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OscarScorp

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OscarScorp last won the day on May 18 2019

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About OscarScorp

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  1. Should be fixed if you add the map files (.extra, gat, gnd, rsw) to your data folder or GRF to be able to see it in-game.
  2. Changing it to 1 won't fix the issue on my end. It still shows only 1 attack and only 1 sphere is consumed if used at lv.5. Was there any change affecting this skill? Edit: I think I know what's going on. So apparently an Official update is to only use 1 Spirit Sphere and damage is reduced to 1600% at lv.5. Source: https://www.divine-pride.net/forum/index.php?/topic/3453-kro-mass-skills-balance-1st-2nd-and-transcendent-classes-skills/
  3. Sorry for necroposting but if anyone's interested on making this mod, go to mob.cpp. Find and edit: //if( test_autoloot ) { //Autoloot. <- Change this line to... if( test_autoloot && md->status.class_ != CLASS_BOSS ) { //<- Change it to this. struct party_data *p = party_search(sd->status.party_id); if ((itemdb_search(ditem->item_data.nameid))->flag.broadcast && (!p || !(p->party.item & 2)) // Somehow, if party's pickup distribution is 'Even Share', no announcemet Cheers!
  4. I assume this request goes in this section because I can't find in src on how to edit this: I have a custom ability similar to Meteor Storm, which inflicts area damage in random locations, but the difference between MS and my skill is that each meteor does not makes the caster perform an attack animation, while my custom ability makes it so every hit, the character performs an attack animation, making it very difficult to move around or to perform any other action while the skill is performing all the hits. My request is if anyone knows how to make this happen, and if so, is it by Hexing my client? Thank you in advance!
  5. Thanks! Had to download iRO, I had kRO.
  6. I also have jRO and it doesn't have these hats.
  7. Not in my data.grf, already search for it. Do you mind if you send them to me in a zip file please?
  8. Good day! I'm looking for the sprites files (spr and act) for all Tohou hats. https://www.divine-pride.net/database/item/18791/shrine-maiden-hat-1 https://www.divine-pride.net/database/item/5902/harvester-hat-1 https://www.divine-pride.net/database/item/5906/oni-horns-1 https://www.divine-pride.net/database/item/5903/dead-man-bandana-1 https://www.divine-pride.net/database/item/5901/focus-beret-1 https://www.divine-pride.net/database/item/5900/divine-guard-hat-1 https://www.divine-pride.net/database/item/5907/sea-captain-hat-1 https://www.divine-pride.net/database/item/18795/night-sparrow-hat-1 https://www.divine-pride.net/database/item/18793/magicians-night-cap-1 https://www.divine-pride.net/database/item/5904/very-normal-hat-1 https://www.divine-pride.net/database/item/5905/lyrica-hat-1 https://www.divine-pride.net/database/item/18794/ordinary-black-magician-hat-1 https://www.divine-pride.net/database/item/5897/ascendant-crown-1 https://www.divine-pride.net/database/item/5898/autumn-headband-1 https://www.divine-pride.net/database/item/5899/black-ribbon-1 If anyone can send them to me, I would appreciate it a lot!
  9. In src/map/skill.cpp, find: case SM_MAGNUM: ... sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv)); Add: sc_start(src, src, SC_FIREWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); So it looks like: case SM_MAGNUM: ... sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv)); sc_start(src, src, SC_FIREWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); Re-compile server and try it!
  10. Zeny += 1000; dispbottom "You gained 1,000z!"; No?
  11. Hello everyone, hope you are safe during these times. I want to modify clif_item_skill(sd, auto_skill_id, auto_skill_lv) so it can accept skills that are not learned by the user, since Clif Item Skill can only use skills that are learned by the user. This clif is used by Abracadabra (Hocus-pocus) and I would like to create a new ability which will use a skill that is not learned by the user. Any idea how to modify it so it can launch/use skills that are not learned by the player? Thanks in advance!
  12. Hello, back to this old post again. Now I seek to make it so users are able to autoattack a specific monster ID, as JulianChz suggested: Problem is I can't make it work due to two different lines. My basic autoattack command (without specific mob ID) works like: static TIMER_FUNC(autoattack_timer) { struct map_session_data *sd=NULL; int mob_id = data; sd=map_id2sd(id); ... while Julian's is: int autoattack_timer(int tid, unsigned int tick, int id, intptr_t data) { struct map_session_data *sd = NULL; int mob_id = (int *)data; sd = map_id2sd(id); ... If I change my code to int autoattack_timer(int tid, unsigned int tick, int id, intptr_t data), the code won't run in my rAthena, forcing me to use TIMER_FUNC as LearningRO suggested (works). Is there any way to obtain the intptr_t data variable through a static TIMER_FUNC ? Thanks in advance!
  13. Thank you people! Will look into it. (Odd how I didn't get notified about these comments)
  14. Hello everyone! Hope you're safe and healthy! I wasn't sure if this question should be here or in the Client request section. I would like to know if it's possible to add an Enchantment to a Forged Weapon. Example: Very Very Strong Player's Fire Axe with a special item attachment (Atk+10). I am not too experienced on this subject but I think each "very" and the elemental stone occupy space in each of the 4 slots of the weapon?Is it possible to add an extra slot to weapons which are "hidden" to the player? (Not shown in the 4 squares in the item description). Or is another way on solving this is to add an [Option] to the Forged weapon? Is it possible? Thanks in advance!
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