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Jhedzkie

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Everything posted by Jhedzkie

  1. i guess you can create a script with OnPCLoadMapEvent to implement this.
  2. I should do the honor of having both 3769 and 3770 for corrections' sake.
  3. perhaps you should stop ranting and look at your /trunk/conf/ folder, and look for help.txt then find 'go:' without the quotes. there you can find the message being displayed when you use @go and the atcommand.c still has the code in your second code box, in line 1823, that is if you are using the latest rathena svn.
  4. well, that's all that i could suggest. i myself am a custom skill maker, but only experienced that bug once. all that i have suggested was the things that i did. i don't remember messing with the lua, because i've already succeeded with adding and using the skill w/o touching it.
  5. did you put the .bmp of the skill image to the items folder?
  6. custom skills? it aint lua. make your icons sprites, and put it together with your item drop sprites named the same the way the skill is defined.. ex. ALL_INFINITEAMMO <-- skill ALL_INFINITEAMMO.spr <-- the icon ALL_INFINITEAMMO.act <-- well, you need the .act as well. put it in \data\sprite\¾ÆÀÌÅÛ\ repack/patch your grf and that's all good to go.
  7. oh. sorry. if this'nt what you wanted, you should use older clients. like 2011-11-xx
  8. Requesting for updated version of .diff/.patch file to prevent conflicts with latest revision of rA. Thanks for the update.
  9. hi. i just would like to ask, in which part of the src specifically handles the dropping of items on the floor when a mob is killed? i would like to do some mods to it but i'm a bit lost having seen several hints of what i'm looking for but, i don't really want to mess up my files so, i thought it'd be better if i just ask here exactly where it is. your help would be plenty appreciated.
  10. use 2012-04-10 client. mine\s showing 200k damage+ when im using angra manyu + edp.
  11. oh. makes sense. I'll try it later as soon as I get to my files. thanks.
  12. how about just reducing it to 10 on character creation, but would still allow up to 23 chars to allow the integration of some sort of titles via achievement system?
  13. can you make a source that would enable a "Farmiliar" system? Almost like the humunculus, but this one's for all jobs. Stats would be based just from the mob db so it won't be a hassle, then the stats on level up would be just calculated via percentage so definition of stat growth would not be necessary. as for the skills, skills would be based from the mob_skill_db. well, if only possible.
  14. There ya go. Tried and tested working with the latest revision of rA. refine announce.patch
  15. there it is. StatusIcon 676 in my svn is SI_RAY_OF_PROTECTION = 676, which is why i was thinking that you have only overridden an existing status icon, and yeah, you did. Edit2: tried creating using ID 710 right after last entry in SI SI_QUEST_BUFF3 = 707, SI_REUSE_LIMIT_RECALL = 708, SI_SAVEPOSITION = 709, + SI_SPRO = 710, SI_MAX, }; // JOINTBEAT stackable ailments enum e_joint_break and still, icon doesn't display. Note: I just updated my svn to the latest before commenting this.
  16. well, not working for me. my client not displaying the icon. using 2012-04-10. did what you indicated in your patch.
  17. i see. but still, status icon definitions would be hardcoded. but yeah, if that's the case then this one is good.
  18. about adding the .tga to the client, how did you do it? did you replaced an existing status?
  19. mind sharing what client you used here? and how you did it? PS: that .tga is not ro-ish. this one would work. spro.zip
  20. the question here is that, would it be possible to a script to interact with the client? specially with the icon part. i've created hardcoded statuses myself and i think it might be hard to make it variable-like as for a script well, i dunno. just my thoughts.
  21. have you tried reading Getitem2?
  22. just tried creating a guild with a name having a space, failed. had a somewhat similar mod with this one from earlier this year in this post. and I +1 to this too.
  23. yes, that is what i'm using for now. monster "prt_fild01",136,369,"Ancient Tree",2701,1,"Garden Guardian#hiddentemple::OnAncientTreeDead",2,2; but here's hoping that I can create a monster "appear large" with a mob spawn entry. EDIT: Thanks for implementing in r16962.
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