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lllaaazzz last won the day on January 30 2019

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  1. Yeah i try searching my local files with the search bar and usually end up with crap, then it just becomes a matter of knowing what to look for . . you look through your .h for what you want and hope thats what your looking for, then look it up in the .c . . . It took me a while to figure out how to make a homunculus that spawns on an entire different system then the alchemist system, ridiculous!
  2. you can make your skills like monk combos where they just target whatever your auto attacking but afair thats how the game is, i usually just click viciously until i change targets The way i made my gunslinger is a gave it 2 skills lhand and rhand akimbo, so now i need to spam these in rythm cause you cant use lhnd without rhnd first, and you only got like 1 second window to do it, but i designed it for that you dont need to use auto attacks unless your aiming for the fastest dps aspd these obviously arent gonna solve your problems but i was working on a PvE and know your problem , this isnt really an issue in renewal since no one uses basic attacks anymore
  3. Its a bit of a pain to myself. . . But look at this skill TK_READYSTORM - This skill only has like 5-6 entries (SC_STORMREADY in status.c/h) status.c /* Permanent effects */ case SC_AETERNA: case SC_MODECHANGE: case SC_WEIGHT50: case SC_WEIGHT90: case SC_BROKENWEAPON: case SC_BROKENARMOR: case SC_READYSTORM: case SC_READYDOWN: case SC_READYCOUNTER: case SC_READYTURN: case SC_DODGE: case SC_PUSH_CART: case SC_SPRITEMABLE: case SC_CLAN_INFO: case SC_DAILYSENDMAILCNT: tick = INFINITE_TICK; break; then in skill.c case BS_MAXIMIZE: case NV_TRICKDEAD: case CR_DEFENDER: case ML_DEFENDER: case CR_AUTOGUARD: case ML_AUTOGUARD: case TK_READYSTORM: case TK_READYDOWN: case TK_READYTURN: case TK_READYCOUNTER: case TK_DODGE: case CR_SHRINK: case SG_FUSION: case GS_GATLINGFEVER: if( tsce ) { clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER)); map_freeblock_unlock(); return 0; } clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); break; The bottom on says that if your already affected by the skill youll just turn it off and if not itll start its status ( I think ) So i bet that these are the only 2 places you need to make changes to make a skill/status toggleable If not just copy TK_READYSTORM completely its a really simple skill, i really doubt rathena made extra changes somewhere else in the src for this cause in hercules these are the only 2 spots (just organized differently) I needed to edit to get a toggleable skill Also the duration on TK_READYSTORM may be differnt in your skill.db ( it doesnt even have a duration in mine so im assuming its infinite duration from status.c) Good luck , also recompile after working in src
  4. Did you draw the cut in yourself? Looks just like RO
  5. What do you mean? You can just download as zip in top right corner green button on windows then use that in your server just change all your conf files for your sql
  6. Yep havnt tried it yet but its clealy doable in act editor Unless your sprite/image is larger then 256x256 pixel then i think itll just get cut off
  7. If you can figure out how to extract and draw it properly then you might be able to pull something off
  8. Yeah youll just need to add the effect in to act editor if you want that , into each attack frame
  9. lllaaazzz

    STR Files

    Yeah if you look in grf editor click the str file click extract resources tab Find that file and edit it how you want. This is a really simple way to modify the effects we have access too, ROSTR viewer is weird and probably the last thing you wanna learn lol But for example if you look up shieldcharge.str this skill has a rotation and drop right so if you just modify the shield to lets say a pokeball, you could pretty much make it look like your throwing a pokeball on the ground
  10. I dont see why you cant just make an animation hat and just line it up with your feet But i havnt tried that yet
  11. now i cant seem to project light on to the walls Any ideas? Edit; No problem, turns out you just need to add a black tile to the top of a wall cause otherwise its just a thing layer of texture i guess thats how the lightmap sees it. . . too bad these black squares take in the light too rip
  12. No that should just effect equip items If you look through the rest of that page youll see theres a section for all item types
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