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Kakaroto

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Kakaroto last won the day on August 3 2019

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About Kakaroto

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    Angeling
  • Birthday 03/21/1991

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    admkakaroto

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  1. Everything are possible with good skills.
  2. It depends on what you intend to use. Extract the data, delete maps and everything else you won't be using, then just recreate the .grf and test.
  3. You can do this manually, you just have to delete everything that is not useful for you, such as maps, textures, models and tga files.
  4. Kakaroto

    Functor

    Look, I've been using Gepard for years, the Functor support is just incredible, there is definitely something wrong there in this story, it may not be right.
  5. GM have no mount if using gm sprite
  6. data/msgstringtable.txt Lines: 3262~3265.
  7. Emulator/db/(path/skill_db.yml ########################################################################### # Skill Database ########################################################################### # # Skill Settings # ########################################################################### # - Id Unique skill ID. # Name Skill Aegis name. # Description Skill description. # MaxLevel Max skill level. # Type Skill type. (Default: None) # TargetType Skill target type. (Default: Passive) # DamageFlags: Skill damage properties. # Flags: Skill information flags. # Range: Skill range. (Default: 0) # - Level Skill level. # Size Range at specific skill level. # Hit Skill hit type. (Default: Normal) # HitCount: Skill hit count. (Default: 0) # - Level Skill level. # Count Number of hits at specific skill level. # Element: Skill element. (Default: Neutral) # - Level Skill level. # Element Element at specific skill level. # SplashArea: Skill splash area of effect. (Default: 0) # - Level Skill level. # Area Splash area at specific skill level. # ActiveInstance: Maximum amount of active skill instances that can be on the ground. (Default: 0) # - Level Skill level. # Max Active instances at specific skill level. # Knockback: Amount of tiles the skill knockbacks. (Default: 0) # - Level Skill level. # Amount Knockback count at specific skill level. # CopyFlags: Determines if the skill is copyable. (Optional) # Skill: Type of skill that can copy. # RemoveRequirement: Remove a requirement type. (Optional) # NoNearNPC: Determines if the skill can be used near a NPC. (Optional) # AdditionalRange Number of cells from an NPC where the skill can be cast. (Optional) # Type: Type of NPC. # CastCancel Cancel cast when hit. (Default: true) # CastDefenseReduction Defense reduction rate during skill cast. (Default: 0) # CastTime: Time to cast the skill in milliseconds. (Default: 0) # - Level Skill level. # Time Cast time at specific skill level in milliseconds. # AfterCastActDelay: Time the character cannot use skills in milliseconds. (Default: 0) # - Level Skill level. # Time After cast action delay at specific skill level in milliseconds. # AfterCastWalkDelay: Time before the character can move again in milliseconds. (Default: 0) # - Level Skill level. # Time After cast walk delay at specific skill level in milliseconds. # Duration1: Duration of the skill in milliseconds. (Default: 0) # - Level Skill level. # Time Skill duration at specific skill level in milliseconds. # Duration2: Duration of the skill in milliseconds. (Default: 0) # - Level Skill level. # Time Skill