Tio Akima

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About Tio Akima

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    São Paulo

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  1. 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)
  2. RoBrowser Revival

    Have you tried this link? maybe it will help. https://www.robrowser.com/getting-started
  3. [MAP] shadow produced by the walls

    Yes, thanks for the tip .. it worked perfectly. #Solved
  4. 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?
  5. use skill in target [status.c]

    I even managed to call, but I'm not hitting the target.
  6. 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
  7. 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
  8. 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.
  9. 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
  10. 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.
  11. 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.
  12. 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?
  13. custom weapon + sprite

    Hello, after creating a custom sword, how can I associate this custom sword with these attack effects? Has several sprites of sword attack, I wanted to be able to choose one and put in my custom sword. Second doubt: In SRC, where do I find the code that calls these sprites? These sprites happen when you use basic attack, right? In what part of src do I find this? thank you
  14. skill for checking cell and mob

    Hello guys I'm trying to make a course analysis skill. To count how many monsters were found between the player and the cell clicked. The player clicks somewhere on the map, and checks (cell by cell) on that route. If I find any mobs in the cell then it displays on the console for me: example: Printf ("% d Mob found", count); I know that (src-> x,src-> y) are the coordinates of the skill invoker And (x, y) are the coordinates of the clicked cell. Now I need to make a for() to go check cell by cell until it reaches the target cell. But how to do that? I'm having a hard time Can someone help me? Or does anyone know a function to do this? For those who understand the language C, it should be super easy to do that. I think logic is something like this: case TEST: int mob,x,y; int dir = map->calc_dir(src,x,y); //Calculate direction for () { //Looping for traversing cells by cell x += dirx[dir]; y += diry[dir]; if(){ //If you have a Mob in the cell printf(" %d Mob found, mob"); //mensage in console mob++; } } break; Someone can help me, please, I do not know who to ask for help.
  15. Error logging in to fluxCP

    Hello akkarin thanks for your message. You helped me to clarify some doubts. And about my error, I had created two users in the database with the same name. Then the conflict was happening. I delete a user and resolved. Thanks for the clarification. solved!