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Everything posted by Haziel
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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.
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Please, clariffy what is the issue. The screenshot alone isn't enough for us to analyze and determine how to help you.
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Please, refer to the search tool before posting. And yes, it teaches specifically to encrypt by file.
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Everything looks so nice, but imo the Whitesmith is not blending with the background, apart of that, really a great job you did there.
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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.
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Can't help you with rAmod. It works on 2015 configured rAthena.
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Based on: Replace: bonus3 bAutoSpell,"MG_SAFETYWALL",10,50; To: bonus4 bAutoSpellWhenHit,"MG_SAFETYWALL",10,50,0; Tested.
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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.
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Change: set Freebies,1; To: set #Freebies,1;
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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.
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The client does not support animations on those actions for character sprites.
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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.
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Check it out:
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GetEquipID(3) refers to Garment Slot. Left or Right hand would be 8 or 9 respectively.
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That's a new UI for 2017 clients, it's still in development on rA.
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Check if that system doesn't have a client-side counterpart.
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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.
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You can check this:
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You're talking about server-side commands, the ones I've mentioned are official ones to distribute the points quickly using available Stat Points.
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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.
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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$,@x,@y; Changing Prontera to whichever map you want to avoid teleporting the person to.
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The command described already exists /str+ , /agi+ and on and on.
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Just insert a check after getting the target map. Would need to be a verification between those two lines: getmapxy(@m$,@x,@y,0,rid2name(@aid[@menu])); warp @m$,@x,@y;
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Palette missing other colors 3rd new clothes
Haziel replied to technick's question in Client-side Support
Try generating the error so we know what changed. -
To use that kind of command, you must understand that, countitem is a function, it means it gets a value and converts it based on it's parameters. The player who interacts with the NPC is the one countitem will count items from, so, if you want your npc to display how many red potions he has: mes "You have: " + countitem(501) + " Red Potions!"; Where 501 is the Red Potion ID.
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