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Posts posted by Haziel
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if( agitcheck() || .@woe$ == "prtg_cas01" ) {
What you're checking here is read is:
IF war is happening OR the player is on "prtg_cas01", give points.
| | symbol represents OR, so, IF would work if one of the following conditions is met. -
Specifically the custom ones, right?
Have you tried to leave the texture files inside and outside a custom/ subfolder under texture/?- 1
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Well, for those models, you'll need to HEX the model files changing the version from 5 to 4.
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As far as my research comes to, it seems that some clients won't support models with version 5 on their headers.
Is your map using any of the new models from Prontera, Lasagna or other recent updates in an 2013 client or something?- 1
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Then it may be several factors.
Have acquired the correct LUA files for using the bodystyle command?
Check the requirements for the Bodystyle feature here.
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As far as I can remember, it won't read subfolders, files must be under model/ and texture/.
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Greetings.
Your post has far insufficient info.
Please, detail how it happens, post the code you're currently using and check if there's any error on Server's console.
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Usually, under root folders of each, custom models under models/ and textures under textures/.
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Greetings.
Honestly, I have never even heard of that error, but we can investigate it's cause.
First step is: can you open it on Browedit and check if the console displays any errors? -
The official lightmaps are generated by other softwares, the way Browedit does it is saved on that .extra file he generates upon saving.
There's no known way to get the original information, of course, because it was not generated by the same tool. -
Very well, I had some spare time, so.
- script hourly_point_main -1,{ OnInit: .max_hour = 5; .duration = 3600; .npc_name$ = strnpcinfo(3); bindatcmd "hourly", .npc_name$ + "::OnCheck"; end; OnClock0000: query_sql( "DELETE FROM acc_reg_num` WHERE `key` = '#daily_hour_count' AND `account_id` IN ( SELECT `account_id` FROM `char` WHERE `login` = 0 GROUP BY `account_id` ) " ); addrid(0); #daily_hour_count = -1; OnUpdate: deltimer .npc_name$+"::OnUpdate"; #daily_hour_count++; switch ( #daily_hour_count ) { case 1: #CASHPOINT += 1; getitem 512,1; break; case 2: #CASHPOINT += 2; getitem 512,2; break; case 3: #CASHPOINT += 3; getitem 512,3; break; case 4: #CASHPOINT += 4; getitem 512,4; break; case 5: #CASHPOINT += 5; getitem 512,6; break; default: break; } OnPCLoginEvent: if ( #daily_hour_count < .max_hour ) { @timer = gettimetick(2) + .duration; addtimer ( .duration * 1000 ), .npc_name$+"::OnUpdate"; } if ( #daily_hour_count ) dispbottom "[ Hourly Rewards ] " + #daily_hour_count + "/" + .max_hour + " hour" + ((#daily_hour_count > 1)?"s":"") + " played!",0x9ae2d7; end; OnCheck: .@min = (@timer - gettimetick(2))/60; .@sec = (@timer - gettimetick(2))%60; dispbottom "[ Hourly Rewards ] Your next reward will be achieved in " + ((.@min)? "[ " + .@min + " ] minute" + ((.@min > 1)?"s":""):"") + ((.@min && .@sec)? " and ":"") + ((.@sec)? "[ " + .@sec + " ] second" + ((.@sec > 1)?"s":""):"") + "!",0x9ae2d7; end; }
I've made it on my own coding and aesthetic taste, adapt it as you wish.
Use @hourly to check time left- 1
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That should work, have you tested it?
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Everything you need to know to start, step by step, can be found on our GitHub Wiki!
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Hello, @Cyric!
Welcome to rAthena! -
[Arcturus] Lightning Guardian
Hello again, rAthena.
Years before the release of Ragnarök Online, Gravity made an RPG game called Arcturus.
Due the similarities of the styles and structures, some content can be brought back to life on our beloved RO.
Today I presente you one new Foe or Boss for your fields, instances or yet, quests: The Lightning Guardian!
This is a free release, use it as you wish, but please, don't claim my work as yours, it took quite some effort to make this conversion.
I'll try to make a release weekly, contact me if you want to support me by any way.
Hope you all like it.
Regards,
Haziel
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Submitter
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Submitted11/28/16
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Category
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Content Author
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4 minutes ago, Chemical Crush said:
This is definitely not a lightmap issue. Lightmaps dont reflect or land on models, this is a model issue. I'm not sure what exactly because I don't use custom models, but it is definitely a model issue. The only thing shadows appear on are textures, or walls, which are textures regardless. I think there are some guides about custom models on Syo's channel but I'm not sure it brings up this issue, sadly.
Sometimes I found some influences of lightmaps on models, but I might be also wrong.
@Tio Akima I would love to take a look on those Custom Dragon Ball Job sprites, care to show me some previews? -
Take a look on Syouji's Channel on Youtube, he has some interesting guides about everything related to Map creation.
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As far as I know, Fluffle Puff's Datas are just bases to create your own GRF.
To get all resources for all items, you'll always needs a base GRF such the ones from kRO, iRO, jRO, etc.
Another option is find @Ridley to create you a custom, clean and complete GRF.
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Since skills are not a exactly thing, I doubt that it's possible without remaking a lot of src files.
There's skills that appears listed in up to ten files, while some others just shows in one depending on how it works. -
It's a lightmap error, try to rebuild the Lightmaps on a different angle.
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Use this command:
*changebase <job ID number>{,<account ID>}; This command will change a character's appearance to that of the specified job class. Nothing but appearance will change. The command will run for the invoking character unless an account ID is given. changebase Job_Novice; // Changes player to Novice sprite. changebase Class; // Changes player back to default sprite.
On the Equip/Unequip part of the desired item, it might also need some OnLogin checks, not sure tho. -
You're welcome, please mark the thread as answered/solved.
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It can do both.
On GRF Editor, when editing a .thor, at right "Container Options" > Patching Mode > Merge into GRF > write down the GRFs name.- 1
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You can set this configuration under: conf\battle\monster.conf
Search for:mvp_tomb_enabled: yes
That is a well known and numerous-times-answered question.
Please, do a quick search before posting.
Guild Castle Count
in Scripting Support
Posted
You can use getcastledata command:
In a Script, set an array with the list of all castles and make a loop checking the ID of the castle owner match the desired Guild check.