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Posts posted by Haziel
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I instructed her to use GRF Editor instead of the broken Thor Generator and everything went fine.
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não é a pasta que vc tem que substituir , é o banco de dados dos monstros .. mob_db , porem se colocar o do brA, terá de mudar como lê , e por assim vai.
Mudar o DB não muda o nome dado pelos Spawns, à não ser em spawns que estejam com --en--, como não é o caso dos arquivos padrão, então sim, tem que substituir a pasta se for só para mudar os nomes.
Porém, por algum motivo, o brAthena está com os Spawns em Inglês também, devem ter implementado o modo re/pre-re do rAthena e ainda não retraduziram.
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Você pode dar uma visitadinha no brAthena e comparar uns arquivos, mas geralmente, o que define o nome dos monstros é o spawn deles, em npc/(pre-)re/mobs/dungeons, que você pode, se achar viável, substituir pelos arquivos de spawn do brAthena, ou simplesmente editar todos os arquivos.
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Well, it depends HOW you want to do this.
If you want only one to be summoned at a time, It's fairly simple:@summon <monster name/ID> {<duration>} Spawns mobs that treat you as their master. If a duration is specified, they will stay with you until the duration has ended.
@summon has a duration field (in minutes), once you set it on item usage, you just need to put a delay on Item with the same duration the monster lasts.
You can edit Item Delays on db/(pre-)re/item_delay.txt.
If it's not what you wnat, be more specific, there's other ways to do it. -
Ok, forget all I did before, please revert the diffs.
The problem is, after reading part of the source, I was led to believe that that 'signature' with the name of the char was read by the checks as an EQP_COSTUME_HEAD_TOP, EQP_COSTUME_HEAD_MID, EQP_COSTUME_HEAD_LOW or EQP_COSTUME_GARMENT. That's not true.
So, let's do it pretty easily.
First of all, there's the case of WHICH diff are you using. I'm currently using rAmod, but I'll assume you're using this diff.
If so, yet on src/map/pc.c, find the function pc_isequip, I'll guide myself by the one Fantastik posted./*================================================= * Checks if the player can equip the item at index n in inventory. * @param sd * @param n Item index in inventory * @return ITEM_EQUIP_ACK_OK(0) if can be equipped, or ITEM_EQUIP_ACK_FAIL(1)/ITEM_EQUIP_ACK_FAILLEVEL(2) if can't *------------------------------------------------*/ uint8 pc_isequip(struct map_session_data *sd,int n) { struct item_data *item; nullpo_retr(ITEM_EQUIP_ACK_FAIL, sd); item = sd->inventory_data[n]; if(pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT)) return ITEM_EQUIP_ACK_OK; if(item == NULL) return ITEM_EQUIP_ACK_FAIL; if(item->elv && sd->status.base_level < (unsigned int)item->elv) return ITEM_EQUIP_ACK_FAILLEVEL; if(item->elvmax && sd->status.base_level > (unsigned int)item->elvmax) return ITEM_EQUIP_ACK_FAILLEVEL; if(item->sex != 2 && sd->status.sex != item->sex) return ITEM_EQUIP_ACK_FAIL; if (sd->sc.count) { if(item->equip & EQP_ARMS && item->type == IT_WEAPON && sd->sc.data[SC_STRIPWEAPON]) // Also works with left-hand weapons [DracoRPG] return ITEM_EQUIP_ACK_FAIL; if(item->equip & EQP_SHIELD && item->type == IT_ARMOR && sd->sc.data[SC_STRIPSHIELD]) return ITEM_EQUIP_ACK_FAIL; if(item->equip & EQP_ARMOR && sd->sc.data[SC_STRIPARMOR]) return ITEM_EQUIP_ACK_FAIL; if(item->equip & EQP_HEAD_TOP && sd->sc.data[SC_STRIPHELM]) return ITEM_EQUIP_ACK_FAIL; if(item->equip & EQP_ACC && sd->sc.data[SC__STRIPACCESSORY]) return ITEM_EQUIP_ACK_FAIL; if(item->equip && sd->sc.data[SC_KYOUGAKU]) return ITEM_EQUIP_ACK_FAIL; if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SUPERNOVICE) { //Spirit of Super Novice equip bonuses. [Skotlex] if (sd->status.base_level > 90 && item->equip & EQP_HELM) return ITEM_EQUIP_ACK_OK; //Can equip all helms //if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON && item->wlv == 4) if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON) // Modificado 17/09/2015 switch(item->look) { //In weapons, the look determines type of weapon. case W_DAGGER: //All level 4 - Daggers case W_1HSWORD: //All level 4 - 1H Swords case W_1HAXE: //All level 4 - 1H Axes case W_MACE: //All level 4 - 1H Maces case W_STAFF: //All level 4 - 1H Staves case W_2HSTAFF: //All level 4 - 2H Staves return ITEM_EQUIP_ACK_OK; } } } //fail to equip if item is restricted if (!battle_config.allow_equip_restricted_item && itemdb_isNoEquip(item, sd->bl.m)) return ITEM_EQUIP_ACK_FAIL; //Not equipable by class. [Skotlex] if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)])) return ITEM_EQUIP_ACK_FAIL; if (!pc_isItemClass(sd,item)) return ITEM_EQUIP_ACK_FAIL; return ITEM_EQUIP_ACK_OK; }
So, find this fragment:
struct item_data *item; nullpo_ret(sd); item = sd->inventory_data[n];
And turn into this:
struct item equip; struct item_data *item; int char_id = 0; nullpo_ret(sd); equip = sd->status.inventory[n]; item = sd->inventory_data[n];
So we can get the important info, which is, if the item has a signature (I don't know how you name it, I'm talking about the name that appears when someone produce an Item, in costume itens it appears Costume in blue), and, if so, if it's the name of the Reserved Char ID for it.
So, now the function.
Now, find this fragment:if(item == NULL) return false;
And, just below it, paste this check:
if( equip.card[0] == CARD0_CREATE ){ char_id = MakeDWord(equip.card[2],equip.card[3]); if( battle_config.reserved_costume_id && char_id == battle_config.reserved_costume_id) return true; }
I hope all the functions needed exists on your Costume Snippet.
This one was tested, but I did it on rAmod, so don't know exactly the differences. -
Also, found an error on my suggestion, tho, the Garment Item as with a typo, edited my previous answer.
Just change all EQP_COSTUME_HEAD_GARMENT to EQP_COSTUME_GARMENT, look if the problem persists.
About the weight, maybe, on src/map/pc.c find:sd->weight += w; clif_updatestatus(sd,SP_WEIGHT);
And try:
if (!item->equip & EQP_COSTUME_HEAD_TOP && !item->equip & EQP_COSTUME_HEAD_MID && !item->equip & EQP_COSTUME_HEAD_LOW && !item->equip & EQP_COSTUME_GARMENT){ sd->weight += w; clif_updatestatus(sd,SP_WEIGHT); }
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If I recall correctly, a logarithm is the calculation about which exponent a base must be raised to reach a value.
If I also recall correctly, there is not a in-built function which calculates that, so, you need a Custom Function.
I made this one:prontera,150,150,3 script Test#log 420,{ mes "" + callfunc("Logarithim",10,10000) + ""; close; } function script Logarithim { set @basis, getarg(0); set @value, getarg(1); set @m, @basis; for (set @n, 2; @m < @value; set @n, @n + 1){ for (set @o, 1; @o < @n; set @o, @o + 1){ set @m, @m * @basis; } if (@m == @value) return @n; else if (@m > @value) return (@n - 1); else set @m, @basis; } return 0; }
It's just a scratch and I don't know if it works perfectly.
By the way, you can enter an basis and a target value, it will returns either the correct Logarithim or the closest one. -
Tested, couldn't reproduce the problem.
