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Posts posted by Haziel
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Lub decompilation is not made by a software, It's manual, made by the ones who have skills to do so.
For your luck, you can get the Lua files according to your client date here.
I don't want to be rude, but I see a lot of your topics which could be easily solved with a bit of search in the forums, try to search for your answer before opening a topic.
I think you want to learn, and just ask for what you want in a million threads will teach you nothing.
Good luck.
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Question 1:
See item_trade.txt, I guess the file is self explanatory.
Question 2:Search on Database Forum for how to add custom items, item_db is only the Server-side of the process, you still need to edit your Client-side files.
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You're getting the file from kRO .grf, obviously it'll be in Korean, search in the Client forum for English Data.
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What defines that feature is the Client date.
It's not possible to use the new Hotkey bar without updating the client itself. -
Something like this:
UPDATE `item_db` SET `equip_script` = '', `unequip_script` = '' WHERE `equip_locations` =1 OR `equip_locations` =256 OR `equip_locations` =512 OR `equip_locations` =257 OR `equip_locations` =513 OR `equip_locations` =768 OR `equip_locations` =769;
Will cover all of them.
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With the current in-built tools, you can choose only one type of item-bound.
And the color of the item names are client-side limitations.
It may be possible to expand the bounded-item system, but again, it's a source modification. -
With in-built tools, it's quite hardto do this, specifically the graphic part, which is client-side, and, if you don't know yet (consedering your other posts) is something really hard to modify freely.
It's a source modification, far more complex than just a Script.
You will need to look at the recent implemented Official VIP system and see how it expand the slots, then, store the actual unlocked slots in some kind of variable or SQL table.
It's a long way to go and would require some time to be done. -
Navigation System is a client-side feature, and, as far as I know, only some strange src modification would allow you to integrate the act of click on map (or npc, or mob) to the 'unitwalk' script command.
By the way, you can make a player walk using 'unitwalk/unitwalkto' commands, from a function or NPC.*unitwalk <GID>,<x>,<y>{,"<event label>"}; *unitwalkto <GID>,<Target GID>{,"<event label>"}; This command will tell a <GID> to walk to a position, defined either as a set of coordinates or another object. The command returns a 1 for success and 0 upon failure. If coordinates are passed, the <GID> will walk to the given x,y coordinates on the unit's current map. While there is no way to move across an entire map with 1 command use, this could be used in a loop to move long distances. If an object ID is passed, the initial <GID> will walk to the <Target GID> (similar to walking to attack). This is based on the distance from <GID> to <Target ID>. This command uses a hard walk check, so it will calculate a walk path with obstacles. Sending a bad target ID will result in an error. An optional Event Label can be passed as well which will execute when the <GID> has reached the given coordinates or <Target GID>. Examples: // Makes player walk to the coordinates (150,150). unitwalk getcharid(3),150,150; // Performs a conditional check with the command and reports success or failure to the player. if(unitwalk(getcharid(3),150,150)) dispbottom "Walking you there..."; else dispbottom "That's too far away, man."; // Makes player walk to another character named "WalkToMe". unitwalkto getcharid(3),getcharid(3,"WalkToMe");
It may be possible to create a custom 'On' label which would cast a script after navigation system is used, but, again, it's a Source Modification.
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In addition to this, I would suggest you a Custom Skill or modification of the 'Holy Water' skill, so the Priest may create exclusive Buff Scrolls for vending.
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The 'bind-ip' fields are configured and uncommented in the .conf files?
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It's simple, if you're used to cardprefixnametable.txt (located into data.grf, client-side).
