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Everything posted by Gladius
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I get infinite error popups when using .lua file
Gladius replied to Barterwood's question in General Support
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Alguns comandos # estão liberados para playes
Gladius replied to crislan's topic in Suporte a Configurações
conf/groups.conf -
Alguns comandos # estão liberados para playes
Gladius replied to crislan's topic in Suporte a Configurações
Se for comando custom, usa assim por exemplo: bindatcmd("die",strnpcinfo(3)+"::OnAtcmd_die",0,99); 0 = Level de jogador que pode usar @ 99 = Level de jogador que pode usar # Em group.conf tem uma explicação também: <commandname> : [ <bool>, <bool> ] segue a mesma lógica do que falei a cima. Qual level de GM dos seus jogadores? Caso for a cima de 2 eles ja tem alguns privilégios, você deve mante-los como 0 e 1. É recomendável não usar níveis de GM maior do que 1 para jogadores, por causa dos privilégios de GM. Tome cuidado, -
Cara, os jogadores estão usando um item que concede bônus de skill, se bufando e trocando o equipamento? Acho que é mais fácil usar o terceiro slot de bônus (ao desequipar) com a consequência de perder o buff. {},{},{sc_end SC_BLESSING;} É melhor que mexer nas configurações do emulador todo hauahua Caso não seja isso que você queira desculpe!!
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The emperium it's not a sprite, it's a gr2 file... And the emperium is located with the rest of gr2 files. So... you can't edit the emperium like how you edit a normal sprite.
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Custom item bônus (bMagicSubEle)
Gladius replied to MatheusRDS's question in Suporte ao Desenvolvimento
Pow mano, mas isso ja existe... bonus2 bSubEle,Ele_Wind,10; Caso você tenha dúvida sobre efeitos, de uma olhada na documentação: doc/item_bonus.txt Damage modifiers ---------------- bonus2 bAddEle,e,x; +x% physical damage against element e bonus3 bAddEle,e,x,bf; +x% physical damage against element e with trigger criteria bf bonus2 bMagicAddEle,e,x; +x% magical damage against element e bonus2 bSubEle,e,x; +x% damage reduction against attack element e bonus3 bSubEle,e,x,bf; +x% damage reduction against attack element e with trigger criteria bf bonus2 bSubDefEle,e,x; +x% damage reduction from enemy with defense element e -
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Go to your GRF and look for the folder: data/sprite/¸ó½ºÅÍ and select the monster you want to edit the size. Now select the monsters .act and .spr files and extract. Open the file act in Act Editor Click in Scripts and select Magnify Increase in the desired proportion. I recommend it between 1 and 3. More than that can bug the visualization! Now save, and put the file back in your GRF. Don't forget to save your GRF as well.
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Imput this file in you grf data.zip The effects are in: data\wav\effect if other files fail, I recommend that you extract the complete sound effects folder and add it to your grf. or use nemo for ignore ressource errors lol
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/data/sprite/cursors.spr to edit you will need extract and use the Act Editor Open file, and select this icon 1. Export 2. Edit 3. Save in png and replace this icon em act editor 4. Save and replace this files in you grf 5. test ? Download my file for exemple: data.zip
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Can sniper skill "True Sight" trigger 1second infravision?
Gladius replied to iraciz's question in Source Requests
@edit Now I understand the problem hahaha It is necessary to comment line 6914 (in my emulator) //case SN_SIGHT: Tks -
No... This diff is from 2012 lol I took a look at diff and tried to apply it, but the codes are very different. Someone needs to update the code, or create a new one.
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Can sniper skill "True Sight" trigger 1second infravision?
Gladius replied to iraciz's question in Source Requests
I found the modification interesting and also tested it, but it didn't work ... I added case SN_SIGHT in skill.cpp because it doesn't exist case SN_SIGHT: clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); status_change_start(src,bl,SC_INTRAVISION,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF); break; Then I compiled it, but it failed ... from skill.cpp:29: skill.cpp: In function ‘int skill_additional_effect(block_list*, block_list*, uint16, uint16, int, damage_lv, t_tick)’: skill.cpp:1581:65: error: ‘type’ was not declared in this scope clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); ^ status.hpp:2526:78: note: in definition of macro ‘sc_start’ #define sc_start(src, bl, type, rate, val1, tick) status_change_start(src,bl,type,100*(rate),val1,0,0,0,tick,SCSTART_NONE) ^ make[1]: *** [obj/skill.o] Error 1 make[1]: Leaving directory `/root/emulador/src/map' make: *** [map] Error 2 I'm using an updated version of the emulator -
For now the iRO continues with the information of level 150 ... font: https://irowiki.org/wiki/Max_HP I believe that level 175 or 200 information will only be released when it is official. Sorry if you did not bring the exact information. Maybe in some forum or wiki of jRO or kRO I have the information.
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? - script command_quest -1,{ OnInit: bindatcmd("quest",strnpcinfo(3)+"::OnAtcommand",0,99); end; OnAtcommand: if( strcharinfo(3) == "restrict01" || strcharinfo(3) == "restrict02") { dispbottom "[@quest] : The command cannot be used on this map."; end; } warp "map",x,y; end; } maps that the command cannot be used: if( strcharinfo(3) == "restrict01" || strcharinfo(3) == "restrict02") { map of the quest room, where the player will be teleported. warp "map",x,y; enjoy.
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Different appearance/identity of a custom item.
Gladius replied to Hale's question in Client-side Support
use view id 3000+ -
ALTER TABLE guild_member ADD account_id int(11) NULL ;
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Intravision: if (@i < 18000) { sc_start SC_Intravision,10000,0; set @i, @i +1; callsub Intravision; } Perhaps a function in the item will solve the problem. I didn't test it ... But I found the idea interesting. Could anyone show a better way to apply this effect? @edit Maybe works... 4198,Maya_Puple_Card,Maya Purple Card,6,20,,10,,,,,,,,769,,,,,{ callfunc "Intravision"; },{},{ sc_end SC_Intravision; } - script Intravision -1,{ Intravision: sc_start SC_Intravision,10000,0; sleep 30000; goto Intravision; end; }
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Added a custom map and fixed the path file error but RO will hang
Gladius replied to Skits's question in Graphics Support
I have this same problem with bg_eoe, I still haven't figured out how to fix it. Which map has a problem with your server? -
there's an easier way, no need to mess with the source lol access: guild_skill_tree.yml and search: - Id: GD_EXTENSION Level: 5 change to 1, or another level you want. Since every 1 = 10 members.
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Having bmp errors after placing map in server
Gladius replied to Skits's question in Graphics Support
put on /texture/map/custom25.bmp not texture/custom lol -
Check if items are added at accessoryid.lub or accname.lub
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Make sure you don't have items with equal names, this also causes errors. Or take a real test, put these items at the top of the list, if it works it is because there is another item below with a problem. Unfortunately you will have to go testing it one by one, until I discovered the cause of the problem. I believe it is something very stupid lol Try to use this feature, it can help you find possible buggy spaces.