Sacul71
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Posts posted by Sacul71
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I believe it is in the src, if it is not, sorry.
a Warmth of the sun / moon / stars skill (Solar, Lunar, Stellar Heat) (star gladiator skill)
is beating slowly even with ASPD 195. what could that be? -
3 hours ago, Kakaroto said:
For the effect to become permanent you can use hateffect, you don't need so many checks.
The errors you showed have nothing to do with your script.
I don't know how to make scripts ... how would it be with this hateffect?
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I understand. but it's okay to make a look with an existing effect. Sure a lot of people use @effect scripted items. just like the script I posted. only mine gives these problems ....
and I believe it's just some detail. but that may work. -
I would like to create a visual item. but with an existing effect. (544) Warmth Red Sprite.
so I am testing additionally on an existing item for testing only .. I am using item 2135. After some searching I found these 2 scripts. but they do not work 100% as I would like.
Complete Script of item 2135
Spoiler2135,Shadow_Guard,Shadow Guard,12,0,,0,,0,,0,0xFFFFFFFF,2,2,32,,0,,2,{ },{ set eff544,1; while(eff544==1){specialeffect2 544; sleep2 6000;} },{set eff544,1; },{},{}
this one works as close to how I wanted to ...
Spoiler{},{ set eff544,1; while(eff544==1){specialeffect2 544; sleep2 6000;} },{set eff544,0;}
however ... there are some errors ... both in console and in game ...
in play the effect is what I want. but if I give @go or warp ... it goes out temporarily. returning after a few seconds. and the most annoying thing is that if I unequip the item the effect doesn't come out ...
if I give @go or warp it always returns ...Console Erro:
Spoilerthis other, the effect is normal. but if I give @go or warp the effect fades and doesn't come back.
Spoilerif(isequipped(2135)) {specialeffect2 544 ;specialeffect2 590; sleep 5000;}
and because it is an effect. if anyone gets to the map. Won't see the effect. so there has to be some kind of quick refresh. please help me: S
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I modified the SG Miracle to last after death.
like this> src\map pc.cpp
status_change_end (& sd-> bl, SC_MIRACLE, INVALID_TIMER);// status_change_end (& sd-> bl, SC_MIRACLE, INVALID_TIMER);
but it's still canceling the effect on dying ...
I can change map and relog. But if I die, it's over.How not to cancel the effect after death?
and how to increase flight height with Union skill
the distance between the ground and the SG? -
I don't know if this is the right area ....
I would like to know how do I get the VISUAL effect of the star gladiator's "Warmth of the Sun or Solar Heat" ability on a Visual item.
Normal
With Warmth of the Sun or Solar Heat
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Hello. I wanted to ask for a not very simple Warper Script.
Hello
etc....
etc..
etc...
then 2 options will appear.1st - Damage test.
clicking on it will show the list of mobs
Pharao
Garm
Orc Hero.
.......
by clicking on a Mob. 3 rooms will appear.
Room 1
Room2
Room3.And if there is a person inside the room no one can enter. unless you are in the same Party or Guild.
2 ° - Tactics Test.
Same thing gives first choice.
-------------------- // ---------------------------- -------------------------------------------------- -----------Enjoying the topic. I would like to ask one more thing.
I modified some MVP to stay still. but I don't know how to get them to be reborn if they die, or to heal automatically if they don't take damage for 5 seconds.
could someone tell me how? this will be for the first option (1st - Damage Test.)
already in the second ... (2 ° - Tactics Test.)
is the MVP itself normal. but without drops.
How can I make him heal if there is no one in the room for 1 minute?
and be reborn in the same room if the mob dies?and if can put multiple MVPs in the same script and in different places, that would be great because they are multiple MVPs.
one in each room.
But if it's too hard, no problem 1 script per MVP. -
I modified some MVP to stay still. just to test damage.
I have a damage check with Barricade. where the barricade regenerates and is well configured, (got it on the net)
What I wanted to know was how to add 10 different mobs in this same NPC .... and in different locations.
