Tio Akima

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About Tio Akima

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    São Paulo

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  1. Tio Akima

    function return player ID

    But if I call the skill using mob data, the skill damage will not be based on the player's build .. or am I mistaken? If so, it will not do me any good.
  2. Tio Akima

    function return player ID

    oh .. how sad ... so I guess my problem has no solution Secret What I'm trying to do is this. See if you can help me: In skill.c I did an area skill. This skill summon a mob. I sumono a mob and make him walk (I shoot this mob in one direction) with unit-> walktoxy (); That is, because of the unit-> walktoxy (), this mob will go through the functions: unit-> walktoxy (); unit-> walktoxy_sub (); unit-> walktoxy_timer (); right? When this mob dies (or stops walking) I want to call a skill ... skill Lord of Vermilion (WZ_VERMILION) The function that defines whether the mob has stopped walking is unit-> walktoxy_timer (); So, I need to call the skill (WZ_VERMILION) inside the function unit-> walktoxy_timer (); But for this skill to work, I need the data from the player. The information that arrives to unit-> walktoxy_timer (); are data from the MOB that walked and stopped ... The skill (WZ_VERMILION) will only work, if I call it with player data. This is a way of doing a skillshot ... Throwing the mob in one direction, and when it hits an enemy, an area skill is invoked. It sounds complicated, but it's a simple logic up to it. If you can help me, I'll be very grateful. <3
  3. Tio Akima

    function return player ID

    Hi guys, in map.c I want to create a basic function a function that returns the player ID, without parameters only with return ID from the player. If anyone knows Something like this: int map_get_id() { struct map_session_data* sd; sd = map->id2sd(?); return sd->bl.id; } OBS: It does not have to be exactly in map.c but must be a function that returns the player ID Can someone help me?
  4. Tio Akima

    Item two-handed sword (all class)

    Hello, I added a two-handed sword and put it for all classes to use. However, ASPD falls to zero when equipping the sword. Only the swordman class and superiors who use normal. Why does it happen..? In what part of the SRC is the class weapons defined? I want to release the use of two-handed swords for everyone without this ASPD error a second doubt: What is the best ID to add custom item? From which id? (which does not conflict with other items)
  5. Tio Akima

    RoBrowser Revival

    Have you tried this link? maybe it will help. https://www.robrowser.com/getting-started
  6. Tio Akima

    [MAP] shadow produced by the walls

    Yes, thanks for the tip .. it worked perfectly. #Solved
  7. Hello guys I have a doubt in the production of maps .. Doubts related to the shadow produced by the walls. Where walls are placed, it creates an unpleasant shadow. I would like to remove that shadow or soften it. I'm trying to apply various lights (and also ambient light) but it's not working. Does anyone know how to solve it?
  8. Tio Akima

    use skill in target [status.c]

    I even managed to call, but I'm not hitting the target.
  9. Tio Akima

    use skill in target [status.c]

    Yes, this is the correct function nodamage_id The skill is being called now, but not on the target I want. She is being called in the player Must be on target. (mob) But it's already a big evolution. From what I can see, the first two arguments of the function define the target
  10. Tio Akima

    use skill in target [status.c]

    I'm calling inside the case of SC_RUN in the function status_change_end (in the status.c file) when this status in target ends, I want to call a skill (on the same target). But I do not know the function to use a skill this is the doubt It seems very simple, but I do not know hahahaha
  11. Tio Akima

    use skill in target [status.c]

    I thought I needed to use unit-> for the path of the function to be correct. Yes, the target is correct, including, I change the speed of the target without problems. Yes, it is in the correct function, I made a debug by putting a printf () and issuing a message in the console to know if it was accessing. @EDIT yes, you must use unit-> for the path to be correct.
  12. Tio Akima

    use skill in target [status.c]

    Hi guys take this doubt from me I'm trying to call a skill through status.c But I do not know which function to use to use a skill on the target. It may be any skill, but I'm testing the NPC_SELFDESTRUCTION What function can I use to call a skill on the target? @EDIT I tried: unit->skilluse_id(bl, bl, NPC_SELFDESTRUCTION,1 ); but it did not work
  13. Tio Akima

    Mob and collision in skill

    Thanks for the message, my friend, I'll think about what you said. I'm still in the search for help.
  14. Tio Akima

    Mob and collision in skill

    Hello guys I've been trying to do a skill for a few days, but without success. I'm almost giving up .. So if anyone can help me, please ... About the skill: The skill makes a MOB walk on a line ... Then the skill checks cell by cell ... Upon reaching the end of this line, the MOB dies. But ... as this loooping is very fast, the MOB dies before reaching the end of the path .... I have a FOR () looping Walking from cell to cell .. for( i = 1; i <= qnt; i++ ){ sx = md->bl.x - i; sy = md->bl.y; unit->walktoxy(&md->bl,sx,sy,0); if (map->count_oncell(md->bl.m, sx, sy, BL_PC | BL_NPC | BL_MOB, 0) || map->getcell(md->bl.m, &md->bl, sx, sy, CELL_CHKWALL) || map->getcell(md->bl.m, &md->bl, sx, sy, CELL_CHKNOPASS)) { md->deletetimer = timer->add(timer->gettick() + skill->get_time(skill_id,skill_lv), mob->timer_delete, md->bl.id, 0); break; //end } } In this FOR() I put a condition: If the mob is interrupted during the way (finding a "non-moveable" cell, some wall, or player, or another mob, etc ...) then the mob disappears (or dies) I did the tests and logic is working perfectly ... When encountering an obstacle, the code enters the condition and deletes the mob .. But, the mob disappears before reaching the end of the path ... this is the problem... In counting the cells, collision occurs. But, the mob dies long before it collides the summon mob example: int mob_id = 1102; // mob example struct mob_data *md; md = mob->once_spawn_sub(src, src->m, x, y, clif->get_bl_name(src), mob_id, "", SZ_BIG, AI_SPHERE); mob->spawn (md); //summon the mob I tried using the skill-> addtimerskill () example: skill->addtimerskill(src,timer->gettick() + (140 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2); But it's not right .. What it does is call this function to show a pre-defined layout so, show this layout at set time intervals. So I do not know how to use it within my purpose. I thought about putting the condition (of the obstacles) In unit.c within the unit-> walktoxy But I do not know how to reference the mob there in unit.c And I do not know if it would solve .. Or if the mob would also die before reaching the obstacle. Sorry for the huge text, But I'm almost giving up, I've tried everything. If anyone can help me. Thank you.
  15. Tio Akima

    Custom sound opening

    yeah, The music of the title is a 01.mp3 Strange, I have a problem related to the BGM folder No music from this folder is playing. What can it be?