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yozzyurubuza

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Everything posted by yozzyurubuza

  1. I have a problem wherein my Mounted Rune Knights (including jRO alternate) sprites have incorrect weapon position. Besides manually correcting it via Act Editor, is there an easy way to fix this? I've tried searching around for 룬나이트쁘띠_여_1.act (body sprite) and 페코페코_룬나이트_여_1185.act (weapon sprite) on different official servers, some private servers included, but it seems that I can't find the proper file to correct their position.
  2. Found out that these effects were hardcoded in jRO client. Event reference: https://ragnarokonline.gungho.jp/special/3rdjob-master-program/
  3. How do I use the hateffects of these? In the file HatEffectInfo.lub [HatEFID.HAT_EF_LEVEL160_RED] = { hatEffectID = 1174 }, [HatEFID.HAT_EF_LEVEL160_ULTRAMARINE] = { hatEffectID = 1175 }, [HatEFID.HAT_EF_LEVEL160_CYAN] = { hatEffectID = 1176 }, [HatEFID.HAT_EF_LEVEL160_LIME] = { hatEffectID = 1177 }, [HatEFID.HAT_EF_LEVEL160_VIOLET] = { hatEffectID = 1178 }, [HatEFID.HAT_EF_LEVEL160_LILAC] = { hatEffectID = 1179 }, [HatEFID.HAT_EF_LEVEL160_SUN_ORANGE] = { hatEffectID = 1180 }, [HatEFID.HAT_EF_LEVEL160_DEEP_PINK] = { hatEffectID = 1181 }, [HatEFID.HAT_EF_LEVEL160_BLACK] = { hatEffectID = 1182 }, [HatEFID.HAT_EF_LEVEL160_WHITE] = { hatEffectID = 1183 }, For example, whenever I try to use the value of HAT_EF_LEVEL160_VIOLET (112) or use its actual name and put it in a script like this, nothing happens. - Id: 20561 AegisName: C_160LV_Warlock_Violet Name: Costume Violet Aura Type: Armor Locations: Costume_Garment: true ArmorLevel: 1 EquipLevelMin: 1 Script: | hateffect(HAT_EF_160LV_Warlock_Violet,true); UnEquipScript: | hateffect(HAT_EF_160LV_Warlock_Violet,false); If I'm missing a resource file, I don't know what should I look for because it's not formatted like the others hateffects. Ex. [HatEFID.HAT_EF_Full_BloomCherry_Tree] = { resourceFileName = "efst_Full_BloomCherry_Tree\\Full_BloomCherry_Tree.str", hatEffectPos = -6, hatEffectPosX = 0, isRenderBeforeCharacter = true },
  4. As of checking for 2022-04-06 client, 4th jobs do not support different @bodystyle, so you're stuck with 1 style (default). You need to utilize changebase to 3rd jobs, then you will be able to switch using @bodystyle 1, but then again in this client version, you can only use 0 and 1 in 3rd jobs. changebase example: changebase roclass(eaclass()|EAJL_THIRD);
  5. Assuming that the wearer will be 2nd transcendent job: changebase roclass(eaclass()|EAJL_THIRD|EAJL_FOURTH) Extended 3rd job and 4th job requires a different code.
  6. Remove the item from GRF: data/itemmoveinfov5.txt Example: Removing Dark Randgris Helm
  7. If someone come across this thread trying to make the suggestion work on a 2023 rAthena codebase, here's how I've made it work: Assuming you've used this diff from secret (some fixing were needed), the suggested fix above to allow costume-converted items to be equipped will go like this: pc.cpp uint8 pc_isequip(map_session_data *sd,int n) { struct item equip; struct item_data *item; nullpo_retr(ITEM_EQUIP_ACK_FAIL, sd); equip = sd->inventory.u.items_inventory[n]; item = sd->inventory_data[n]; if(pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT)) return ITEM_EQUIP_ACK_OK; if(item == NULL) return ITEM_EQUIP_ACK_FAIL; //Automatically allow equip if it's a costume-converted headgear if(equip.card[2] == GetWord(battle_config.reserved_costume_id, 0)) return ITEM_EQUIP_ACK_OK;
  8. I'm getting a soft lock in the `spriterobeid.lub`, once the entry is past 160, even if I have the sprite files, it won't load in the client. Can someone verify this for me if I'm the only one experiencing this issue? I've tried using client 2022-04-06 and 2021-11-03.
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