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Shade

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Everything posted by Shade

  1. Hey Kichi, I don't get it. Since not all statuses have "SI_" how are they defined? How does the client know to put in that status effect visuals on the character? I wanted to use the Stone Curse visual effects (character turn black) on my custom status but there are no such thing as SI_STONECURSE. How do I put in the effect?
  2. I have zero knowledge on Hercules, but based on the error, it is just stating that there are no such thing as bleeding status. What you can do is to delete any lines that are related to bleeding. See if this works for you. Do you mind posting the error message?
  3. That's weird I didn't even touch that part. What revision are you using? Try and redoing it.
  4. Updated to v1.2! Added Deadly poison and Changeundead! Looking forward to your rate and response!
  5. Help I'm using your code it didn't work. Just kidding . Since the characters are going to be stuck there forever, isn't that the same as deleting the character? Or will someone come to save you? I don't know what to say to this project since I don't know what is the main reason you put their character in there in the first place. I bet there's something you've come up with that you haven't share with us.
  6. Shade

    EDP Modification

    If you want to change it for skill damage, go to battle.c look for: if( sc->data[SC_EDP] ){ switch(skill_id){ case AS_SPLASHER: // Pre-Renewal only: Soul Breaker and Meteor Assault ignores EDP // Renewal only: Grimtooth and Venom Knife ignore EDP // Both: Venom Splasher ignores EDP [helvetica] #ifndef RENEWAL case ASC_BREAKER: case ASC_METEORASSAULT: #else case AS_GRIMTOOTH: case AS_VENOMKNIFE: #endif break; // skills above have no effect with edp #ifdef RENEWAL // renewal EDP mode requires renewal enabled as well // Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica] // * Sonic Blow // * Soul Breaker // * Counter Slash // * Cross Impact case AS_SONICBLOW: case ASC_BREAKER: case GC_COUNTERSLASH: case GC_CROSSIMPACT: ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50); ATK_RATE(wd.equipAtk, wd.equipAtk2, 50); default: // fall through to apply EDP bonuses // Renewal EDP formula [helvetica] // weapon atk * (1 + (edp level * .8)) // equip atk * (1 + (edp level * .6)) ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80)); ATK_RATE(wd.equipAtk, wd.equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60)); break; #else default: ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_EDP]->val3); #endif } } change to if( sc->data[SC_EDP] ){ switch(skill_id){ case AS_SPLASHER: // Pre-Renewal only: Soul Breaker and Meteor Assault ignores EDP // Renewal only: Grimtooth and Venom Knife ignore EDP // Both: Venom Splasher ignores EDP [helvetica] #ifndef RENEWAL case ASC_BREAKER: case ASC_METEORASSAULT: #else case AS_GRIMTOOTH: case AS_VENOMKNIFE: #endif break; // skills above have no effect with edp #ifdef RENEWAL // renewal EDP mode requires renewal enabled as well // Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica] // * Sonic Blow // * Soul Breaker // * Counter Slash // * Cross Impact case AS_SONICBLOW: case ASC_BREAKER: case GC_COUNTERSLASH: case GC_CROSSIMPACT: ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50/2); ATK_RATE(wd.equipAtk, wd.equipAtk2, 50/2); default: // fall through to apply EDP bonuses // Renewal EDP formula [helvetica] // weapon atk * (1 + (edp level * .8)) // equip atk * (1 + (edp level * .6)) ATK_RATE(wd.weaponAtk, wd.weaponAtk2, (100 + (sc->data[SC_EDP]->val1 * 80))/2); ATK_RATE(wd.equipAtk, wd.equipAtk2, (100 + (sc->data[SC_EDP]->val1 * 60))/2); break; #else default: ATK_ADDRATE(wd.damage, wd.damage2, (sc->data[SC_EDP]->val3)/2); #endif } } Re-compile. ______________________________________________________________________________________ If you want to change EDP status in general go to status.c, look for: case SC_EDP: val2 = val1 + 2; // Chance to Poison enemies. #ifndef RENEWAL val3 = 50*(val1+1); // Damage increase (+50 +50*lv%) #endif if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000; break; change to case SC_EDP: val2 = val1 + 2; // Chance to Poison enemies. #ifndef RENEWAL val3 = (50*(val1+1))/2; // Damage increase (+50 +50*lv%) #endif if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000; break; Re-compile. Let me know if it works. Cheers, Shade
  7. Hi, I'm thinking of implementing a queue system where any number party leaders with specific number of members can queue up for a dungeon/instance. Since the dungeon is limited to 2 parties at any one time, the other parties have to wait until they are done with the dungeon. How to get into a queue: 1. Get about 10 members (including the leader) in one party 2. Get your party leader to use the NPC to queue up Things that will automatically drop you from the queue (this is the main thing I'm looking to learn how to make): 1. Changes in party member count (if a member leaves or joins party) 2. If any party member goes offline Does anyone know a script that I can refer to on this? or can someone help with this please? Thanks, Shade
  8. Hi, Is there anyway for me to make player drop ALL DROP ENABLED items (including equipped items) to the ground upon death? Thanks in advance, Shade
  9. The download link approved. (Thanks Admins!) Damn, that happened because one of the code was out of the box. Thanks for pointing that out. Fixed.