duration at specific skill level in milliseconds. # Cooldown: Time before the character can use the same skill again in milliseconds. (Default: 0) # - Level Skill level. # Time Cooldown at specific skill level in milliseconds. # FixedCastTime: Time that is fixed during cast of the skill in milliseconds. (Default: 0) # - Level Skill level. # Time After cast action delay at specific skill level in milliseconds. # CastTimeFlags: Effects of the skill's cast time. (Optional) # CastDelayFlags: Effects of the skill's delay. (Optional) # Requires: List of requirements to cast the skill. (Optional) # HpCost: HP required to cast. (Default: 0) # - Level Skill level. # Amount HP required at specific skill level. # SpCost: SP required to cast. (Default: 0) # - Level Skill level. # Amount SP required at specific skill level. # HpRateCost: HP rate required to cast. If positive, uses current HP, else uses Max HP. (Default: 0) # - Level Skill level. # Amount HP rate required at specific skill level. # SpRateCost: SP rate required to cast. If positive, uses current SP, else uses Max SP. (Default: 0) # - Level Skill level. # Amount SP rate required at specific skill level. # MaxHpTrigger: Maximum amount of HP to cast the skill. (Default: 0) # - Level Skill level. # Amount Maximum HP trigger required at specific skill level. # ZenyCost: Zeny required to cast. (Default: 0) # - Level Skill level. # Amount Zeny required at specific skill level. # Weapon: Weapon required to cast. (Default: All) # Ammo: Ammo required to cast. (Default: None) # AmmoAmount: Ammo amount required to cast. (Default: 0) # - Level Skill level. # Amount Ammo amount required at specific skill level. # State Special state required to cast. (Default: None) # Status: Status change required to cast. (Default: nullptr) # SphereCost: Spirit sphere required to cast. (Default: 0) # - Level Skill level. # Amount Spirit sphere required at specific skill level. # ItemCost: Item required to cast. (Default: 0) # - Item Item name. # Amount Item amount. # Equipment: Equipped item required to cast. (Default: nullptr) # Unit: Skill unit values. (Optional) # Id Skill unit ID. # AlternateId: Alternate skill unit ID. (Default: 0) # Layout: Skill unit layout. (Default: 0) # - Level Skill level. # Size Unit layout at specific skill level. # Range: Skill unit range. (Default: 0) # - Level Skill level. # Size Unit range at specific skill level. # Interval Skill unit interval in milliseconds. (Default: 0) # Target Skill unit target type. (Default: All) # Flag: Skill unit flags. (Default: None) ########################################################################### https://github.com/rathena/rathena/blob/master/db/re/skill_db.yml
  8. Emulator/db/ServerMode/itemflag.txt Sorry i using a cellphone and cannot post code to you. This up is the path.
  9. Go to: emulator/db/(pre-re)/skill_db.yml change or add "ItemCost:" to your skill. An example: - Id: 378 ... ItemCost: - Item: Poison_Bottle Amount: 1 Read: ########################################################################### # - Id Unique skill ID. # Name Skill Aegis name. # Description Skill description. # MaxLevel Max skill level. # Type Skill type. (Default: None) # TargetType Skill target type. (Default: Passive) # DamageFlags: Skill damage properties. # Flags: Skill information flags. # Range: Skill range. (Default: 0) # - Level Skill level. # Size Range at specific skill level. # Hit Skill hit type. (Default: Normal) # HitCount: Skill hit count. (Default: 0) # - Level Skill level. # Count Number of hits at specific skill level. # Element: Skill element. (Default: Neutral) # - Level Skill