lllaaazzz

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Everything posted by lllaaazzz

  1. lllaaazzz

    N> open setup

    http://nn.ai4rei.net/dev/opensetup/
  2. lllaaazzz

    WEAPON Sprite Invisible

    [13100] = { unidentifiedDisplayName = "Pistol", unidentifiedResourceName = "식스슈터", unidentifiedDescriptionName = { "Unidentified item, can be identified with [Magnifier].", }, identifiedDisplayName = "Six Shooter", identifiedResourceName = "식스슈터", identifiedDescriptionName = { "A six chambered revolver that is the most basic weapon for Gunslingers.", "HIT - 10", "Class :^777777 Revolver^000000", "Attack :^777777 30^000000", "Weight :^777777 40^000000", "Weapon Level :^777777 1^000000", "Required Level :^777777 10^000000", "Applicable Job :^777777 Gunslinger^000000", }, slotCount = 1, ClassNum = 17 }, check item info lua, look at ClassNum = 17 then go to your english grf probably and go to data>luafiles514>luafiles>datainfo you should find a weapontable.lub somewhere here, could be somewhere else but itll look like this: Weapon_IDs = { WEAPONTYPE_NONE = 0, WEAPONTYPE_SHORTSWORD = 1, WEAPONTYPE_SWORD = 2, WEAPONTYPE_TWOHANDSWORD = 3, WEAPONTYPE_SPEAR = 4, WEAPONTYPE_TWOHANDSPEAR = 5, WEAPONTYPE_AXE = 6, WEAPONTYPE_TWOHANDAXE = 7, WEAPONTYPE_MACE = 8, WEAPONTYPE_TWOHANDMACE = 9, WEAPONTYPE_ROD = 10, WEAPONTYPE_BOW = 11, WEAPONTYPE_KNUKLE = 12, WEAPONTYPE_INSTRUMENT = 13, WEAPONTYPE_WHIP = 14, WEAPONTYPE_BOOK = 15, WEAPONTYPE_CATARRH = 16, WPCLASS_GUN_HANDGUN = 17, WPCLASS_GUN_RIFLE = 18, WPCLASS_GUN_GATLING = 19, WPCLASS_GUN_SHOTGUN = 20, WPCLASS_GUN_GRANADE = 21, WPCLASS_SYURIKEN = 22, WPCLASS_TWOHANDROD = 23, WPCLASS_LAST = 24, WEAPONTYPE_SHORTSWORD_SHORTSWORD = 25, WEAPONTYPE_SWORD_SWORD = 26, WEAPONTYPE_AXE_AXE = 27, WEAPONTYPE_SHORTSWORD_SWORD = 28, WEAPONTYPE_SHORTSWORD_AXE = 29, WEAPONTYPE_SWORD_AXE = 30, WEAPONTYPE_Main_Gauche = 31, WEAPONTYPE_Stiletto = 32, WEAPONTYPE_Gladius = 33, WEAPONTYPE_Zeny_Knife = 34, WEAPONTYPE_Poison_Knife = 35, WEAPONTYPE_Princess_Knife = 36, WEAPONTYPE_Sasimi = 37, WEAPONTYPE_Lacma = 38, WEAPONTYPE_Tsurugi = 39, WEAPONTYPE_Ring_Pommel_Saber = 40, WEAPONTYPE_Haedonggum = 41, WEAPONTYPE_Saber = 42, WEAPONTYPE_Jewel_Sword = 43, WEAPONTYPE_Gaia_Sword = 44, WEAPONTYPE_Twin_Edge_B = 45, WEAPONTYPE_Twin_Edge_R = 46, WEAPONTYPE_Priest_Sword = 47, WEAPONTYPE_Katana = 48, WEAPONTYPE_Bastard_Sword = 49, WEAPONTYPE_Broad_Sword = 50, 17 is Handgun These are the only things you gotta change to add custom weapons/sound effects (you still gotta add the proper genders/job animations)
  3. lllaaazzz

    WEAPON Sprite Invisible

    ops double post
  4. lllaaazzz

    Custom item move when Zoom in

    what happens if you add a new valkyrie helmet or re add those auras ?
  5. lllaaazzz

    Prontera like this?

    someone might complain about how dark those shadows are in the middle where fountain is lol
  6. lllaaazzz

    Lhz boss edited sprite download link?

    i think i saw one with nudity around the RMS forums :]
  7. lllaaazzz

    How can i add an item drop?

    try adding it to import folder and making sure its renewal or pre re
  8. lllaaazzz

    Formulas and Damages

    spellfist is in battle.c case MG_COLDBOLT: case MG_LIGHTNINGBOLT: if (sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT) { skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech] ad.div_ = 1; // ad mods, to make it work similar to regular hits [Xazax] ad.flag = BF_WEAPON|BF_SHORT; ad.type = DMG_NORMAL; } break; skillratio line, play with it until satisfied and as for your card Im not sure now, its probably something really broad...
  9. lllaaazzz