  10. File Name: Common Ailments Status Icon File Submitter: Shade File Submitted: 07 Apr 2014 File Category: Other Content Author: Shade, Gravity Status Icon Included: Blind Stone Confusion Curse Sleep Poison Freeze Stun Silence Undead DPoison Click here to see the installation guide Click here to download this file
  11. I did that, recompiled, still stays @ 25% max hp.
  12. It doesn't. It will load the status icon, not effect.
  13. I have burning icon, but I'm quite sure it has already been implemented. I wasn't sure before, I got confused between Enchant Deadly Poison and Deadly Poison debuff. I'll include that on v2 soon (including other statuses that I've completed like CHANGEUNDEAD).
  14. i see.that's why i say the download link is not available. btw have you completed all the negative status icon? thanks. I check with RO, there are 9 main status ailment without skill icon and here are my icons:
  15. Ah my bad, the admin has not approved it yet. Looks like we have to wait for awhile.
  16. It is there before the guide. Or you can just click here. I'll make the link bigger so that you guys can see it better. http://rathena.org/board/files/file/3157-common-ailments-status-icon/
  17. Yeah, but these status are not new. I'm certain that people will ask how to get it setup in the future.
  18. I've just made a huge status icon release a few minutes ago that includes a guide. Here's the link: http://rathena.org/board/topic/94067-releaseguide-common-ailment-status-icon/
  19. Version 1.2

    2121 downloads

    Status Icon Included: Blind Stone Confusion Curse Sleep Poison Freeze Stun Silence Undead DPoison Click here to see the installation guide
    Free
  20. Looking forward to your rate or upvote or comment on this release. Download the files here: LINK (Updated to v1.2!) Hi guys, Some of you may know me from the preview of this project a couple of days ago, I'm here to release the status icons as promised. Here's a preview of freeze effect: _______________________________________________________________________________________________________ Guide on how to install these status icon (8 Steps) Download the files here: LINK Emulator-Side Step 1: Go to src\map\status.c Look for: /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */ set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); add_sc( NPC_STUNATTACK , SC_STUN ); add_sc( NPC_SLEEPATTACK , SC_SLEEP ); set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN ); set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED ); add_sc( NPC_SILENCEATTACK , SC_SILENCE ); add_sc( NPC_WIDECONFUSE , SC_CONFUSION ); set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE ); set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN ); set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN ); Replace with: set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_STONE , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_FREEZE , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); set_sc( NPC_STUNATTACK , SC_STUN , SI_STUN , SCB_NONE ); set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_SLEEP , SCB_NONE ); set_sc( NPC_POISON , SC_POISON , SI_POISON , SCB_DEF2|SCB_REGEN ); set_sc( NPC_CURSEATTACK , SC_CURSE , SI_CURSE , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED ); set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_SILENCE , SCB_NONE ); set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_CONFUSION , SCB_NONE ); set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLIND , SCB_HIT|SCB_FLEE ); set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN ); set_sc( NPC_POISON , SC_DPOISON , SI_DPOISON , SCB_DEF2|SCB_REGEN ); Step 2: Go to src\map\status.h Look for: SI_JP_OTP = 816, Add below: SI_STONE = 818, SI_FREEZE = 819, SI_STUN = 820, SI_SLEEP = 821, SI_POISON = 822, SI_CURSE = 823, SI_SILENCE = 824, SI_CONFUSION = 825, SI_BLIND = 826, SI_CHANGEUNDEAD = 827, SI_DPOISON = 828, Step 3: Go to db\const.txt Look