level. # Element Element at specific skill level. # SplashArea: Skill splash area of effect. (Default: 0) # - Level Skill level. # Area Splash area at specific skill level. # ActiveInstance: Maximum amount of active skill instances that can be on the ground. (Default: 0) # - Level Skill level. # Max Active instances at specific skill level. # Knockback: Amount of tiles the skill knockbacks. (Default: 0) # - Level Skill level. # Amount Knockback count at specific skill level. # CopyFlags: Determines if the skill is copyable. (Optional) # Skill: Type of skill that can copy. # RemoveRequirement: Remove a requirement type. (Optional) # NoNearNPC: Determines if the skill can be used near a NPC. (Optional) # AdditionalRange Number of cells from an NPC where the skill can be cast. (Optional) # Type: Type of NPC. # CastCancel Cancel cast when hit. (Default: true) # CastDefenseReduction Defense reduction rate during skill cast. (Default: 0) # CastTime: Time to cast the skill in milliseconds. (Default: 0) # - Level Skill level. # Time Cast time at specific skill level in milliseconds. # AfterCastActDelay: Time the character cannot use skills in milliseconds. (Default: 0) # - Level Skill level. # Time After cast action delay at specific skill level in milliseconds. # AfterCastWalkDelay: Time before the character can move again in milliseconds. (Default: 0) # - Level Skill level. # Time After cast walk delay at specific skill level in milliseconds. # Duration1: Duration of the skill in milliseconds. (Default: 0) # - Level Skill level. # Time Skill duration at specific skill level in milliseconds. # Duration2: Duration of the skill in milliseconds. (Default: 0) # - Level Skill level. # Time Skill duration at specific skill level in milliseconds. # Cooldown: Time before the character can use the same skill again in milliseconds. (Default: 0) # - Level Skill level. # Time Cooldown at specific skill level in milliseconds. # FixedCastTime: Time that is fixed during cast of the skill in milliseconds. (Default: 0) # - Level Skill level. # Time After cast action delay at specific skill level in milliseconds. # CastTimeFlags: Effects of the skill's cast time. (Optional) # CastDelayFlags: Effects of the skill's delay. (Optional) # Requires: List of requirements to cast the skill. (Optional) # HpCost: HP required to cast. (Default: 0) # - Level Skill level. # Amount HP required at specific skill level. # SpCost: SP required to cast. (Default: 0) # - Level Skill level. # Amount SP required at specific skill level. # HpRateCost: HP rate required to cast. If positive, uses current HP, else uses Max HP. (Default: 0) # - Level Skill level. # Amount HP rate required at specific skill level. # SpRateCost: SP rate required to cast. If positive, uses current SP, else uses Max SP. (Default: 0) # - Level Skill level. # Amount SP rate required at specific skill level. # MaxHpTrigger: Maximum amount of HP to cast the skill. (Default: 0) # - Level Skill level. # Amount Maximum HP trigger required at specific skill level. # ZenyCost: Zeny required to cast. (Default: 0) # - Level Skill level. # Amount Zeny required at specific skill level. # Weapon: Weapon required to cast. (Default: All) # Ammo: Ammo required to cast. (Default: None) # AmmoAmount: Ammo amount required to cast. (Default: 0) # - Level Skill level. # Amount Ammo amount required at specific skill level. # State Special state required to cast. (Default: None) # Status: Status change required to cast. (Default: nullptr) # SphereCost: Spirit sphere required to cast. (Default: 0) # - Level Skill level. # Amount Spirit sphere required at specific skill level. # ItemCost: