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Froost

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Posts posted by Froost

  1. 1 hour ago, Herbertsidy said:

    Hello guys, I'm tired on trying for to much time the link of the parameters, how you can see below:

    A: How edits the initial message that apears in the ballon how I show for you in the SS?

    A2: How edits the WEB LINK of the Cash Image that in the moment is hypero.com? (cash image I know where edit, but I didn't find the link no one local!) Oo'

    screenFull PvP - Servidor000.jpg

    1 - edit message (data/msgstringtable.txt) use notpad++ for search
    2 - edit cash banner link ( data/luafiles514/lua files/datainfo/tb_cashshop_banner.lub )

  2. On 7/17/2021 at 7:29 PM, ffman22 said:

    hello, thank you for the guide I did all of it, but my sprite didnt show up in the equip menu or in the character.
    and I need that the sprite show in front of the character sprite.

    image.png.9e79f804b7cf1370c2ddfc25bdc36c5e.png

    like this example that I am using a normal item.

    garment= back, there is no cape that you use in front.

    it looks like the 2dlayerdir file in the lua files you can set to bring forward, but I haven't tested it. (zell tip)

    you can use headgear to go ahead as an option.

  3. Many ask me for support, although there is a guide here from another member on the forum., for some reason this guide, besides being outdated, has files that don't exist (iteminfo.lub with another name) and it confuses a lot of people 

    Quick guide to hands-on teaching you how to install garment on your rAthena emulator and Client-side

    Note: The garments are not considerable common looks, so they do not use Accessoryid.lub and accname.lub.

    Features we’re going to use:
    • iteminfo.lua
    • SpriteRobeId.lub
    • SpriteRobeName.lub
    • item_db_equip.yml
    • 1 image Collection
    • 1 bmp image for inventory
    • 1 spr and act of item when dragged
    • 1 spr and act of the equipment (male or female)

    STEP 1

    First let’s add the name we want to the client-side System/iteminfo.lub

    Orange = Item id
    Green = collection/act/spr file name
    Blue = Title name
    Purple = item description

    [250001] = {
         unidentifiedDisplayName = "Unidentified Garment",
         unidentifiedResourceName = "후드",
         unidentifiedDescriptionName = {
         "Can be identified by using a ^990099Magnifier^000000."
         },
         identifiedDisplayName = "Super Angel Wing",
         identifiedResourceName = "Angel_wing",
         identifiedDescriptionName = {
         "White wings of a holy Archangel.",
         "____________",
         "^0000CCType:^000000 Garment",
         "^0000CCDefense:^000000 18",
         "^0000CCWeight:^000000 20",
         "____________",
         "^0000CCRequirement:^000000 None"
         },
         slotCount = 1,
         ClassNum = 1,
         costume = false
    },
    • In the print it will look like this:
    
    
    
    Now I’m going to right click on any item or id and select the option COPY TO…
    
    

    Obs: the ideal is you already get the id of some wing, for example the ArchAngel which is the 2573 as we are going to make a wing, it can be the same as it. (if I were to make a sword for example or something related in the back, it could be Thanatos Sword as an example)

    and you put the new id, in the case of the example it is the 250001

    If you notice the Archangel Wings VIEWID is the 1:
    
    
    
    So let’s put the ID of our custom, which is 84, the ID we chose in the file SpriteRobeID.lub
    
    Staying like this in the Server data base:
    
    

    In YML it looked like this, after saving:

    
    


    Now the bureaucratic part is definitely over, let’s just copy the files to the data folder and connect.

    STEP 3

    Let’s go to the files now, the paths we’re going to use is:

    inventory= data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\item\
    Collection = data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\collection\
    drag inventory = data\sprite\¾ÆÀÌÅÛ\
    wing (Male) = data\sprite\·Îºê\Angel_Wing\³²\
    wing (Female) = data\sprite\·Îºê\Angel_Wing\¿©\

    Note: Currently the client only reads the file by the name of the class, I’m going to use the LEARN (novice) class in the example, but ideally you use a garment generator and generate the same file for all classes (I think this one can be a good gerator *I haven’t tested it yet*

    But let’s test only with 1 class to test, as I said, I’ll use the apprentice, the sprite name is: Ãʺ¸ÀÚ_³²

    first let’s paste the textures,
    Collection folder in place data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\collection\
    
    
    
    folder item inventory = data\texture\À¯ÀúÀÎÅÍÆäÀ̽º\item\
    
    

    Now we can go to the Sprites,
    Drop inventory = data\sprite\¾ÆÀÌÅÛ\

    image-12.png?resize=225%2C133&ssl=1

    wing (male) = data\sprite\·Îºê\Angel_Wing\³²\
    Note that the filename goes one folder before, and in the file goes the class name, this can be repeated for the female folder.

    image-15.png?resize=253%2C163&ssl=1

    in-game looked like this on @item 250001 with the class @job 0

    login_tUZMfIChLe.png?resize=529%2C235&ss

     

    Some observations:
    1 – I had to change the SDE from (4) to 8192 to test if the robe custom was right, so that’s why it’s in the look tab and not the Equip tab, but I saw that it doesn’t make a difference, so disregard it.

