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Waken

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Everything posted by Waken

  1. You can use this soundeffectall "<effect filename>",<type>{,"<map name>"}{,<x0>,<y0>,<x1>,<y1>}; You will need an attached player and...the list of maps where players are.
  2. Waken

    Lex Aeterna

    You can up 1000 times, and you will not have an answer. You will need to edit the act frames... but this will affect all skills of the job. 5 normal frames. Now reduced to 2 frames... In a high rates server with no delay, exists the problem of animation if you want to spam more you will need to edit the frames of the casting spell.
  3. Simplemente son unos warnings, dudo que afecten al rendimiento, es muy posible que estos aparezcan por el compilador que usas en CentOS 6, pero no creo que sea nada importante para preocuparse. Aunque si te preocupa tanto, puedes ponerte en contacto con los desarrolladores en inglés vía git para que te digan si ese warning es tuyo o es cosa en si de la ultima versión de rAthena.
  4. ¿Lo que no concordará es lo del mob.c verdad? Es porque lo han cambiado. sv_readdb(dbsubpath1, "mob_avail.txt", ',', 2, 12, -1, &mob_readdb_mobavail, i); sv_readdb(dbsubpath2, "mob_race2_db.txt", ',', 2, MAX_RACE2_MOBS, -1, &mob_readdb_race2, i); sv_readdb(dbsubpath1, "mob_item_ratio.txt", ',', 2, 2+MAX_ITEMRATIO_MOBS, -1, &mob_readdb_itemratio, i); sv_readdb(dbsubpath1, "mob_chat_db.txt", '#', 3, 3, MAX_MOB_CHAT, &mob_parse_row_chatdb, i); sv_readdb(dbsubpath2, "mob_random_db.txt", ',', 4, 4, -1, &mob_readdb_group, i ); sv_readdb(dbsubpath2, "mob_branch.txt", ',', 4, 4, -1, &mob_readdb_group, i ); sv_readdb(dbsubpath2, "mob_poring.txt", ',', 4, 4, -1, &mob_readdb_group, i ); sv_readdb(dbsubpath2, "mob_boss.txt", ',', 4, 4, -1, &mob_readdb_group, i ); sv_readdb(dbsubpath1, "mob_pouch.txt", ',', 4, 4, -1, &mob_readdb_group, i ); sv_readdb(dbsubpath1, "mob_classchange.txt", ',', 4, 4, -1, &mob_readdb_group, i ); Tal vez si lo remplazas por esto añadiendo tu txt : sv_readdb(dbsubpath1, "mob_avail.txt", ',', 2, 12, -1, &mob_readdb_mobavail, i); sv_readdb(dbsubpath2, "mob_race2_db.txt", ',', 2, MAX_RACE2_MOBS, -1, &mob_readdb_race2, i); sv_readdb(dbsubpath1, "mob_item_ratio.txt", ',', 2, 2+MAX_ITEMRATIO_MOBS, -1, &mob_readdb_itemratio, i); sv_readdb(dbsubpath1, "mob_chat_db.txt", '#', 3, 3, MAX_MOB_CHAT, &mob_parse_row_chatdb, i); sv_readdb(dbsubpath2, "mob_random_db.txt", ',', 4, 4, -1, &mob_readdb_group, i ); sv_readdb(dbsubpath2, "mob_branch.txt", ',', 4, 4, -1, &mob_readdb_group, i ); sv_readdb(dbsubpath2, "mob_poring.txt", ',', 4, 4, -1, &mob_readdb_group, i ); sv_readdb(dbsubpath2, "mob_boss.txt", ',', 4, 4, -1, &mob_readdb_group, i ); sv_readdb(dbsubpath2, "mob_superboss.txt", ',', 4, 4, -1, &mob_readdb_group, i ); sv_readdb(dbsubpath1, "mob_pouch.txt", ',', 4, 4, -1, &mob_readdb_group, i ); sv_readdb(dbsubpath1, "mob_classchange.txt", ',', 4, 4, -1, &mob_readdb_group, i ); Y luego aumentando el MAX_RANDOMMONSTER en mob.h a no ser que lo hayan cambiado.
  5. ¿Podrías ser más especifico? ¿Te refieres a hacer una lista de monstruos que salga de una bloody branch custom? Si es eso... ¿Has probado con lo que dice este post? https://rathena.org/board/topic/76455-custom-branch/
  6. Search in google "Convert to wav" and try to use the next command in-game : soundeffect "<effect filename>",<type>; When the players enter to the map, or when the rain starts, apply the sound. I think it's the easy way
  7. Looks really cool, but i have one question about your mod, (if you want to answer me that) you replaced the snow effect to do this? Regards,
  8. Here's a SS of my BGM folder. I just renamed my songs to "01.mp3" and "08.mp3" to replace the login and prontera theme but it's not working. THE DARK LORD IS HEREEEE Try to reduce the audio bit-rate, this will work http://www.mp3smaller.com/
  9. Not it's neccesary hex your client, I've seen some servers with a name color changer npc system, so... i think it's possible to make a function on source for do it.
  10. Waken

