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Katakuri

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Posts posted by Katakuri

  1. On 9/21/2017 at 7:39 PM, crazyarashi said:
    
    prontera,255,55,5	script	Tool Dealer#prt	125,{
    	mes "What do you like to buy?";
    	switch( select( "Ammunition Box", "Single Ammo", "Identify My Items", "Nothing" ) ) {
    	next;
    	case 1:
    		callshop "AmmunitionBox",1;
    		end;
    	case 2:
    		callshop "SingleAmmo",1;
    		end;
    	case 3:
    		mes "Here you go";
    		callfunc "identify123";
    		end;
    	case 4:
            mes "Okay, have a nice day";
            close;
            
    	}
    }
    
    -	shop	Tool Dealer#shop::AmmunitionBox	-1,501:-1 // Add ammo box here
    -	shop	Tool Dealer#shop::SingleAmmo	-1,502:-1 //single ammo add here
    
    function	script	identify123	{
            getinventorylist;
                while( .@idn < @inventorylist_count ){
                    if ( !@inventorylist_identify[.@idn] ){
                        delitem2 @inventorylist_id[.@idn],1,0,0,0,0,0,0,0;
                        getitem @inventorylist_id[.@idn],1;
                    }
                    .@idn++;
                }
    close;
    }

     

    thanks for this but how to make it into a bindatcmd like @shop then the category will shown thanks

  2. On 3/6/2020 at 12:05 PM, Armony said:

     

    Hi, rA today i have a little mistake about the parry, I've modified this skill allowing use with One-hand with Linked State everything i'ts working fine until i switch any equipment.

    see below the behavior

    parry issue.gif

    rA version 9389b

    
    //skill_check_condition_castbegin
    
    if (require.weapon && !(pc_check_weapontype(sd, require.weapon) ||
    		(skill_id == LK_PARRYING && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_KNIGHT && sd->weapontype1 == W_1HSWORD))) {
      
      
      
      //skill_check_condition_castend
      if (require.weapon && !(pc_check_weapontype(sd, require.weapon) ||
    	(skill_id == LK_PARRYING && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_KNIGHT && sd->weapontype1 == W_1HSWORD))) {
    		clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
    		return false;
    	}

    same problem produce anyone got a fix for this?

  3. Owl Mask


    Hello,

    Since I'm busy with multiple works, And trying to bring in on the limelight. I would like to share to the community of some sprites that I created.
    This Owl Mask suits as Upper-Mid View Location.

    Upon downloading my file you are not allow to alter, remove or change some of it contents (color, position, signature & etc) and lastly please do not claim my works as yours and resell it for profits.

    Thanks.


    • Submitter
    • Submitted
      02/22/2020
    • Category
    • Video
    • Content Author
      Katakuri, Talesweaver

     

  4. 36 minutes ago, Azura Skyy said:

    The bigger issue here is classes have 2 attack animations; You can't add a 3rd without some other serious alterations to... I'm not sure what (but not just the sprite). So the bows have to override one of your existing animations if the sprite were ever made. I'd guess this is a large part of why Gravity decided SuperNovices could not use bows/spears/2h swords to begin with.

    Also hate to be a downer but the sprite work just to get the novice/super novice doing the same animation as the archer would probably cost you a couple hundred dollars. Spriting is expensive and finding a spriter willing to take on that big of a sprite is an even tougher challenge. Goodluck.

    ~Azura Skyy

    agree to this just like hunter class which has bow & dagger attack animations only aside from punching ?

  5. On 11/8/2019 at 12:53 AM, Ryo Osaki said:

    What will i add?

    The skill of champion you want to be not affected its damage by Enchant Deadly Poison

    Did you ever read the syntax comment? it states there the location where you can put the skill if you are using pre-renewal or renewal

  6. 1 hour ago, Ryo Osaki said:

    Hello,

    Here's my Assassin Cross Card Effect

    
    bonus3 bAutoSpell,378,1,10;

    I want it to disabled Champion by using this card / or the card won't effect to the Champion

     

    Anyone can help me? ? Special Thanks.

    Add the specific skill of champion you want to nerf on EDP

    Click

    Quote

    Link

     

    And after that recompile.

    • Upvote 2
  7. 4 hours ago, SkyDragon said:

    No, renewal is disabled.

    item_db: 

    30010,name_change,Ticket Name Change,11,5000,,30,,,,,0xFFFFFFFF,63,2,,,,,,{ callfunc "Name_Change"; },{},{}

    I think you can just migrate the item from renewal to pre-renewal

    • Upvote 1
  8. Well in my part I managed to segregate the Sonic Blow skill from assassin itself from Injustice Card

    Assassin = Sonic Blow with after cast delay or animation
    Injustice Card = Unlimited/Non Stopping sonic blows

    Solution: duplicated the skill itself (all aspects db,skill delays, and lua counterparts) and the duplicated skill must be the item script of the injustice card.
     just like this on video

     

  9. On 9/25/2014 at 6:05 PM, AnnieRuru said:

    use your imagination when apply the effects

     

    
    prontera,155,174,5	script	sdhfdjskf	100,{
    	mes "select left, center or right";
    	next;
    	.@s = select( "left", "center", "right" );
    	mes "now firing";
    	close2;
    	specialeffect EF_BEGINSPELL3;
    	sleep 1000;
    	donpcevent "#meteorstorm"+ .@s +"::OnEffect";
    	end;
    }
    
    -	script	meteorstorm	-1,{
    	end;
    OnEffect:
    	specialeffect EF_METEORSTORM;
    	sleep 1000;
    	getmapxy .@map$, .@x, .@y, 1;
    	addrid 4, .@map$, .@x-2, .@y-2, .@x+2, .@y+2;
    	announce strcharinfo(0) +" has been hit by the catapult", bc_map; // add this for adding shame
    	percentheal -100, 0;
    	end;
    }
    prontera,148,167,5	duplicate(meteorstorm)	#meteorstorm1	100,{}
    prontera,156,167,5	duplicate(meteorstorm)	#meteorstorm2	100,{}
    prontera,163,167,5	duplicate(meteorstorm)	#meteorstorm3	100,{}

    with your post count and the difficulty of this question is,

    I assumed the countitem and getcastledata check is not a problem for you

    EDIT: added shame announcement

    Thanks for this. Anyone possible to have random coordinate on the 3 location? example the x and y coordinate for left area is x1 and y1 to x50 and y50 the center is in x51 and y51 to x100 and y100 so when I fired it will not be hit on a specific coordinate and so on and upon hitting a player it will cause random damage either 1-100% lose hp thanks

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