Jump to content

IndieD

Members
  • Posts

    50
  • Joined

  • Last visited

Everything posted by IndieD

  1. Hello scripters of rA; I'm requesting a flexible, and easily editable NPC that enchants into the 4th slot, with somewhat of a quest inside. For example: I have an item called Lesser Card of Negation (26000). The Lesser Card of Negation has two other forms, Normal (26001) and Greater (26002) which equip to armor equipment slots. For my server, to balance the custom cards out, I'd like them to be enchantments rather than regular cards so players are limited to one-of's per equipment. This would reduce stacking and would still let the player have a regular card socketed into the equipment. To explain, there is another card in my server that grants the player the ability to gain life when dealing damage, called Life Drinker/Vampiric, and it too has a Lesser/Normal/Greater variant, but instead of it being enchanted to the armor set, it gets put into the weapon slot. Unlike armors, weapons can carry multiple slots, so this is where the enchantment systems comes into play. Enchantments in the 4th slot reduce the stacking effect. I looked up how to limit a how many cards of of a specific ID you can place into an item, but this also allows players to have two cards of different variants, adding to the stacking effect. I'd like the NPC to also require the player to quest/hunt for these instead of just paying a fixed amount. In order to get the Lesser Card of Negation, players have to hunt specific items in order to receive it, and so on. So what I'm trying to ask for is an enchantment NPC that's sort of a hybrid of multiple NPCs; enchanter and a quest NPC. If possible, I'd like the enchantments be able to be socketed into any piece of armor or weapon, depending on what the card/enchantment fits into, with room to add and expand whenever I need to. I know it's a bit confusing, but I'm willing to answer any question to make this NPC perfect. Thank you.
  2. I've got it working correctly now. Been really busy lately, so updating was during down time. Anyway, my mistake was that when creating your .thor patch, when choosing your file, don't make it data/System and then chose Other and inputting /System. That created a new folder "System" making it data/System/System.
  3. Alright, so an update. I've got the correct files working. Turns out it needs to be patched directly into ROFolder > System > itemInfo.lua. However, when I use Thor to create a patch, the patch goes into ROFolder > System > System > itemInfo.lua. How do I patch it directly into the System > itemInfo.lua? I've tried various ways of doing this.
  4. Alrighty, so I've tried just about everything. I've done it the way I've always done, resname, display and desc.txts didn't work. I've tried making it using .lua alone and .lub alone, and neither of those worked. I've also added in the card sprite and textures, and connected them using the 3 files and their respectable num2/id files. Probably should've mentioned I'm using 2013-08-07. EDIT: Alright, so I'm editing the data/system/itemInfo.lua and this is my entry: [26000] = { unidentifiedDisplayName = "Card", unidentifiedResourceName = "이름없는카드", unidentifiedDescriptionName = { "Gain a 5% chance of casting Assumptio when being attacked.", "Class :^777777 Card^000000", "Compound on :^777777 Armor^000000", "Weight :^777777 1^000000", }, identifiedDisplayName = "Lesser Negation Card", identifiedResourceName = "이름없는카드", identifiedDescriptionName = { "Gain a 5% chance of casting Assumptio when being attacked.", "Class :^777777 Card^000000", "Compound on :^777777 Armor^000000", "Weight :^777777 1^000000", }, slotCount = 0, ClassNum = 0 }, I've changed the ID of the card because it was conflicting with Dead Fog Stone, now it's 26000. Here's my item_db entry. 26000,lnegation,Lesser Negation Card,6,1,1,1,,,,,0xFFFFFFFF,0,2,16,,,,,{bonus3 bAutoSpellWhenHit,361,1,50;},{},{} I mean, I've never had this issue before, and it's really hindering progress on my server since it's just the last thing I need to do besides touch ups before I can release. Would it be possible to list all the files I'd need to edit? Once again, I've gone through certain threads multiple times to get a thorough answer and have followed each guide step by step, but I've yet to come to a solution.
  5. Alright, I'm close to ripping my hair out. I've spent nearly two hours trying to figure out why my cards keep showing up as Unknown Items. I'm not new to adding custom items, except custom cards, which I've searched up several guides and support topics dealing with this issue. Here are all my files and the corresponding edits I've done. idnum2itemdesctable idnum2itemdisplaynametable idnum2itemresnametable itemInfo.lub [35000] = { unidentifiedDisplayName = "Card", unidentifiedResourceName = "이름없는카드", unidentifiedDescriptionName = { "Your description", "Item Class: ^777777Card^000000", "Equip on: ^777777Garment^000000", "Weight: ^7777771^000000", }, identifiedDisplayName = "Custom Card", identifiedResourceName = "이름없는카드", identifiedDescriptionName = { "Your description", "Item Class: ^777777Card^000000", "Equip on: ^777777Garment^000000", "Weight: ^7777771^000000", }, slotCount = 0, ClassNum = 0 }, Now, with the itemInfo.lub, I had it at .lua before, and after I patch, I get an error stating there's an unknown symbol after "[". I'm super close to calling it a night, but I'd rather get this settled before I do. Any help? Not sure what I'm doing incorrectly.
