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Eirel

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  1. Hi guys. Here's my problem: I've modified some files in my grf, jobname.lua and npcidentity.lua. I've compiled it and recompiled in a new grf that I put in my directory. But when I start the client, I've got this error: buf: bad header in precompiled chunk. Looking on the net, I found that it's apparently a problem with plateform used to compile/read the lub files, which explain that another client, reading lua before lub, works well. Is there a way to correct that? I've compiled the lub file in both win 7 64 and vista 32 bits, but none seems to work...
  2. Well found the problem thanks anyway. The grf I specified in the grf-file.txt apprently need to be in a right order or it doesn't work at all...
  3. nope. Actually I think it's a problem with the map grf equivalent of the mapcache. I'll try with a mapcache...
  4. We're not using the mapcache but the map.grf version. And the savepoint is well saved on the database.
  5. Hi guys. I've got a little problem with my client. Each time a player disconnect on a custom map (eg, the capitale), when he reconnect, he starts on the right top corner of prontera. But the saved map is well saved, no matter what happens, I can't find a solution nor an explanation... Anybody ever seen this? Thanks by advance
  6. Hi guys. Here's a simple question I've got: How can I add more slaves to a Mvp? Can't find this anywhere... Thanks in advance
  7. Yep but this settings have an influence on the frequency of skills using, and on the delay after casting. But none of them influe on the cast itself ^^
  8. Hi guys, I've got a question. We're building a VHR and our mobs (especially mvp) are too weak to be interesting to fight with. Is there a possibility to reduce their cast time? I mean, in the mob_skill_db, the casttime is set to 0 but there's still a HUGEEEEE cast, making it too easy to avoid... Any idea?
  9. Hey guys! Thanks for all your advice, I'm almost done. Here's the last point: now I've got the sprite displayed in the inventory, on the ground, and on the equip, but not on the character itself. See: That's the last problem. All other has been fixed, but I can't get this to work...Sorry if that's a newb question, once again ^^'
  10. I'll check for the bmp, it's possible for the inventory case. But the wearing sprite is not seeable (dunno if that exist ^^'), but I've got the sprite in the correct directory...I'll see with the bmp first, thanks anyway.
  11. Actually that's a bit different. I mean that the only sprite I didn't see is the "wearing one". Here's another example: As you can see, the only sprite that doesn't work is the first one, the "seeing" sprite, while the move and the drop sprite works well. Has anybody already seen this?
  12. Hi guys, me again ^^' I've got another problem right now, I can have some sprites to work. For example, the MVP Card always appears blank, instead of the red one. Custom hat we've added doesn't a sprite neither. Here's a screen to show you what I mean: On the other hand, the item_db.txt is already set to Maya_Card, and the idnum2itemresname is set to MVP_Card (of course, the sprite exists in a grf I've created). What can I do then?
  13. Well it look like it's ok now. Dunno why it hadn't work last time, but the thombstone off look's ok. I've just recompile a src change, but the conf does'nt need it so I don't understand....Well anyway, thanks.
  14. Well yeah probably. I'll give it a try. Thanks anyway Emistry Well nope, after a try, it does'nt look good at all. The mvpthombstone is unactivated, and I continue to crash>< another idea?
  15. Hi guys. I've got a little problem with my 2012-04-10 versions. My server is made to be a VHR (yeah I know, that was not only my choice...) and we've boost mvp to create a "copy" of them which will be harder enough to be interesting to fight against in a VHR. The problem is: each time I kill a mvp, the character which killed it is disconnected and I can no more log on this character. It simply make the client crash. Does anybody ever seen something like that? Thanks in advance.
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