for: SI_JP_OTP 816 Add below: SI_STONE 818 SI_FREEZE 819 SI_STUN 820 SI_SLEEP 821 SI_POISON 822 SI_CURSE 823 SI_SILENCE 824 SI_CONFUSION 825 SI_BLIND 826 SI_CHANGEUNDEAD 827 SI_DPOISON 828 Step 4: Re-compile your server! Client-Side (You can skip this step if you use my .grf files to patch your server) Step 5: Go to \data\luafiles514\lua files\stateicon\efstids.lua (You can skip this step if you use my .grf files to patch your server) Look for: EFST_FLOWER_LEAF = 675, Add below: EFST_STONE = 818, EFST_FREEZE = 819, EFST_STUN = 820, EFST_SLEEP = 821, EFST_POISON = 822, EFST_CURSE = 823, EFST_SILENCE = 824, EFST_CONFUSION = 825, EFST_BLIND = 826, EFST_UNDEAD = 827, EFST_DPOISON = 828, Step 6: Go to \data\luafiles514\lua files\stateicon\stateiconimginfo.lua (You can skip this step if you use my .grf files to patch your server) Look for: [PRIORITY_RED] = { Add below: [EFST_IDs.EFST_STONE] = "STONEST.TGA", [EFST_IDs.EFST_FREEZE] = "FREEZEST.TGA", [EFST_IDs.EFST_STUN] = "STUNST.TGA", [EFST_IDs.EFST_SLEEP] = "SLEEPST.TGA", [EFST_IDs.EFST_POISON] = "POISONST.TGA", [EFST_IDs.EFST_CURSE] = "CURSEST.TGA", [EFST_IDs.EFST_SILENCE] = "SILENCEST.TGA", [EFST_IDs.EFST_CONFUSION] = "CONFUSIONST.TGA", [EFST_IDs.EFST_BLIND] = "BLINDST.TGA", [EFST_IDs.EFST_UNDEAD] = "UNDEADST.TGA", [EFST_IDs.EFST_DPOISON] = "DPOISONST.TGA", Step 7: Go to \data\luafiles514\lua files\stateicon\stateiconinfo.lua (You can skip this step if you use my .grf files to patch your server) Look for: StateIconList[EFST_IDs.EFST_HELLPOWER] = { haveTimeLimit = 1, posTimeLimitStr = 2, descript = { {"Hell Power", COLOR_TITLE_BUFF}, {"%s", COLOR_TIME}, {"Can not be revived"}, {"Sacrifice is Disabled"}, {"Token of Siegfried disabled"} } } Add below: StateIconList[EFST_IDs.EFST_STONE] = { haveTimeLimit = 1, posTimeLimitStr = 2, descript = { {"Stone Cursed", COLOR_TITLE_BUFF}, {"%s", COLOR_TIME}, {"All DEF contributed by items is reduced by 50%"}, {"If HP is over 25%, you will lose 1% of your HP every 5 seconds"}, {"Changes your elemental status as Earth LV 1"}, {"Ignores Steal and Lex Aeterna"}, {"Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage"} } } StateIconList[EFST_IDs.EFST_FREEZE] = { haveTimeLimit = 1, posTimeLimitStr = 2, descript = { {"Frozen", COLOR_TITLE_BUFF}, {"%s", COLOR_TIME}, {"All DEF contributed by items is reduced by 50%"}, {"Any FLEE will be negated"}, {"If HP is over 25%, you will lose 1% of your HP every 5 seconds"}, {"Changes your elemental status as Water LV 1"}, {"Ignores Steal, Lex Aeterna, Storm Gust and Snow Flake Draft"}, {"Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage"} } } StateIconList[EFST_IDs.EFST_STUN] = { haveTimeLimit = 1, posTimeLimitStr = 2, descript = { {"Stunned", COLOR_TITLE_BUFF}, {"%s", COLOR_TIME}, {"Any flee will be negated"}, {"Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage"} } } StateIconList[EFST_IDs.EFST_SLEEP] = { haveTimeLimit = 1, posTimeLimitStr = 2, descript = { {"Asleep", COLOR_TITLE_BUFF}, {"%s", COLOR_TIME}, {"If enemy attacks you, they will have 2x CRIT chance with their attack"}, {"Any flee will be negated"}, {"Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage"} } } StateIconList[EFST_IDs.EFST_POISON] = { haveTimeLimit = 1, posTimeLimitStr = 2, descript = { {"Poisoned", COLOR_TITLE_BUFF}, {"%s", COLOR_TIME}, {"Status-oriented DEF is reduced by 25%"}, {"If HP is over 25%, you will lose 1.5% + 2 HP of your max HP every second"}, {"SP Regeneration is disabled"} } } StateIconList[EFST_IDs.EFST_CURSE] = { haveTimeLimit = 1, posTimeLimitStr = 2, descript = { {"Cursed", COLOR_TITLE_BUFF}, {"%s", COLOR_TIME}, {"Reduce your ATK by 25%"}, {"LUK becomes 0"}, {"Drastically Reduces your Movement Speed"} } } StateIconList[EFST_IDs.EFST_SILENCE] = { haveTimeLimit = 1, posTimeLimitStr = 2, descript = { {"Silenced", COLOR_TITLE_BUFF}, {"%s", COLOR_TIME}, {"Inability to use any active skills"} } } StateIconList[EFST_IDs.EFST_CONFUSION] = { haveTimeLimit = 1, posTimeLimitStr = 2, descript = { {"Confused", COLOR_TITLE_BUFF}, {"%s", COLOR_TIME}, {"Causes the character to move into unintended directions when trying to navigate"} } } StateIconList[EFST_IDs.EFST_BLIND] = { haveTimeLimit = 1, posTimeLimitStr = 2, descript = { {"Blinded", COLOR_TITLE_BUFF}, {"%s", COLOR_TIME}, {"Reduce your HIT and FLEE rate by 25%"}, {"Also graphically reduces range of your visibility"} } } StateIconList[EFST_IDs.EFST_UNDEAD] = { haveTimeLimit = 1, posTimeLimitStr = 2, descript = { {"Turned Undead", COLOR_TITLE_BUFF}, {"%s", COLOR_TIME}, {"You become Undead property"}, {"Support buffs such as Blessing and Increase AGI are removed"} } } StateIconList[EFST_IDs.EFST_DPOISON] = { haveTimeLimit = 1, posTimeLimitStr = 2, descript = { {"Deadly Poisoned", COLOR_TITLE_BUFF}, {"%s", COLOR_TIME}, {"Attack speed increased."}, {"Status-oriented DEF is reduced by 25%"}, {"If HP is over 25%, you will lose 1.5% + 2 HP of your max HP every second"}, {"SP Regeneration is disabled"} } } Step 8: (You can skip this step if you use my .grf files to patch your server) Go to \data\texture\effect and add in the .tga files Whew, that's it. Now, pack it up into .grf/.gpf file if you want to and look at it go! _______________________________________________________________________________________________________ At first I wanted to charge $1 for the pack because I'm so broke right now but I don't have the heart to do it since it is my first release. So here it is. Free stuff! Looking forward to hear what you guys think. Rate it if you guys have the chance. Enjoy it, Shade
  21. Here's a link that should be useful: http://rathena.org/board/topic/75937-how-to-disable-aura/?p=165106
  22. I didn't read all of the script but I assume all the members will also be in the same map. So why don't you use a script to give items to everyone in that particular map. Here's a reference that might be useful. http://rathena.org/board/topic/86286-get-map-player-list/ Instead of giving one random person apple, edit that script to make it give apple to everyone in the map by adding a for-loop like so: prontera,150,150,5 script Give Item 100,{ set(.player,getcharid(3)); deletearray(.players[0],128); addrid(1); set(.players[getarraysize(.players)],getcharid(3)); detachrid; attachrid(.player); for(set @i,0; @i < getarraysize(.players); set @i,@i+1) { getitem(512,1,set(.@a,.players[@i])); npctalk rid2name(.@a)+" got a Apple!"; } end; } This code is untested.
  23. Thanks for the quick response guys, I just need two more icons. Once I've get all of them tested and guide finished, I'll release them here. Some of the icons are already implemented in RO so here's a list of status I'd be releasing: Bleeding Blind Burning Chaos Curse Frozen Poison Silence Sleep Stone Stun Undead On iRO Wiki, they've stated that there are 23 total status effects in RO. Since I just got back to RO after 3 years and I'm not sure what's the status of the new icon (I saw some of them when I was browsing through kRO texture folder so I decided to assume they are already implemented). I'll update this page once, I've done testing and editing the icons. Hopefully by next week. Thanks, Shade
  24. RELEASED: LINK Hi guys, I've always been disappointed on how RO is missing a lot of status icon to show how long the status is going to linger on you. So, I've decided to make some of my own status icons and put them add them into the grf files. Tested and it works. I'm not sure if this is what the community wants and if it is worth continuing, so I decided to post some of my status icons here and get some feedback. Do you guys want this to be released or is it totally useless? If I decided to release these, I'll put some a patch/guide on implementing every status effect icons. Thanks, Shade
  25. SOLVED I've added my own status icon for it and had to make it priority_red in order to overwrite the null_status_icon in order for it to work
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