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Posts posted by Shade
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Updated to v1.2!
Added Deadly poison and Changeundead!Looking forward to your rate and response!
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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.
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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
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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
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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
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hope there is a mirror link for this.
The download link approved. (Thanks Admins!)
nice guide, I knew this and just wait someone to make the guide. xD
btw, there is a bit mistake there, in db\const.txt, it doesn't like "=" after SI_<name>, it needs a tab.[spoiler=in your guide]
Damn, that happened because one of the code was out of the box. Thanks for pointing that out. Fixed.
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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
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Find this:
status.c
map_freeblock_lock(); if(status->hp >= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left. status_zap(bl, sce->val4, 0);
Change to
map_freeblock_lock(); if(status->hp >= max(status->max_hp/10, sce->val4)) //Stop damaging after 10% HP left. status_zap(bl, sce->val4, 0);
I did that, recompiled, still stays @ 25% max hp.
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StatusIconChangeTable[SC_UNHOLYLIGHT] = SI_PLUSMAGICPOWER;
status SC_UNHOLYLIGHT will load effect SI_PLUSMAGICPOWER
It doesn't. It will load the status icon, not effect.
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NYc work!!!
um..could you add icons for new statuses like burning and fear?? (IDK what the 3 others do exactly by default)
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heres the list of bonuses according to doc/item_bonus.txt
Eff_Stone, Eff_Freeze, Eff_Stun, Eff_Sleep, Eff_Poison, Eff_Curse, Eff_Silence,Eff_Confusion, Eff_Blind, Eff_Bleeding, Eff_DPoison, Eff_Fear, Eff_Burning--------------------------------------------------------------------------------------------------------------------------------------------------------I have burning icon, but I'm quite sure it has already been implemented.
how about the SC_DPOISON
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).
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Ah my bad, the admin has not approved it yet. Looks like we have to wait for awhile.
Your submission was successful! An administrator must review your submission before it will be available publicly.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:
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Ah my bad, the admin has not approved it yet. Looks like we have to wait for awhile.
Your submission was successful! An administrator must review your submission before it will be available publicly. -
the download link is not yet available?
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/
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Sure, thank you very much for the guide, but there was already one writed some time ago: http://rathena.org/board/topic/72715-unofficial-extra-status-icons/
Yeah, but these status are not new. I'm certain that people will ask how to get it setup in the future.
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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/
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- Popular Post
- Popular Post
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:
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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
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Here's a link that should be useful:
http://rathena.org/board/topic/75937-how-to-disable-aura/?p=165106
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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.
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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
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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
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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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Hey Anacondaqq,
I've look at those, but no matter what I do, it wouldn't let me change the gloria skill. I tried this guide, but it wouldn't let me overwrite it over the gloria skill.
Is there anyway I can search for what is the name of the propertyundead status icon name is?
I tried to search for undead but couldn't find it. Maybe it is in korean? or in another folder?
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Hi,
Everytime a monster cast SC_CHANGEUNDEAD on me, this Gloria Skill Icon appears. I wonder if I could change it to something else but I don't know where the configuration is.
Looking forward to your kind help.
Thanks,
Shade
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Hi there,
I've made a custom status that works just like Preserve/Cloaking. I need help with the following:
1. Is there anyway for me to put in effect (like the stars when you're stunned, black when you're stone cursed, or turn purple when you're poisoned)? I just need to copy the visual effect of being poisoned to be used for my custom status.
2. How do I add status icon. I don't mind using/recycling the icon Ragnarok already have, just need a way for it to show me that the status is on.Solved by adding this to status.c:
StatusIconChangeTable[SC_UNHOLYLIGHT] = SI_PLUSMAGICPOWER;
Looking forward to get some help and understanding on how this works.
Thanks,
Shade
[Release+Guide] Common Ailment Status Icon
in Other Graphics Showcase
Posted
That's weird I didn't even touch that part.
What revision are you using?
Try and redoing it.