Get the file and, at it's end, add the lines:4700#[STR + 01]# 4701#[STR + 02]# 4702#[STR + 03]# 4703#[STR + 04]# 4704#[STR + 05]# 4705#[STR + 06]# 4706#[STR + 07]# 4707#[STR + 08]# 4708#[STR + 09]# 4709#[STR + 10]# 4710#[INT + 01]# 4711#[INT + 02]# 4712#[INT + 03]# 4713#[INT + 04]# 4714#[INT + 05]# 4715#[INT + 06]# 4716#[INT + 07]# 4717#[INT + 08]# 4718#[INT + 09]# 4719#[INT + 10]# 4720#[DEX + 01]# 4721#[DEX + 02]# 4722#[DEX + 03]# 4723#[DEX + 04]# 4724#[DEX + 05]# 4725#[DEX + 06]# 4726#[DEX + 07]# 4727#[DEX + 08]# 4728#[DEX + 09]# 4729#[DEX + 10]# 4730#[AGI + 01]# 4731#[AGI + 02]# 4732#[AGI + 03]# 4733#[AGI + 04]# 4734#[AGI + 05]# 4735#[AGI + 06]# 4736#[AGI + 07]# 4737#[AGI + 08]# 4738#[AGI + 09]# 4739#[AGI + 10]# 4740#[VIT + 01]# 4741#[VIT + 02]# 4742#[VIT + 03]# 4743#[VIT + 04]# 4744#[VIT + 05]# 4745#[VIT + 06]# 4746#[VIT + 07]# 4747#[VIT + 08]# 4748#[VIT + 09]# 4749#[VIT + 10]# 4750#[LUK + 01]# 4751#[LUK + 02]# 4752#[LUK + 03]# 4753#[LUK + 04]# 4754#[LUK + 05]# 4755#[LUK + 06]# 4756#[LUK + 07]# 4757#[LUK + 08]# 4758#[LUK + 09]# 4759#[LUK + 10]#
The names may turn Green because usually, Runes doesn't cast Prefix names.
And, if I recall correctly, it needs to be in langtype 0 or 1. -
I don't want to bother, but, if anyone can...
Can anyone, please, direct me a way to get the Test Server Client?
Or, at least the update files?
I was about to reboot my Sprite and Graphics topic and this material would be nice to create some new customs.
Nevermind, solved it. -
Nevermind, this script is too bugged.
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Go to the Pet DB.
1002,PORING,Poring,619,9001,10013,531,80,60,50,100,250,20,2000,150,1,0,350,400,800,{ petloot 10; },{ bonus bLuk,2; bonus bCritical,1; }
Remove all the
petloot 10;
from all the pets.
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Is possible a Diff for setting the number of Hairstyles and Hair Palettes on Character Creation?
Let me quote and bump this request.
Anyone have any clue about how to change/cap this?
(No, it's not a setting about available Hairstyles/Colors in the game, but in Character Creation)
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I'm trying to figure out the HEX to set the cap of Hairstyles and Haircolors on Character Creation.
I'm not pretty skilled on HEX decryption, then, I had no success until now.
Anyone have the answer? -
Well, actually this file is outdated and you was not able to find anymore because I decided to not redistribute them anymore, so, as soon as possible, I, please, require to the link to be removed.
People who still uses it can keep it, but I don't want new Download links, anything else, drop me a PM.- 1
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@M45T3R:
Nay, you can set which of them will be accept but not how many will appears. -
Is possible a Diff for setting the number of Hairstyles and Hair Palettes on Character Creation?
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It appears to be eAmod security system.
Do you use it? -
"If it ain't broke, don't fix it."
Agree.
Forgive me is this sounds off topic but as a "product" rathena wasnt suppose to supply the "consumers" needs?
And true. Seems this point is somewhat omitted... what a mistake.
This recalls me those times when we had "stable and trunk" branches in eA. IMO separating Pre-RE on its own branch, is, a better -suitable- way of saying that you are gonna kill it.
Guys these* are not the best times to do -radical changes- like the one you are discussing here (About Pre-RE. I'm not refering about GIT move). Remember that there is another emu option now that is preserving Pre-RE. The only difference for now, between each projects is: a strong community backing here, that you surely will put on the fence with this move.
So I will say it simple. You want to take the risk and loose your "consumers", for a better "way of coding"?, then, sure do it =P. Not a good idea for me.
That's what I'm talking about.
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*-* Can't wait to use this new possibility. \o/
I need help
in Scripting Support
Posted
1. I'm not sure, but, as far as I know, the website is only opnened once the link is clicked on a message box.
2. The easiest way to do it is by Labels,
3. You may use the Cutin command to get that kind of result: