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greasebag

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Everything posted by greasebag

  1. I have this same issue, and will eventually be using a newer client if I have to, but I suspect it has something to do with a dll file that older clients dont have, or have an older version of. If i can figure it out ill post in here.
  2. I have no idea how to get sound into .act files. The edit menu has an option to load sound files. You can then select these with a sound dropdown box on the right side of the program on the main screen. Selecting sounds from the dropbox, as far as I can tell, does not do anything. Does anyone know how to implement sounds correctly?
  3. It seems as though i was missing a sprite and act file for the skill icon. I made some named after the skill and placed them in the appropriate folder and everything works fine. I made a new skill, have it implemented, etc. I made a bmp icon for the skill and its placed in the directory data\texture\"koreanstuff"\item\ The bmp is named after the skill exactly. The skill icon works correctly, but when you try to drag the skill from your window to your skillbar the client crashes. What else do I need to add to the client for this custom skill for it to not crash?
  4. This ended up just being the land_skill_limit setting being wrong in /battle/skill.conf Bio Cannibalize skill on my server is completely boundless. Typically you can only cast up to a maxcount of plants where the maximum is defined by the skill level of Cannibalize. If you try to cast when your number of plants is equal to or greater than the max count it is supposed to fail. It will not fail. This is normal if you are on a GM account since it ignores the fail entirely. Unfortunately, this is not the issue. Normal accounts can still cast this skill infinitely. In case you have never looked at this code ill put it below: case AM_CANNIBALIZE: case AM_SPHEREMINE: { int c=0; int summons[5] = { 1589, 1579, 1575, 1555, 1590 }; //int summons[5] = { 1020, 1068, 1118, 1500, 1368 }; int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv); int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142; if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) { i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c); if(c >= maxcount || (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2)) { //Fails when: exceed max limit. There are other plant types already out. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); return 0; } } break; } The real issue here is that this code has never been touched. The summon_flora options in the battle config seem to have no effect on the skill either, or if it does it's being ignored. So, basically, what could be causing this issue other than the source for the skill itself, or the battle config options?
  5. greasebag

    Castbars

    The skill cast db has nothing to do with the visual element of drawing cast bars on a players screen. I still haven't figured this out by the way. Any help is appreciated.
  6. greasebag

    Castbars

    I'm trying to set up a skill that functions like bowling bash... in that it has a cast time but there is no cast bar. I can't seem to find where the skill is flagged to even draw a cast bar... or whatever. I don't see anything totally different about bowling bash versus a skill with a cast time in any of the source or text db files. Any ideas? Thanks in advance.
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