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Chaos92

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Posts posted by Chaos92

  1. 9 hours ago, gustabrayan225 said:

    error change maximum level, folders have been changed. statpoint, jobexp, src/map.hpp, client.conf

    I did line by line until level 999  ( stat and job )

     

     

     

    image.png?ex=664570b4&is=66441f34&hm=ae5015646b40500cb3606db0a6503422e3b653bd0812363f70df36767703cff7&=

     

    image.png?ex=664570ee&is=66441f6e&hm=17264bbb7a7f5a65da9d4cf6fa296cd571ece76a1955971d5d8004d522bd170f&=

    image.png?ex=664570f7&is=66441f77&hm=d24865c11b24ba6d39772a63ada28743eeb0c9aae8b072e68fc39cb51e6f7f56&=

    maybe there are spacing or anything, it corrupt the yml reading.

    Hmm if i have time, Ill try to create generator for this.

  2. 3 hours ago, Gotcha said:

    https://www.youtube.com/watch?v=EFRuqPOmlFY

     

    Now rathena's ABC chain reaction shot is working wrong.

    No ricochet at all.

    Link is KRO's chain reaction shot.

    more mobs, more ricochet.

    I want to make it work KRO.

    I changed skill.cpp map_foreachinrange -> map_foreachinallrange and nothing happens.

            case ABC_CHAIN_REACTION_SHOT:
                        clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
                        map_foreachinrange(skill_area_sub, bl, skill_get_splash(ABC_CHAIN_REACTION_SHOT_ATK, skill_lv), BL_CHAR|BL_SKILL, src, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick + (200 + status_get_amotion(src)), flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
                        break;
    

    skill.db 

     - Id: 5382
        Name: ABC_CHAIN_REACTION_SHOT_ATK
        Description: Chain Reaction Shot Attack
        MaxLevel: 5
        Type: Weapon
        TargetType: Attack
        DamageFlags:
          IgnoreFlee: true
          SplashSplit: true
        Range: 9
        Hit: Multi_Hit
        HitCount: -2
        Element: Weapon
        SplashArea: 3
        Requires:
          SpCost: 1

    I changed DamageFlags Splash -> SplashSplit  but nothing happens.

    Help, please.

     

    If you think its wrong, maybe you can create an issue in https://github.com/rathena/rathena . So that they can check and fix it if its really need to be changed.

  3. 3 minutes ago, scala77 said:

    I just tested with your generator. we agree that "custom_iteminfo.lua" goes with "iteminfo_EN.lua" in the client/system. and "itemdb.yml goes to "emulator/db/re/item_db_equip.yml"? because I have my custom object but the base objects of the game are completely broken
     

    image.png

    yes if you use Chris Tranlation, it should be iteminfo_EN.lua now. and for db, just add at import, it will overwrites.

    By the way, from your screenshot, I could say the encoding of the files area broken. make sure to use korean encoding maybe while editing that iteminfo.

    • MVP 1
  4. 3 hours ago, scala77 said:

    hello everyone and thank you for reading me.

    It's been almost 3 weeks that I've been struggling with the Ragnarok Offline project on the 4CrAM and Rathena emulators to add custom objects. I followed lots of guides but either it doesn't work or I'm not in the same folder/file as the person offering the guides.

    I managed to add custom objects to Rathena but by breaking the vanilla objects (I will explain in more detail later). I have the same results on 4CrAM but without my personalized object being visible. my main goal would be to have my solo server with personalized objects and 4th jobs. This is why I would like it to work on 4CrAM. 

    here's how I got caught on Rathena to have the custom objects... but that breaks the vanilla objects in the game.

     

    - first of all I placed but sprite and texture in the grf "renewel2021.grf"
    - in this same grf I modified the accname.lub and accessoryid.lub
    image.png?ex=6643e923&is=664297a3&hm=42e8978220ef5d11f1fc7535c4d2b108b03776ef9a49e3e0474a2e5864760962&=
    image.png?ex=6643e923&is=664297a3&hm=33cf5de19f77f36ec079f3b3ac32abf1365158791ca1b29d40140fb056423421&=

    - then I modified the item_db_equip.yml file of my emulator in the "db/re" folder. and from there I have but custom object visible in game, but in unknown item with the apple logo.

    image.png?ex=6643e9e6&is=66429866&hm=9df3b8500aa9010eef8f0006f2422a799d16b799407e36f7823544cf41e5508a&=
    image.png?ex=6643e9e6&is=66429866&hm=eb46de3dcf2327b07b0e1b3a26042c85c27dcd61381aaaada209826fff8bf0e4&=

    But when I modify the "item_db.yml" file I have the correct logo of my custom object as well as its name and description. BUT all the vanilla items in the game are broken.

    image.png?ex=6643ea56&is=664298d6&hm=0c66406b14c0580f2d53380208094a3ce4b9e982b025665b6b6981cde15b4aa0&=

    I hope this was understandable. I would like to achieve a good result without anything broken and preferably with the 4th job. Thank you, hoping for your help. Thank you for your time and help.

    I have generator have you tried it ? 

     

     

  5. 1 hour ago, gustabrayan225 said:

    This is the same one I'm using for clothes, but for hair when I change the color I get an error. I also corrected these pallets, the clothes are working ok, just the hair color.

    show the error.

