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Naruto

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Everything posted by Naruto

  1. first of all you arent even pointing at the same cell in those pictures and second i dont think no shift changes the cursor for self... i stand by my first point strongly though sorry idk
  2. Rathena recently updated to a new database so its bound to be full of bugs Not sure about Kro behavior though
  3. delay in skill_cast_db or something
  4. Naruto

    .str editor

    Your gonna have to delete your entire effect sub folder found in the texture folder... the biggest one then run it in game if it still works, re add them then delete the effect folder in the sprites sub folder and try again theres a few things you have to have or you will get gravity errors so just add those files after you delete everything... annoying process delete this folder in grf for texture based stuff ( splash effects, auras... teleports etc ) buts its possible your effect is found in the sprites folder which ... are a bit different so just delete that one too but RO will scream for certain files just add them and test the skills you wanna replace
  5. Naruto

    .str editor

    Ive made tons of effects and compiled some information on a thread in Hercules https://herc.ws/board/topic/17268-rostrviewer-reupload/
  6. 1 look at this guide and i dont even know what your talking about Navigate to data\luafiles514\lua files\worldviewdata\ a) Find files worldviewdata_table.lub as well as worldviewdata_language.lub (if your files are inside a GRF, extract them). i) Open your worldviewdata_language.lub and add the following line: MSI_###_[MAPNAME] = "Map Display Name", (if you’re adding it at the end of the array, don’t forget to remove the comma, as it’s the last element of the array. ii) Now open your worldviewdata_table.lub and add the following line: {###, "[mapname].rsw", x¹, y¹, x², y², WORLD_MSGID.MSI_###_[MAPNAME], ""} Oh cool lemme just point this part out ?
  7. View File Pokemon center gen 5 Hello if you ever tried to import pokemon models you will be dissapointed to see the many empty spaces and how its impossible to map... Well i tried my best to make my own Some of you may know i moved to the Unreal Engine due to limited graphical support working on an emulator, While i have not given up on everything I however will be working on a pokemon simulator, just to get myself familiar with the system, and get a bit better at spriting/3d modeling. Its a bit of a workload but.... It doesnt really matter. If your interested I can share more of my pokemon models Enjoy! Submitter Naruto Submitted 02/13/2020 Category Models Video Content Author Lllaaazzz  
  8. Version 1.0.0

    100 downloads

    Hello if you ever tried to import pokemon models you will be dissapointed to see the many empty spaces and how its impossible to map... Well i tried my best to make my own Some of you may know i moved to the Unreal Engine due to limited graphical support working on an emulator, While i have not given up on everything I however will be working on a pokemon simulator, just to get myself familiar with the system, and get a bit better at spriting/3d modeling. Its a bit of a workload but.... It doesnt really matter. If your interested I can share more of my pokemon models Enjoy!
    Free
  9. what? in battle.c during damage calculation if BL_MOB { ratio += 100 * Skilllvl } else if BL_PC { ratio == 0 ( idr how it works -99 or += -99 -= 99 something will work ) } just seperate damage and turn on the friendly fire in the db
  10. The other guy isnt wrong, The cap is what i suggested no problem
  11. hmm could do something fancy but if status == penaltylevel2 apply status penaltylevel3 if status == penltylevel1 apply penalty level 2 it would count up, but if your looking to use a counter like rolling cutter or storm gust, then i dunno
  12. need to lower that number not raise it not sure why your own strength is taken into part but thats a .. true false thing, if its SD then it picks the first one ( your str) if not it picks target str yeah so 100 strength * 50 = half of original 6 second. and your losing it all at 180... This game wasnt designed for high rate, so this problem happens very often you could even settle the balance by writing something like this if (sd->status.str >= 170 )( then have the same formula but lowered number so it doesnt punch the effect once your strength is really high ) then close it and
  13. when you selected select recommended you probably skipped past the renamed item info stuff, make sure you have an english or brazlian version for whichever you want to use and make sure you set it to that one
  14. find compatible client with dif run nemo open client select patches http://nemo.herc.ws/
  15. Right You wont be able to assign the right weapons ( bow in this case to attack animation 2 where archer has it ) 1 being dagger, and the other un armed. Its different for everyone Although you could think of something, youll still have to swing it by your artist GL
  16. status.c case SC_VACUUM_EXTREME: tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; break; your just looking in the wrong spot god bless
  17. you can delete that error from pc_skill and keep going if (!skill_id || !(idx = skill_get_index(skill_id))) { ShowError("pc_skill: Skill with id %d does not exist in the skill database\n", skill_id); return false; } all those return false are obstructing your creativity boii
  18. you needed to dif your client to support it i believe you need to raise the VIEW ID LIMIT
  19. It definitly works because i was using it with my meteor assault mod case ASC_METEORASSAULT: if (unit_movepos(src,x,y,1,1)) { clif_snap(src, src->x, src->y); skill_unitsetting(src,skill_id,skill_lv,x,y,0); clif_specialeffect(src, 923, AREA); } else { if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); } break;
  20. could just be missing the delay stuff no idea sorry
  21. I would help if you explained the problem in words sorry is it the delay? the movement lock?
  22. need to make sure whatever that is has an AttackRange within the skillinfo.lub
  23. Thats funny ?
  24. no it should be like this case MY_SKILL: skill_attack(bf_weapon,src,bl....RK_SONICWAVE It shouldnt be shouting the old skill you used, and this i what i mean by using OLD iro skills as ammo, some of them can only be modified this way to maintain the same behaviors its all client side, if you decompiled it and looked youd probably see something relevant for example when star gladiator and soul reaper were released we didnt have the stuff right? But as soon as we start adding the IDS belonging to those skills, the effects are linked to the ID I used them as "Ammo" often, because of the way you can share certain effects... Forexample.. hammer fall? Its a PLACE skill, with an ANIMATION, AND IT SHAKES THE SCREEN... this made a good grenade for me and i would just change the element Also things like throw shuriken and venom knife ARE NOT linked to any effect, but actually their ITEM BMP ( you see the hot bar? Try changing that sprite ) yeah the documents effect_list is very out dated.... I dont have it anymore but you can go through the effects using @effect from whereever you are and add a description to it, not working effects should be because they have special coding within the client
  25. oh haha i made a mistake i meant this skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag); skill_attack(BF_WEAPON,src,src,bl,RK_SONICWAVE,skill_lv,tick,flag); replace skill id with the skill name this will work
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