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Squishyyy

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Everything posted by Squishyyy

  1. Dear PostalityJr, No need to apologize for posting in support when you need help! This is Squishyyy here. I looked at the files and I actually stumbled on this post by accident. I'll help you out and this is my script so thank you for referencing me! I took a lot of the intro.txt dialogue from a long defunct server that used to be run by Diviner. The thing about scripts is, it doesn't really matter where you put them, as long as you mention them in the .conf files (unless rAthena has changed). I've been away so long. My suggestion: put them in the custom folder you put all your other scripts. Maybe in its own little folder. A few other things: this is not 100% working script. It was just a prototype. I would be honored if someone would make appropriate adjustments for this. How this works: The concept is the same as jailing @command, but more strict. Look at HallofFallenHeroes.txt - script PermaDeath -1,{ OnPCDieEvent: if(hardcore){ if(getcharid(1) !=0){ party_destroy(getcharid(1)); } if(getcharid(2) != 0) //if they're in a guild { set .@GID, getcharid(2); if (strcharinfo(0) != getguildmaster(.@GID)) { //if they're the guild master atcommand "!breakguild" ; //disband guild (my server uses ! instead of @) } } warp "sec_pri",24,75; save "sec_pri",24,75; announce ""+strcharinfo(0)+" has committed their soul to the Kafra Corporation.",bc_all, 0xFF0000, FW_BOLD; announce "May they find respite in the Hall of Fallen Heroes!",bc_all, 0xFF0000, FW_BOLD; end; } else { end;} There may be some hiccups with the guild function. There's a situation in which you have a person unable to leave a guild because they are permadead. This can be adjusted by using SQL scripts. I'm not good enough at scripting to do it, but it can be done. Next, Intro.txt: EVERYONE dies at the beginning (Apparently the grim reaper doesn't like you). You are set 'dead', monsterignore'd, warped to nif field 1 and disguised as 1120 (i'm guessing that's a wisp). You talk to some filler NPCs before approaching the 'Kafra Post-Mortem Rep'. After a lengthy discussion you are told you can either respawn as a 1/1 novice or do 'hard core mode'. Keep in mind that none of this narration is necessary. In fact, Intro.txt is purely optional. That said, there is one line in it I have no idea what does: sc_start EXP_BOOST,INT_MAX,300; //we can't do forever, int_max is as high as we can go. It's been too long to remember. It probably does some effect of some sort. Back to HallofFallenHeroes. As stated before, you are basically perma-jailed (not permadead). You are warped and saved as a ghostring in the jail. You can talk to the Kafra and she can you to look at beautiful self, but it's only temporary and only once per session ('download' variable). clone "sec_pri",25,76,0,getcharid(strcharinfo(0)),getcharid(0); disguise 1120; next; mes .npc$; mes "All done! Now go! Really..Go! Frolic or do whatever it is you do! Just...go."; emotion 54; set download, 1; close; end; As for the mapflags script. It looks unfinished, but I basically remember making it to possibly add a mapflag for 'mapflag_permadeath' (which I did not) in order to turn permadeath off in some places (like pvp or gvg). This is quite understandable, else WoE would be much less interesting. - or more, depending on how you think about it. That's about it. I don't do TLDR; s. I took the time to write this, so if you want help you will take the time to read it. If you have any other questions, email me at ...whatever it is I wrote down on my profile.
  2. I have them, but I don't remember if I have the artist's permission to share them. Here's their DeviantArt page: http://kohi-ryu.deviantart.com/ Technically, the jobs were part of a project called '4th classes' that started BEFORE transcendents came out and evolved into a project that I ran called : alphadogg. As you might have guessed, my project dead ended and now I barely revisit rathena anymore The sprites are unfinished and only like one or two of the frames per job are done. To be honest, you're not the first or the last to want to use her sprites. According to her DA page, she told one person to 'give her credit'. I won't speak for her, and I'd STRONGLY advise you correspondence with her personally. Angry artists are a forced to be reckoned with. Also, I take it that english isn't your first language. So, if you don't understand anything else, please at least pm the person who's link is posted here on deviant art. I made it big bold and unmissable. edit: I'd also like to give credit to stragy and kohi-ryu who originally started the project. At least I think it was stragy Q_Q;.
  3. This is the structure of the db/const.txt. Judging from your error, you have a problem with number 3 (the type). I don't know that the 'type' does anything and maybe that's the problem. Perhaps there's an error in your file?
  4. So, I decided to use mapflags to add gvg/pvp restrictions. It looked easy, but for some as soon as I add this line or any line like it I stop permadieing ANYWHERE (as opposed to just on those maps). if(getmapflag("pvp_y_1-1",mf_pvp,0)) { end;} I had a long block that I wrote of all the pvp, gvg and town maps that I had to pull out because of it. Any ideas on what's up? [EDIT] Also, I added an OnPCLogin variable so that as long as you don't kill your clone it will come back. I suppose I should make the clone invulnerable so you can't do that. ..hrm. I also limited it so that you can only have 1 clone and cleaned up some dialogue. I'll upload the new files in a bit. Still working on the pvp/gvg thing.