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Dunno, the patch you're using, so, I'll assume it's similar to eAmod one, which converts the signed items to real Costume Itens for the Source eyes.
So, the fuction you're looking for is on src/map/pc.c.
/*================================================= * Checks if the player can equip the item at index n in inventory. * @param sd * @param n Item index in inventory * @return ITEM_EQUIP_ACK_OK(0) if can be equipped, or ITEM_EQUIP_ACK_FAIL(1)/ITEM_EQUIP_ACK_FAILLEVEL(2) if can't *------------------------------------------------*/ uint8 pc_isequip(struct map_session_data *sd,int n) { struct item_data *item; nullpo_retr(ITEM_EQUIP_ACK_FAIL, sd); item = sd->inventory_data[n]; if(pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT)) return ITEM_EQUIP_ACK_OK; if(item == NULL) return ITEM_EQUIP_ACK_FAIL; if(item->elv && sd->status.base_level < (unsigned int)item->elv) return ITEM_EQUIP_ACK_FAILLEVEL; if(item->elvmax && sd->status.base_level > (unsigned int)item->elvmax) return ITEM_EQUIP_ACK_FAILLEVEL; if(item->sex != 2 && sd->status.sex != item->sex) return ITEM_EQUIP_ACK_FAIL; if (sd->sc.count) { if(item->equip & EQP_ARMS && item->type == IT_WEAPON && sd->sc.data[SC_STRIPWEAPON]) // Also works with left-hand weapons [DracoRPG] return ITEM_EQUIP_ACK_FAIL; if(item->equip & EQP_SHIELD && item->type == IT_ARMOR && sd->sc.data[SC_STRIPSHIELD]) return ITEM_EQUIP_ACK_FAIL; if(item->equip & EQP_ARMOR && sd->sc.data[SC_STRIPARMOR]) return ITEM_EQUIP_ACK_FAIL; if(item->equip & EQP_HEAD_TOP && sd->sc.data[SC_STRIPHELM]) return ITEM_EQUIP_ACK_FAIL; if(item->equip & EQP_ACC && sd->sc.data[SC__STRIPACCESSORY]) return ITEM_EQUIP_ACK_FAIL; if(item->equip && sd->sc.data[SC_KYOUGAKU]) return ITEM_EQUIP_ACK_FAIL; if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SUPERNOVICE) { //Spirit of Super Novice equip bonuses. [Skotlex] if (sd->status.base_level > 90 && item->equip & EQP_HELM) return ITEM_EQUIP_ACK_OK; //Can equip all helms //if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON && item->wlv == 4) if (sd->status.base_level > 96 && item->equip & EQP_ARMS && item->type == IT_WEAPON) // Modificado 17/09/2015 switch(item->look) { //In weapons, the look determines type of weapon. case W_DAGGER: //All level 4 - Daggers case W_1HSWORD: //All level 4 - 1H Swords case W_1HAXE: //All level 4 - 1H Axes case W_MACE: //All level 4 - 1H Maces case W_STAFF: //All level 4 - 1H Staves case W_2HSTAFF: //All level 4 - 2H Staves return ITEM_EQUIP_ACK_OK; } } } //fail to equip if item is restricted if (!battle_config.allow_equip_restricted_item && itemdb_isNoEquip(item, sd->bl.m)) return ITEM_EQUIP_ACK_FAIL; //Not equipable by class. [Skotlex] if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)])) return ITEM_EQUIP_ACK_FAIL; if (!pc_isItemClass(sd,item)) return ITEM_EQUIP_ACK_FAIL; return ITEM_EQUIP_ACK_OK; }
There is a check for every limitation on equip a player may have.
So, what you need to do is edit:
if(item->elv && sd->status.base_level < (unsigned int)item->elv) return ITEM_EQUIP_ACK_FAILLEVEL;
And
//Not equipable by class. [Skotlex] if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)])) return ITEM_EQUIP_ACK_FAIL;
So they ignore this restriction if the item is a costume.