    2 – If the Wing appears on the ALT+Q but does not appear on the character as in this image below

     

     

    login_MVSCpWdRqs.png?resize=443%2C210&ss

    you probably don’t have the id in transparentitem.lub is an extra file that controls the transparency of the item, this file’s default for non-existent ids is 0 (transparent)
    so you just open it and so here:

    84 = is ID

    { 84, 255, 255, 0 },

    • Upvote 3
  4. 8 hours ago, Almond Snicker said:

    Olá a todos,

    Problema principal - O Map-Serve inspecionado no htop vai até 60% - 90% no uso da CPU. nem sempre, mas quando o uso da CPU atinge essa porcentagem, o resultado é que um leve slide / caractere gira por um segundo, retrocede algumas células.

    Estou a lidar com este problema há 1 semana, inicialmente o servidor está alojado no plano vps da OVH e depois transferido para o Servidor Dedicado OVH. A transferência para o servidor dedicado reduziu bastante a chance de uso da CPU atingir a marca de 60%, na verdade, por uma semana após a transferência para o servidor dedicado, atingiu 60% -90% do uso da CPU na noite passada.

    Normalmente, ele fica em 35% -50% no servidor dedicado. Não tenho certeza se isso é normal ou muito alto.

    Mais informações: CPU de
    servidor dedicado
    - i7 7700 4c / 8t 4,2 a 4,5 ghz
    RAM - 32GB

    rAthena - versão dez - janeiro (item.yml) já
    Cliente - 20180621a

    Pelo que entendi o emulador rAthena usa apenas 1 núcleo, mas checando htop a distribuição de uso às vezes pula de um núcleo para outro, isso é normal?

    Qual pode ser a causa do problema?
    O seridor dedicado ainda não tem falta de energia para executar o servidor?
    O npc ou script defeituoso pode ocupar recursos? é preciso CPU em vez de RAM?
    O cliente e o GRF podem adicionar ao uso de CPU do mapserver?
    Pode ser um SRC com defeito? Eu só tenho whosell / gepard nele.
    Pode ser Gepard?

    Você já experimentou esse problema? como você superou? Verifiquei os fóruns e há alguns tópicos semelhantes a este, mas acabou 2014 e alguns links já morreram para referência. Espero que alguém possa me esclarecer para meu próximo passo. obrigado!

    coompile in release and test

  5. 10 hours ago, konishiwa said:

    já está implementado ?, verifiquei meu grf e encontrei isso no meu cliente (foto abaixo)

    já estou usando o emu recente (3 de março de 2021), alguém sabe como usar a nova aparência do mado?

    desculpe se este for o lugar errado (tópicos) para fazer a pergunta, obrigado antes :))

    123.jpg

    try @bodystyle 1 in mechanic job

  6. 2 hours ago, Reinheiten said:

    Não consigo encontrar uma resposta em qualquer lugar do fórum sobre este tópico.

    Problema : vi alguns vídeos de pessoas em diferentes servidores arrastando / expandindo livremente o tamanho da janela de inventário de forma que ela seja muito longa (semelhante a como o armazenamento pode ser aumentado em 5-6 linhas. Gostaria de fazer o oposto do que  editar msgstringtable.txt para menos caracteres. - arraste e expanda o canto da janela para que eu possa ter mais de 10 linhas, se necessário.  No máximo, posso aumentar o tamanho de 3x6 para 7x6. 

    1. Eu olhei todas as opções de diff para 21/06/2018, mas não consigo encontrar nada.
    2. Editar msgstringtable.txt não faz o que eu gostaria.

    Estou faltando alguma coisa ou isso não é possível com esta versão do cliente? Desde já, obrigado.

    476270888_2021-01-29210945.png.c256c9a4c2f6f67adc7b3db6cf9be60d.png61710668_2021-01-29210953.png.d74609f48fd943f09bcf4ca0eb3c839f.png

    image.png.f82fee29b7b68640675145602cec2862.png

     to increase you just need a large number here.

  7. Hello, a lot of people ask me for support for this, and I think something is so simple, but I still want to help them, well I know that just writing is not enough, so I made a video teaching my BRAZILIAN community how to do it, but also I made a text file and I teach for the AMERICAN community too, well you can watch and see if you can follow, I found it easier.

