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Posts posted by Mabuhay
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Follow the format properly. There should be no comma at the end.
PS: You need to wait for response. You dont need to bump this topic.
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6 hours ago, Skits said:
What do you mean by animation problems. I wanted to use a thief sprite as a mob
Sorry, I thought you wanted an NPC to be a MOB. I didnt fully realize what you ask.
If you are asking how to make a player-looking mob, yes it is possible.
1. Create a mob in mob_db. (You should know how to add custom mob)
2. Change the mob's looks into a player using db/mob_avail.txt
// Mob Availability and Alias Database // // Structure of Database: // MobID,SpriteID{,Equipment} // // 01. MobID Mob ID to change. // 02. SpriteID Mob ID which will be sent to the client instead of MobID. // If 0, the mob becomes unavailable for use. // 03. Equipment Item ID of pet equipment (must be available for pet counterpart, or this will cause problems). // // To disguise a mob as a player: // MobID,SpriteID,Sex,Hair_Style,Hair_Color,Weapon,Shield,Head_Top,Head_Middle,Head_Bottom,Option,Dye_Color // // SpriteID is a job class value. // Weapon and Shield uses Item ID, while Head uses View ID. // Option for carts only works if you compiled your server for a packet version before 2012-02-01
Or the easiest way is use lhz mobs.. they pretty much looks like a player already.
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16 minutes ago, Moooooon-Aisha said:
No, I believe that is how Desperado has always behaved. My issues is where can I actually change that in the new skill_db? Because before it was just a setting you could set if the skill is affected by Land Pro or not.
I checked the https://github.com/rathena/rathena/blob/master/doc/skill_db.txt
You can see the thing you are looking for. It is now under `Flag`.
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Maybe creating a new issue here will let the devs know about this and/or if this is an issue to be reviewed. https://github.com/rathena/rathena/issues
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I am not mistaken, Land Protector only ignores ground skills. If deperado is not a ground skill, it shouldn't be ignored.
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2 minutes ago, Kami675 said:
Tried replacing an existing mobs name with HRIST and it is still giivng me porings
I see the problem is all npc becomes poring. I didnt really checked the image. and yes I've encountered this before also. This is caused by mistakes you did somewhere in lua. I suggest reverting everything then double check if you are editing the right files with the right formats. Sometimes the last lines wont require commas at the end and such.
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1 hour ago, Hale said:
I've been testing a lot, changing then compiling but it seems doesn't work. Any idea how?? This is from my src/map/battle.cpp
Default:case MG_FIREBOLT: case MG_COLDBOLT: case MG_LIGHTNINGBOLT: if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) { skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100; // val4 = used bolt level, val2 = used spellfist level. [Rytech] ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax] ad.flag = BF_WEAPON|BF_SHORT; ad.type = DMG_NORMAL; } break;
1st Change:
case MG_FIREBOLT: case MG_COLDBOLT: case MG_LIGHTNINGBOLT: if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) { skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 200; // val4 = used bolt level, val2 = used spellfist level. [Rytech] ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax] ad.flag = BF_WEAPON|BF_SHORT; ad.type = DMG_NORMAL; } break;
2nd Change:
case MG_FIREBOLT: case MG_COLDBOLT: case MG_LIGHTNINGBOLT: if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) { skillratio += (sc->data[SC_SPELLFIST]->val4 * 50) + (sc->data[SC_SPELLFIST]->val1 * 25) - 100; // val4 = used bolt level, val2 = used spellfist level. [Rytech] ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax] ad.flag = BF_WEAPON|BF_SHORT; ad.type = DMG_NORMAL; } break;
After doing this three modifications, the damage isn't reducing. Can someone help me with this?Have you tried editing in db/skill_damage_db.txt first?
// Examples: // MC_MAMMONITE,BL_PC,1,50 // In normal maps, players deal +50% damage to other players with Mammonite. // MO_EXTREMITYFIST,BL_PC,6,-50 // In PVP and GVG, players deal -50% (half) damage to other players with Asura Strike. // AB_ADORAMUS,BL_PC,6,50,0,10,15 // In PVP and GVG, players deal +50% damage to other players, +0% to mobs, +10% to bosses, and +15% to other with Adoramus.
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2 minutes ago, Kami675 said:
What do you mean by that? There is no other mob by the name of "HRIST" and no other mob utilizing the id "32001"
i literally meant that you will look for 'existing' mobs and replace the files to your custom mob.
There are mobs in the client that aren't used anywhere in-game. I've encountered similar problem with you before and the solution that worked for me is to replace a mob that isn't used anywhere in-game but existing in the client files.