  5. That's EFF_FEAR and EFF_BURNING as labeled in db/const.txt . Hope this helps!
  6. I've seen other heavily custom servers do this before. They usually end up in LR because in the end the number's all that matters.
  7. I managed to use scripting to spawn a clone . It was pretty easy. The only issue I'm having at the moment is limiting or even counting the clone. I don't know how the mob is attached. I used the following syntax: undisguise; clone "sec_pri",25,76,0,getcharid(strcharinfo(0)),getcharid(0); disguise 1120; I disguise you as a ghostring (since you lost your 'corporeal body' and then undisguise and so it won't replicate the ghostring and then clone then quickly redisguise all pretty much before the player can tell. Still, this leaves the problem of what happens next. Maybe my brains fried from working at this too hard but they can just keep getting clones til their hearts content and that would be bad for the server xD. (even if the clones are in jail). [EDIT] Added current version to OP.
  8. I been thinking about this among my other projects and maybe it'd be better to have it like a 'hardcore' mode where it was optional so people didn't hate themselves for dieing so much. Still, I have to sort all this out. At least I'm still alive, right? posting progress etc xd?
  9. I want to ask the devs why all the db files have to be hard to read txt files. Why can't they be lua or xcel files or even full sql conversion? Is there a reason the db is so messy?
  10. the Mob 'EMPERIUM' is defined by mobid in the src. I advise you start there.
  11. I haven't seen any evidence to indicate that the formula is messed up. It might be the way wd.damage is calced, but you'd have to take that up with a core dev.
  12. For those of you who know of it or who have read about it here it is: http://irowiki.org/classic/Ragnarok This is a little over my forte, but I thought it'd be cool to see skills like this and fire ivy done just for the lulz if anyone is bored enough. This skill is personally over my ability, but I thought I'd just mention it.
  13. that's the portion that checks for hidden enemies I believe. I'll try it, but I think if I remove that, it won't unhide enemies anymore. I'd still like it to do that as well as work on unhidden enemies. I tried moving ruwach to meteor assault with the splash AoEs, and then adding the skill_attack after the } at the end of the if statement with the if (SC_CLOAKING ||...) thinking it might do both but it just crashed the map server.
  14. I'd like to make Ruwach be a continuous AoE that works on unhidden enemies and unhides hidden enemies. Yes, that sounds broken, but it's what I want. I've tried my best to do it myself, but I'm stuck and my src edits just aren't working.
  15. yes. that's the code that kicks in: 40 * str * 8/100 * skilllv * hp. It's probably something else then. Did you make other changes?
  16. sstatus->hp means the current hp. It's already doing it :X. The skill itself is also affected by strength. I played a killing stroke ninja on iRO chaos ....idunno if that counts ..pre and post renewal. according to iRO wiki classic: http://irowiki.org/classic/Killing_Stroke (STR*40) + (HP*8%) * SkillLevel The code seems to say just that.
  17. case NJ_ISSEN: wd.damage = 40 * sstatus->str + (8 / 100) * skill_lv * sstatus->hp; wd.damage2 = 0; break; you want to look at the 'sstatus->hp' and change that to 'sstatus->max_hp'. Now it's affected by max hp. PS, it already was 'official' formula.
  18. that fixed it! I set it to 32k and it took 20 minutes to load the server but it loaded LOL. Downside is the char and login server are just disconnecting from the map server for some reason...no other src edits it must just be the strain of high level cap?
  19. I did that. It gave me me an error about being more than 1000+x columns. Maybe it only wants the max level to be no higher than 1000?
  20. I figured out what's been bugging me. sv_readdb(dbsubpath2, "job_exp.txt",',',4,1000+3,CLASS_COUNT*2,&pc_readdb_job_exp, i); //support till 1000lvl The max level for the server is in fact 1000 ..... You can raise the MAX_LEVEL, but the job_exp.txt only supports up to level 1000. Is there a way around this?
  21. I vaguely remember it being like 32,000 or something like that. I uhhh noticed that the exp tables seem to act differently than they used to. I mean, it's nice and all if your server only goes up to 1000, but some people want things a little different :B. What rathena really needs is a exp table generator. I'm not really good at that type of thing, but I'm sure it'd be a service. This isn't a request topic. My question still stands. Plus, I remember that athena USED to autogenerate the last number and give a nice slap on the wrist warning instead of just not loading the classes. Maybe we could do that instead ...i liked that :B. Either that or give us an exp generator. Don't just throw us out in the cold Q_Q;;. Oh and back @ontopic, I'd also be interested in knowing max stat and hp and sp and whatever you can tell me. I'm in the process of making a capless server so I'm doing a little research first.
  22. I like the over geometric design of the maze. The red burst in the middle fits very well with the overall theme. The trees also fit the theme, being dead and all. Lastly, the lava pools in between give an nice touch to perspective and lighting. If it were possible, it'd be cool to see lava rise and recede as a possible hazard for although I don't know how you'd do that. The light yellow circles could be different spawn points or something. I'd also expand the center square, although it's hard to tell without being ingame exactly how big it is. ^^;; Overall good job!
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