, and nobody has fixed it in any post i serched =/ My bow is showing but not arrows...
  19. OK guys, but the rpbolem is... Thara are lots of mobs in re... If i need to change one by one, it will take me some weeks... What if i change the src? Like, you guys said 100>def = 100% less damage, right? So if i change src to a higher value of def like renewall? Will it affect any other machanics of the game? And do you guys know where to modify that? Or do you have a better ideia or solution? Thanks a lot guys !
  20. You said it worked for you. But i tested in renewall right? Teste using thana and ice pick in re and later in pre-re... i'll see that re is not working... pre-re higi vit = high damage from thana, and in re high vit = same damage from thana... so, jus teste that, re and pre-re u'll se re has bug..
  21. Yyeesssss Can't i use mobs and maps from re with src compiled in pre-re? I compiled pre-re but i did this: I think its const.h don't remember... #ifndef RENEWAL map_reloadnpc_sub("npc/re/scripts_main.conf"); #else map_reloadnpc_sub("npc/pre-re/scripts_main.conf"); #endif So my src is compiled in pre-re but it s reading re, cause re there are many mobs and maps you know... Can you help? Do u know how to fix? Or there aren't any way to compile in pre-re and use re mobs? Its cause re structure is diferrent? maybe modifynd src? or adaptding my db ? Sorry for bad english i'm from brazil =/ Thankkss !!
  22. Hi, In reewnall file, i set pre-re and compile my src. But, i'd like to use renewall mobs and scripts, so i did this: #ifndef RENEWAL map_reloadnpc_sub("npc/re/scripts_main.conf"); #else map_reloadnpc_sub("npc/pre-re/scripts_main.conf"); #endif and this: #ifndef RENEWAL #define DBPATH "re/" #else #define DBPATH "pre-re/" #endif Aparently everything working.. buuttt... now i'm hiting 1 in some mobs, maybe renewall mobs don't now.. My skills hit normal all mobs, my fisical atacks hit 1 in some mobs, like lh4, abyss03, don't know if its cause they are renewall, or what.. Some help? How to use re mobs and maps in pre-re ? Don't wannna compile in re! I need ot compile in pre-re! Thanks!!
  23. I'm hitting 1 in any mob with fisical physical damage. Skills works normaly, but when hiting with swords, fisical damage, hit only 1. I tried many jobs, high str, all hit 1... Only with high luk (critical) the damage is higher than 1, or with skills are higher than 1 as well.. Any ideia?
  24. Yes i am. Thanks didn't knw that, i'm new in rathena guys, sorry, i came right now from cronus and herc, they have too many bugs =/ I'll teste it thanks Thanks you guys, I'll teste it soon i tell you if it worked ! Sorry again for my ignorance, i didn't know ismounting is for cash mounts haha Thanks ! Hope it work =D Worked 100% !! Thanks a looot !! Last question, is there any way to block players from using mounts in a especific map? LIke i don't want players to use anything, dragon, peco, 3rd mounts, anything that gives move speed. Does this flag exist? Like there is the item 12622 Reins_Of_Mount. Players can put it in sotrage, enter the map, and take it from storage =/ Any ideat how to do that?
×
×
  • Create New...