lllaaazzz

Members
  • Content Count

    85
  • Avg. Content Per Day

    0
  • Joined

  • Last visited

Everything posted by lllaaazzz

  1. lllaaazzz

    [Map-Serv Crash]: Can someone help me please?

    well if its just your src why dont you just replace those 2 files with whats in the github?
  2. lllaaazzz

    Help making the Client Side work

    its cause u picked a shitty client something went wrong while diffing or the client is just crapp (i actually dont know whats wrong i just know to keep trying new ones) i recommend 2015-10-29a . . .
  3. lllaaazzz

    Soul Reaper & Star Emperor

    Yeah its possible, there isnt any barriers or walls with the src, just really bad lines of code lol maybe ignorant but ive seen some pretty awful things that aim at crippling creativity in the src
  4. i thought it worked but maybe just imaging it . . . if your db range is 2 (not exactly sure what -2 range does) and you get targeted you can run more then 8 cells away and still be hit but if you run outside map range it fails any easy way to make it so if im not still range 2 it fails Nevermind, ill just make them all insta cast int skill_get_range2(struct block_list *bl, int skill_id, int skill_lv) { int range; struct map_session_data *sd = BL_CAST(BL_PC, bl); if( bl->type == BL_MOB && battle_config.mob_ai&0x400 ) return 9; //Mobs have a range of 9 regardless of skill used.
  5. its possible , but i dont think theres a 1 word command to spawn a clone and would require a bit of work Someone here knows a script for sure though
  6. lllaaazzz

    SC in status.hpp of Radius

    Its because its not a status you can often find passives in your battle.c and stuff go to Skill.c if (sd && skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) { int radius_lv = pc->checkskill(sd, WL_RADIUS); if (radius_lv) fixcast_r = max(fixcast_r, (status_get_int(bl) + status->get_lv(bl)) / 15 + radius_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] % }
  7. lllaaazzz

    How can i add custom suits

    you can probably do it on any client but just do what he says
  8. lllaaazzz

    create usable items in client side

    tldr mode: get Act Editor, and Unbollow and eASpriteNameGen . . . find the item you want to change, might be hard cause its given in korean and translate to unicodeansii form, then find it in grf , extract and open in act editor, go save and then SAVE ADVANCED.. .. itll save directly to the right folders in your data folder where your client is find the item you want, find its ID... make sure you can spawn it in game using @item "ITEMIDNO" then make a copy of a potion in your item DB and add it to the bottom theres alot of ID's to use but lets just say ID 50,000 now rename it and delete the script portion that has the healing effect so, make it like this item_db 531,Apple_Juice,Apple Juice,0,20,,40,,,,,0xFFFFFFFF,7,2,,,,,,{ itemheal rand(25,35),0; },{},{} 531,Starter_Gear,Starter Gear,0,20,,40,,,,,0xFFFFFFFF,7,2,,,,,,{ getitem 7135,10; getitem 7136,10; },{},{} Starter_Gear is your aegis name (techinically dont know what that means but i think its the referance name) and then non underscore version is your item name . . . Now go to your ragnarok folden and up system>Item info this is where all the graphics are, they are in korean or whatever, and to find existing item you will need to translate it and find the unicode or whatever name of the item you want, this is only for editting the graphics of an item like the background and sprite etc [32700] = { unidentifiedDisplayName = "Rare Candy", unidentifiedResourceName = "과라나사탕", unidentifiedDescriptionName = { "A candy made with guarana fruit. It seem to raise your awareness but be sure not to eat too much.", "Increases your attack speed by a small amount.", "^ffffff_^000000", "Weight :^777777 1^000000", }, identifiedDisplayName = "Rare Candy", identifiedResourceName = "과라나사탕", identifiedDescriptionName = { "Grants 1 Skill Point.", "^ffffff_^000000", "Weight :^777777 1^000000", }, slotCount = 0, ClassNum = 0 }, so identified and unidentified is pretty self explanatory and probably only ever gonna work with identified but these lines are your graphics the new item is connected too, unidentifiedResourceName = "과라나사탕", identifiedResourceName = "과라나사탕", if you try and look in your grf for this you wont find it so you need to find something like Unbollox to get the unicode/ansii whatever the hell that is name, then obviously add your new item . . . .theres a million steps to it but if you use act editor , it will do practically everything for you the only other piece of important data you should know here is that ClassNum= 0 that represents alot of graphics, like the sword your swing, the hat visual and stuff, in this case we'll leave it 0. Theres a million guide on this, just look at ratemyserver for item examples, copy paste and edit check ur docs folder for item_bonus
  9. lllaaazzz

