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Haziel

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Everything posted by Haziel

  1. It display any error or just do like your screenshot, as if it's transparent?
  2. Are the other cards displaying normally?
  3. Man, to be honest, I would use arrays. Set one array per month and, when player log in, you can set the 'day' position of array, (like day 22), and check it whenever it may be necessary. Dunno, just an idea.
  4. ._. Azeroth... addrid(<type>{,<flag>{,<parameters>}}); Look: This command will attach other RIDs to the current script without detaching the invoking RID. It returns 1 if successful and 0 upon failure. And then: <type> determines what RIDs are attached: 0: All players in the server. It means, once you run this command, your current script will be attached to everyone in the whole server, so, WHATEVER the script does after it, if it's possible, will be delivered to EVERYONE. As I said: Add all players in the server to the script RID, send your message and end it.
  5. doc/script_commands.txt is your friend.
  6. Add all players in the server to the script RID, send your message and end it. addrid(<type>{,<flag>{,<parameters>}}); This command will attach other RIDs to the current script without detaching the invoking RID. It returns 1 if successful and 0 upon failure. <type> determines what RIDs are attached: 0: All players in the server. 1: All players in the map of the invoking player, or the invoking NPC if no player is attached. 2: Party members of a specified party ID. [ Parameters: <party id> ] 3: Guild members of a specified guild ID. [ Parameters: <guild id> ] 4: All players in a specified area of the map of the invoking player (or NPC). [ Parameters: <x0>,<y0>,<x1>,<y1> ] Account ID: If type is Account ID, attach the specified account ID. <flag> can prevent certain players from being attached: 0: Players are always attached. (default) 1: Players currently running another script will not be attached. Otherwise, you could just query players online, then, make a for using getusers(1) as a limit, sending the message to everyone.
  7. Well, since it's eAthena, we can't possibly imagine where this kind of issue may be, since, eAthena and rAthena are completely different Sources now. Well, at least, for me, who stopped to follow that new eAthena long ago.
  8. You need the Aura System. It's a Source Mod, but I'm not sure if it's applicable on monsters.
  9. The issue about being needed to press ctrl is probably client hardcoded. So, if you don't need specific appearance for the mobs, It would be better if you make or order some monster sprites made with classes.
  10. On the field marked as 'Debug', set it as 'Release'.
  11. Oh, one of my old fellows is still around! Well, funny story, tho. When Azura came to me, he said that in his original concept, the Ice Cube would slide, but then, shower thoughts... I hate myself for not handling my shower thoughts, I imagined it rolling, and can't control myself to not do it. Then, there is the result... Thank you for the compliments. Glad you like it.
  12. Thank you, your skills are growing good too! Thank you, Chemi, it's nice to hear it from an old master from eAthena. I remember a lot of your maps too! Glad to know you're still active, unlike my fellow spriters that are all gone.
  13. File Name: Icering File Submitter: Haziel File Submitted: 16 Nov 2015 File Category: Monster Sprites Content Author: Haziel This Custom Mob was made in collaboration with rAthena Commissions Project. AzuraSkyy ordered it to be a public release in order to add new contents for the community; Take a look on the project's thread and consider be part of it, as a donator or as a content creator. When first contacted me, AzuraSkyy thought about this Poring as an Ice Cube, so I made it the best way I could. On the end of it, I've added Alpha Frames, and the result is: a 7mb monster file. Hope you enjoy it. If you need any edit, drop me a PM, I'm open for commissions. By downloading this file, you agree with all my rules: 1. DO NOT steal my work, it take hours, days, to be made, don't claim it yours. 2. DO NOT redistribute, mirror or redistribute my work, support me clicking on my own links. 3. DO NOT edit my work without my permission, It includes recolors. 4. DO NOT remove my discreet signature on Collection files and Sprite files, pay that respect. 5. YOU CAN use my works as Donation Rewards as long you ask me first. Click here to download this file
  14. Version 1.0

    630 downloads

    This Custom Mob was made in collaboration with rAthena Commissions Project. AzuraSkyy ordered it to be a public release in order to add new contents for the community; Take a look on the project's thread and consider be part of it, as a donator or as a content creator. When first contacted me, AzuraSkyy thought about this Poring as an Ice Cube, so I made it the best way I could. On the end of it, I've added Alpha Frames, and the result is: a 7mb monster file. Hope you enjoy it. If you need any edit, drop me a PM, I'm open for commissions. By downloading this file, you agree with all my rules: 1. DO NOT steal my work, it take hours, days, to be made, don't claim it yours. 2. DO NOT redistribute, mirror or redistribute my work, support me clicking on my own links. 3. DO NOT edit my work without my permission, It includes recolors. 4. DO NOT remove my discreet signature on Collection files and Sprite files, pay that respect. 5. YOU CAN use my works as Donation Rewards as long you ask me first.
    Free
  15. Do the math... 100 * (7 + SP/10) It is actually capped on 500000 SP, what means: 100 * (7 + 500000/10) 100 * (7 + 50000) 100 * 50007 5000700 + 250 + (150 * SkillLevel) 5000700 + 1000 5001000 Max Damage is currently 5.001.000, without counting card modifiers and such things. So, if we change the cap of 500.000 SP to 50.000 for example: 100 * (7 + 50000/10) 100 * (7 + 5000) 100 * 5007 500700 500.700 is our new max damage. I don't know if it still count Card Modifiers, but I guess you can test it. Just change: skillratio = min(500000,skillratio); To: skillratio = min(50000,skillratio);
  16. The damage of the skill is set on the formulas on src/map/battle.c here: case MO_EXTREMITYFIST: skillratio += 100 * (7 + sstatus->sp / 10); skillratio = min(500000,skillratio); //We stop at roughly 50k SP for overflow protection break; And here: case MO_EXTREMITYFIST: atk = 250 + 150 * skill_lv; break;
  17. Try just change to return 0. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) { map_freeblock_unlock(); return 0; }
  18. On: case UNT_SANCTUARY: Get this fragment: #ifdef RENEWAL if( md && md->mob_id == MOBID_EMPERIUM ) break; #endif And comment the check: //#ifdef RENEWAL if( md && md->mob_id == MOBID_EMPERIUM ) break; //#endif To nullify the heal completely. If you want to put a fixed heal, then: //#ifdef RENEWAL if( md && md->mob_id == MOBID_EMPERIUM ) heal = 0; //#endif Or change the zero to whatever value you want.
  19. Olrox usually do this kind of background with textures.
  20. It's signed as a unsigned char, so, any of them.
  21. Just tested on Pre-Renewal and the Heal can be casted, but it's always 0.
  22. On client files, System/Towninfo.lua/lub. Get a translated one.
  23. There is in your folders npc/custom/jobmaster.txt. At the end of it, just configure what you want: OnInit: setarray .Rebirth[0],99,50; // Minimum base level, job level to rebirth OR change to third class setarray .JobReq[0],10,40; // Minimum job level to turn into 1st class, 2nd class .ThirdClass = 1; // Enable third classes? (1: yes / 0: no) .SecondExpanded = 1; // Enable new expanded second classes: Ex. Super Novice, Kagerou/Oboro, Rebellion? (1: yes / 0: no) .SNovice = 45; // Minimum base level to turn into Super Novice .LastJob = 1; // Enforce linear class changes? (1: yes / 0: no) .SkillPointCheck = 1; // Force player to use up all skill points? (1: yes / 0: no) .Platinum = 1; // Get platinum skills automatically? (1: yes / 0: no) end;
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