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Posts posted by OscarScorp
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I'm close to making this work, but I need to know if an NPC can detect if your Equipped Weapon is Forged and it has at least 1 Very (from Very Very strong).
Is this possible? -
7 hours ago, WhiteEagle said:
I don't have test it, but it should work.
Go in itemdb.cpp and search for
/** Specifies if item-type should drop unidentified. * @param nameid ID of item */ char itemdb_isidentified(t_itemid nameid) { int type=itemdb_type(nameid); switch (type) { case IT_WEAPON: case IT_ARMOR: case IT_PETARMOR: case IT_SHADOWGEAR: case IT_CHARM: return 0; default: return 1; } }
and change it to:
/** Specifies if item-type should drop unidentified. * @param nameid ID of item */ char itemdb_isidentified(t_itemid nameid) { int type=itemdb_type(nameid); { return 1; } }
or if you want only for weapons and armor:
/** Specifies if item-type should drop unidentified. * @param nameid ID of item */ char itemdb_isidentified(t_itemid nameid) { int type=itemdb_type(nameid); switch (type) { case IT_WEAPON: return 1; case IT_ARMOR: return 1; case IT_PETARMOR: case IT_SHADOWGEAR: case IT_CHARM: return 0; default: return 1; } }
Works. Thank you so much!
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Good day everyone,
I'm looking for the option to remove the Magnifier Requirement for dropped equipment, meaning weapons and armors will drop already revealed.I remember seeing this option somewhere but can't find it anymore. Maybe it was a dream?
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15 hours ago, sader1992 said:
The item's data are saved in the card slots , that's why runes + custom data(like names etc) cannot coexist
How about an Option(s)?
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6 hours ago, sader1992 said:
try this , I am not sure why you are getting this error , however this will use item2 if there is no options found
Thanks! The script doesn't throw an error anymore and the process can be completed, except, what I'm looking for is enchant a Forged weapon.
Tried with regular Dagger and it can enchant up to 4 times. Tried with a "Very Strong" Dagger and no bonus is added.
6 hours ago, LearningRO said:are u is that script in pre renewal mode?
if yes u must add all item_randomopt_db.yml to your pre re folderMy code is old and don't have the yml randomopt files. I added the file manually to db folder but, is it there anything else I need to edit to make my RO read the yml instead of the txt?
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Very colorful and pretty. Congrats!
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Hello everyone,
I wonder if anyone can help me out finding the database files for the new Ragnarok Zero equipment such as new Forges and drops from desert monsters and orcs.
New refines like Sunset Buster and Indigo Sword: https://wiki.playragnarokzero.com/wiki/Weapon_MaterialsNew equipments such as Sand Crystal Rod:
https://wiki.playragnarokzero.com/w/images/5/5d/Options_gear.png
If possible, the Option drop file for Ro:Zero mobs: https://wiki.playragnarokzero.com/wiki/Random_Options
Any help is appreciated!
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On 3/19/2020 at 5:54 PM, Gladius said:
No...
This diff is from 2012 lol
I took a look at diff and tried to apply it, but the codes are very different.
Someone needs to update the code, or create a new one.
Wish someone could help out updating this!
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Good day everyone.
In my server, I have an issue whereas Teddy Bear Pet won't show the other 2 options to evolve: Alicel and Aliot, it only shows to evolve into a Xmas Teddy Bear.
May I know which file in data folder do I have to modify in order to fix this?
Thank you in advance!
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I would like to know how to edit the source code to alter the element table so it is like the official update:
Thanks in advance.
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On 2/6/2021 at 10:06 PM, jayvz17 said:
What edit did you do on this file?
Just change the number values to the max amount of hairstyles, hair dyes or cloth colors as you want.
//Additional hairstyles and dyes max_hair_style: 100 /*<--- This */ max_hair_color: 120 /*<--- This */ max_cloth_color: 300 /*<--- This */
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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.
