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Posts posted by lllaaazzz
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skill_castnodex_db.txt
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I thought there was a way to manually edit shadows in paint but i dont really wanna watch 10 tutorial videos to find that
this guy mentions editting shadows in paint but i may be wrong
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Holy shit your gonna give her a heart attack
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its cause they over lap in the same area
if you do @spawn zombie 50
they will always spawn in a 10x10around you but they will start overlapping even if cells are full
Oh, moving? not too sure
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On 7/2/2013 at 12:10 PM, EliteBlack said:
Hmm.. Im thinking that is this a client exe error? Meaning the client exe max supported item ID's is only 32767. Is this correct? Anyone can validate this?
Yeah that what sensei334 is trying to say, its like this too
ragnarok max zeny on hand = 2,147,483,647
maplestory max meso on hand = 2,147,483,647
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I had a similar problem that i couldnt fix myself, but when i used the
"SAVE ADVANCED" feature in ACT EDITOR and filled that all in , that sent it to my DATA folder ( pretty sure i just draged it into my grf after) all my problems went away.
I cant explain this because my original work was all linked properly and no extras files or images compared to before... its weird.
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it sounds like you managed the skilltreeview.lub part in your grf, right? Make sure your skillinfo.lub is updated too.
go to your emulator > db > skill_tree.conf
if this isnt properly edited you wont be able to add skill points to your skills even though they are in your ALT+S skill tree, this is where you do requirements too.
Dont get this confused with skill_db
You can PM me if i dont reply and you need it
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go to your status.c
find these
status->dbs->IconChangeTable[SC_WEIGHTOVER50] = SI_WEIGHTOVER50; status->dbs->IconChangeTable[SC_WEIGHTOVER90] = SI_WEIGHTOVER90;
then go to
pc.h
find these
#define pc_is50overweight(sd) ( (sd)->weight*100 >= (sd)->max_weight*battle->bc->natural_heal_weight_rate ) #define pc_is90overweight(sd) ( (sd)->weight*10 >= (sd)->max_weight*9 )
Please do the rest
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I also had problems finding a good client + diffing it on windows 10, Im using 2015-10-29a . . this is pretty plain jane but i have custom skills, custom homunculus, and a bunch of other custom things that ARENT and WERENT check marked on the nemo dif patcher that i had to use ( also chat filter is gone so you can spam @reloadscripts a million times)
edit : Now that i think about it, i had the exact same problem , try using my client, if you need something older thats up to you lol
2015-10-29aRagexeRE_patched.exe
also make sure your changing this in your mmo.h
#ifndef PACKETVER #define PACKETVER 20151029 #endif // PACKETVER
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BACK BACK BACK IT UP BACK BACK BACKBACK BACK IT UP !!
sorry i have no idea
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1)Its whatever client you picked, if you asked me what would happen if you chose a 20 yr old client and ran it with today rathena you would probably be missing a bunch of textures and models , errors and errors. But episode really shouldnt matter if you know what your doing or what you plan on doing?
2)Yeah im working on a "pre-renewal" server but still using all my third job stuff
3)browedit for maps, act editor for everything that isnt part of the map, grf editor for your grf
those are my main tools but i use things like GatWalker(its in RMS tools) to help me build my minimaps and unbollox to help me find things in my GRF (unbollox translates korean to english really helpful), I use SPR_Conviewer to unpack sprites, Notepad ++ , Winrar and photoshop. . . .
4)Yep, you need to add your stuff to your GRF, then in the ENGLISH grf you need to give your stuff names and ids for rathena to pull and react to, this is the worst step because youll find yourself sitting in visual studio watching your thing recompile 100 times just to try and get something right, and you dont let yourself over do it cause you dont wanna make a mistake... god i hate this part
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On 1/22/2019 at 1:30 PM, Seravy said:
This is in the conf.
// For RENEWAL_CAST (Note 2) // By default skill that has '0' value for Fixed Casting Time will use 20% of cast time // as Fixed Casting Time, and the rest (80%) as Variable Casting Time. // Put it 0 to disable default Fixed Casting Time (just like -1 is the skill_cast_db.txt). default_fixed_castrate: 20
I assumed this does the following :
fixed cast time in db=0 and this option = 0 then fixed cast time = 0
fixed cast time in db=x and this option = 0 then fixed cast time = x
fixed cast time in db=x and this option = y then fixed cast time = x anyway
fixed cast time in db=0 and this option = y then fixed cast time = variable casting time * y%
However I had this set to 0 probably by accident, and it made Arrow Repel (1500 ms in skill database) instant cast. Bug, or does this do something completely different than what I think?
