

Creobnil
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Everything posted by Creobnil
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Glad I could help. :> In the doc folder is a mob_db_mode_list.txt with all the modes available.
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I cant help that much since I dont have that much know knowledge about c++ or rathena in general. But I'm working on something similear that I can't get working the way I want it to. I think your problem could be that you only use 1 mode instead of putting them together. BUILDIN_FUNC(clone) in script.cpp used mode=static_cast<e_mode>(script_getnum(st,8)); to convert the string into modes. So maybe using static_cast<e_mode>(your modes) would do the trick? So as a example in your case: mob_clone_spawn(pl_sd, sd->bl.m, x, y, "", master, static_cast<e_mode>(0x3885), 2, 20000); This made my clones able to attack and use skills. I have no idea what the static_cast thingy is actually there for though, and just copied what I thought was right. So you probably still have to try around and see what you actually have to take there. If it helps let me know.
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Can't see other players but they can see each other? UPDATE
Creobnil replied to Creobnil's question in General Support
Sadly I can't use my external IP Adress because I only have IPv6 and It seems like I can't assign/open ports over an IPv4 tunnel. Since all of us are connected with the same router I tried using my internal IP, what normally worked, but got me to this problem this time around. Thank's for the help though. :3 -
Can't see other players but they can see each other? UPDATE
Creobnil replied to Creobnil's question in General Support
The server is running on my PC. Here's the files. Don't think I've changed anything becides the map IP there If I remember correctly? char_athena map_athena And thanks for the fast reply. :3 -
Can't see other players but they can see each other? UPDATE
Creobnil posted a question in General Support
UPDATE: I'm stupid and after a while I realized that the server put me on different named maps than my friends. (izlude_b instead of izlude and similear stuff. Like I'm on a different channel.) I could just @warp over to their map and we would see each other. I actually didn't know this "channel system" just for the starting area was a thing, sry for everyone that I bothered with my question. xD I just removed the different starting points from char_athena.conf. -
Item bonusscript for element/status/certain skills
Creobnil replied to Creobnil's question in Source Support
But arent those for hitting enemies? I want to activate bonus scripts when the player gets hit by an enemy skill. How would I need to use the command to make it work on getting hit by a certain skill? -
Hey everyone, Im trying to add some Itemscripts that activate when hit by a certain skill or element. So Im able to do stuff like giving the player a chance to increase wind resistance for a few seconds after beeing hit by a wind skill and something like that. Does anyone know how to do something like that with scripts or do I need to do a source edit? And if its not possible with script how hard would it be to add something like autobonus <bonus script>,<rate>,<duration>{,<flag>,{<other script>}}; that activates after beeing hit by a certain skill? Im thankfull for any help you can give :3
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I would like to change the Bgm of a map on different times while the server is running. I guess the best way to do so would be a mapflag that marks a map to play a certain bgm when you enter it. Something like: prontera mapflag playbgm "06.mp3" So it would be easy to change the bgm for all players all the time. I guess something like that would be easy to implement but to be honest I have no idea how. ^^" Is anyone able to do It or can help?
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I don't want to beg or anything.. but is someone able to make a 2014-02-05b version from this? xD I would love to use it but have no idea how to make one... D:
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Hey everyone, I need a bit help with a new script command... I want a command like "instance_init", but for one map at the time only. It doesn't have to be a complete new command. It would be enough to change instance_init like I need it.. I need something like this: instance_initmap "<map name>"{,<instance id>}; or instance_init <instance id>{,"<map name>"}; Example: set $instanceID, instance_create("New Instance",0,IOT_NONE); // Create the instance instance_attachmap("prontera",$instanceID,1,"Cursed Prontera"); // Attach a map to the instance instance_attachmap("prontera",$instanceID,1,"Blessed Prontera"); // Attach a second map to the instance instance_initmap "Cursed Prontera",$instanceID; // Only initialize the first one I want to add maps to the instance on different points later on but cant initialize them because the instance already was initialized before. Is it possible to do something like above? A changed instance_attachmap would work too, if it's easier to make. Something like instance_attachmap2(), and it would work like instance_attachmap only with the difference that it will initialize the map after it was attached to the instance. So is anyone here able to, or wants to help me creating this command? I don't even know how to start. ^^" Hopefully someone knows what i meant. My English is not the best. D:
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Hey everyone, i need a bit help with adding an custom skill... The skill dont even need to do something, it is for visual/quest purpose only and should be a permanent passive skill. The Problem is, everytime i try to learn it with "skill 8501,1,0;" i get a [Error]: pc_skill: Skill with id 8501 does not exist in the skill database from the server. I used this guide http://rathena.org/wiki/Adding_new_skills and addet the skill to My Question, did i forget something? When i start the server it shows that the new skill was successfully loaded with the skill_db.txt No Errors until the moment i want to learn it. So nothing happens at all. Any ideas? Thanks. :3
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Is it possible to change the color of the black background in a custom made map? Like in Yuno? There is a blue background with the cloud2 weather effect over it. So it looks like the sky. Any Ideas? xD Thanks. ^^
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Download this mp3: http://k003.kiwi6.com/hotlink/pee0rz3415/01.mp3 http://k003.kiwi6.com/hotlink/pee0rz3415/01.mp3 put it into your bgm folder and try again. EDIT: I've tried a little bit... some clients seem to crash with the new bitrate bgm :/ so bitrate changing is no solution. xD
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Well.. i dont think this is a Anime but i currently watch Legend of Kora. xD Im not that big anime fan.. but i watched a few.. - K-On! - Spice and Wolf - Chobits - Astarotte's Toy - Kore wa Zombie desu ka? The half of the anime ive watched are already listed.