I GUESS adding this check to each If you want to ignore, may do the trick:&& (!item->equip & EQP_COSTUME_HEAD_TOP && !item->equip & EQP_COSTUME_HEAD_MID && !item->equip & EQP_COSTUME_HEAD_LOW && !item->equip & EQP_COSTUME_GARMENT)
Like:
if(item->elv && sd->status.base_level < (unsigned int)item->elv && (!item->equip & EQP_COSTUME_HEAD_TOP && !item->equip & EQP_COSTUME_HEAD_MID && !item->equip & EQP_COSTUME_HEAD_LOW && !item->equip & EQP_COSTUME_GARMENT)) return ITEM_EQUIP_ACK_FAILLEVEL;
And:
if (!(1<<(sd->class_&MAPID_BASEMASK)&item->class_base[(sd->class_&JOBL_2_1)?1:((sd->class_&JOBL_2_2)?2:0)]) && (!item->equip & EQP_COSTUME_HEAD_TOP && !item->equip & EQP_COSTUME_HEAD_MID && !item->equip & EQP_COSTUME_HEAD_LOW && !item->equip & EQP_COSTUME_GARMENT)) return ITEM_EQUIP_ACK_FAIL;
I only figured a way to do it it's UNTESTED, try it at YOUR OWN RISK.
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First of all, get your data files here: here.
Question #1:
Update your data, you're using wrong msgstringtable.txt.Question #2:
If you used /showname and it doesn't change, you need to reDiff your Client properly, also enabling /showname.
Question #3:
About the pink circle, it's because the item was the newest added to your inventory.
About your Sprite Error:
Man, look at your own screens, your file names, you did put them on wrong folder...
Look:
¿© folder and ³² files!- 1
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Problem #1:
This only occurs with this item? If so, post the Item Script, please.Problem #2:
Use /showname.
Problem #3:
If your NPC is not casting errors on console, check on .conf files (scripts_custom.conf in example) if it's name is listed correctly to be load when the server starts. -
@noks prevents Player 2 from dealing damage, only.
He will ever be able to attack, but look carefully if Player 2 DOES DAMAGE. -
The Screenshots are unclear, and maybe, 1 hour can be a little much and broke the Script.
My config is set to 15s and it's working properly.// Time in milliseconds to activate protection against Kill Steal // Set to 0 to disable it. // If this is activated and a player is using @noks, damage from others players (KS) not in the party // will be reduced to 0. ksprotection: 15000
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Always organize the script before putting it into one line.
bonus bAllStats,5; bonus bdef,5; bonus2 bSubRace,RC_DemiHuman,12; bonus2 bAddRace,RC_DemiHuman,5; bonus bDelayRate,-20; if(BaseJob == Job_Bard) bonus3 bAutoSpell,"CG_ARROWVULCAN","CG_TAROTCARD",5','100; skill "DC_DONTFORGETME",1; else if(BaseJob == Job_Dancer) bonus3 bAutoSpell,"CG_ARROWVULCAN","CG_TAROTCARD",5,100; bonus bBaseAtk,(JobLevel*2)/7; skill "BA_POEMBRAGI",1;
First part:
bonus bAllStats,5; bonus bdef,5; bonus2 bSubRace,RC_DemiHuman,12; bonus2 bAddRace,RC_DemiHuman,5; bonus bDelayRate,-20;
Appears to be okay, nothing wrong.
Second part:if(BaseJob == Job_Bard) bonus3 bAutoSpell,"CG_ARROWVULCAN","CG_TAROTCARD",5','100; skill "DC_DONTFORGETME",1;
If you're putting more than one command inside an If, you must put { }.
