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Posts posted by Yuna
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On 7/19/2021 at 8:56 AM, RagnaTechDev said:
Items ----- You can refer to items by using HTML-like links to certain items: <ITEMLINK>Display Name<INFO>Item ID</INFO></ITEMLINK> Where <Display Name> is the name that will be displayed for your link and <Item ID> being the ID of the item you want to link to when clicked. In 2015 the tag name was changed to <ITEM> resulting in the following syntax: <ITEM>Display Name<INFO>Item ID</INFO></ITEM> The following sample will open a preview window for Red Potion: mes "Did you ever consume a <ITEMLINK>Red Potion<INFO>501</INFO></ITEMLINK>?"; // Or in 2015: mes "Did you ever consume a <ITEM>Red Potion<INFO>501</INFO></ITEM>?"; NOTE: Be aware that item links are rendered incorrectly in 2015+ clients at the moment.
I'm currently using 20180621a, when the item link is clicked, the client automatically crashes. I'm using the <ITEM>Display Name<INFO>Item ID</INFO></ITEM> format. The other format doesn't work for my client.Did you figure it out? I have the same problem and Im using the same client.
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I would also like to know how to properly fix this error? without just removing the msg line. What causes this error?
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I was wondering, if it's possible to give this skill delay animation to an Item?
Please reply with proper details on which files to edit, Thank you!
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Trying to add @whosell, this is the patch I'm using.
whosell.patch
I get this following error while compiling. My svn is from 2019. Any help would be appreciated!
atcommand.cpp: In function ‘int atcommand_whosell(int, map_session_data*, const char*, const char*)’: atcommand.cpp:10112:41: error: ‘item_db’ was not declared in this scope std::shared_ptr<item_data> item_data = item_db.searchname( item_name );
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Still need a solution for this request.
On 7/5/2022 at 3:35 PM, M a p l e said:Font https://rathena.org/board/topic/125515-item-option-drop-effect/
Commit: https://github.com/rathena/rathena/commit/9114083d7e2d35adb9effc9ac1053ff308cb066eseems to be very easy just add the checks and colors
if (optionCount == 1) p.dropeffectmode = DROPEFFECT_BLUE_PILLAR - 1; else if (optionCount == 2) p.dropeffectmode = DROPEFFECT_YELLOW_PILLAR - 1; else if (optionCount == 3) p.dropeffectmode = DROPEFFECT_PURPLE_PILLAR - 1; else if (optionCount == 4) p.dropeffectmode = DROPEFFECT_GREEN_PILLAR - 1; else p.dropeffectmode = DROPEFFECT_RED_PILLAR - 1;
I think it must be like this
I have the pillar effect in-game, I'm trying to make it remain as I've explained on the post.
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3 minutes ago, Gidz Cross said:
I think its not possible. Not unless you made it permanent effect when its drop.
Actually it should be possible. I've seen some one do it. Take a look.
They made the effect remain after picking up the item. -
Hello,
I want the pillar effect to remain when you leave the area where the item is dropped and come back. Atm the effect stops once you leave the area.
Also, if the pillar effect can remain once you pick up the item. So when you drop the item on the floor again the effect will still be there. I'm hoping this can be achieved through editing SRC.
Any help would be appreciated, thank you! -
I have an issue with pet loot, the pets that have petloot aren't looting. the client I'm using is 2018-06-21. Has any one had this issue, or know how to fix this?
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Hi guys,
I want the item results you get through @mi to have itemlinks on 'em, just like how it shows on the image below.
I'm not good with src editing so that is why I'm here asking for your help. Please show me how it's done, thank you!
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I don't see the skill delay animation on my skill icons after using a skill. Any one know how to fix this?
Client I'm using is a 2018 one. -
Is it possible to create a weapon type like below for a custom weapon? I've been searching for any topics related to this, but couldn't find any.
The weapon type I want to make is specifically for the Taekwon class.