//===== rAthena Script ============================================= //= Punching Bag NPC //===== By: ======================================================== //= Secretdataz //===== Current Version: =========================================== //= 0.1 //===== Changelog: ================================================= //= 0.1 Initial commit //===== Compatible With: =========================================== //= rAthena Project //===== Additional Comments: ======================================= //= When duplicating this NPC. Only use NUMBER after the # [secret] //================================================================== prontera,158,180,0 script PunchingBag#0 844,{ end; OnMyMobDead: OnInit: getunitdata(getnpcid(0), .@d); monster strnpcinfo(4),.@d[UNPC_X],.@d[UNPC_Y],"Punching Bag",1905,1,strnpcinfo(0)+"::OnMyMobDead"; .@dupid = atoi(strnpcinfo(2)); .gid[.@dupid] = $@mobid[0]; .mhp[.@dupid] = strmobinfo(4,1905); setunitdata .gid[.@dupid],UMOB_MODE,.@d[UMOB_MODE]|0x4000000|0x0200000; // Set MD_STATUS_IMMUNE (0x4000000) because EDP/burn/%MHP based status can skew the DPS counter so much. initnpctimer; end; OnTimer5000: .@dupid = atoi(strnpcinfo(2)); if(unitexists(.gid[.@dupid])){ getunitdata(.gid[.@dupid],.@d); .@diff = (.mhp[.@dupid] - .@d[UMOB_HP]); if(.@diff > 0){ npctalk "Punching Bag : I've taken " + (.@diff/5) + " DPS in last 5 seconds."; setunitdata .gid[.@dupid],UMOB_HP,.mhp[.@dupid]; specialeffect EF_HEAL; } } initnpctimer; } prontera,216,79,0 duplicate(PunchingBag#0) PunchingBag#1 844 prontera,224,70,0 duplicate(PunchingBag#0) PunchingBag#2 844 prontera,216,58,0 duplicate(PunchingBag#0) PunchingBag#3 844 prontera,224,58,0 duplicate(PunchingBag#0) PunchingBag#4 844
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how do i clone a map?
for example:
I downloaded a map "arena_4".I added and it is already working.
but I need + 10 of them.
how do i just clone the maps? -
1 hour ago, luizragna said:
This map is used in old MVP Arena maps, try: quiz_00
(i'm not tested)
Thank you. It worked.
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sorry for the dumb question .. but I searched a lot and didn't find it.
what is the name of this map?
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I would like a teleporter NPC for a map I choose.
EX:"Hello."
"I am Lukkas, I have created some rooms where it is possible to test their damages."
"I can teleport you there if you wish."
"With which monster you want to test your damage?."
Pharao.
Garm.
Orc Hero
etc....and if your choosing Pharao will teleport me to pharao_test 50,50
garm for Garm_test 50.50 ... etc .... -
13 hours ago, Gerzzie said:
Use mob_avail located on your database.
// Mob Availability and Alias Database
//
// Structure of Database:
// MobID,SpriteID{,Equipment}
//
// 01. MobID Mob ID to change.
// 02. SpriteID Mob ID which will be sent to the client instead of MobID.
// If 0, the mob becomes unavailable for use.
// 03. Equipment Item ID of pet equipment (must be available for pet counterpart, or this will cause problems).
//
// To disguise a mob as a player:
// MobID,SpriteID,Sex,Hair_Style,Hair_Color,Weapon,Shield,Head_Top,Head_Middle,Head_Bottom,Option,Dye_Color
//
// SpriteID is a job class value.
// Weapon and Shield uses Item ID, while Head uses View ID.
// Option for carts only works if you compiled your server for a packet version before 2012-02-01Example :
3001,1157TY. Worth xD.
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Hello guys.