Item required to cast. (Default: 0) # - Item Item name. # Amount Item amount. # Equipment: Equipped item required to cast. (Default: nullptr) # Unit: Skill unit values. (Optional) # Id Skill unit ID. # AlternateId: Alternate skill unit ID. (Default: 0) # Layout: Skill unit layout. (Default: 0) # - Level Skill level. # Size Unit layout at specific skill level. # Range: Skill unit range. (Default: 0) # - Level Skill level. # Size Unit range at specific skill level. # Interval Skill unit interval in milliseconds. (Default: 0) # Target Skill unit target type. (Default: All) # Flag: Skill unit flags. (Default: None) ###########################################################################
  10. Update all yours old emotions for new const following this list: ('E_GASP', 'ET_SURPRISE'), ('E_WHAT', 'ET_QUESTION'), ('E_HO', 'ET_DELIGHT'), ('E_LV', 'ET_THROB'), ('E_SWT', 'ET_SWEAT'), ('E_IC', 'ET_AHA'), ('E_AN', 'ET_FRET'), ('E_AG', 'ET_ANGER'), ('E_CASH', 'ET_MONEY'), ('E_DOTS', 'ET_THINK'), ('E_SCISSORS', 'ET_SCISSOR'), ('E_ROCK', 'ET_ROCK'), ('E_PAPER', 'ET_WRAP'), ('E_KOREA', 'ET_FLAG'), ('E_LV2', 'ET_BIGTHROB'), ('E_THX', 'ET_THANKS'), ('E_WAH', 'ET_KEK'), ('E_SRY', 'ET_SORRY'), ('E_HEH', 'ET_SMILE'), ('E_SWT2', 'ET_PROFUSELY_SWEAT'), ('E_HMM', 'ET_SCRATCH'), ('E_NO1', 'ET_BEST'), ('E_NO', 'ET_STARE_ABOUT'), ('E_OMG', 'ET_HUK'), ('E_OH', 'ET_O'), ('E_X', 'ET_X'), ('E_HLP', 'ET_HELP'), ('E_GO', 'ET_GO'), ('E_SOB', 'ET_CRY'), ('E_GG', 'ET_KIK'), ('E_KIS', 'ET_CHUP'), ('E_KIS2', 'ET_CHUPCHUP'), ('E_PIF', 'ET_HNG'), ('E_OK', 'ET_OK'), ('E_MUTE', 'ET_CHAT_PROHIBIT'), ('E_INDONESIA', 'ET_INDONESIA_FLAG'), ('E_BZZ', 'ET_STARE'), ('E_RICE', 'ET_HUNGRY'), ('E_AWSM', 'ET_COOL'), ('E_MEH', 'ET_MERONG'), ('E_SHY', 'ET_SHY'), ('E_PAT', 'ET_GOODBOY'), ('E_MP', 'ET_SPTIME'), ('E_SLUR', 'ET_SEXY'), ('E_COM', 'ET_COMEON'), ('E_YAWN', 'ET_SLEEPY'), ('E_GRAT', 'ET_CONGRATULATION'), ('E_HP', 'ET_HPTIME'), ('E_PHILIPPINES', 'ET_PH_FLAG'), ('E_MALAYSIA', 'ET_MY_FLAG'), ('E_SINGAPORE', 'ET_SI_FLAG'), ('E_BRAZIL', 'ET_BR_FLAG'), ('E_FLASH', 'ET_SPARK'), ('E_SPIN', 'ET_CONFUSE'), ('E_SIGH', 'ET_OHNO'), ('E_DUM', 'ET_HUM'), ('E_LOUD', 'ET_BLABLA'), ('E_OTL', 'ET_OTL'), ('E_DICE1', 'ET_DICE1'), ('E_DICE2', 'ET_DICE2'), ('E_DICE3', 'ET_DICE3'), ('E_DICE4', 'ET_DICE4'), ('E_DICE5', 'ET_DICE5'), ('E_DICE6', 'ET_DICE6'), ('E_INDIA', 'ET_INDIA_FLAG'), ('E_LUV', 'ET_LUV'), ('E_RUSSIA', 'ET_FLAG8'), ('E_VIRGIN', 'ET_FLAG9'), ('E_MOBILE', 'ET_MOBILE'), ('E_MAIL', 'ET_MAIL'), ('E_CHINESE', 'ET_ANTENNA0'), ('E_ANTENNA1', 'ET_ANTENNA1'), ('E_ANTENNA2', 'ET_ANTENNA2'), ('E_ANTENNA3', 'ET_ANTENNA3'), ('E_HUM', 'ET_HUM2'), ('E_ABS', 'ET_ABS'), ('E_OOPS', 'ET_OOPS'), ('E_SPIT', 'ET_SPIT'), ('E_ENE', 'ET_ENE'), ('E_PANIC', 'ET_PANIC'), ('E_WHISP', 'ET_WHISP'), ('E_YUT1', 'ET_YUT1'), ('E_YUT2', 'ET_YUT2'), ('E_YUT3', 'ET_YUT3'), ('E_YUT4', 'ET_YUT4'), ('E_YUT5', 'ET_YUT5'), ('E_YUT6', 'ET_YUT6'), ('E_YUT7', 'ET_YUT7') tool: https://github.com/rathena/rathena/blob/1c9506277c56fb0edf7f71966fe1365b3130536d/tools/convert_emotions.py PR: https://github.com/rathena/rathena/pull/2527
  11. Try run this: -- -- Table structure for table `mapreg` -- CREATE TABLE IF NOT EXISTS `mapreg` ( `varname` varchar(32) binary NOT NULL, `index` int(11) unsigned NOT NULL default '0', `value` varchar(255) NOT NULL, PRIMARY KEY (`varname`,`index`) ) ENGINE=MyISAM;
  12. Neo is the creator of 'NemoDiff', I believe that the look he refers to is something for the interface of the new diff, not a patcher like Thor.
  13. Please provide more infos: Patch List. UsedData folder.
  14. This are not finished yet.
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