    Change in Trap [ANKLE_SNARE]

    you need to recompile in visual studio or whatever actually adding NOENEMY to BL_SKILL just made all my mobs unattackeable ... it made the cursor sword go away on my screen.. does the sword appear for yourself and enemies? or just allies? i didnt try with an ally just self and enemy and no sword... so yeah fuck with src and this happens, maybe easier way but i dont know it LMAO
  10. lllaaazzz

    Regarding Single Strip.

    probably wasnt coded on the version your using(less likely), or your forgetting something(more likely) I cant fix this but if you told me what you were trying to change that would help edit: Because if im understanding this all, this ramods SVN has its own custom "database" so to speak, when you look at the src, it has a few layers, the database and the structure crap with all the commands and shit, your missing that part, So if you copied ramods stucture into rathena... MAYBE you could add it, but thats alot of work
  11. lllaaazzz

    Change in Trap [ANKLE_SNARE]

    Well i made it work but, it would require abit of fixing probably go to battle.c and find this case BL_PC: { struct map_session_data *sd = BL_CAST(BL_PC, s_bl); if( s_bl != t_bl ) { if( sd->state.killer ) { state |= BCT_ENEMY; // Can kill anything strip_enemy = 0; } else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->flag[MF_PVP]) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) ) { if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) ) return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else. else return 0; // You can't target anything out of your duel } } if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) ) return 0; //If you don't belong to a guild, can't target emperium. if( t_bl->type != BL_PC ) state |= BCT_ENEMY; //Natural enemy. break; } change to this case BL_PC: { struct map_session_data *sd = BL_CAST(BL_PC, s_bl); if( s_bl != t_bl ) { if( sd->state.killer ) { state |= BCT_ENEMY; // Can kill anything strip_enemy = 0; } else if( sd->duel_group && !((!battle_config.duel_allow_pvp && mapdata->flag[MF_PVP]) || (!battle_config.duel_allow_gvg && mapdata_flag_gvg(mapdata))) ) { if( t_bl->type == BL_PC && (sd->duel_group == ((TBL_PC*)t_bl)->duel_group) ) return (BCT_ENEMY&flag)?1:-1; // Duel targets can ONLY be your enemy, nothing else. else return 0; // You can't target anything out of your duel } } if( !sd->status.guild_id && t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->mob_id == MOBID_EMPERIUM && mapdata_flag_gvg(mapdata) ) return 0; //If you don't belong to a guild, can't target emperium. if( t_bl->type != BL_SKILL ) state |= BCT_NOENEMY; //SKILL IS NOT ENEMY. if( t_bl->type != BL_PC ) state |= BCT_ENEMY; //Natural enemy. break; } this worked but i look at BL_SKILL and i can see the skill reverberate being broken somehow by not being targetable? Im not sure i dont play renewal at all but things like ice wall are still targetable... cant think of many other pre re skills that would get affected by this change... but if it is the case... just make a new structure or whatever similar to BL_SKILL but call it BL_TRAP and only add your traps to it can u disable traps with detecting? not sure trample? No idea Its possible!!
  12. lllaaazzz

    white knight and khalitzburg knight card npc

    do you mean the <info> part ? i think my client is too old
  13. lllaaazzz

    How to turn off monster idle

    just add an invisible skill that attacks at the same time that they do the emotion and they should KEEP CHASING YOU... or remove the emotion pretty sure its a feature look at goats you try to farm goats on iro and they just use defense and stop chasing you for like 3 seconds and like that dude mentioned check your Mob.conf
  14. Greetings friends I would like an item or an npc i can call that does the follow : I am standing in pay_fild01 150,150 i use the item and it will ALWAYS teleport me to Prontera but to the cords i was standing before : So i would want it to teleport me to Prontera 150,150 Why do i need this you ask? Because I would like to make a multi dimensional dungeon using this feature.
  15. lllaaazzz

    Can someone whip this teleport script up for me?

    thanks i knew it existed but no clue how to start lol... thank you
  16. lllaaazzz

