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Haziel

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Everything posted by Haziel

  1. 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.
  2. 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.
  3. The error image is missing, but, let me check, you created a MySQL user with login: ragnarok and password: ragnarok too?
  4. 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.
  5. 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.
  6. All resolution options are available on the video, check your browser and java installations.
  7. 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. Headgears Divine 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 Headgears Garments Monsters 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.
  8. 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.
  9. 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.
  10. 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.
  11. Did you configure the icons on the Client-Side? if they're all on same ID, it should work.
  12. Three minutes before, it means, I was typing when you edited your post. ~
  13. Well, to do that I use a Custom Label, made by AnnieRuru a long time ago, by the way, I had no big trouble into making the snippet work on last revision. But pay attention, some variables had changed since and then. Look here.
  14. Sorry, I must ask you to reformulate your question. I couldn't understand what exactly you want. If you want to change an Icon of a default skill, then, the name of the files are the same of the skill_db.txt. Taking your Parrying (i believe that's the Lord Knight one) for example: 356,0,6,4,0,0x1,0,10,1,no,0,0,0,weapon,0,0x0, LK_PARRYING,Parrying The name of the skill is LK_PARRYING. Which means that the files are located in: data/sprite/¾ÆÀÌÅÛ/LK_PARRYING.spr data/sprite/¾ÆÀÌÅÛ/LK_PARRYING.act data/texture/À¯ÀúÀÎÅÍÆäÀ̽º/item/LK_PARRYING.bmp But, also, if you want to put an Icon in a Custom Skill you made, you must know how you named the skill in Source and Lua Files, then, put the the files in the directories, following the pattern above.
  15. Haziel

    DB Error

    Locate the Highest Peak NPC, it probably has a function or a query_sql with bad syntax.
  16. Go to status.c, find this line: int status_change_clear(struct block_list* bl, int type) Above this, will have some commented lines explaining: /** * End all statuses except those listed * TODO: May be useful for dispel instead resetting a list there * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC] * @param type: Changes behaviour of the function * 0: PC killed -> Place here statuses that do not dispel on death. * 1: If for some reason status_change_end decides to still keep the status when quitting. * 2: Do clif_changeoption() * 3: Do not remove some permanent/time-independent effects * @return 1: Success 0: Fail */ So, just below it, there's a list that's start like: if(type == 0) { switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK ) break; case SC_WEIGHT50: case SC_WEIGHT90: case SC_EDP: case SC_MELTDOWN: case SC_WEDDING: case SC_XMAS: case SC_SUMMER: case SC_HANBOK: case SC_OKTOBERFEST: case SC_NOCHAT: case SC_FUSION: case SC_EARTHSCROLL: case SC_READYSTORM: case SC_READYDOWN: case SC_READYCOUNTER: case SC_READYTURN: case SC_DODGE: case SC_JAILED: case SC_EXPBOOST: case SC_ITEMBOOST: case SC_HELLPOWER: case SC_JEXPBOOST: case SC_AUTOTRADE: case SC_AUTOREFRESH: case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE: case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_DEF_RATE: case SC_MDEF_RATE: case SC_INCHEALRATE: case SC_INCFLEE2: case SC_INCHIT: case SC_ATKPOTION: case SC_MATKPOTION: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION: case SC_PUSH_CART: case SC_ALL_RIDING: case SC_LIGHT_OF_REGENE: case SC_STYLE_CHANGE: case SC_MOONSTAR: case SC_SUPER_STAR: case SC_HEAT_BARREL_AFTER: case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3: case SC_2011RWC_SCROLL: case SC_JP_EVENT04: continue; } } Add it before continue; ... case SC_QUEST_BUFF3: case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MYCUSTOMSTATUS: continue; } } Then, recompile. Also, before making a thread, use the Search Tool. Your question has been answered here.
  17. Yes, noteleport actually does that: warp, areawarp, warpchar, warpparty, warpguild and warpwaitingpc script commands will not work with "Random" destination warpwaitingpc will not work with "SavePoint" destinationwhy? unitwarp script command will not work with players @jump will not work if GM level is below any_warp_GM_min_level AL_TELEPORT skill can't be used by players (except for level 3, ie. Butterfly Wing) TK_HIGHJUMP skill will not work (except for battleground, gvg and gvg_castle maps) teleport part of RG_INTIMIDATE, NPC_EXPULSION, CG_TAROTCARD skills will not work following items can't be used: Fly Wing (ID 601) Giant Fly Wing (ID 12212) But GM Characters can override it. Try with a normal account.
  18. Kiwi actually found out the makers of the map didn't send some models to her.
  19. What exactly are you trying to block? Also, are you testing with a GM Character?
  20. Did you configure your clientinfo.xml to match the new IP?
  21. Yes, and configure it with your IP too.
  22. First of all, the IPs of your .conf files does not match... Secondly, uncomment the bind-ip and configure them. Thirdly, are you trying to run it in a VPS or on your own PC? If it's on your own PC, an offline server, try to change the IP to the one in ipconfig.
  23. When you load the map on Browedit, look at the console if it states a model missing and the directory it should be. May the files are on wrong directory.
  24. The mapper provided all the files needed? Textures, models and so? Are you able to open and see that model on Browedit?
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