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Posts posted by Katakuri
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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
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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
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?
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22 hours ago, Dev Candy said:
I already tried that part here "data/sprite/Àΰ£Á·/±â»ç". Are you referring to this folder "data/sprite/¾ÆÀÌÅÛ"?
no but i'm referring to this one
data/sprite/Àΰ£Á·/±â»ç- 1
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in data folder on weapon sprite it should be for all genders
±â»ç_³²_banryu.act/spr --->
±â»ç_³²_40082.act/spr
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19 hours ago, ScarrFace said:
thank you for this
Your welcome, I'll release some more when I get some free time
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Chubby Meow
Hello,
It's me again sharing some sprites I've done last year.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.
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Submitter
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Submitted02/26/2020
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Category
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Video
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Content AuthorKatakuri, Nexon, Talesweaver
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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.
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Submitter
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Submitted02/22/2020
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Category
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Video
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Content AuthorKatakuri, Talesweaver
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Prontera Maze? prt_maze01, prt_maze02, prt_maze03?
or endless tower?
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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 Skyyagree to this just like hunter class which has bow & dagger attack animations only aside from punching
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Yeah btw thats my opinion, On my side I alterate some jobs like gunslinger which displays the custom weapon too in some cases like (using skill desperado) or even exact crossbows on hunter/stalker
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I think your budget will not fit to that because it will need to do alterations on the sprite sheets of it only you can do is can equip on server side but on clientside on view (animation) it is not applicable.
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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
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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
ClickQuoteLink
And after that recompile.
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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
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Are you using renewal mode? If yes why dont use item#12790
Item Link : Click Here -
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I noticed this too though I figure out the problem which is the Camera Zoom angles on NEMO.
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anyone can still reproduce this glitch on latest rA versions without using gepard?
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4 minutes ago, DevKira said:
Can you give me step by step instructions on how to do that. Please and Thank you!
Hi,
I just followed this
https://github.com/rathena/rathena/wiki/Adding_new_skills -
8 minutes ago, DevKira said:
How did you do that? Help me please.
I already said the solution I just duplicated the sonic blow skill
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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
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save the map using browedit 586 the 620 has saving issues.
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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
[ Showcase + Release ] Katakuri's Gallery
in Spriting & Palette Showcase
Posted
Update:
Equipment for each classes phase 1
stay tuned for upcoming headgears for other classes.