By the way:
bonus3 bAutoSpell,"CG_ARROWVULCAN","CG_TAROTCARD",5,100;
If I recall correctly, if you will make more than one skill to activate when he character hit, you need to put one line for each.
bonus3 bAutoSpell,"CG_ARROWVULCAN",10,100; //I presume you wanted to put it level 10 bonus3 bAutoSpell,"CG_TAROTCARD",5,100;
So, this block would be:
if(BaseJob == Job_Bard){ bonus3 bAutoSpell,"CG_ARROWVULCAN",10,100; bonus3 bAutoSpell,"CG_TAROTCARD",5,100; skill "DC_DONTFORGETME",1; }
Now, the final block:
else if(BaseJob == Job_Dancer) bonus3 bAutoSpell,"CG_ARROWVULCAN","CG_TAROTCARD",5,100; bonus bBaseAtk,(JobLevel*2)/7; skill "BA_POEMBRAGI",1;
Same errors made before.
The result should be:else if(BaseJob == Job_Dancer){ bonus3 bAutoSpell,"CG_ARROWVULCAN",10,100; bonus3 bAutoSpell,"CG_TAROTCARD",5,100; bonus bBaseAtk,(JobLevel*2)/7; skill "BA_POEMBRAGI",1; }
No, as a result, the final Script may be:
bonus bAllStats,5; bonus bdef,5; bonus2 bSubRace,RC_DemiHuman,12; bonus2 bAddRace,RC_DemiHuman,5; bonus bDelayRate,-20; if(BaseJob == Job_Bard){ bonus3 bAutoSpell,"CG_ARROWVULCAN",10,100; bonus3 bAutoSpell,"CG_TAROTCARD",5,100; skill "DC_DONTFORGETME",1; } else if(BaseJob == Job_Dancer){ bonus3 bAutoSpell,"CG_ARROWVULCAN",10,100; bonus3 bAutoSpell,"CG_TAROTCARD",5,100; bonus bBaseAtk,(JobLevel*2)/7; skill "BA_POEMBRAGI",1; }
In one line:
bonus bAllStats,5; bonus bdef,5; bonus2 bSubRace,RC_DemiHuman,12; bonus2 bAddRace,RC_DemiHuman,5; bonus bDelayRate,-20; if(BaseJob == Job_Bard){ bonus3 bAutoSpell,"CG_ARROWVULCAN",10,100; bonus3 bAutoSpell,"CG_TAROTCARD",5,100; skill "DC_DONTFORGETME",1; } else if(BaseJob == Job_Dancer){ bonus3 bAutoSpell,"CG_ARROWVULCAN",10,100; bonus3 bAutoSpell,"CG_TAROTCARD",5,100; bonus bBaseAtk,(JobLevel*2)/7; skill "BA_POEMBRAGI",1; }
And on Item Script:
20091,Dark_Valkyrie_Helm,Dark Valkyrie Helm,5,10000,,10,,10,,1,0xFFFFFFFF,7,2,256,,0,1,1091,{ bonus bAllStats,5; bonus bdef,5; bonus2 bSubRace,RC_DemiHuman,12; bonus2 bAddRace,RC_DemiHuman,5; bonus bDelayRate,-20; if(BaseJob == Job_Bard){ bonus3 bAutoSpell,"CG_ARROWVULCAN",10,100; bonus3 bAutoSpell,"CG_TAROTCARD",5,100; skill "DC_DONTFORGETME",1; } else if(BaseJob == Job_Dancer){ bonus3 bAutoSpell,"CG_ARROWVULCAN",10,100; bonus3 bAutoSpell,"CG_TAROTCARD",5,100; bonus bBaseAtk,(JobLevel*2)/7; skill "BA_POEMBRAGI",1; } },{},{}
Mother of Odin.
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Well, what you can verify is if the port 3306 is open, or if MySQL is configured to use this port.
I never used SQL Workbench, only WAMP, but, maybe, that's the problem. -
The error image is missing, but, let me check, you created a MySQL user with login: ragnarok and password: ragnarok too?
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On src/map/pc.c.
