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Everything posted by Naruto
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I dont know about that.... Id just make a skill or something cause your kinda pushing it beyond me
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why dont you just send me your code
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View File Mac Anu I made this map, all the models and restored all the textures, based off the city of Mac Anu from the .dot//hack infection series. I did edit gravity textures. No real thanks to give out maybe besides browedit and its development team and gravity for textures. I use alot of client features, I didnt include the water I used cause you guys probably wont use it. So the main difference here is your gonna have to add a file to your effect tool lub you can pm me how or post This is a PLAYABLE BETA GRF is unlocked and no weird stuff. Your free to do as you please. Adding more effects to effecttool is just a matter of adding a new emmiter and a new number, you can test it by spawning a bunch and seeing how many are blank. I didnt include any music cause I dont wanna give @Mina-chan a heart attack (you never know) Submitter Naruto Submitted 06/21/2019 Category Maps & 3D Resources Video https://www.youtube.com/watch?v=dI69SC8esVY Content Author Lllaaazzz
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Version 1.2.0
543 downloads
I made this map, all the models and restored all the textures, based off the city of Mac Anu from the .dot//hack infection series. I did edit gravity textures. No real thanks to give out maybe besides browedit and its development team and gravity for textures. I use alot of client features, I didnt include the water I used cause you guys probably wont use it. So the main difference here is your gonna have to add a file to your effect tool lub you can pm me how or post This is a PLAYABLE BETA GRF is unlocked and no weird stuff. Your free to do as you please. Adding more effects to effecttool is just a matter of adding a new emmiter and a new number, you can test it by spawning a bunch and seeing how many are blank. I didnt include any music cause I dont wanna give @Mina-chan a heart attack (you never know)Free -
Yes theres a way using these commands... in a different manner im not familiar with walking mob.txt But if i wanted to get really fancy id just make a custom item that uses a provoke effect , or a new skill completely
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If i had no choice id re do it all or somehow just set hit to something lower when it reachs a certain point. try around here static void status_calc_misc(struct block_list *bl, struct status_data *st, int level) { nullpo_retv(bl); nullpo_retv(st); //Non players get the value set, players need to stack with previous bonuses. if ( bl->type != BL_PC ) st->batk = st->hit = st->flee = st->def2 = st->mdef2 = st->cri = st->flee2 = 0; #ifdef RENEWAL // renewal formulas if ( bl->type == BL_HOM ) { const struct homun_data *hd = BL_UCCAST(BL_HOM, bl); st->def2 = status_get_homvit(st, hd) + status_get_homagi(st, hd) / 2; st->mdef2 = (status_get_homvit(st, hd) + status_get_homint(st, hd)) / 2; st->def += status_get_homvit(st, hd) + level / 2; // Increase. Already initialized in status_calc_homunculus_ st->mdef = (int)(((float)status_get_homvit(st, hd) + level) / 4 + (float)status_get_homint(st, hd) / 2); st->hit = level + st->dex + 150; st->flee = level + status_get_homagi(st, hd); st->rhw.atk = (status_get_homstr(st, hd) + status_get_homdex(st, hd)) / 5; st->rhw.atk2 = (status_get_homluk(st, hd) + status_get_homstr(st, hd) + status_get_homdex(st, hd)) / 3; } else { st->hit += level + st->dex + (bl->type == BL_PC ? st->luk / 3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175 st->flee += level + st->agi + (bl->type == BL_MER ? 0: (bl->type == BL_PC ? st->luk / 5 : 0) + 100); //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100 st->def2 += (int)(((float)level + st->vit) / 2 + (bl->type == BL_PC ? ((float)st->agi / 5) : 0)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def) st->mdef2 += (int)(bl->type == BL_PC ? (st->int_ + ((float)level / 4) + ((float)(st->dex + st->vit) / 5)) : ((float)(st->int_ + level) / 4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef) }
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One of my windows updates screwed with my apache ports and had to disable them Apache blowing up
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until your apache blows up
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Is a choice/switch select + multiple variables + adding them together possible
Naruto replied to Naruto's question in Script Requests
yes this is what i wanted thank you .. do you have like a paypal email or something -
Is a choice/switch select + multiple variables + adding them together possible
Naruto replied to Naruto's question in Script Requests
Thats getting really close but Lets say the dialog had 3 selections... selection A would be Apple = pay_ Banana = moc_ Cat = cmd_ Selection B would be Apple = _fild Banana = _dun Selection C would b Apple = 00 Banana = 01 Cat = 02 So if you go through the dialog you pick 1 of each section ABC Pay _fild 01 then that gets sent to the warp command at the end doesnt matter if the map doesnt exist If you dont really understand its okay... youve given me enough script to work with and believe it is possible -
I can feel the lag from here
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Ill pay whoever writes it... I mean i can see something working but maybe someone can write it up in 2 minutes for ez money for me I wanna be able to do this warp "hu_fild05",184,204; but split the word hu_fild05 into 3 parts like so warp "[A][B][C]",184,204; in order to get A B and C you must use this Or..... D = A + B + C warp "[D]",184,204; switch( select( "Part A","Part B", "Part C") ) { Case 1: Switch select again.... return A = hu_ Case 2: switch select again Return B = fild case 3: switch select again... Return C=05 } so after you pick all 3 in all the menus... D should equal ABC so thats "hu_""fild""05" hufild_05 and then they would send D to warp warp "[D]",184,204; can someone write this up for me or should i just keep playing with it ? ty
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Wiki Entry for Adding New Statuses needs to be updated.