    Change in skill High Jump

    No problem, I just added SC_HOVERING to high jump for 1 second when you cast it. If thats not enough just make a new status a copy of sc_hovering but without the movement speed BTW im on hercules kill me whatever but its pretty much the same here are your changes , 1)Status.c find add_sc( MS_MAGNUM , SC_WATK_ELEMENT ); and add under it add_sc( MS_MAGNUM , SC_WATK_ELEMENT ); add_sc( TK_HIGHJUMP , SC_HOVERING ); Now go to 2) Skill.c find TK_HIGHJUMP case TK_HIGHJUMP: { int x,y, dir = unit_getdir(src); //Fails on noteleport maps, except for GvG and BG maps [Skotlex] if( map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m) ) ) { x = src->x; y = src->y; } else if(dir%2) { //Diagonal x = src->x + dirx[dir]*(skill_lv*4)/3; y = src->y + diry[dir]*(skill_lv*4)/3; } else { x = src->x + dirx[dir]*skill_lv*2; y = src->y + diry[dir]*skill_lv*2; } clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1); if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0)) clif_blown(src); } break; and change it to this case TK_HIGHJUMP: { int x,y, dir = unit_getdir(src); //Fails on noteleport maps, except for GvG and BG maps [Skotlex] if( map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m) ) ) { x = src->x; y = src->y; } else if(dir%2) { sc_start4(src,src,SC_HOVERING,100,3,20,0,0,skill_get_time2(skill_id, skill_lv)); //Diagonal x = src->x + dirx[dir]*(skill_lv*4)/3; y = src->y + diry[dir]*(skill_lv*4)/3; } else { sc_start4(src,src,SC_HOVERING,100,3,20,0,0,skill_get_time2(skill_id, skill_lv)); x = src->x + dirx[dir]*skill_lv*2; y = src->y + diry[dir]*skill_lv*2; } clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1); if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0)) clif_blown(src); } break; i added sc_start4(src,src,SC_HOVERING,100,3,20,0,0,skill_get_time2(skill_id, skill_lv)); to before we jump 3) your skill DB in the PRE RE OR RE FOLDER , sorry im on hecrules and cant find the: SkillData2: option that many skills use for their DURATIONS all you need to do is add 1 second, but SINCE I CANT DO IT DAMNIT do this i added this 2 times to TK_HIGHJUMP, just change it to this sc_start4(src,src,SC_HOVERING,100,3,20,0,0,skill_get_time2(WL_STASIS skill_lv)); i added wl_stasis to the time2 since its only 1 second.. good luck!
  17. lllaaazzz

    Edit/create skills

    its all src modifications except for the asura strike selectable.... if you go to your data.grf >luafiles514 >luafiles >skillinfoz then skillinfolist.lub go to this [SKID.MO_EXTREMITYFIST] = { "MO_EXTREMITYFIST", SkillName = "Asura Strike", MaxLv = 5, SpAmount = { 1, 1, 1, 1, 1 }, bSeperateLv = false, AttackRange = { 2, 2, 2, 2, 2 }, _NeedSkillList = { { SKID.MO_EXPLOSIONSPIRITS, 3 }, { SKID.MO_FINGEROFFENSIVE, 3 } } }, then change: bSeperateLv = false, >>>>>>>>>> true save your grf and reload client for ANY grf modifications (unlike SRC which you need to recomplile)
  18. lllaaazzz

    How to manipulate skills?

    case WM_GREAT_ECHO: case GN_SLINGITEM_RANGEMELEEATK: case KO_SETSUDAN: case GC_DARKCROW: case NPC_CONRAY: case LG_OVERBRAND_BRANDISH: case PA_PRESSURE: case LG_OVERBRAND: case KN_LIGHTNINGSWING: case LG_RAGEBURST: skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); break; int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int64 tick, int flag); case KN_SWAVE: sc_start(src, src,SC_RUSH_READY,100,skill_lv,skill->get_time2(KN_LIGHTNINGRUSH, skill_lv)); { skill->area_temp[1] = bl->id; map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), skill->splash_target(src), skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); skill_attack(BF_MISC,src,src,bl,RK_SONICWAVE,skill_lv,tick,flag); } break; Im on herc sorry but i use this : skill_attack(BF_MISC,src,src,bl,RK_SONICWAVE,skill_lv,tick,flag); a few ways and counting... changing BF_MISC to BF_WEAPON or MAGIC for whichever to apply skill effect graphics and my custom attacks... so you can make that new skills with holy light , cast onto an area, then EVERY MONSTER HIT will get the cross effect on them as iff you casted it 10 times at once.... i use the on 100 spears and i attack 10 mobs at once with it and lag my game lol
  19. lllaaazzz

    Help My RAM Usage is getting HIGH

    ctrl R and do services.msc . . . thers a few obvious things you dont need and a couple maintenance that occur litterly every 15 minutes that can be changed... im not a nerd though so dont trust me ctlr alt delete > task manager and see what could interfering with your work
  20. lllaaazzz

    Iteminfo.lua in grf possible?

    You can try and let us know! lmao
  21. case SC_FREEZE: sc_def = status->mdef*100; sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10; tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk break; Status.c tick_def2? no sure exactly havent played with it too much also im pre re so not understanding your post
  22. lllaaazzz

    ATK BASE Super Low

    to me that looks like 99str + weapon , probably forgot to flip something ... or one of your gears eating your ATK lol
  23. Hi, I dont have an example but how do i add those emotes you see above npcs that arent the ones we use like "quest here" and a few others i dont always see... thank you
  24. lllaaazzz

    Blind effect "crosshair"? Whats wrong with this fam

    going from a 2014 client to 2015-10-29a fixed everything, dont do what i do kids