    File names for ragnarok effects

    most of these are hardcoded but you can find these in your GRF under texture>effects, these are the .str files, the BMPs in the same folder are the frames for the effects.... pretty sure that annie person has a link somewhere but i dont know where it is so heres my copy : I keep this in my data folder inside my actual RO folder(im sure its a default mini effect cause i didnt add any str), then you can add your own str files and edit these, only these on the list, everything else is hard coded, probably #1 mystery on rathena id2rageffect.txt not sure about your font thing though pal
  10. lllaaazzz

    unitwalk

    few year later, i can only move monsters 1 at a time?
  11. run around for 15 minutes, checked skill.c, probably not here .... of course its here
  12. lllaaazzz

    [Showcase] Four Battle Books

    I think its cool, seriously
  13. lllaaazzz

    Client Side, All Weapon Sprites

    you have to change the class num then
  14. lllaaazzz

    HpDrainRate

    Not sure but i can offer a few suggestions in the meantime you could make a custom skill similar to sm_fatalblow+wz_souldrain but for hp, then you could add hp drain to anything, just make a combo 4x hunter... Sorry, ill post again if i find something else
  15. lllaaazzz

    Mob skill with multiple condition?

    edit : nevermind , not totally sure what everything does after the conditions but what id suggest would be adding an hp check to a custom mob skill or adding a status similar to poison that dissolves at the minimum hp threshold if you understand what im saying.... youd think this would be easier but i guess not no examples LMAO
  16. i drag new items , not hats and no icons appear on mouse, but i can drop... i followed some step by step thing for hats and got it to show but cant repeat it for a non hat... anyone know which file i need to edit? ty
  17. lllaaazzz

    missing something, icons when dragging

    its this , some items having funky sprites like skeleton warrior daggers always have had this weird majoras mask gilded look, and my custom skill icons are all showing a acid bottle throw icon when dragging..... anyone know how i can fix them? i dont get errors for my custom items, its just THIS, the actually sprite while dragging is weird
  18. lllaaazzz

    New Jobs Palettes

    one thing you could do maybe easier things but add the skills that you want to be able to be turned on to your skilltreeview and skill_tree.db then just make something like spirit link, but new name, that toggles those skills on. then make the npc cast the skill on you when you change or item, whatever it is then bam new skills ex mode
  19. lllaaazzz

    Custom Monster/Mob Crashing Client

    its probably something silly like non index image in spr files just a suggestion
  20. topic, it looks like its just some project of a conveniently packed mmorpg, if it was just "hats" thats one thing but its practically every aspect of the game.... i was just wondering , im pretty sure eathena was before this but whatever, was there something before that? did that actual ragnarok koreans release this?
  21. lllaaazzz

    unlockable warpra

    hi i was wondering if someone could tell me how to make it so that the Cases for this : switch(select("prontera", "alberta", "goldroom", "Other")) { case 1: if (#alberta_plat == 1) { warp("alberta", 49, 241); end; } if (#alberta_plat == 0) { next; mes "Sorry but you did not unlock that platform yet"; close; end; } } have (unlocked GREEN) and (locked RED) next to their options in the npc windows? . . .im not using quest warper, and i have it set so when you pick your job all warps are set to 0 and go to 1 on unlock(for the sake of any flame, its cause theres like 1/4 the warps) ive seen it before but no idea how to do it from scratch... please ty.....
  22. lllaaazzz

    Ragnarok Deleveled Project

    have fun with it man, mine would probably look like : day 1 : thought about giving up today day 2: why am i still doing this day 3: made some progress but already sank 30 hours into this day 4: thought about giving up again im on like day 30 and i still think about giving up LMAO
  23. lllaaazzz

    Hello is this the limit for skills customization?

    Gonna double post just so you stop worrying about me or whatever... but using that function, it looks like the effect list in \doc is the same as the effect list in browedit, havnt tried it but im sure you could upload custom effect to brow edit and just use that effect or whatever
  24. Hello i was looking at the .str files for skills and their associated bmps, it looks like editting existing skills with ROSTRviewer is doable... thats awesome but where are the client reading this? and connecting it to the skill? if you delete bowling.str, and try to use bowling bash you get 4 errors, im assuming for KN_ and (MS_)? both asking for the bowling.str file.... the slashes, then the target gets a bomb animation , cant find this secondary animation either . . . . ok and this function in skill.c works nice : clif_specialeffect(bl,173,AREA); bl for self and src for target..... but i still have the same problem of how these things are being identified or whatever... or like.... where the list effect_list.txt is being generated from....well if anything its better then nothing, whatever where can i make my client request the str files for my skills? it looks like alot of people got here and was like shit what the fuck but , id figure id make another topic since no one seems to have explained it like me, so it could just be me whos wrong Thank you
  25. lllaaazzz

    When use a skill transform into a custom mob

    EX MODE