pretty sure it means that
if its 20% fixed , only 80% of the cast time is effected by DEX
so like :
if you had 150 dex and you look at Meteor Storm
its 15 seconds cast time variable and its fixed is 2.5 sec
you would still need the 20ish% of 15 which is 3ish
So im assuming that if you set your conf to default, itll look at all your skills given cast times, and do this (cast time * 0.20) , that will be your fixed cast time
This is what your asking right? (ive only used real insta cast maybe once in my life so bless me)
last example:
(in your skill.db)
SKILL_FIREBALLSTORM
CASTIME: 10000 (10 seconds)
we take that 10 and multiply it by whatever your fixed rate(0.20 we add the 0. cause its basic math) is and thatll leave you with what your skill is gonna cast like when you got insta cast
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Yes and you even can MORE ATK every 10 levels of str, so you could be potentially wasting status points by getting your str to 104 rather then 100.
thats a bunch of free VIT
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Yeah thanks i had the exact problem
Ive made a couple maps and i let this pass as a graphics card error and thatll itll only be my problem, but after making one of my larger maps, this clipping problem started occuring EVERYWHERE on the LOWER altitude areas of my map, i thought maybe i could just lift it all but of course it wasnt gonna be that easy... anyways thanks for this lmao
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i noticed all my scripting stuff (Sorry lol) was in my sql
example:
all my teleport quest marks
all my quest marks
set #tutorial_air1,0; set #tutorial_air2,0; set #tutorial_air3,0; set #alberta_plat,0; set #payon_plat,0; set #paycamp_plat,0; set #paydunmid_plat,0;
INSERT INTO `acc_reg_num_db` (`account_id`, `key`, `index`, `value`) VALUES (2000003, '#freebie_quest', 0, 1), (2000003, '#still_noob', 0, 1), (2000003, '#not_noob', 0, 1), (2000003, '#tutorial_air', 0, 1), (2000003, '#alberta_gate', 0, 1), (2000003, '#payon_intro', 0, 2), (2000003, '#payoncat', 0, 2), (2000003, '#payonfarmer', 0, 2), (2000003, '#tutorial_air5', 0, 2), (2000003, '#payoncat1', 0, 1), (2000003, '#payoncook', 0, 1);
I didnt fill that in myself, so im pretty sure itll just readd everything the next time i launch my server?
Any heads up regarding setting up sql after a back up? (I dont really wanna fuck with third party stuff unless i have to and they said i probably would since my sql back up is too large)
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is that your mini map? should be indexed 8mb not rgb
otherwise i d k
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2 hours ago, monkeydluffy said:
The emulator started to crash and crash the map-server. I used GDB and got the following information...
The status.cpp and skill.cpp files for analysis are appended to the topic. If anyone can help me I will be very grateful please. This is very urgent!
well if its just your src why dont you just replace those 2 files with whats in the github?
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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 . . .
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dts_warper
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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
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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 hitbut if you run outside map range it failsany easy way to make it so if im not still range 2 it failsNevermind, 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.
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On 11/8/2018 at 4:46 AM, PureFire777 said:
I want to know is it possible to make clone use skill, because right now clone can only do normal attack when summoned. If it's possible can someone help me how to do it? >,<
I'm sorry if I asked a stupid question, but I really don't know.
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
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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)}] % }
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you can probably do it on any client but just do what he says
Where can I edit stat bonuses?
in General Support
Posted · Edited by lllaaazzz
Hey im just gonna answer you here
I looked at these formulas for days and couldnt find anything specific for players, only things for homs and monsters... so that made me assume that were going off more "strict" values that are much harder to adjust. . .
but i did this
in status.c
look for this
void status_calc_misc(struct block_list *bl, struct status_data *st, int level) { nullpo_retv(bl); nullpo_retv(st); //Non players get the value set, players need to stack with previous bonuses. if ( bl->type != BL_PC ) st->batk = st->hit = st->flee = st->def2 = st->mdef2 = st->cri = st->flee2 = 0;
(notice how bl->type != [does not equal to] BL_PC (PLAYER) ) is blank, that means mobs dont get atk bonus from str incase you wanted to add that
all i did was add
if ( bl->type == BL_PC ) st->batk = st->str * 150;
right underneath so it looks like this now :
void status_calc_misc(struct block_list *bl, struct status_data *st, int level) { nullpo_retv(bl); nullpo_retv(st); //Non players get the value set, players need to stack with previous bonuses. if ( bl->type != BL_PC ) st->batk = st->hit = st->flee = st->def2 = st->mdef2 = st->cri = st->flee2 = 0; if ( bl->type == BL_PC ) st->batk = st->str * 150; #ifdef RENEWAL // renewal formulas if ( bl->type == BL_HOM ) {
And my ATK spiked like crazy, im willing to bet money that it wont hurt your game besides maybe a few skills that use str in the formulas like beast strafing