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Yuna

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Posts posted by Yuna

  1. On 1/20/2019 at 1:32 PM, drifterxxxx2 said:

    Hey

    Client: 2018-06-21aRagexeRE

    I'm trying to add an item link inside another usable item. Eg: A box containing different wearables. In this box's description will be the item links corresponding to the items inside.

    In other words,

    <ITEM>Name of item<INFO>ID</INFO></ITEM> 

    using the above ^ code in an item description from ItemInfo.lua 

     

    This will crash the client upon clicking on the link ingame, any ideas how to fix it?

    /thx 

    I got the same problem.. did you figure it out?

  2. 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.

  3. 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 );

     

  4. 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/9114083d7e2d35adb9effc9ac1053ff308cb066e

    seems 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.

  5. 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.

     

  6. 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!
    image.png.0c45507349c39c1a069911158003a627.png

  7. 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!
     

    Screenshot_1.png.486bcfcf949a21d967004b00b8573481.png

  8. 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.
     

    Spoiler

    View: 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

     

  9. 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 ? 
     

  10. @Functor Hope you could help /??/rice

    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 FF

     

    Genius!! Thank you so much!!

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