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OscarScorp

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Everything posted by OscarScorp

  1. Hello everyone, I'm looking to make the MvPs vulnerable to Poison, but I've altered the status so it won't deal % damage to MvPs, just the flat damage. Problem is, where can I find how to add SC_POISON so it is able to be inflicted in MvPs? Thanks in advance! ?
  2. Perfect! Created the achievement in: Server side: db/import/achievement_db.yml Client side: System/achievement_list.lub Thank you!
  3. Thank you! I also had to replace: monster_size_effect_sak monster_size_effect_sak_new
  4. After I updated a few files, some MvPs have now a green aura. How can I remove this aura? And also, how can I confirm if my server has the "mvp only receive 10% damage" update applied? Thanks in advance!
  5. Is it possible for an NPC to give you a Title? I plan to make some quests and one of the rewards is a new title. I've modified my data/luafiles514/lua files/datainfo/titletable.lub to add a few new ones. What do I need to add in my NPC for it to grant the user a new title? Thank you in advance! ? Edit: I just realized this should be in Script Support, sorry!
  6. For some reason, my cleint only shows the first 6 screens, even if I add up to loading10.jpg in the list. Should I try changing the langtype in clientinfo.xml? Right now I have it at 1.
  7. So I'm stuck in a problem where I want to add more Loading Screens to my grf, more than 6, but it appears it only accepts 6 even if I add them into clientinfo.xml and sclientinfo.xml: <loading> <image>loading01.jpg</image> <image>loading02.jpg</image> <image>loading03.jpg</image> <image>loading04.jpg</image> <image>loading05.jpg</image> <image>loading06.jpg</image> <image>loading07.jpg</image> <image>loading08.jpg</image> </loading> Instead of showing the 7th and 8th loading screen, the first one will repeat. I read in the wiki this limit can be increased with a diff but my Nemo does not have that option (Unlimited Loading Screens option). Is there a way to get this diff into Nemo? or how can I fix this?
  8. Hello everyone, I wasn't sure if this was the right place to post this issue. I would like to know if it's possible for the user to Preview a costume hat when speaking to an NPC. This way, the user will know how the hat will look like before purchasing it. I was trying to avoid using the command @changelook but I'm not sure if what I look for is possible. When using <ITEM> in the NPC, or even opening a CallShop function, the item won't show a "Wear Costume" button, unless the user has the item in their inventory. Is there a way to make this happen?
  9. You're right... I'm going to try that Thanks a lot!
  10. Thanks for your reply Tokei! (Did you know "tokei" means Clock in Japanese?) I found this in battle.cpp and I think it can solve what I'm looking for, since I'm mostly comparing the pre-renewal experience, whereas players could hit monsters with higher levels but not those with very high Agi/Flee. #ifdef RENEWAL hitrate = 0; //Default hitrate #else hitrate = 80; //Default hitrate #endif I'm thinking on changing it so renewal uses the default hitrate from pre-re. Do you think this would be a good change?
  11. Good day everyone, I'm currently working on modifying the renewal system from my server, and would like to modify the monster behavior, specifically when an user misses attacks against a monster with higher level. Where can I find this src? I would like to try changing reducing the HIT of the user to increasing the monster's DEF and MDEF instead.
  12. Yeah, I understand that, but what I don't understand is how is related to Area of Effect Buffs such as Magnificat, Angelus, and in what way is it being affected. - Mapflag PVP yes, my server is PVP mode, therefore all maps outside towns are PVP. - Play state PK mode On/Off, correct, the user swaps between both of them. I've tried with it at 1, and at 0. Same problem. - Flag = Enemy, I assume this applies to offensive abilities, but I don't see how it connects to AoE buffs such as Magnificat. Maybe the flag doesn't even need to be there? I've tried without it, or with flag ALL but problem remains. - And obviously targets affected should not be mobs ( != BL_MOB ). Here's the skill.cpp part of the Area buffs: case AL_ANGELUS: case PR_MAGNIFICAT: case PR_GLORIA: case SN_WINDWALK: case CASH_BLESSING: case CASH_INCAGI: case CASH_ASSUMPTIO: case WM_FRIGG_SONG: if( sd == NULL || sd->status.party_id == 0 || (flag & 1) ) clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); else if( sd ) party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id); break; I just don't understand how it is connected to these skills and how to solve it. Does anyone has their server in PvP mode and have this issue as well?