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I think its the bitrate. I have the same problem. It dont play any bgm, with and without all the files. Then i changed the bitrate of a few songs in the bgm folder (like the opening) and the changed files works now in game. Dont know why i have to do that. Dont want to edit all the bgm files. xD Can this be a issue with client or lua?
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Just a few Infos,... The emperium is located in the 3dmob folder in the data.grf The bones, animations and textures are stored in the empelium90_0.gr2 I dont know how to edit the file, but with the Granny3D Viewer you can see whats in there. (full texture, play the animations, model with bones,....) The Granny3D Viewer is from this Site: http://gr2decode.alt...g/download.html The site has a few tools to edit the .gr2, but i dont had the time yet to look into that... If this is too difficult, you can just change the path to the empelium in the jobname.lua to use a sprite instead. On this line: [jobtbl.JT_EMPELIUM] = "Empelium90_0.gr2",
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The Death Knight is using the sprite of the Knight, right? Is it possible to change the Death Knights Sprite without changing the Sprite of the Knight? xD I remember to read that you need to decompile the client. How difficult is it? Is there another way? thanks in advance ^ ^
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its casting because of the renewal mechanics just search in srcmapconfigrenewal.h #define RECASTING 1 and change the 1 to 0 then compile and try again :3
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if you want to add monster spawns to a map you just need to add a line to the mob files in the npcmobs folder. like this one npcmobsdungeonsabbey.txt // MapName,x,y,xs,ys monster MonsterName MonsterID,amount,delay1,delay2,event abbey01,0,0,0,0 monster Banshee 1867,93,5000,0,0 More description to monster spawns in your docscript_commands.txt just search ** Create a permanent monster spawn: ^^
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Skill Casting Config not working? Need Help Guys
Creobnil replied to agentbogz's question in General Support
have you compiled after you add the // ? -
You can have 2 monster.conf here confbattlemonster.conf and here confimportmonster.conf Is this in the battle or the import one? Try to combine some types and look if its change. show_mob_info: 3 or show_mob_info: 6
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To know whats going on it would be good to see the source you edited. But without this, I think it's easier to disguise into a class with the mob_avail.txt You can add a new Monster in the mob_db and then change the look of this monster too a class with the mob_avail.txt that would be practically the same.
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I want to add the Kagerou/Oboro Skills for test and practice purposes. But sadly its the first time with rathena source code editing and C++. So im just going to add a thing here and there and watch what comes out. xD I dont have all the skill infos, so i want to collect them here for all. So if you have any infos or want to correct me then feel free to post it here. The same for the source, dont know whats all to edit, so feel free to post changes i have forget or have to made. ^^ KO_YAMIKUMO (Blindly/Dark Cloud) => seems to work • MaxLv: 1 • SP Cost: 10 (SP drops with the time in this status.) per Sec: ??? • Description: Hide one's presence. SP is reduced by fixed amount while under this status. Either using it again, or reaching 0 SP will remove it. KO_RIGHT (Right Hand Mastery) => seems to work • MaxLv: 5 • Type: Passive • Description: Recover the attack power lost from equipping two weapons. • [LV 1] ATK 80% • [LV 2] ATK 90% • [LV 3] ATK 100% • [LV 4] ATK 110% • [LV 5] ATK 120% KO_LEFT (Left Hand Mastery) => seems to work • MaxLv: 5 • Type: Passive • Description: Recover the attack power lost from equipping two weapons. • [LV 1] ATK 60% • [LV 2] ATK 70% • [LV 3] ATK 80% • [LV 4] ATK 90% • [LV 5] ATK 100% Database Edits Source Edits Client-Edit More Info needed ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [iCON] KO_JYUMONJIKIRI (Cross Slasher) => added the skill and it works, but dont have enough infos • MaxLv: 5 • Type: Active • Description: Dont know it exactly what it does. What i think: If you hit your enemy he get the JYUMONJIKIRI status. And if you hit him and he has this status, then he get additional damage. Dont know how much. • [LV 1] ATK 150% Sp.Cost: 20 • [LV 2] ATK 300% Sp.Cost: 24 • [LV 3] ATK 450% Sp.Cost: 28 • [LV 4] ATK 600% Sp.Cost: 32 • [LV 5] ATK 750% Sp.Cost: 36 [iCON] KO_SETSUDAN (Soul Cut) => added the skill and it works, but dont have enough infos • MaxLv: 5 • Type: Active • Type: Range 2 • Description: If the target has a Soul Link, it gets additional damage and the Soul Link is removed. (Dont know how much damage, but it goes higher with a higher Soul Buff) • [LV 1] ATK 100% Sp.Cost: 12 • [LV 2] ATK 200% Sp.Cost: 16 • [LV 3] ATK 300% Sp.Cost: 20 • [LV 4] ATK 400% Sp.Cost: 24 • [LV 5] ATK 500% Sp.Cost: 28 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If anyone wants too I can post/add more skills. I do not know whether this might disturb someone. xD Maybe i help someone with this. ^^ I would be glad if I would get more information about the skills if anyone have. I apologize for my bad english xDD
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