  6. 5 hours ago, gustabrayan225 said:

    I downloaded this package, when I change the hair color I get a CRASH error. @hcolor 2

    I looked at the topic, several people had this same error, I believe that the grf does not have the hair colors. Can someone help me? I loved this grf, these hairs are wonderful.

    that is hairstyle. you might need the palette. Maybe can you Kamishi palette : https://kamishi.ragnawork.com/product/700-palettes-human-pack.

  7. 2 hours ago, gustabrayan225 said:

    imagem.png.04a23f0a3eff9f39b572c07ffaa92261.png

     

    I placed some pallets, some stayed in the normal color but I only changed the scarf up to number 400

    and others were completely black, as in the photo. Can someone help me? It is possible to send a pallet that you are sure is ok. because they could be my pallets


    I am using these pallets in the image.

     

     

     

    Kamishi released 700 packs of palette for free : https://kamishi.ragnawork.com/product/700-palettes-human-pack/

    Read the instruction on how to install it.

  8. 22 minutes ago, yodaGG said:

    @Chaos92 Thanks for ur suggstion bro.
    but i dont want duplicate the item.
    i mean smthing like script "changelook LOOK_HEAD_TOP,102;"
    but its only the look not the position

    change the location doesnt duplicate it. just change the location of the item only in equipments.

  9. 1 hour ago, PARANOiA said:

    Hello! 

    I have an issue with the jobmaster npc, the thing is if any user that is High Novice talks with the Job Master, this NPC will display every high first class instead of changing the correct class for the user, i.e. let us suppose that I was a swordman > knight and then rebirth, Im high novice 10 job and I walk with the Job Master, this npc will be able to change me to High Aco, High Mage, High Thief... instead of changing me to High Swordman as it should be... and its the same if Im high Swordman, the NPC will give me the option to move to Paladin or LK instead of only LK.

    At first what I did to solve the problem was to disable rebirth, but if I rebirth with the Yuno quest the Job Master will be able to change my class as mentioned.

    Can someone please help me with the script? or if you know an actual Job Master that I should use with this requirements it will be good too.

    Thanks in advance for the help on this!

     

     

    jobmaster.txt 17.48 kB · 0 downloads

    Hello, you didnt use the jobmaster from rathena ?

    https://github.com/rathena/rathena/blob/master/npc/custom/jobmaster.txt

    There is this part 

    .LastJob = true;                    // Enforce linear class changes?

    it is enforce as default linear class changes.

    • Upvote 1
  10. 41 minutes ago, LadyNanuia said:

    Right so, ive got a wierd issue i cant seem to figure out, all job names are "Poring",

    I did some changes to Msg_conf & Pcjobname.lub and Msgstringtable to have some custom names, they all turned to Poring, however i changed all of these back (to unedited versions to make sure i didnt make a mistake)

    AND ITS STILL PORING..

    Edit : My client version is 20231104 and Server is the latest rA to provide potentially relevant details.

    I'd appreciate any advice on how i might solve this issue / where to look, thank you

    jobdb is readed as it should be or not ? @job anything does it gives you the skills ?

    You client seems new compare to released one so I dont know if there is related issue about that.

    How about use the clean one before u change any files.

  11. 4 minutes ago, gustabrayan225 said:

    I'm going to create a server at level 999, will I have to add 999 lines in the statistics point? 

     

    Also, if someone can provide a tutorial that teaches it better, I learned it in a tutorial, but I still have few doubts. THX ❤️

     

     

    First, you need to enable and add the jobs that can access that level in db/import https://raw.githubusercontent.com/rathena/rathena/master/db/import-tmpl/job_stats.yml.

    Also, maybe the statpoint for it if you want to add more in statpoint.yml https://github.com/rathena/rathena/blob/master/db/import-tmpl/statpoint.yml or follow in db prere or re and add more.

    Thinking to add generator for this but im still didnt have much time to do it for now.

  12. 3 hours ago, Gidz Cross said:

    It fixes my problem. But every time i will open GRF Editor i see this error were detected. I thought you should know.
    image.png.20554348e3e8e8d2a58bf382d4b459ba.png

    What does it shows when you click the ! button ?

  13. 32 minutes ago, Emonizer08 said:

    good day guys, how to remove the bonus 30% reudce casting time of bragi's poem 

    I think its from this line https://github.com/rathena/rathena/blob/master/src/map/skill.cpp#L15154C7-L15154C20

    	case BA_POEMBRAGI:
    		val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
    		//For some reason at level 10 the base delay reduction is 50%.
    		val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
    		if (sd) {
    			val1 += pc_checkskill(sd, BA_MUSICALLESSON);
    			val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
    		}
    		break;

    Maybe you can change the formula then depends on your needs.

    if you want to remove the casting time reduction, maybe make the val1 value is 0.

  14. 7 minutes ago, PARANOiA said:

    Thanks @Chaos92, I was planning on doing this (to add transparent bmp maps with the names) but it was going to be a pain in the ass to check all maps manually, do you know the root cause of the issue? thanks for the grf!

    its because in latest client, they remove most of the blank minimap and the client should read exceptionminimapnametable.txt (which have the list of all the exception map name), but it seems like the client isnt reading that.

    If checking using hex editor, it have that txt content but still, I dont know why its not read by the client at all.

    Let me know if you have some maps that are still have that issue, since I might missed any and I want to update that GRF too.

    • Upvote 1
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