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GmOcean

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Everything posted by GmOcean

  1. Then, i guess it truely is impossible. The only work around would be to create custom items, using 1 of your stones as a normal ingredient, and just crafting a "Dark" elemented weapon. My only guess is it's probably a client thing, but i dunno.
  2. Alright look, your going about this completely the wrong way. First changing that in src, will more than likely make all headgears equip to the costume slot. And secondly, equipment stats aren't stored in SRC, its stored in the "script" portion of item_db.txt So you need to do 1 of 2 things. 1 - Create a custom item using the Valkyrie Helm's files & view IDs, and make it a costume. So that you will now have a normal Valk Helm, and a Costume Valk Helm. 2 - Create an NPC which will use the command: SetLook, and change the appearance of your currently equipped item to appear as a Valk Helm. example: Equip an Apple of Archer, talk to an NPC with the script: setloot 3,225; This will make your AoA "look like a valkyrie helm" BUT still give Apple of Archer stats. Effectively simulating a costume equip.
  3. Do you mean it will "produce Valkyrie Helm as a Costume" as in - Give you a Valkyrie Helm item which acts as a costume? Not quite, Possible without first creating the item your first. You can however, create an NPC to change the view ID of your character, so that, it makes it "seem" like your wearing a different hat, but in actuality, your not.
  4. 3 Way to add passwords for bound items. 1 = Src edit using variales, 2 = Item equip script using variables, 3 = NPC to add a password / remove password. I would write up a script for it, but i'm a little busy creating a few systems that need alot of tweaking till i'm satisfied. *P.S - Src helps in this would be nice xD*
  5. I understand what you meant, Now, i'm not 100% sure this will work but try this. (Remeber to make a copy of your src file first). open: rAthena/src/map/skill.c Find: if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */ static const int ele_table[4]={3,1,4,2}; pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); ele=ele_table[slot[i]-994]; } Replace with: /*L_ID = Lowest ID in range & H_ID = Highest ID in range. Example: slot[i]>=21000 && slot[i]<=22000*/ if(slot[i]>=994 && slot[i]<=997 && ele==0 || slot[i]>=L_ID && slot[i]<=H_ID && ele==0){ /* Flame Heart . . . Great Nature */ static const int ele_table[7]={3,1,4,2,6,7,8}; //Added 6=Holy, 7=Dark, 8=Ghost pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE); if(slot[i]>=L_ID && slot[i]<=H_ID){ //L_ID & H_ID here must be the same as up there. ele=ele_table[slot[i]-L_ID];} //L_ID here must be the same as L_ID up there. else{ ele=ele_table[slot[i]-994]; } Save and recompile. This should effectively allow you to create weapons using your custom elemental stones. Note - This most likely will not make the item have the elemental name. For example: Flame Dagger. I don't think it will show - Dark Dagger
  6. You don't need to edit the Aura files to remove auras from everybody. Just edit this file: rAthena/conf/battle/client.conf // Level required to display an aura. // NOTE: This assumes that sending max_lv to the client will display the aura. // NOTE: aura_lv must not be less than max_lv. // Example: If max_lv is 99 and aura_lv is 150, characters with level 99~149 // will be sent as being all level 98, and only characters with level // 150 or more will be reported as having level 99 and show an aura. aura_lv: 99 Therefore, if your max level is 150, changing it to 151, will make it so no aura's appear. That includes no Aura Bubbles.
  7. Are you sure you want to add this feature to a skill? Because it can be done a differnt way as well. http://rathena.org/board/topic/62150-extra-bonuses-without-items/ imho, the way in the link is a much better choice, but it all depends on the way you plan to use those "bonuses".
  8. Edit: I was able to make the ProgressBar do what i want, as it was a simple edit/change. Secondly, I would like to request a command, that can effectively return a numerical value equal to that of an NPC in terms of direction facing. For instance something like this: getdirection <player ID>; getdirection "player name"; //returns a value of 1-8 For direction facing (same as when you choose an NPC's facing). Returns 0, if no one is found. Thank you very much for reading this, all help is greatly appreciated. If you have any further questions regarding my requests please don't not hesitate to ask, I will answer to the best of my ailities.
  9. Well, you can't actually use the `equip` since, the Inventory Table doesn't update often enough. Err, you can't use it to see if something is equipped atleast, however you SHOULD be able to use it to force equip an item, not sure though. But on a side note, I figured it out, and decided to drop the idea, as it poses too much trouble for its usefulness. Considering not many would use it lol. Thanks for the help though. I"ll just go to a second idea.
  10. I could for equipcount, but there are uses i was going to branch into from figguring this out. Is there a way to edit the src file so that the Inventory is updated live? Or updated everytime Inventory is saved?
  11. Hey, so I'm currently, trying to have an item insert somethings into the inventory table of my inventory sql database, but i'm having some issues could someone help me out? query_sql"INSERT INTO 'equip_count' VALUES='"+(.@equip_count + 1)+"' FROM 'inventory' WHERE 'char_id'='"+getcharid(0)+"' AND 'nameid'='"+getequipid(2)+"'" The above query, is going to be activated when ever they equip an item. Also, every 10seconds an item is equipped. I already got the SELECT part down to pull data, but adding info eludes me. Should I be using the UPDATE command instead? (Not sure if it requires a re-log). Note - I've been away from scripting for quite a few years now @.@
  12. I'm not 100% positive but try changing this: if( sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->right_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS)) ) flag.pdef = 1; if( sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_race & (1<<tstatus->race) || sd->left_weapon.def_ratio_atk_race & (1<<(is_boss(target)?RC_BOSS:RC_NONBOSS)) in battle.c to this: if( sd->right_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->right_weapon.def_ratio_atk_race & ((1<<tstatus->race)/2) || sd->right_weapon.def_ratio_atk_race & ((1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))/2) ) flag.pdef = 1; if( sd->left_weapon.def_ratio_atk_ele & (1<<tstatus->def_ele) || sd->left_weapon.def_ratio_atk_race & ((1<<tstatus->race)/2) || sd->left_weapon.def_ratio_atk_race & ((1<<(is_boss(target)?RC_BOSS:RC_NONBOSS))/2) Edit: BTW, IcePick does not ignore def, but does more dmg depending on def.
  13. Well, that as it may be, the client also supports those other colors. I've checked repeatedly on where in the src does this tell the client to show items as a different color. But my understanding of C is VERY limited, though it should still be possible. For instance isn't there a way to send a packet to the client telling it to display this color? Because, lets face it, if RO didn't have item-name colors, and you were to have created your account-bound items, they'd display as normal black. So, somewhere in that diff, is a line of text that must have told the client to display the item as if, it had 3extra cards in it.
  14. What I'm requesting i a modification of the getitem & getitem2 commands as well as @item & @item2 commands (Atcommands not nessecairy but would be beneficial). Basically a modification so that we are able to manually set the color of an item-name as if they were compounded with extra cards. e.g - 4 Cards compounded into a CottonShirt[0] = Purple Name. Requested Modifications - getitem <item ID/Name>,<Amount>,<Type>{,<Account ID>}; getitem2 <item ID/Name>,<Amount>,<Type>,<Identify>,<Refine>,<Attribute>,<Card1>,<Card2>,<Card3>,<Card4>{,<Account ID>}; @item <item ID/Name>,<Amount>,<Type>; @item2 <item ID/Name>,<Amount>,<Type>,<Identify>,<Refine>,<Attribute>,<Card1>,<Card2>,<Card3>,<Card4>; Type: 0 = Black (Default) | 1 = Green | 2 = Blue | 3 = Gold | 4 = Purple These colors are not randomly imagined, but already exist in game. Such as rental items, and when items are over compounded with cards. Rental Items = Blue Names (if i remember correctly). 1 Card Over Compounded = Green Name 2 Card Over Compounded = Blue Name 3 Card Over Compounded = Gold Name 4 Card Over Compounded = Purple Name
  15. I think he means remove INVALID_TIMER so that it appears as such. status_change_end(src, SC_HIDING);
  16. Okay, so basically, when you equip more than 1 card to a piece of equipment the item name changes color. Seeing as how both Cards, and those items being used to enchant gear with certain stats, are both type 6, why doesn't the other also change the item name color? e.g: Armor with 4 Poring Cards = Gold Name. e.g2: Armor with 1Poring Card & 3 Agi +3 = Regular White Name So, how would i go about making them agi+3 items, affect name color like cards?
  17. Hey, I haven't done this on any forum ever really lol, but I figure w/e. Some of you may know of me / may be familiar with some of my scripts. While others may have just been playing on servers with them. But I'm here to say, I'm back. I won't be posting / releasing as many scripts as I did in old-eAthena, but I can asure you that the ones I do release, are bigger and better, than ever before. I may have been inactive in the scripting scene, but that doesn't mean I wasn't sitting around some days dreaming of new things to add to RO servers. Heres just a list of things I've thought of, and have somewhat written in both script and src. Crafting System - You can release it before me, but the one I plan to, will allow for much more than you could be thinking. Enchanting / Upgrading System - Yea, RO has their own, but this one is specifially designed for my Crafting System. Instances - Again, yea RO has them, and me releasing a few more won't be anything new but, there will be more on a wide range, some generic, while some...intense. Maps - Yea, not quite my area of expertise, and definately not something I'm adept at, I'm more of an amature with the knowledge of how they work. But I plan to release 1-2 for each script. Mainly the Crafting/Enchant & Instances. Well thats just a sample of things I intend to release to the public. Be seeing you around rAthena.
  18. Castle owner as in, Guild or Guild master?
  19. GmOcean