    Angry Penguin

    Yes... i think the same as you, but where can i get an data.grf from jRO? that's the problem :S
  11. Waken

    Angry Penguin

    I don't found it, for that i make this post.
  12. Where can i get this oficial sprite?? http://nn.nachtwolke.com/dev/npclist/i/ANGRY_PENGUIN.gif Thanks!
  13. Hi, the problem is not solved... I tried to use a BMP with magenta... but this doesn't work. The textures are not looking good, that's because are the original textures, i'm only adding the magenta.
  14. Have you tried check the gats in map editor? And remember recompile is necessary with mapcache. (I think.)
  15. Is your map created with the "New map" tab, or is it a cleaned official map? And...try to put other objects in the "circle-like area around the middle of the map", if happens the same to discard if it's the GHE or not Aerie says : Regards,
  16. I don't know if you solved this, if not... If you are using RsmConverter you need to put the BMP in root folder "data/texture", if you want to see the textures later in browedit you need to add them in texturecustom. And you must configure the browedit for read your data. Regards,
  17. Thanks mate I think the problem are not the polygons, my model is a ripped from Zelda, has only 203 polys. In this post https://rathena.org/board/topic/101524-convert-model/ Naraja says the max is 1700... And in this Tutorial https://www.youtube.com/watch?v=phiGkipQZYY it's possible to make a transparent model. Probably i'm doing something wrong
  18. Hello there, i'm having problems with a converted model using RSM Converter, in brow edit is looking great but ingame it isn't because the transparency. Looks perfectly in Brow : Here is how is looking ingame : Why does this happens? I'm using TGA files for transparency instead of BMP. Regards,
  19. In msgstringtable.txt search this : There are %d Players Currently Connected.# Delete it, like this : #
  20. Waken

    Apple Tree

    You can make a permanent global variable when the player "takes" the apples, a variable like this "$APPLES". And you can reset the valor every day using that : OnClock<hour><minute>: It's only a thought
  21. Si no posteas el código es difícil ayudarte, ya que posiblemente el error esté en que hayas cometido tu un error al modificar las luas.
  22. No hay ninguna guía para hacer eso x( aunque no te guste cambiarlo si tienes problemas... no queda otra. Prueba con este de aquí : http://rathena.org/board/topic/70962-recommended-client-setup/ La verdad es que a mí me ha ido genial y no tendrás problemas con lo que pides, tan sólo tienes que mirar que sea compatible con tu emulador.
  23. Yes, in your data folder.
  24. The images only and paste with other images in À¯ÀúÀÎÅÍÆäÀ̽º/ ! thanks for your help. its fixed now is it the same way for fixing guild buttons translations too? \À¯ÀúÀÎÅÍÆäÀ̽º\guild_helper
  25. Object Group Edit (AvPág) and Global Height Edit....you could then recalculate the shadows with a simulated sun if necessary. It's not easy, but you can do it... I recommend you to make a backup before trying do this.
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