SpoilerView: For normal items, defines a replacement view-sprite for the item (eg:
Making apples look like apple juice). The special case are weapons
and ammo where this value indicates the weapon-class of the item.For weapons, the types are:
0: bare fist
1: Daggers
2: One-handed swords
3: Two-handed swords
4: One-handed spears
5: Two-handed spears
6: One-handed axes
7: Two-handed axes
8: Maces
9: Unused
10: Staves
11: Bows
12: Knuckles
13: Musical Instruments
14: Whips
15: Books
16: Katars
17: Revolvers
18: Rifles
19: Gatling guns
20: Shotguns
21: Grenade launchers
22: Fuuma Shurikens
23: Two-handed staves
24: Max Type
25: Dual-wield Daggers
26: Dual-wield Swords
27: Dual-wield Axes
28: Dagger + Sword
29: Dagger + Axe
30: Sword + Axe -
Is it possible to give a certain quest to ALL the characters in an account through a script?For example, when character A received the quest, Character B, C & D (which are in the same account) also receive the quest.
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On 2/15/2020 at 4:35 PM, sader1992 said:
didn't test it , but i guess this would work
5%
.@rate = 5; .@s = ((BaseExp + NextBaseExp)/100); getexp2 (.@s * .@rate),0;
Thanks for the response!
I tried it out, but it didn't give any EXP at all..
And no errors.On 2/15/2020 at 5:12 PM, Litro Endemic said:According script doc
BaseExp - Amount of base experience points. JobExp - Amount of job experience points. NextBaseExp - Amount of base experience points needed to reach the next level. NextJobExp - Amount of job experience points needed to reach the next level.
since i didn't test it on game, i am not sure if NextBaseExp is full amount or has been reduced by BaseExp, if not reduced use the first one, if reduced use the 2nd one
.@rate = 5; .@s = (NextBaseExp * .@rate) / 100; getexp2 .@s,0; .@rate = 5; .@s = ((NextBaseExp - BaseExp) * .@rate) / 100; getexp2 .@s,0;
Thank you very much @Litro Endemic !
I used the 1st one, and it worked
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I'm trying to make a usable item that gives you a set % of exp.
For example, if the % is set to 5%, when the item is used it will give you 5% EXP regardless of your level.
Can this be done? and please show an example. Thank you! -
7 hours ago, Start_ said:
.@zeny_reward = rand(5000,50000); Zeny += .@zeny_reward; dispbottom "Gained " + .@zeny_reward + "z";
Thank you very much!
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I have an item that give Zeny when you double click, but it doesn't display the amount of zeny you receive. Anyone know how I can make it display the amount of zeny you get with dispbottom?
set Zeny,Zeny+rand(5000,50000);
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Just got this error as well. Anyone know the cause to it?
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@Functor Hope you could help
On 11/27/2019 at 6:46 PM, Functor said:@Yuna You need to apply it after patching EXE by NEMO.
offset 143733 change 68 B0 00 00 00 to E9 EB 03 00 00
offset 143779 change 6D to 15
offset 143827 change 74 to 1C
offset 1438BC change 68 9A 00 00 00 to 6A 42 90 90 90
offset 143975 change 14 50 68 9A 00 00 00 to 2A 50 6A 42 90 90 90
offset 143B23 change CC CC CC CC CC CC CC CC CC CC CC CC CC to 68 B0 00 00 00 83 C7 16 E9 08 FC FF FFGenius!! Thank you so much!!
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I'm wondering if it's possible to re-position the reward item section to where the arrow is pointing at through hexing the client? Currently the item name overlaps with the npc sprite and it is annoying to read the item name.
resulting with something like this:
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10 hours ago, Functor said:
../doc/script_commands.txt
Thank you!
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1 hour ago, Ryo Osaki said:
Can you kindly send the script? So i can check if there's wrong. ~
This is not a scripting issue though. What I'm asking for is a custom modification to the client.
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I'd like to disable npc chat from being displayed in the chat window, I know that this is possible through hexing the client. I'm wondering if anyone with hexing knowledge could help me to achieve this. Thank you!
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11 minutes ago, Functor said:
Thank you very much!
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<ITEM> inside other item description crashes the client?
in Client-side Support
Posted
I got the same problem.. did you figure it out?