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lllaaazzz

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Everything posted by lllaaazzz

  1. Sorry im not exactly sure how to add weapon types to the src formulas . . . . but what i see is your asking for a levelable skill to be linked , to be allowed to use a weapon type not originally allowed? You can achieve what you want easily but id take another route but thats just cause i dont know how to do the first step ? making a copy of the skill , then just letting that one be for 1h would be doable if you cant figure it out lol
  2. well after thinking about it, it seems a bit unreasonable for IRO to have had it proc every hit, 4 metaller = 20% silence + 5 hits = 100% silence But i could be wrong...
  3. thanks you even added the extra message..... your the best dude I dont know how to thumb you up, so i clicked everything
  4. skip to bold for question Hi i would love to play around with every time command and function and stuff till i get it but im just not that desperate yet so maybe one of you would be so awesome as to just spoon feed me how ? prontera,155,155,5 script Cornfarmer 4_CORN,{ if (BaseJob == Job_Gunslinger) { getitem 26001,1; }//gs only mes "corn only for gunslingers sorry"; close; end; } Censoring my work because im not ready for feedback/criticism How could i make the gunslinger only part, after you click it and get your CORN , it needs 1 hour cooldown before you can get your corn as a gunslinger again, but if you click on it, the other message will show instead (yeah it contradicting as is lol my bad) ya theres a bunch of timers and things out there but its alot of work testing from scratch ? i know # and .@ mean character and account, i saw a command i could use but it seemed like when i logged out it and log in , i would be able to use the npc again please find my question, its in bold ? Thank you
  5. I havnt really played the jobs that use multi hit skills like arrow vulcan and rapid smiting to know from experiance and cannot figure which words to use when searching threads so: so i was wondering if status effects from cards apply every hit (5 rapid smitihng many more for vulcan)? or per cast like arrow shower and grim tooth.... when i test in game i do 25 hits and 5% blind and it always applies status near the start of the hits, so it looks to me its every skill cast but it could just be reading everything at once at the start or something mostly pre re mechanics please tell me thank you much love
  6. http://nn.ai4rei.net/dev/opensetup/
  7. ops double post [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)
  8. what happens if you add a new valkyrie helmet or re add those auras ? ?
  9. someone might complain about how dark those shadows are in the middle where fountain is lol
  10. i think i saw one with nudity around the RMS forums :]
  11. try adding it to import folder and making sure its renewal or pre re
  12. 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...
  13. 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
  14. lllaaazzz

    unitwalk

    few year later, i can only move monsters 1 at a time? ?
  15. run around for 15 minutes, checked skill.c, probably not here .... of course its here
  16. 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
  17. 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
  18. 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
  19. 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
  20. its probably something silly like non index image in spr files just a suggestion
  21. 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
  22. 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.....
  23. 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
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