    Video complete: 

    Server database editor

    GRF editor

    Client hexed 20200604

    Current emulator rathena

    Notepad ++

    My aura DEATH

    After the whole process:
    image.png.80d874a9ffc8a84ef20ca3408e4986cd.png

    Quickly learn how to add custons to the latest rathena emulator with item_db.yml

    0 - open your main GRF that is reading
    luafiles514 (in the example of the video is my data.grf because I don't have another one) and extract ACCNAME.LUB | ACCESSORYID.LUB

    image.thumb.png.6c705766aadd1ca72406e835f720fc78.png

     

    1 - add your custom visual name to data\luafiles514\datainfo\accname.lub

     

    1904381674_notepad_rfykqWvB1u.thumb.png.5b965a50c5e7cdbdfad83f6384da6d87.png

    2 - add your custom visual ID to data\luafiles514\datainfo\AccessoryId.lub

    [ACCESSORY_IDs.ACCESSORY_DEATH] = "_DEATH", 


    the _ (underline) is mandatory in this process because the client places the female and male symbol at the beginning to identify the folders.

    1027251347_notepad_rlF14PYAL1.png.9058bb9cdd2d44d0d29f45fd40c01346.png

     

    ACCESSORY_NAME = LAST ID,

    My:

    ACCESSORY_DEATH = 2006

    3 - Configure the item_db.yml in the server data base editor ( select the PRE-RE or RE folder from your rathena emulator database)

    Link download SDE compatible item_db.yml http://www.mediafire.com/download/p0zhcc8ipa6cjt3 .| 


    note: this version tokei made me available for testing, it's official, but I believe that here on rathena it hasn't been released, so it's a beta version. 

    obs: you can copy the id of some item like i did with id 500 and redirect it to the new ID.

    CTRL + SHIFT + D (copy ... id)image.png.bfb16bdd75b55781864e7271c6a4613f.png

    I used 250001 as an example.

    SDE_5UJwefKgb5.thumb.png.89ccb1505229b0031b510f64f757f300.png

     

    4 - create the id on iteminfo.lub

    identifiedDisplayName = item name after identifying or if already identified.
    identifiedResourceName = location where the item's sprite will be in the inventory / collection or when it drops
    identifiedDescriptionName = item description after identifying or if already identified.

    everything unidentified on the front will be when the item is not identified.

    1564078521_notepad_VKUqS8imtg.thumb.png.5dc1052c01580e4555a3b6fdcfe836ab.png

    my code:
     

    [250001] = {
    		unidentifiedDisplayName = "Death Aura",
    		unidentifiedResourceName = "DEATH",
    		unidentifiedDescriptionName = {
    		},
    		identifiedDisplayName = "Death Aura",
    		identifiedResourceName = "DEATH",
    		identifiedDescriptionName = {
    			"A snack of a piece of walnut mixed with chocolate and rounded together.",
    			"I don't know why walnut carries it.",
    			"________________________",
    			"Heals 10% HP and 10% SP.",
    			"________________________",
    			"^ff0000(The item is deleted after the event ends.)^000000",
    			"________________________",
    			"^0000CCWeight:^000000 1"
    		},
    		slotCount = 0,
    		ClassNum = 0,
    		costume = false
    	},

    5 - place the files in the respective folders.

    ¾ÆÀÌÅÛ - folder that holds the spr e act of the items when dragged.
    ¾Ç¼¼»ç¸®/³²/ - folder of the equipped male look
    ¾Ç¼¼»ç¸®/¿©/ - folder of the equipped female look

    data\luafiles514\datainfo\accname.lub - this is where you define the visual name
    data\luafiles514\datainfo\AccessoryId.lub - file is where you define the view id of the visual.
     
    image.png.980ccf6c6873c4c9691cc413d29e9366.png

    image.png.77a40a586f7ebf7157d6715983bb8343.png
    image.png.5d1efa0f88bfca9937ee725a619fc38f.png

    image.png.37b1a4922a5b4a05ee7c4d728feaefb1.png

    image.png.849b4eed8de481e40f21bc0afd5cde0f.png


    If you did not understand the tutorial and would like to see how I did it in practice, see the full video at the top.

    Thank you rAthena!!

  8. 56 minutes ago, Loke said:

    Preciso de um script que possa vender alguns itens em valor fixo.

    Exemplo: Ouro 100.000z, então você não pode vender ouro a mais de 100k. 

    prontera,20,60,0    shop   GoldVending#    810,969:500000

    Gold sell 500k

  9. 13 minutes ago, Hyroshima said:

    Olá de novo rs, gostaria de saber se é possivel clicar no npc a distancia ao usar sprite_id de um mob?

    NPC: Npc Sprite ID:
    screenSirius088.jpg.18a5f7214bbe902ec9cc0333937e2875.jpg

     

    NPC: Mob Sprite ID:

    screenSirius089.jpg.5c3e928267b07c611b74ce52da0311bc.jpg

     

    Eu gostaria de deixar como não padrão ao usar mob sprite_id.

    add the monster's npc in the NPC folder and put a custom npc ID, you must be using monster id, that's why the sword appears (example 1002: poring) but you can use the JT_PORING something like that that will be used from the NPC folder and not from the MOB folder

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