    Playtime NPC

    OnPCLogin: iLoop: sleep2 3600000; set @playhour,@playhour+1; dispbottom "You have been playing for "+ @playhour +" hour(s)"; goto iLoop; end; There, that should do what you want... its been nearly 4years since i've been active in the scripting community, but I'm starting to come back, bigger and harder than ever, with the release of several advanced scripts, never before seen. So until then, I appologize if its bugged... Basically, when a player logs on, it will do nothing for exactly 1 hour, after that, it will announce to the player only, that they have been on for X amount of hours, and will repeat the proccess every hour.
  20. Currently, re-starting my development of a personal server, planned to go live.

  21. Alright, since its been nearly 8 Months since, i've even seen, an RO SVN, i'm going to start up my creations once more, but first, i need to request this. Basically, we all know, Pupa's have a skill that will change them into a creamy after some time. Well, when they cast it. Basically, i need a skill created, that will transform, the casting monster, into a monster randomly based on a lvl range. Also, if having the skill have 5 levels, is too much, i'll just settle for 1 skill, that will randomly transform them into any non-mvp monster. e.g: Lvl 1 - Transform Casting monster into a random monster Level 1-20 Lvl 2 - Level 21-40 Lvl 3 - Level 41-60 Lvl 4 - Level 61-80 Lvl 5 - Level 81-100+ I'm pretty sure, this is a src edit, of monster skills, of some sort, if not, please let me know, what section i should post this in, so i can properly do get help. Thank you.
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