There's a function that grants or take the Transcedent Classes' Bonus when a non-Trans turn into Trans and vice-versa.// Give or reduce transcendent status points if( (b_class&JOBL_UPPER) && !(sd->class_&JOBL_UPPER) ){ // Change from a non t class to a t class -> give points sd->status.status_point += battle_config.transcendent_status_points; clif_updatestatus(sd,SP_STATUSPOINT); }else if( !(b_class&JOBL_UPPER) && (sd->class_&JOBL_UPPER) ){ // Change from a t class to a non t class -> remove points if( sd->status.status_point < battle_config.transcendent_status_points ){ // The player already used his bonus points, so we have to reset his status points pc_resetstate(sd); } sd->status.status_point -= battle_config.transcendent_status_points; clif_updatestatus(sd,SP_STATUSPOINT); }
The answer for your task may be there, try to modify, disable or comment it.
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Well, the Max Party Members is not located in .conf files at the momment.
It's on src/common/mmo.h#define MAX_PARTY 12 ///Max party member
Remember to recompile it after.
Also, the Share Level Cap is setted in conf/inter_athena.conf.// Level range for sharing within a party party_share_level: 10
By the way, both your questions could be answered using the Search Tool, like here, here, here, here and here, try it next time.
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All resolution options are available on the video, check your browser and java installations. -
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Hello, I'm Haziel.
I've been a graphic artist for over 15 years. I've made commissions for several Ragnarök Servers and also, worked on the production of some Indie Games either as Concept or Pixel Artist. Spriter is my main role on game development but I'm also able to perform as Designer, Mapper and Programmer, drop me a PM if you're interested in any of those services.
For the previews below, keep in mind: Headgears, Garments, Equipment, Weapon/Shield and Monsters.
HeadgearsDivine Headgear Set
A Gem Themed Headgear Set carrying the theme of mystical stones, targeted for each of the main class branches.Dragon Headgear Set
In a similar fashion of the previous one, having one main headgear targeted to fit certain classes.Equipment
Divergent Set
The Divergent Set concept is based on evolution. After meeting some requirements, the player would be able to evolve the basic Divergent Equipment (grey-ish blue), to one of 8 different forms:
Demon (Purple), Dragon (Green), Fox (Orange), Ox (Black), Phoenix (Red), Shark (Skyline Blue), Tiger (Yellow) and Wolf (White). Each one with its own properties.
The Helmet has it's own appearances while the other equipment will have it's colour changed.
Arcane Set
The Arcane Set was meant to be a magical bundle of equipment with four options of headgears for combining, it also has a Weapon compatible with Wizards, Sages and their evolutions.
Sacred Set
Initially, the Sacred Shield was requested, then, a Swordsman Equipment set, I mixed both things and expanded it to an 8-piece Equipment Set.
Plate themed, this one is intended for Knights, Crusaders and their respective evolutions, but can be used by any Class.
The Shield is currently only available for Crusaders and evolutions but can be adapted for any Class, although a specific Diff from NEMO is required to implement it.
An alternative Cursed theme is also available.
Elemental Auras
Four Aura-like headgears and four monsters/pets to go along the theme.Anime/Show/Game Themed Gears
Anime/Game Themed Gears
Miscellaneous Gears made based on some Anime/Game characters and/or artefacts.
Above, Megaman X and Zero Helmets from Megaman X franchise, Dying Will from Katekyo Hitman Reborn anime, Kaneki Mask from Tokyo Ghoul anime.
Sword Art Online
2 Headgears/Garments and 3 Weapons based on the Manga/Anime Sword Art Online.
Elucidator and Dark Repulser both are available for Knights and Evolutions, Kirito Weapons for Assassins and Evolutions.
Event Gears
Valentine's Day
Halloween
Halloween Package includes 5 Headgears with matching Garments and also the Wicked Set, composed of 2 Headgears and a Garment.Auras
32bit Headgear Auras
All of them available in 12 colours.