  6. Does that include skills like SBK, or is it strictly magic attacks? Anyway, thanks for the info. I spent nearly an hour trying to figure it out.
  7. Greetings; I'm trying to create a card that activates Defender upon being dealt any type of damage. So far, I'm only able to get it to work when being dealt physical damage, but can't seem to get it to work when being dealt spell damage. The item_bonus.txt has a detailed description on which to use, but it's failed me every time. What am I doing wrong?
  8. Nevermind, doing some editing, will post back.
  9. then what details in your core.c I haven't edited anything in my core.c. I just couldn't find the line that the solution states. I'm using the correct client for my server, and I've edited the packet_db.txt and all the necessary documents needed. I can log in fine, but the client is fully stuck, and the 2nd line on the chat is Cannot Determine SVN/GIT.
  10. I don't have that specific line in my core. C
  11. For some reason, I don't have that in my core.c. Sorry for reviving.
  12. I updated my SVN and now whenever anyone enters the server, no NPCs load up and they're not able to move. I've tried changing my mmo.h and my packet_db to correlate to my client, but still no luck.
  13. Shield Chain works for GMs, but not players.
  14. r12138 So, after releasing my server, there have been a bit more bugs that we didn't see. Magnus Exorcismus has weird scaling. I tested it on a Necromancer with a player, and it would range from 16k a hit, and drop down to 3k a hit. - I used skill_damage_db.txt and skill_damage and couldn't edit it. Assassin Cross is supposed to hit twice with L/R hand mastery, but when equipped with a sword, it only hits once. How would I go about editing that? Also, Shield Chain isn't working for players. It's giving the "Skill has failed" error message. Thank you.
  15. Ya, I figured. Is there a way to add a timer on this between rounds? Like a 5 second timer so they can back up into the spawn to recover?
  16. Thanks Emisty. I forgot to mention that under your permission, could I take off the treasure boxes spawning? I forgot to put that in my initial post. So, once they finish killing the mobs, it'll auto-recognize there are no more mobs on the map, and just spawn the NPC.
  17. I have a bit of a question. I was toying around with this script and can't seem to figure out how to change the prizes. When all the mobs are killed, I'd like to have an NPC show up first, let the player click them, and tell them a message with a next command. Once they exit, they will receive Event tickets, I've messed around a bit with this but can't seem to figure it out.
  18. Alright, I tried everything and they seem to work right now! I appreciate everyone's help. I just used translations for the koreans language setup, and just had to delete the systeminfo folder from my RO foler! Thank you for your help everyone.
  19. Alright. What've I'm doing now is just re-making a whole new grf from the downloads provided. I will update you right after. What do I do with the Sakray and Sakray_AI folders what were in data_v04? So a quick update: I created a new GRF and I'm still getting the savedata/optioninfo nil error even after using the setup. The setup itself is in korean and errors right when I press okay. In my client.xml, my langtype is 1 for English.Now I'm getting this error after I open up my client besides the savedata. Update: Got translations working and everything. No more savedataoption error, but now I fail to connect to my server. I'm on WANHosting services.
  20. I diffed a 20130807 Client. Are you talking about the Ghostring setup that's usually in the newer kRO downloads?
  21. I'll try it out real quick. I just downloaded a fresh kRO, data folder, and rdata.grf to start fresh just incase it was something dealing with that. Will get back asap. @Swordsman Do you mean load LUA before LUB? Where does this systems folder go? Inside the data folder, or just inside the grf? Sorry, I was in the age of using kRo and Sakray as clients.
  22. I've done most of this. I haven't made clients since eAthena before lua/lubs. I don't really understand what I'm missing, I've made clients once or twice before. Whenever I make servers, it's always client related issues.
  23. yup. Langtype 0. Client IP is all good. Just an update on this error. I've changed my clientinfo.xml to the correct langtype this time and will be including pictures regarding my problems. I'm using Loki Launcher. Once the errors are cleared, my client has BGM, but no picture whatsoever. I've been messing around with everything for about two days now.
×
×
  • Create New...