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Everything posted by Haziel
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Honestly, would be wiser if you put those lines of code on warps/teleporters.
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Hercules structure is different from rAthena's, please refer to their forum to get appropriate support.
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Well, because the 'signature' isn't bound to the item, it's a 'link' between the item and the character who signed it. So, when you get a variable and uses the math to make a getitem2 sign a item you're actually telling the script to link the signature tha a characters name. For it to work the way you want it, you would have to create a source mod similar to wjat people do with those BG consumable items, that extract the 'character name' from a dummy actually non-existent pre-determined character, or make a system where on special accounts, every guild created generates a character with the same name (and ID to make it easier) to link the item to it.
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The abra_db is pretty straightfoward, it explains really well how it works. // Hocus-Pocus (Abracadabra) Castable Skills Database // // Structure of Database: // SkillID,DummyName,ProbabilityPerLvl // // 01. SkillID Skill ID to be casted by hocus pocus. // 02. DummyName Name of the skill (informative, not used by server). // 03. ProbabilityPerLvl Not a rate! Chance at which the skill is selected compared // with other entries probabilties // // NOTE: // - The skill is picked at random from the entire database and then tested for rate. If it // does not succeed at that rate, another skill is picked and tested. This continues // until a skill succeeds. Abracadabra-specific skills have a different chance to occur // depending on skill level used. All other skills have an equal chance and appear from // level 1 onward. // - To remove entry by importing, put "clear" (without quotes) in DummyName In short, it's not set as a percentage, but in 'tiers'. For your best luck it is for the best that you pick a skill that appears as much as you wanted 'Class-Change' to be casted and copy its values to it. Abracadabra specific skills has different chances by skill level by the way.
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Please, clariffy what is the issue. The screenshot alone isn't enough for us to analyze and determine how to help you.
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Please, refer to the search tool before posting. And yes, it teaches specifically to encrypt by file.
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Everything looks so nice, but imo the Whitesmith is not blending with the background, apart of that, really a great job you did there.
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Also, you must note that the effect is when the character is being hit, not attacking accordingly to the official descryption. Dunno if you have tested that.
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Can't help you with rAmod. It works on 2015 configured rAthena.
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Based on: Replace: bonus3 bAutoSpell,"MG_SAFETYWALL",10,50; To: bonus4 bAutoSpellWhenHit,"MG_SAFETYWALL",10,50,0; Tested.
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If the files are corrected placed on the said folder, the issue is with the iteminfo file. It may be a typo or a missing comma in any of the tables of the item's descryption.
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Change: set Freebies,1; To: set #Freebies,1;
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Monsters and Characters are commanded by different behaviors and functions, Clients supports NPCs to be animated while idle. Character sprites doesn't have this support.
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The client does not support animations on those actions for character sprites.
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If I recall correctly, that's from eAmod, isn't it? If that's true, we have no way to find it, but take a look on pc.c on ondropitem or something like that.
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Check it out:
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GetEquipID(3) refers to Garment Slot. Left or Right hand would be 8 or 9 respectively.
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That's a new UI for 2017 clients, it's still in development on rA.
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Check if that system doesn't have a client-side counterpart.
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The error is caused by your new data missing something and the system can't find it anymore on iteminfo file. It could be a missing , or ", take a look or post it up so we can review it.
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You can check this:
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You're talking about server-side commands, the ones I've mentioned are official ones to distribute the points quickly using available Stat Points.
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That highly depends on the amount of maps you want to restrict and what they have in common. If it's just a few of them, you can do it like this: if (@m$ == "prontera" || @m$ == "morocc" || @m$ == "izlude"){ If there's a huge list you better look into for and arrays.
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The simplest, to restrict for only one map, is this one: getmapxy(@m$,@x,@y,0,rid2name(@aid[@menu])); if (@m$ == "prontera"){ mes "I can't be teleport you to your friend's location!"; close; } warp @m$,@x,@y; Changing Prontera to whichever map you want to avoid teleporting the person to.
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The command described already exists /str+ , /agi+ and on and on.