I would like to know how to add custom mobs, with the image of an existing mob.for example:
Pharaoh. his ID is 1157.I want to add a mob with ID 3001 with the Pharaoh image.
how do I do?Pharaoh:
1157, PHARAOH, Pharaoh, Pharaoh, 93.445997,0,114990,41899,1,2267,3015,67,70,1,93,100,104,89,112,10,12,2,7,67,0x6283695,125,868,768,288,57495, 607,5500,526,5000,732,5000,7113,5820,7114,2500,1136,100,2327,150,5002,500,1552,300,1231,80,0,0,0,4,48, 1My Mob:
3001, PHARAOH, Pharaoh, Pharaoh, 93.445997,0,114990,41899,1,2267,3015,67,70,1,93,100,104,89,112,10,12,2,7,67,103284736,125,868,768,288,57495, 0.0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0 -
it was just the program. you have to enable the
"do not write color space information"
if you have this option in your edict ^^solved
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7 minutes ago, maken06 said:
Just eliminate those rare signs that appear after: if ( talk_w ) end;
Check my script again, I did not write them...
perfect. ^^
again I apologize if I was rude.Many thanks for the help ^^
Solved^^
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24 minutes ago, maken06 said:
new_1-1,53,111,5 script Welcome::start1 -1,4,4,{ OnTouch: if ( Class < 1 ) { if (welcome == 0) { if ( talk_w ) end; cutin "aeon_01",2; mes "Hi "+(Sex?"Boy":"Girl")+","; mes "It's the first time I've seen you around here."; mes "What's your name? my duty is to announce you..."; next; mes "[^0080FF"+strcharinfo(0)+"^000000]"; mes "My name is "+strcharinfo(0)+"!"; mes "I come from very distant lands..."; next; announce (Sex?"Welcome":"Welcome")+" "+strcharinfo(0)+" to SERVERNAME!",bc_all|bc_blue; set talk_w, 1; mes "So ^0080FF"+strcharinfo(0)+"^000000, eh?"; next; mes "Be careful out there,"; mes "There are very terrible creatures!"; mes "But I know you can handle everything..."; cutin "",255; close2; cutin "",255; specialeffect2 910; sleep2 500; specialeffect2 757; sleep2 2500; specialeffect2 310; sleep2 500; end; } else { end; } } }
It is not very polite to remove reputation, after receiving help...
please.. Do not get me wrong, I did not mean to be rude.
I would put the reputation in your next post. which would probably be the definitive one. xDif for some reason I did not get more answers I would restore ^^.
but unfortunately there was an error
Spoiler -
Hello. I want to add new Cutin.
but it is giving error. here is the script / path / bmpScript
Spoilernew_1-1,53,111,5 script Welcome::start1 -1,4,4,{
OnTouch:
if (welcome == 0) {
cutin "kafra_07",2;
mes "Olá "+(Sex?"Boy":"Girl")+",";
mes "É a primeira vez que te vejo por aqui.";
mes "Qual é o seu nome?? Meu dever é anunciar você...";
next;
announce (Sex?"Welcome":"Welcome")+" "+strcharinfo(0)+" to SERVERNAME!",bc_all|bc_blue;
mes "Então é ^0080FF"+strcharinfo(0)+"^000000, ?";
next;
mes "Vou lhe mostrar um mini guia.";
mes "Assim você não ficará perdido!";
mes "...";
next;
cutin "",255;
cutin "mv",2;
close2;
cutin "",255;
specialeffect2 910;
sleep2 500;
specialeffect2 757;
sleep2 2500;
specialeffect2 304;
sleep2 500;
end;
} else {
end;
}
}path / BMP
SpoilerE:\Jogos\Servers\Ragnarok\KRO\data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\illust mv.bmp
BMP is with the background #ff00ff
24 BiTS
R8 G8 B8 ( is only option)
in game a received a error.
Spoiler -
2 hours ago, maken06 said:
Be kind and do not forget to react if it helped you
new_1-1,53,111,5 script Welcome::start1 -1,4,4,{ OnTouch: if (welcome == 0) { cutin "aeon_01",2; mes "Hi "+(Sex?"Boy":"Girl")+","; mes "It's the first time I've seen you around here."; mes "What's your name? my duty is to announce you..."; next; mes "[^0080FF"+strcharinfo(0)+"^000000]"; mes "My name is "+strcharinfo(0)+"!"; mes "I come from very distant lands..."; next; announce (Sex?"Welcome":"Welcome")+" "+strcharinfo(0)+" to SERVERNAME!",bc_all|bc_blue; mes "So ^0080FF"+strcharinfo(0)+"^000000, eh?"; next; mes "Be careful out there,"; mes "There are very terrible creatures!"; mes "But I know you can handle everything..."; cutin "",255; close2; cutin "",255; specialeffect2 910; sleep2 500; specialeffect2 757; sleep2 2500; specialeffect2 304; sleep2 500; savepoint "prontera",155,181; warp "prontera",155,276; end; } else { end; } }
@edit
@maken06
is almost perfect. but I'm going to change where the script starts. and I realized that if I get closer to the place the script starts again ..I'll put it in the middle of the prontera and remove the teleportation part. so I'd like you to only do it once per new character.