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On 4/26/2020 at 3:59 PM, Haruka Mayumi said:
trunk/conf/battle/skill.conf
Change it to 1// Which finger offensive style will be used? // 0 = Aegis style (single multi-hit attack) // 1 = Athena style (multiple consecutive attacks) finger_offensive_type: 0
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/ -
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!
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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!
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Thanks! Had to download iRO, I had kRO.
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I also have jRO and it doesn't have these hats.
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On 5/28/2020 at 11:49 AM, Katakuri said:
it is on your data.grf
Not in my data.grf, already search for it.
Do you mind if you send them to me in a zip file please? -
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-1If anyone can send them to me, I would appreciate it a lot!
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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!
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Zeny += 1000;
dispbottom "You gained 1,000z!";
No? -
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! -
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:On 5/22/2017 at 8:24 AM, JuLiAnChz said:static int buildin_autoattack_sub(struct block_list *bl, va_list ap) { int *target_id = va_arg(ap, int *); *target_id = bl->id; struct mob_data* *md2 = va_arg(ap, struct mob_data* *); *md2 = BL_CAST(BL_MOB, bl); return 1; } void autoattack_motion(struct map_session_data* sd, int mob_id){ int i, target_id; struct mob_data* md2; for (i = 0;i <= 9;i++) { target_id = 0; map_foreachinarea(buildin_autoattack_sub, sd->bl.m, sd->bl.x - i, sd->bl.y - i, sd->bl.x + i, sd->bl.y + i, BL_MOB, &target_id, &md2); if (target_id) { if (mob_id != 0 && mob_id == md2->mob_id) { unit_attack(&sd->bl, target_id, 1); } else if (mob_id == 0) { unit_attack(&sd->bl, target_id, 1); } else { target_id = 0; } break; } target_id = 0; } if (!target_id) { unit_walktoxy(&sd->bl, sd->bl.x + (rand() % 2 == 0 ? -1 : 1)*(rand() % 10), sd->bl.y + (rand() % 2 == 0 ? -1 : 1)*(rand() % 10), 0); } return; } 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 (sd == NULL) return 0; if (sd->sc.option & OPTION_AUTOATTACK) { autoattack_motion(sd, mob_id); add_timer(gettick() + 1000, autoattack_timer, sd->bl.id, (intptr_t)mob_id); } return 0; } ACMD_FUNC(autoattack) { nullpo_retr(-1, sd); int mob_id = 0; char monster[NAME_LENGTH]; memset(monster, '\0', sizeof(monster)); if (message || *message) { if (sscanf(message, "%23s", monster) > 0) { if ((mob_id = mobdb_searchname(monster)) == 0) mob_id = mobdb_checkid(atoi(monster)); if (mob_id == 0) { clif_displaymessage(fd, msg_txt(sd, 40)); // Invalid monster ID or name. return -1; } } } if (sd->sc.option & OPTION_AUTOATTACK) { sd->sc.option &= ~OPTION_AUTOATTACK; unit_stop_attack(&sd->bl); clif_displaymessage(fd, "Has desactivado AutoAtaque"); } else { sd->sc.option |= OPTION_AUTOATTACK; add_timer(gettick() + 200, autoattack_timer, sd->bl.id, (intptr_t)mob_id); clif_displaymessage(fd, "Has Activado AutoAtaque"); } clif_changeoption(&sd->bl); return 0; }
@autoattack - All
@autoattack poring - Only poring
@autoattack 1002 - Only poringProblem 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!
Enchant Forged Weapon?
in Source Requests
Posted · Edited by OscarScorp
Hey, it's me bothering again.
Tried what you told me and I can read the cards equipped in the weapon but can't manage to read if the weapon is forged or if it has at least 1 "Very".
When reading the parameter 0, does "255" mean's it's Forged?
I think I'm, understanding...
I just need to know how to obtain the Name of the Forger. I can't find how to with NPC scripting, but I may require using a Function from SRC?
I'm using renewal and have item_randomopt_db.TXT , but not yml (my code is old).
If I add the ymls manually, doesn't work either.
Can't update rathena because I have my src heavily modified and don't want to lose all my changes (custom skills, etc).
Is there a way to fix this?