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OptimusM

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Posts posted by OptimusM

  1. Did u check if u have the RecommendedQuestInfoList.lub file on your "Ro Folder/System"?
    maybe u are not using that one, but check if u use any of these 3 

    RecommendedQuestInfoList.lub
    RecommendedQuestInfoList_Sakray.lub
    RecommendedQuestInfoList_True.lub

    Also depends on what data files are u using.
    These are 2 of the best translation project for kRO data, credits to the author´s 

    Zack´s
    https://github.com/zackdreaver/ROenglishRE

    Asheraf´s
    https://github.com/Asheraf/Translation

  2. 2 minutes ago, BeWan said:

    he is just asking for get_unique_id();  dude. haha

    i dont know if u cant understand spanish, but clearly says "Pero lo que busco es un NPC que use el last_unique_id de gepard shield" that directly mean "im looking for an NPC that use last_unique_id *From Gepard Shield" not "itemuniqueid" from DB.

  3.  

    19 hours ago, Madeon said:

    Gracías por la rápida respuesta... Pero lo que busco es un NPC que use el last_unique_id de gepard shield

    Bueno, no fue lo que pediste en primer lugar, pero, para ver temas de "Gepard" , deberias consultarlo directamente con Functor, o revisar si eso que buscas deja alguna tabla en la base de datos (segun yo si) y ya con eso añadirle un check al script de ello.

  4. prontera,164,174,5	script	pack de inicio#tupack	56,{
       if( BaseLevel > 176 ){
       mes "[^000088Pack Inicio^000000]";
       mes "BLABLABLABLABALBA.";
       end;
       }
    
       if( #freebies == 1){
       mes "[^000088Pack Inicio^000000]";
       mes "Ya tienes tu pack de inicio";
      
       close;
       }
       else{
    
       mes "[^000088Pack Inicio^000000]";
       mes "BLABLABLABLABALBA";
       mes "BLABLABLABLABALBA.";
       mes "BLABLABLABLABALBA.";
       next;
       mes "[^000088Pack inicio^000000]";
       mes "BLABLABLABLABALBA.";
       mes "BLABLABLABLABALBA";
       next;
    
       getitem 909,1;
       getitem 1000,1;
       
       set #freebies, 1;
       mes "BLABLABLABLABALBA!";
       close;
       } 
    OnInit:
    	waitingroom "Pack de inicio",0;
    }

    Solo cambia los diálogos, sprite, items a dar y coordenadas del NPC a tu conveniencia ~

    • Upvote 1
  5. @gidzdlcrz 

    11 hours ago, gidzdlcrz said:

    But i already fixed the problem by changing the view id into 2000. Im not sure how it works but hey it works! Thank you!

    the client by default has item idview 2000, to implement more, it´s is recommended to increase that value to 5000 or 8000 on your Nemo patcher, and then make sure all the file and resource name are correctly added on your files.

  6. Hey guys, i never share things here, but hey, glad to help ~
     

    This is my custom implementation of the Mechanic new costume, and work like this.

    This new sprite only work when u use the "Bodystyle 1" on the mechanic class, that means we keep the old mechanic costume as "bodystyle 0"

    In addition to that, i add the Attack animation for 2 genders and the first 3 palettes.

    In the file i put the new Gravitational Cart as "Cart 3" but, u guys can rename or replace it as you like ~

    To make it work, just drag all the rar content on your current grf and it´s done ~


    Additional note:

    Some old clients read the mechanic sprite or palete whit a different name, so, in that case, just replace the name of the files as the name that your client or grf are reading it.

     



     

    mechanic_full_new_stuff.rar

    • Upvote 6
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    • MVP 2
  7. do you have the correct files inside your GRF? i think u can make that on XML format inside your GRF, like this:

    Make a simple text ând edit it like this:
     

    <?xml version="1.0" encoding="UTF-8" ?>
    <enemy_monster_talk_table>
    	<alarm>
    		<discovery>	Tick Tock... Tick Tock... Tick Tock...	</discovery>
    		<discovery>	Alert!! Alert!! It's the enemy!! Enemy!!	</discovery>
    		<attack>	Eat this!!	</attack>
    		<attack>	It is now your time to die!!	</attack>
    		<hp50>	Tick Tock... It's not quite time yet!... Tick Tock...	</hp50>
    		<hp25>	Tick... No! Not yet!! No!!... Tock	</hp25>
    		<kill>	Muhahahaha... Ding Ding Ding!!!	</kill>
    		<dead>	Tick Tock, the Alarm is dead...	</dead>
    		<dead>	Tick...... Tock......	</dead>
    	</alarm>
    	<alice>
    		<attack>	I thought it was my master but to think it was you...	</attack>
    		<attack>	What is this!?! You're not my master!!!	</attack>
    		<attack>	You're not my master and you pretend to be! How rude!!	</attack>
    		<attack>	Why are you lying to me? Do you want to be my master that badly?	</attack>
    		<hp50>	I can't die yet! Not until I see my master...	</hp50>
    		<hp25>	Ma... Master... Please come back... I can't stand this any longer...	</hp25>
    		<kill>	Be proud of me, Master. I have killed the imposter.	</kill>
    		<dead>	Finish me... You're not coming back, are you master...	</dead>
    		<dead>	It's too late... I can't see my master anymore...	</dead>
    		<dead>	It's too late... Even if my master could save me...	</dead>
    	</alice>
    </enemy_monster_talk_table>

     

    After that, save it on your Data (root folder) as "monstertalktable.xml"

    If u need how can u make a new entry on that, this is the way to do it

    <enemy_monster_talk_table>: This is the start of the monster talk table. Leave it as it is =3! 
    <mob_db_name_here>: The mob_db.txt first name you see, after the ID, goes here =3! Its used to identify the mob 
    <discovery>%TAB%Text Here%TAB%</discovery>: This is an event, same as the one below. When a monster see you, this one will be displayed =3! 
    <attack>%TAB%Text Here%TAB%</attack>: When a monster attacks you, this one will be displayed O_O! 
    <hp50>%TAB%Text Here%TAB%</hp50>: When a monster's hp is at 50%, this one will be displayed o..o! 
    <hp25>%TAB%Text Here%TAB%</hp25>: When a monster's hp is at 25%, this one will be displayed x,x 
    <kill>%TAB%Text Here%TAB%</kill>: When a monster kills a character/player, this one will be displayed T~T! 
    <dead>%TAB%Text Here%TAB%</dead>: When a monster dies by player hand, this one will be displayed ^__^! 
    </mob_db_name_here>: The same name of the mob_db.txt, the one after the ID. 
    </enemy_monster_talk_table>: Keep it like this.

    Information obtained from Her*** (Voldemort.ws)


     

  8. actually that´s just a visual bug, but if u delete the character, it´s still having the time that u write on char_conf.

    btw i have been looking for this alot, but im pretty sure this could be a client or data problem, on the way that the client display the time (like yyyymmdd) but i cant find where i can look in to that.

  9. hi!
    The maps are actually beautifull, specially the Sanctum, but i have a question about it, what about the bmp file of that? because says is missing.

    Valkyrie pvp uses the same name that oficial Valkyrie map, so... maybe if you can chage de name or extension i mean, maybe rename bye valkyrie_2 or valkyrie_pvp, maybe im bad implementing maps but, if is that the case, could you tell me how to put this map whitout interfering whit the official one?

    thanks in advice, the maps are actually beatufully designed.

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