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dckk

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  1. Hi, I've noticed a behavior for a while where, upon using skills, there's a small motion lockout regardless of whether an animation is playing or not. This lockout seems to be less pronounced with autospells, and it doesn't occur at all when using items— for example, with a mounting item one can go from walking to riding a mount in one fluid motion without ever stopping. I'm not very familiar with the source for something like animation lengths, but it seems to me skills are only locking out this way because of an arbitrary delay built in? The end result I'd like to achieve is that some skills can be exempted from this delay so that there would be no difference in motion fluidity from using a mount skill or a mount item, for example. Any pointers on where to look into this greatly appreciated, thanks!
  2. Is there any backup of this? It'd be very interesting to look through.
  3. This tool is super useful and so was the guide, I hope you won't mind asking for a clarification on it. If I understand right, in order to add new effects without just replacing things that already exist in the client, one has to edit skilleffectinfo.lub and effectid.lub with the new files. My issue is that these don't seem to want to play when made to trigger on the user, is there perhaps another step to it? I guess what I'm asking is how one would go about adding the new effect in a way that it can be called on self skills, or what it could be that stops it from being so.
  4. I only found this topic recently, but this was both a wonderful read and a very illustrative one as well. The choices in design are bold and while they don't align with my personal preferences, I really like that they conform to a specific vision regardless of base game. Not to mention, the struggles with certain behaviors like forced animations on skills are very relatable, haha. Thanks for the excellent posts and even sharing your work, and I hope that if you keep working on this in the future you'll keep us updated. The game really has incredible freedom and seeing others work on it is very inspiring!
  5. Any chance someone had a backup of Panallox's work, aside from that version from 2013? Many of these item boni are genius and open up a lot of possibilities with item design, but his github appears to be unavailable and Stormbreaker isn't purchaseable anymore.
  6. This is extraordinary. Mob behavior is very interesting already in this game but this pushes it further than I expected would be possible; I don't have an immediate area where I would want to use it, but I'm for sure going to experiment with it at the next chance I have. Thanks, this is amazing work!
  7. I had some concerns re: server load but didn't know if it would be a big problem or not. I tried this and it seems to work well, though this was with only 10 test accounts running the 5 items with the scripts. I suppose there wouldn't be any way to detect players idling and pause the loop in case of implementing it to a larger playerbase? I found this: https://pastebin.com/raw/7xT5y8yS regarding detecting idle players (in this case to kick them), but I'm out of my depth trying to apply this on an item script. Thanks for the help btw, prob wouldn't figure it out on my own.
  8. Oh man, yeah sorry I posted that from the phone and formatting looked a lot different lol. So, my initial item script is: { 1 bonus bMaxSP,readparam(bFlee); } <-reads user's total Flee and adds it as Max SP What I want to do is make whole bonus be reloaded every 2s or so, so that if the player's Flee changes (because of receiving buffs, changing gear or whatever), the bonus will change with it. From a bit more research I found this: https://rathena.org/board/topic/69062-repeating-specialeffect-on-item-script/?do=findComment&comment=128591 This seems like the kind of looping that would do the trick, but that item script is a bit complex from me and I don't understand how I could apply the looping outside of that scenario, unfortunately. (I'm not sure if this is any clearer so please mention if it needs further explanation, haha)
  9. Hi, as the title reads I'm looking for a way to loop an item script while it's equipped. I've been researching about this but I can't seem to find docs about it or examples, which I'd definitely need since my scripting experience is very limited. At the moment what I'd like to do is a simple script: { 1 bonus bFlee,15; bonus bMaxSP,readparam(bFlee); } My problem is that as I just found out, item scripts only check parameters on equip/player reload and that would make this item very abusable since one could just equip FLEE gear, wear it and then swap it off while keeping the bonus. To avoid that (and also to make usable a lot more item scripts I have planned) I'd need to know how to make loop every couple seconds so the bonus is recalculated as the parameter changes. Any pointers will be greatly appreciated, and if a way to loop does exist I'd be very thankful for an example.
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