it would only trigger again if the person creates another novice
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Spoiler17 minutes ago, maken06 said:
Then, better use this.
prontera,150,150,4 script freebies 443,{ set .@n$, "[freebies]"; setarray .@rwd[0],512,1; // Rewards: <item id>,<item amount> query_sql ("SELECT `last_ip` FROM `login` WHERE `account_id`=" + getcharid(3) + "", .@lip$); if ( getd("$" + .@lip$ + "_NG") > 0 || #NewbieGift > 0) { mes .@n$; mes "Sorry, the rewards are exclusive for new players."; close; } mes .@n$; mes "¡Welcome! ^0099CC"+ strcharinfo(0) +"^000000! Here are some free gifts."; mes "for newcomers:"; for ( set .@i, 0; .@i < getarraysize(.@rwd); set .@i, .@i + 2 ) mes .@rwd[.@i+1] + " x " + getitemname(.@rwd[.@i]); announce (Sex?"Welcome":"Welcome")+" "+strcharinfo(0)+" to SERVERNAME!",bc_all|bc_blue; npctalk "["+strcharinfo(0)+"] just got a ["+getitemname(.@rwd)+"] to start the adventure.",0; close2; set #NewbieGift, 1; setd "$" + .@lip$ + "_NG", getd("$" + .@lip$ + "_NG") + 1; for ( set .@i, 0; .@i < getarraysize(.@rwd); set .@i, .@i + 2 ) getitem .@rwd[.@i], .@rwd[.@i+1]; end; OnInit: waitingroom "Newbie Gift!",0; end; }
please. Forget that part of items ....
I'll just use msg boxes and photos with "cutin". and I want to always appear for NOVICE. 1/1. -
8 minutes ago, maken06 said:
After getitem 7539,10;
use something like this
announce (Sex?"Bem-vindo":"Bem-vindo")+" "+strcharinfo(0)+" a SERVERNAME!",bc_all|bc_blue;
If it worked for you, remember to react to the post
this did not work. but I've changed my mind.
I want this to be displayed whenever a new character is created.
so those who will not be attentive. can read again by creating another character. -
1 hour ago, maken06 said:
just.
script<TAB>Onlogplayer<TAB>-1,{
worked. thx... but I have to create a new account every time I test.
how do I show every time a novice enters?
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Hello, I would like a Script that activates as soon as the person enters with a NOVATO character. 1/1. to talk about the server. I'm trying this script but it displays error in console.
Spoiler- script Onlogplayer -1,{
OnPCLoginEvent:
if(#Newbie != 0)end;
mes "[ Boas vindas ]";
mes "Olá "+strcharinfo(0)+", seja bem vindo ao -----RO!";
mes "Vejo que voçê é novo por aqui !";
mes "Irei lhe ajudar, pegue algum itens, para começar sua Jornada";
mes "Obrigado por jogar -----RO, estamos muito felizes com sua presença. :D";
getitem 7539,10;
set #Newbie,1;
close;
}I don't know anything about script. so I don't know what to do. :S
Walking animation, More frames
in Graphics Support
Posted · Edited by Sacul71
If this is not the correct area, I can redo it.
I made an edit to the sorwdsman class sprite.
By default, character movement has 8 frames.
and the head is 8 frames.
I created more frames, but within the game, when moving to the 09th frame, the sprite disappears.
My intention is to add more sprites to make a fluid animation. the original animation is 8 frames. If I add one (making it 9) the character disappears.
Could anyone help me with this?