Jump to content

Haziel

Content Moderator
  • Posts

    639
  • Joined

  • Last visited

  • Days Won

    88

Everything posted by Haziel

  1. Honestly, would be wiser if you put those lines of code on warps/teleporters.
  2. Hercules structure is different from rAthena's, please refer to their forum to get appropriate support.
  3. 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.
  4. 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.
  5. Please, clariffy what is the issue. The screenshot alone isn't enough for us to analyze and determine how to help you.
  6. Please, refer to the search tool before posting. And yes, it teaches specifically to encrypt by file.
  7. Everything looks so nice, but imo the Whitesmith is not blending with the background, apart of that, really a great job you did there.
  8. 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.
  9. Can't help you with rAmod. It works on 2015 configured rAthena.
  10. Based on: Replace: bonus3 bAutoSpell,"MG_SAFETYWALL",10,50; To: bonus4 bAutoSpellWhenHit,"MG_SAFETYWALL",10,50,0; Tested.
  11. 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.
  12. Change: set Freebies,1; To: set #Freebies,1;
  13. 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.
  14. The client does not support animations on those actions for character sprites.
  15. 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.
  16. GetEquipID(3) refers to Garment Slot. Left or Right hand would be 8 or 9 respectively.
  17. That's a new UI for 2017 clients, it's still in development on rA.
  18. Check if that system doesn't have a client-side counterpart.
  19. 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.
  20. You're talking about server-side commands, the ones I've mentioned are official ones to distribute the points quickly using available Stat Points.
  21. 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.
  22. 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.
  23. The command described already exists /str+ , /agi+ and on and on.
×
×
  • Create New...