Naruto replied to Jhedzkie's question in General Support
status .h for name / id status .c for status and stuff constants file in src if it doesnt compile -
[Showcase] Survival - The infected city
Naruto replied to Tio Akima's topic in Maps & 3D Modeling Showcase
can you stop posting, you make me look lazy -
Pre-re + Renewal = Best of Both. Is it Possible?
Naruto replied to OscarScorp's topic in Renewal Discussion
playing on super low rate server with bunch of people speaking portugese go to seals cause im a sage, notice a bunch of leechers i just farm with freecast authoritative badges and kill steal the people mobbing ask for invite ofc no response get bored and start luring packs of seals behind them and fly winging out watch them spread like wild fire and quit I just wanted hang out -
keep playing with it
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sd->spiritball == 5 tsc && tsc->data[SC_STATUS]
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check your DOCs folder... everything you want is in there but tutorials for herc and rA are practically the same btw
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Yeah but im not certain about modifying the current AL_HEAL cause you probably still want it to damage enemies ? and heal allies + buff them ? Id just make a unt and have it pull up AL_HEAL like how UNT_GOSPEL is set up just add it under here case UNT_DUMMYSKILL: switch (sg->skill_id) { case SG_SUN_WARM: //SG skills [Komurka] case SG_MOON_WARM: case SG_STAR_WARM: { int count = 0; const int x = bl->x, y = bl->y; //If target isn't knocked back it should hit every "interval" ms [Playtester] do { if( bl->type == BL_PC ) status_zap(bl, 0, 15); // sp damage to players else // mobs if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) ) status_charge(ss, 0, 8); //costs additional 8 SP if miss } else { //should end when out of sp. sg->limit = DIFF_TICK(tick,sg->tick); break; } } while(sg->interval > 0 && x == bl->x && y == bl->y && ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) ); } break; #ifndef RENEWAL // The storm gust counter was dropped in renewal case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you. if (tsc) tsc->sg_counter++; //SG hit counter. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc) tsc->sg_counter=0; //Attack absorbed. break; you dont even need to add a new UNT_ use 0x86
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........................ You dont know how to use act editor ? I usually delete all but 1 of the sprites for whatever kind of sprite im trying to make So im left with the first one then i just drag the rest in and merge pallets if i have to or just convert... Im not 100% about but usually just play around until it looks fine cause sometimes their is pallet issues and stuff but once you get them all in, just delete the last sprite you left and start making your animations Cant really teach you how in words but you should read that guys thread thats all you need
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Then replace and merge these sprites with your data folder @Litro Endemic You gotta be really specific with these guys GMsprites.zip
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well im just converting herc code to rathena you can do what you want im working with these at the top of the function * Adds an AddEff/AddEff2/AddEffWhenHit bonus to a character. * * @param effect Effects array to append to. * @param max Size of the effect array. * @param id Effect ID (@see enum sc_type). * @param rate Trigger rate. * @param arrow_rate Trigger rate modifier for ranged attacks (adds to the base rate). * @param flag Trigger flags (@see enum auto_trigger_flag). * @param duration Fixed (non-reducible) duration in ms. If 0, uses the default (reducible) duration of the given effect. * @retval 1 on success. * @retval 0 on failure. */ herc /** * Add inflict effect bonus for player while attacking using skill * @param effect: Effect array * @param sc: SC/Effect type * @param rate: Success chance * @param skill_id: Skill to cast * @param target: Target type * @param duration: Duration. If 0 use default duration lookup for associated skill with level 7 */ rA
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Well his way looks like he changes the actually chance to 1-80% mine just makes it if your rate is anything above 80% itll only return 80% just like the hercules script I didnt even test it though
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I could see how entry.sc = sc; if (sc == 1) entry.rate = cap_value(rate, -10000, 80000); else entry.rate = cap_value(rate, -10000, 10000); entry.skill_id = skill_id; could work thanks
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I dont know but you can try this entry.sc = sc; entry.rate = cap_value(rate, -10000, 10000); entry.skill_id = skill_id; entry.target = target; entry.duration = duration; if (rate >= 8000 && sc == 1) rate = 8000; maybe like this if ((rate >= 8000) && (sc == 1)) rate = 8000; And you might need to place it higher like so struct s_addeffectonskill entry = {}; if ((rate >= 8000) && (sc == 1)) rate = 8000; if (rate < -10000 || rate > 10000) ShowWarning("pc_bonus_addeff_onskill: Item bonus rate %d exceeds -10000~10000 range, capping.\n", rate); Im not really sure which effect freeze is but if its the same as status.c then its probably 1