Monsters
Defence Turrets
Those are monsters meant to be summoned and attack anything that goes near. Originally intended to be WoE-related.Untear, Unseal, Unnes & Undine
My take on the concept of evolutive Pets, can also be used as monsters.Miscellaneous Monsters
Situational mobs to be used in Custom Maps/Quests.Trickster Collection
My own take on Trickster Online conversions.Christmas Boss: Evil Santa
Meant for Christmas Events, this boss has some weirdly strong Reindeers as minions!Sword Art Online Collection
Overlord Collection
RE: Zero Collection
Bosses
Big Bosses
Really Big Bosses
VIP Badges
Those were intended to be exclusive to certain VIP levels, there are alternate versions for PVP purposes.
Logo Headgears
I also offer the service of recreating a server's Logo in a promotional Headgear.Headgear Edits
Examples of minor works I usually receive requests for, that may be, from little corrections or addition of details to recolours and mixing of headgears.
Above, a symbolic gift to Nova and his request about a Sunglass equipped on the lower slot.
Garments/Robes
Garments are visual items Gravity made on Jan/05 of 2011, but even Gravity itself didn't make much of them.
They're equipped on Cape or Costume Cape slot and must be made Class by Class to fit perfectly on each movement.
Different from Headgears, they are layered correctly behind the character and does not stay floating around it as some custom content out there.
Official examples of it are the Archangel Wings and the Adventurer's Backpack.
Wing-Themed Collection
My current Wing collection consists of several themes divided on Insect, Feathered, Leather and Other categories.
Suitable for all classes.Classes Relics
A garment bundle created to illustrate an attribute of each class branch in RO.
Miscellaneous Garment Collection
Another set of Custom Garments, but with another kind of thematic, instead of the usual wings.Weapons
Weapons
Weapons are specific for classes, but can be adapted to multiple at once.
Miscellaneous Equipment Sets
These have no visual appearance, are only intended as common gear.Freebies
Freebies
Click on the preview image to be redirected to download thread! Freebies will be posted weekly!Rules
1. DO NOT steal my work, it takes hours, days, sometimes weeks to be made, don't claim it yours.
2. DO NOT redistribute, mirror or redistribute my work.
3. DO NOT edit my work without my permission, It includes recolours.
4. DO NOT remove my signature included among my files, be respectful.
5. DO use my works as Donation Rewards, be kind and just ask me first.
Additional Information• I'm a Freelancer and my work is for sale, contact me by PM, Facebook, Discord, E-Mail ([email protected]) or Skype (hyering) if you're interested.
• I'll not edit or modify other Artists' work without their permission, be sure to have it before asking.
• I do take references on Sprites from TalesWeaver, Trickster and other sources, but I'll not redistribute raw materials or teach how to get it.
• Feel free to contact me speaking English or Spanish. I can also understand Portuguese at a certain level.
• I'm not a master or a know-it-all, I'll share my knowledge when I feel appropriate to do so.- 29
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You need to edit the source in order to refresh the effect once you change from one map to another.
I don't remember exactly the fragment where it can be set, but that's the way.
I guess that usually the Client-Side take care of keeping the effect active while the SC is active, but, since it's a Custom Skill, a Custom Function will be needed.
The easy way is do that with Scripts, using OnPCMapLoadEvent, but it's a McGyver, not a real solution. -
Sorry, but, you're absolutely not being clear.
You said, first, that your problem is the Icon doesn't change.
Icon is only related to Client-Side once a proper ID is given to Skill.
Editions on skillid.lub, skilldescript.lub and skillinfolist.lub are needed for the Icon to show.Now if this is settled and you have a new problem, please, be more specific.
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You're giving DEX, DEX reduces Variable Casting Time. õ_o
I mean, if there's any refine on which you're testing.
But, remember that the bFixedCast only affects the RENEWAL_CAST. -
Did you configure the icons on the Client-Side?
if they're all on same ID, it should work.
Updating Iteminfo.lub with Thor Patcher
in Third Party Support
Posted
Mother of god, ALL MUST hail Tokei.
I was telling her how I (who have a really long hair) almost get bald when Thor Generator insisted on not working anymore three months ago.
But I'll stop the flood here.