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OscarScorp

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Everything posted by OscarScorp

  1. Thank you people! Will look into it. (Odd how I didn't get notified about these comments)
  2. 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!
  3. Thanks for your help Mina-chan! It is an interesting error because as you said, it occurs with certain Nvidia cards. I need to ask my players if they can solve this issue but this may take some time to check.
  4. Solved it! Don't mess with the Common Min and Max in status.hpp...
  5. Hello everyone, I've come with a graphical issue that appears it isn't related to source since I've not modified anything with Cure, SC_BLIND or the Green Potion db script. I think this issue is client side but I can't manage to find where can it be fixed. Whenever a player gets Blind (from Evil Druid using Throw Stone for example) the Blind effect appears, visually and in code as it can be shown how the player's HIT is reduced. After the effect is over, the player's HIT is recovered to normal but the Blind visual effect (dark circle around the player) doesn't fade away, instead, it appears another Blind visual effect occurs and HIT is not affected. This effect is not removed upon death. It can only be removed by relogging. Does anyone have any idea why this happens? Any help is appreciated!
  6. Which code do you use within the item? I use this for the npc: unitskilluseid getcharid(3),"AM_PHARMACY",1;
  7. I have all the items in inventory, just as mentioned, when I try with Alchemist it works.
  8. Hello everyone, I made an NPC which makes the player cast Pharmacy, but apparently will only work on Alchemists who have the skill learned. I wish for every job to use it and to create potions, but I have a problem: If a Knight talks to this NPC, the skill fails with a window with the text: "You can't create items yet.". I've tried with an Alchemist and it works perfectly. I assume there is a Skill requirement within source but I can't manage to find it. Where can I find the skill requirement for Pharmacy to work successfully regardless of your job? Note 1: I do have all items required to prepare a potion in inventory. When trying with Alchemist, I can succesfully create a Red Potion for example. Having the same items as a Knight won't work.
  9. Yeah I'm trying adding lines such as: In skill.cpp: atcommand "@mycommand"; useatcmd "@mycommand"; atcommand_mycommand(); But these won't work. I only get errors in console when trying to recompile. And yes, @mycommand works by itself, but I want users to get acces to it through a Skill, not by typing the command ? Or is there a way to make a clif_displaymessage type of clif to not display a message but to make the user type a string automatically? Therefore, auto-typing a command. It works!! Thank you so much! I just had to add at the beginning: #include "script.hpp" #include "status.hpp" #include "unit.hpp" ++ #include "atcommand.hpp"
  10. So there is no way to use a command through the SRC? Like in skill.cpp, when using Bash skill for example, run a command from @command.
  11. How can you autofeed the pet? Is that a command or an option in the drop-down menu within the pet? I'm also having issues with this feature.
  12. Hello, How can a skill run a command? I know atcommand "@command"; and useatcmd "@command"; in an NPC script but these won't work in SRC. I would like to run a special command when using a specific skill. Thank you in advance!
  13. Thank you @LearningRO ! It works!!
  14. You can edit your data grf (or create a custom one) with this path folder: data\luafiles514\lua files\skilleffectinfo\ If you don't have this file, it can be downloaded from: https://github.com/zackdreaver/ROenglishRE Inside, edit effectid.lub EF_FIREPILLARBOMB = 97, EF_DETECTING = 119, EF_TWOHANDQUICKEN = 130, <--Add this line EF_ICECRASH = 135, EF_BRANDISH2 = 144, Then skilleffectinfolist.lub, add the following lines at the end: }, [SKID.KN_TWOHANDQUICKEN] = { beginMotionType = ACTOR_STATE.ST_SKILL, effectNum = 1, effectID = { EFID.EF_TWOHANDQUICKEN } } (Add a coma to the previous closing bracket and the last line must not have a comma) Can't confirm if it completely works as you need to.
  15. Hello everyone, I would like to know if it's possible to increment a character's variable, such as "ProducePoints", when successfully creating an item from the Produce command, such as Potion or crafting a Weapon. I found the produce command, which is called upon using skills such as Pharmacy or using a Mini Furnace, in the atcommand.cpp: *------------------------------------------*/ ACMD_FUNC(produce) { ... When successfully producing a potion, I would like to have "ProducePoints++" into the character. I will be waiting for any help! Thank you in advance.
  16. How to apply this into newest rAthena? I got this issue when trying to manually implement it: atcommand.cpp: In function 'int autoattack_timer(int, unsigned int, int, intptr_t)': atcommand.cpp:9270:28: error: invalid conversion from 'int (*)(int, unsigned int, int, intptr_t)' {aka int (*)(int, unsigned int, int, long int)'} to 'TimerFunc' {aka 'int (*)(int, long int, int, long int)'} [-fpermissive] add_timer(gettick()+2000,autoattack_timer,sd->bl.id,0); ^~~~~~~~~~~~~~~~ In file included from ../common/mmo.hpp:13, from atcommand.hpp:8, from atcommand.cpp:4: ../common/timer.hpp:54:38: note: initializing argument 2 of 'int add_timer(t_tick, TimerFunc, int, intptr_t)' int add_timer(t_tick tick, TimerFunc func, int id, intptr_t data); Any idea how can it be implemented in latest rAthena?
  17. This actually helped me solve my issue of an invisible garment, thanks! What you have to do is edit this file: data/luafiles514/lua files/transparentItem/transparentItem.lub And add at the very end, your item view id. Mine has 2005 so I added this line almost at the end, before de 0's: { 48, 255, 255, 25500 }, { 49, 255, 255, 25500 }, { 50, 255, 255, 25500 }, { 2005, 255, 255, 25500 }, --This line { 0, 0, 0, 0 } } The view ID is in your item_db.txt: 52005,DoubleBlades,Double Blades,4,0,,0,,0,,0,0xFFFFFFFF,63,2,8192,,1,0,2005,{},{},{} Hope it solves your issue as it solved mine!! ?
  18. Thank you! Weird that I only had the exterior map. Solved.
  19. Hello everyone, I'm looking for the interior map for the New Prontera. I already have the new Prontera map (exterior), but when going inside buildings, the old prontera interior shows up. Does anyone know where can I get the New Prontera interior map? (new prontera reference on the left) Thanks in advance!
  20. Anyone? ? Nevermind, got it working. Please close.
  21. Hello everyone, I'm having multiple issues with my server which has PK mode enabled, although, I've made a PK Mode command toggle, so everyone is protected, although, if they wish to, they can activate PK mode and start attacking other players with the mode activated. Problems happened with some skills like: - Quagmire: affected the caster as well, since every map was a pvp map. I've fixed it in skill.cpp so it only affects the caster if they have PK mode enabled. - Hunter Traps: same problem as Quagmire, fixed it but monster traps are invisible! And with Safety Wall, it won't protect party members, unless, the Priest (caster) and the party member, both have PK mode ON. I ask for help to fix this, so users can be protected in safety wall without the need of turning PK mode ON. Thanks in advance!!
  22. Client side: Create a GRF with a Data folder inside (if you don't have one, you can download it translated to English from here), look for the luafiles514/lua files/skillinfoz/skilltreeview.lub file, remove the desired abilities from the desired jobs. You can edit this file with software such as Notepad++. Server side: Comment or remove the abilities from each desired job in db/re/skill_tree.txt. Or db/pre-re if you're using Pre-renewal. If you don't edit this file, users would be able to alter their client files and be able to unlock these abilities. Removing them from the server files is the best way to do this. Sorry for posting so late, was busy this weekend. Hope it helps!
  23. Yeah I can't find SC_POISON linked to MD_STATUS_IMMUNE anywhere in status.cpp...
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