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GM Djinsu

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Everything posted by GM Djinsu

  1. Oh snap, changed the ID to (2390) and it fixed everything haha so thank you very much and many thanks to everyone else who helped me with this, I appreciate everyone taking time to help out! I could never seem to get the help I needed in eA, that is much different here, and I am very grateful for that! I just have one last question, what is the cap on ID's that can be used for Mobs?
  2. rAthena SVN comes with both Pre-Renewal and Renewal but Renewal is activated by default and to switch to Pre-Renewal it is a simple edit within the Src. files Once setup for Pre-Renewal you may then add any content you believe to be missing such as maps etc through the standard methods of customization. In my opinion rAthena is a much better emulator even if just because of the strength of the community alone is greater. Changing to Pre-Renewal is as simple as commenting out functions @Path-: [ SVN > src > config > renewal.header ] Example of commenting out all functions - #define RENEWAL //#define RENEWAL Please note this is an example of only one function that has been commented out. use "//" to comment out any unwanted functionality minus the quotes = //
  3. The Sprite and Act files work properly and have no errors ( Tested by overwriting existing monster sprite ) What I mean by not available is it is invalid, the Client informs me that: "Invalid monster ID or name" "@monster failed." "Invalid monster ID or name" "@summon Failed."
  4. Okay so i reviewed all changes made both Clientside and Serverside and they are as follows : npcidentity.lua = ["JT_4_F_SWORDMAN"] = 645, ["MEWTWO"] = 3004, } jobname.lua = [jobtbl.JT_TREASURE_BOX_TE_10] = "TREASUREBOX_2.gr2", [jobtbl.MEWTWO] = "MEWTWO", } mob_skill_db2 = // Here you can place your custom mob skills 3004,MEWTWO@NPC_EMOTION,walk,197,1,2000,0,5000,yes,self,always,0,2,,,,,, 3004,MEWTWO@NPC_FIREATTACK,attack,186,1,2000,0,5000,yes,target,always,0,,,,,,, mob_db2 = 3004,MEWTWO,MEWTWO,MEWTWO,10,89,1,72,54,1,18,38,48,10,15,8,8,5,9,3,10,12,0,2,23,0x81,200,988,288,168,0,0,0,0,0,0,0,916,9000,949,700,5015,10,507,600,519,300,715,50,10012,10,0,0,0,0,4011,1 After making these edits to Both Client and Server Side I Recompiled, Started and Checked if the mob was available and it is not. At any step when adding to npcidentity.Lua & jobname.Lua do I need to recompile it for this to work properly as it is when adding custom items via Lua/Lub ? ( If so how? )
  5. Great, I will give it a try and I am capable of switching over to SQL database use or converting it, so no worries but I will test what you have posted and get back to the topic soon. Thank you for your continued support!
  6. @ Mysterious - Thank you for your quick reply. Client Date: 2012-04-10 Diffed to read Lua first My Sprite is Located @ ¸ó½ºÅÍ The MobID & Lua Match use_sql_db: no I might have more luck if someone provided a duplicate sample mob with files as a duplicate of an existing mob.
  7. http://rathena.org/wiki/Custom_Items
  8. I could use some help here, I have read the rA Wiki guide ( http://rathena.org/wiki/Custom_Mobs) & trolled Google & rAthena looking for similar solved issues however have had no success finding a solution. Files Edited - Client Side - \data\luafiles514\lua files\datainfo\npcidentity.lua \data\luafiles514\lua files\datainfo\jobname.lua Server Side - mob_db2.txt mob_skill_db2.txt I added my custom monster files to these locations but it is still is not registering in-game. Do the two .Lua files need to be recompiled like with custom Items for increased view ID's? If so how? I also tried a server recompile but still no success. If you could provide me with a directory with say one test mob that is a duplicate of say.. PICKY_ Or help me conclude whats being done wrong I would greatly appreciate your help!!
  9. I know the data folder and sprite directory well. Thank you though. I'm not looking for where to place the custom files, I am looking for details on how to properly build .act files and what color 'modes' are usable, which color transparencies work correctly etc etc to properly create a working mob sprite. Edit: I Found & pieced together everything I needed, I guess I will write a detailed guide for this soon hmmmm..
  10. It has been a very long time since I looked at a guide to creating custom Mob sprites / .act files etc. and I am having trouble locating one, could someone point me in the right direction? I would greatly appreciate any help.
  11. You import the SQL Code provided with this script directly into your main directory, the same directory all of your other ragnarok SQL files were originally imported to.
  12. @ Brian - That is literally exactly what I was looking for & more ! I greatly appreciate you taking the time to write this up for me (+1)
  13. - While this works I was looking to instead of heal an area cast the actual skill Sanctuary but either with a repeat / overlap or continuously. - If i do decide to use area of effect heal Is there anyway other than editing my maps with brow edit that I can get the Sanctuary Effect to display permanently?
  14. @ Martijn - This is the first I am seeing this and I used to work with / play alongside you? This is an epic map & idea ! BoBo didn't think it was a priority for TRO or what ?!
  15. Okay so what I am looking for is to add via script an area that will be identical to Sanctuary Skill but permanent and in select-able locations such as Cities is this possible without adding terrible memory loss or lag? Any Help would be much appreciated & upped ->
  16. You Paste the SQL Syntax into your SQL directory within a New Query and commit it to your directory to change tables to accommodate the SQL within the textual script provided.
  17. GM Djinsu

    Mononoke Mask

    The preview looks nice! Yet to try in game but great work.
  18. I think I can go out on a limb and say Jman as long as he has been around in any form has been a pillar of the community in times of activity and inactivity and will always be considered and looked to as a leader within the community as long as he doesn't disappear completely. Were poised to keep moving forward, if I'm not mistaken was one main purpose of rAthena is to be capable to move forward unrestricted even in times of inactivity (Remembers the days of getting Delta to do something) haha! @Arcenciel - Thank you for Accepting the responsibilities of leading
  19. http://svn6.assembla...files/datainfo/ ( The SVN to the most recent ) http://svn6.assembla.com/svn/ClientSide/Lua_Project/lubs/ Hope this helps !
  20. @clydelion - Ahaaa! Success, your a gentleman and a scholar haha I can not believe I did not think to check something so simple +1
  21. @GmOcean - I don't ask for help if I have not thuroughly sought a solution of my own and or reviewed similar issues. http://img833.images.../7332/zzzpf.png What I did: 1.) Added both BUILD_FUNC & _DEF to Script.C 2.) Added Custom Sample NPC script provided 3.) Recompiled using rAthena-10 using VS10 Windows - ( 4 succeeded 0 failed 0 Syntax errors ) 4.) Using Clean revision 5.) Reloaded/Started Server 6.) Tested Multiple methods of leveling to Job level 9 (mob, command, quest, sql) Not sure where I went wrong & any help is greatly appreciated, PM me if necessary
  22. I tried both ways from monsters and command , I think for whatever reason I may be placing the snippet incorrectly and that is what is causing this to not work for me.
  23. Yeah I added that also, still on reaching job level 9 there is no mail sent. I am testing on a clean up to date revision and yes I recompiled
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