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Yes but there will be animation problems. Depending on the sprite used.
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Try using unused mob thats existing already.
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2 hours ago, Mythryx said:
As title says, would it be possible? Fairly new with scripting and is still learning.
Any help would be very appreciated.Thank you.
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2 hours ago, IsabelaFernandez said:
Hello community, I would like the name of the player who using the command to be displayed along with the message.
It is a command to send a global message.
announce strcharinfo(0)+" :"+ .@msg$,bc_all,"0x"+.@color$[.@color];
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Did you try changing this part?
conf/char_athena.conf
// Restrict character deletion by email address or birthdate. // This restricts players from changing the langtype and deleting characters. // Defaults based on client date. // 1: Email address // 2: Birthdate // 3: Email address or Birthdate // IMPORTANT! // - This config only works for clients that send 0x0068 or 0x01fb for delete request. // - Use langtype 1 for newer clients (2013+), to use 0x01fb. // - Clients that are not using 0x0068 or 0x01fb, only use birthdate (YYMMDD) as default. char_del_option: 2
change to 1 for e-mail.
PS: Rest of character deletion settings are also there,..
Check this topic as well.. Might help you:
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topic moved from Source Release to Source Request
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topic moved to source support section
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Instanced Emperium Test Breaker + Ranker/Ladder
As the title says.
Records break time of the player.
Ranks them with who had the fastest time.
Uses only a custom emperium mob duplicate.
The script would be as is. Use this freely and edit it as much as you need.
Compatibility is your responsibility.
No backward compatibility support.
Enjoy!
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Submitter
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Submitted01/23/2020
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Category
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Video
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Content AuthorMabuhay
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Finally its out!
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Yes, you need to edit in phpMyAdmin..
You should've learned how to do this if you set the server up yourself.
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No you need to edit the database for GM Account.
For GM Sprite, you need to edit clientinfo.xml or sclientinfo.xml in your data folder of the client.
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izlude map on pre-re is different from renewal.
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I dont think its a bug?
Have you checked this?
case MO_EXTREMITYFIST: { struct block_list *mbl = bl; // For NJ_ISSEN short x, y, i = 2; // Move 2 cells (From target) short dir = map_calc_dir(src,bl->x,bl->y); skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); if (skill_id == MO_EXTREMITYFIST) { status_set_sp(src, 0, 0); status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER); status_change_end(src, SC_BLADESTOP, INVALID_TIMER); #ifdef RENEWAL sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv)); #endif } else { status_set_hp(src, 1, 0); status_change_end(src, SC_NEN, INVALID_TIMER); status_change_end(src, SC_HIDING, INVALID_TIMER); } if (skill_id == MO_EXTREMITYFIST) { mbl = src; // For MO_EXTREMITYFIST i = 3; // Move 3 cells (From caster) } if (dir > 0 && dir < 4) x = -i; else if (dir > 4) x = i; else x = 0; if (dir > 2 && dir < 6) y = -i; else if (dir == 7 || dir < 2) y = i; else y = 0; // Ashura Strike still has slide effect in GVG if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) && unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) { clif_blown(src); clif_spiritball(src); } } break;
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18 minutes ago, madlorence said:
Hi there, is there any option to edit my RO grf files? my VPS is digital ocean. Thank you so much.
The two is not related.
Edit GRF Files using GRF Editor
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1 Click Refine +10 Only Weapon
in Script Requests
Posted · Edited by Mabuhay
// I only use R hand check since L hand may equip with shield. // And too lazy to add more checks. prontera,160,160,0 script Click Me 123,{ .@item = 501; // TCG ID here. .@amnt = 5; // TCG Amount here. if ( countitem(.@item) < .@amount ) { mes "I need 5 "+getitemname(.@item)+" to proceed."; close; } .@equipid = getequipid(EQI_HAND_R); if ( !.@equipid || !getequipisequiped(EQI_HAND_R) ) { mes "Please equip your weapon."; close; } if ( !getequipisenableref(EQI_HAND_R) ) { mes "This item is not refinable."; close; } if ( getequipweaponlv(EQI_HAND_R) > 4 ) { mes "I only refine Lv 1 - 4 weapons."; close; } if ( getequiprefinerycnt(EQI_HAND_R) >= 10 ) { // Added +10 check mes "This item is already +10"; close; } delitem .@item, .@amount; while ( getequiprefinerycnt(EQI_HAND_R) < 10 ) { successrefitem EQI_HAND_R; } end; }
Not tested. But should work.
Edit : Added +10 item check