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GreenMagic793 last won the day on January 12 2016

GreenMagic793 had the most liked content!

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About GreenMagic793

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    New Jersey, USA
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    Ragnarok Platinum

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  1. Okay, I uploaded my files. This is what I did step by step: 1. Added new mob to mob_db under id 1929, called it TESTPORING, gave it same stats as a normal poring, no skills 2. Went into jobname.lua and added this line to the bottom: [jobtbl.JT_TESTPORING] = "TESTPORING" 3. Went into npcidentity.lua and added this line to the bottom: ["JT_TESTPORING"] = 1929 4. took my .spr and .act files and put them under npc\ó½ºÅÍ\ Then, I start up my server, run the client, use @spawn 1929... and it spawns as bartender (NPC sprite 46), has cloaking even though I didn't give it any skills. I just don't get it. Thanks for your help. jobname.lua npcidentity.lua mob_db.txt
  2. Hey guys, I've been trying to add custom mob sprites to my server and I'm having a lot of weird things happen. I followed instructions exactly: put my .act and .spr files for a custom Poring in the right folder in my grf, edited the lua files, added the monster to my mob_db, but then when I actually spawn it in the game... it comes out as a bartender NPC that uses cloaking and attacks me... what the hell? I don't understand. My monster doesn't even have skills in the db, how is it using cloaking? And why is it coming out as a bartender when I've set it to my custom sprite in the lua files? I'm at my wit's end here, I don't get it. Any help would be appreciated.
  3. Because older clients offer advantages that newer ones don't. For example, if I want to set up an offline server I don't need to go through the hassle of setting up SQL, I can simply boot, run and play. Also, older clients have settings truer to the classic RO experience without having to change a bunch of settings. For me, though, I use it mostly because old eAthena clients are really simple to use and adding custom sprites, items etc are drag and drop, no grf editing or anything like that.
  4. Hey guys, I have an NPC that lets players use "@mapinfo". However, instead of displaying that information on the player's chat log, how can I display it in a dialogue box instead? I simply need a way to display @commands in 'mes' boxes but not in the player's chat log. Thanks for any help.
  5. Yeah unfortunately that just won't do, I need it to refresh on its own in real-time. But I appreciate your input.
  6. Oops, sloppy me, that was unintentional. I'll edit the script I posted. Good spot!
  7. Hey guys, So let's say we have an NPC with dialogue that changes. For example, a WoE NPC that shows who owns what castles. Now, if I click on that NPC right before a guild conquers Britoniah Guild Castle 2, for example, it will display the previous guild that owned the castle, but if I exit out of the NPC and then click on it again, it will display the new owners of the castle because I "refreshed" the NPC's dialogue. My question is, can we actually refresh an NPC's dialogue without changing boxes or exiting out of the NPC? Would it be possible to create an NPC that immediately reflects any changes, such as conquered guild castles? I would really like to get to the bottom of this. Any help, as always, is greatly appreciated.
  8. Ah okay, if you just want to add a waiting room to that NPC then the solution is to have the NPC call on a shop. A shop script itself cannot display anything special other than a sprite and a name, unlike other NPCs that can display effects, dialogue boxes, etc. Shop scripts are only for one thing: shops. So! To fix this, we just need to create a regular NPC with that chat room, and then have it call upon a shop. Here is the code: ///////////////////////////////////////////// // GreenMagic469's Scripts // /////////////////////////////////////////////////////////// // Kafra Shop (Created 01/08/2016) // ////////////////////////////////////////////////////////// prontera,158,173,4 cashshop KShop -1,7179:1000 prontera,158,173,4 script Kafra Shop Employee 116,{ OnInit: waitingroom "FUKING ENCHANTER!",0; callshop "KShop",-1; close; end; }
  9. To be completely honest, I have no freaking clue what you're asking for man lol.
  10. I know this is a really old topic but if you're still looking for this I might be able to help you out, PM me.
  11. Any idea what hex codes effect that particular feature? I can't find any information on it anywhere. If not hexing, then where would the image associated with the bars be stored, do you think?
  12. Hey guys, So how do you think we could change the look of the HP/SP bar that appears underneath our character? For example, what if instead of green and blue I wanted to make the bar yellow and red? Thanks for any input.
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