  13. I think it's just trying to understand the logic behind these lines, which I don't fully understand how it works: if( mapdata->flag[MF_PVP] && sd->state.pk_mode == 1 && flag&BCT_ENEMY && s_bl->type != BL_MOB ) { if(sd->status.party_id == ssd->status.party_id) state|=BCT_PARTY; else return 0; } I only know that sd->state.pk_mode == 1 means to detect PK status is OFF.
  14. Sorry, I don't quite understand. Do I have to edit battle.cpp or skill.cpp? And what exactly?
  15. Good day, I have my server with PK mode on outside towns, and added a command to Toggle PK mode On/Off, which works but the only problem is the following: I'm having a problem when the player tries to buff party members with Area of Effect buffs such as Magnificat or Angelus. If both players have PK Mode OFF, the AoE buff will not work on party members, but if the caster is in PK Mode ON or all party members have PK Mode ON, the buff will work on everyone. What should I change here (src/map/battle.cpp) in order to make it work so: - Caster & party members receive Party buff if both have PK Mode OFF. - Caster & party members receive Party buff if both have PK Mode ON. - Party buffs will not work if the caster is in PK mode ON and the party members have it OFF. switch( t_bl->type ) { //Checks on target master case BL_PC: { struct map_session_data *sd; struct status_change *sc = NULL; struct map_session_data *ssd; if( t_bl == s_bl ) break; sd = BL_CAST(BL_PC, t_bl); sc = status_get_sc(t_bl); //Edit: Added ssd for enabling use of support skills on party members in pvp maps, stores map_session_data for source of attack/skill. ssd = BL_CAST(BL_PC,s_bl); if( (sd->state.monster_ignore || (sc->data[SC_KINGS_GRACE] && s_bl->type != BL_PC)) && flag&BCT_ENEMY ) return 0; // Global immunity only to Attacks //Edit: if( mapdata->flag[MF_PVP] && sd->state.pk_mode == 1 && flag&BCT_ENEMY && s_bl->type != BL_MOB ) { if(sd->status.party_id == ssd->status.party_id) state|=BCT_PARTY; else return 0; } ... Please, I ask you for support and will greatly thank you for your help!!
  16. Exe: 20180621 ID: 872 Size: 9x9 cells Looking at official skills with the same size as expected, found RG_RAID (214) to have a 9x9 cell area damage. Thank you! Awesome, perfect! Thank you. I'm happy and worried at the same time... since I've created more than 50 custom abilities... not all of them are AoE though... x_x
  17. Hello everyone, I would like to know if it's possible to make custom abilities with an Area of Effect to show the radius indicator (the white casting circle) such as official skills do: These two skills both have the same area range. Is there a way to alter the clientside files in order to make custom skills to have a larger radius notificator? Thanks in advance!
  18. I see. I got confused with the numbers, thought officially had the proper number to make it work, but it's actually disabled. I added the 4 for Partner can trade. Meaning every server must change this number for couples to trade ring with their partner. Thanks! Fixed.
  19. Interesting. Edit. Found this on src/map/atcommand.hpp //This is the distance at which @autoloot works, //if the item drops farther from the player than this, //it will not be autolooted. [Skotlex] //Note: The range is unlimited unless this define is set. //#define AUTOLOOT_DISTANCE AREA_SIZE Will test with 11 cells.
  20. I am using the marriage script inside npc/custom/etc/marriage.txt and enabled Same Sex marriage, but it appears I am not able to trade the Wedding Ring item with my partner. Can anyone confirm the trading works? I might be doing something wrong. I've tried with same sex and different sex couple, but the issue still happens.
  21. I didn't created the map so I'm basically opening the downloaded map and saving it in browedit 586 just as it is. Same problem remains. Should I tweak something? Lighting? Here's a video of the problem
  22. Good day. I'm having an issue with some players when entering a custom map, in this case, fortcab (I forgot where I got it, but thanks to the original creator!). This error does not happen to me though. When they walk into certain areas of the map and rotate their camera in a certain angle or just the default angle, they'll encounter these graphical errors: I'm wondering if it's possible to fix this in browedit_620?
  23. Ah finally, thank you! Fixed. Edit: Managed to make it look cuter:
  24. When attempting to add new quests, I've encountered this problem: I've already added the quest in import/quest_db.txt (server side), and edited data/questid2display.txt (client side) but it won't fix the problem. Am I missing another file? Or does this means I have to increase the Max Quest DB ids? If so, where can I find that? I tried looking at this inside src/common/mmo.h but it appears to be moved in latest rAthena?: #define MAX_QUEST_DB 2400
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