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Posts posted by lllaaazzz
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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
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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
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1 hour ago, Mael said:
No, the drawing is from Trickster Online
I remember that
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Did you draw the cut in yourself?
Looks just like RO
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56 minutes ago, Kokak said:
Hi rathena, im wondering how to check out certain tree.
I want this version: https://github.com/rathena/rathena/tree/11b255e0e9cd2541ddd0e7c314b440f59627d07d
How to checkout this in Windows (using TortoiseGIT)
also in Linux (debian)
Thanks in advance
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
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13 hours ago, utofaery said:
This is the same cases with map image on the top right corner where it requires 512 x 512 in bmp format.
anything else would resulting in not found or not loaded at all
rathena , good times
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2 hours ago, utofaery said:
1. It can be done you need to do it in image editor and sprite editor too.
you can check on custom item wing and etc they are done in the same manner.
2. you get the idea unless you need something else
if ( BaseLevel >= 99 ) || ( JobLevel > 69 ) {
getitem (" ItemID, ItemAmount");
}
3
some general thing.
GIYF (aka google is your friend)
Search for guide on spriting ragnarok custom item...
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
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If you can figure out how to extract and draw it properly then you might be able to pull something off
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Yeah youll just need to add the effect in to act editor if you want that , into each attack frame
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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
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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
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On 2/7/2019 at 6:47 PM, Mina-chan said:
Oooh that looks very interesting, like a map with the lights turned off, but where you can still walk around x3 hmhm, I think you can change the light on the objects by changing the angle of the main light a lot. In Brow 1 it's in Window - Global Lightning, and in Brow 2 it's in Window - Map Settings.
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
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15 hours ago, dolphincute said:
wont that effect other item as well?
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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2 hours ago, Mina-chan said:
Oooh that looks very interesting, like a map with the lights turned off, but where you can still walk around x3 hmhm, I think you can change the light on the objects by changing the angle of the main light a lot. In Brow 1 it's in Window - Global Lightning, and in Brow 2 it's in Window - Map Settings.
Haha I have some merchants stuck behind vines that you destroy with your skills/basics too but thats beside the point
Yeah ill just have to keep playing with it
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2 hours ago, utofaery said:
Same same here lol.
try
sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
to
sc_start(ss, bl, SC_INCMSPRATE, 200, 200, time);
I was thinking of you when i posted this
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Sorry dude, i would help you out but im on Hercules Emulator, you should consider switching, and then just hang around here because they wont help you either.
I just cant test what i post myself, but its usually pretty reusable. . . like i said go grab a bstatus->sp thing and try throwing it in your formula
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in your drops.conf
// The rate at which equipment is dropped.
item_rate_equip: 100
item_rate_equip_boss: 100
item_drop_equip_min: 1
item_drop_equip_max: 10000I guess you could change these to 0,
But im pretty sure for the NPC's your gonna have to remove them all manually
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Its just a matter of toggling renewal off for mechanics and then simply not using any renewal features.
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27 minutes ago, Arthas said:
That script could work, yeah... but I'm not really the admin of the emulator, I need to know if gospel should or should not apply to the whole SP and not just the base, so I can tell the admin to change it. Because I told him about the so called 'bug' and he told me everything is working the way it should, but I'm pretty sure it isn't, since I never, ever ran into this type of gospel before. And this isn't the first script the staff got wrong, so I need some solid arguments to make them see the gospel is working wrong.
Thanks for all the help so far guys
Well ill tell you this
Im on hercules emulator and when i use gospel, the bonus sp doubles the sp from items like Mage Hat
And when i compare rathena to hercules, I can see why you would have a problem
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On 1/30/2019 at 2:20 PM, Syouji said:
If you don't want the object to cast shadows, go to object edit mode, select the object, then in it's properties there's a check box to stop it from calculating lightmaps on it.
Im trying to make dark maps
If i give myself the REAL blind effect, it looks perfect
but the SG perma blind make it still highlight models
However on maps like
lhz_que01
They have a perfect darkness. . . .
Please enlighten me daddy
Ii thought id go test a few more things but ive been doing other things >_>
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On 2/3/2019 at 8:27 PM, Giant Whisper said:
is that currently unmodified if I use @allstats all 255 int, dex, str ect maximum matk approximate 500
I would like the status in general to be as always in pre re but using Re
Yeah
But in general pre re formula would equial to less the re formula (i think lol)
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under
UNT_GOSPEL skil.c
case 4: // MaxSP +100% sc_start(ss,bl,SC_INCMSPRATE,100,100,time); if (tsd) clif->gospel_info(tsd, 0x18); break;
status.c
if(sc->data[SC_INCMSPRATE]) bonus += sc->data[SC_INCMSPRATE]->val1;
HMM well according to this i can see why you may have your problem
You could try adding this at the top of the sp section
static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
unsigned int maxsp
then adding this to the formula
status->max_sp
or
maxsp
(maxsp may not work but status->max_sp should)
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ahh
if its not already translated either its not added to your english SkillDescript.lub in your grf. . .
I may be wrong, im not sure how far updated those jobs are on rathena
you could add them pretty easily though id imagine if you had a client who has them
......
Im not sure about the job name part but theres a million tutorial on custom jobs , so just look at that
Turning buffs to toggle
in Source Requests
Posted
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!