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Tio Akima

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Posts posted by Tio Akima

  1. 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
     

  2. 5 hours ago, Jonne said:

    Since we don't know where you put your for loop, we can't really help you.

     

    I can tell you this much though: You will not want to iterate over a for loop in a skill usage that checks for md movement. You much rather want to implement a structure within the md that keeps track of this debuff (using a SC for example) and do all the checking in the default unit movement procedure.

     

    Thanks for the message, my friend, I'll think about what you said.

    I'm still in the search for help.

  3. 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.

  4. 14 hours ago, sotf said:

    In your BGM folder, replace 01.mp3 to your desired mp3 file.

    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?

  5. 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


    custom_weapon.jpg

  6. 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.
     

  7. On 2017-6-18 at 2:52 PM, Akkarin said:

    It means you've removed this: (themes/default/account/login.php)

    
    <?php if (count($serverNames) > 1): ?>
    		<tr>
    			<th><label for="login_server"><?php echo htmlspecialchars(Flux::message('AccountServerLabel')) ?></label></th>
    			<td>
    				<select name="server" id="login_server"<?php if (count($serverNames) === 1) echo ' disabled="disabled"' ?>>
    					<?php foreach ($serverNames as $serverName): ?>
    					<option value="<?php echo htmlspecialchars($serverName) ?>"><?php echo htmlspecialchars($serverName) ?></option>
    					<?php endforeach ?>
    				</select>
    			</td>
    		</tr>
    		<?php endif ?>

    Or that you've changed something so that the code skips over the server selection. If you only have one server defined in your config/servers.php file then it won't be displayed anyway, so it's safe to add it back.

     

    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!

  8. Hi, I've been looking for the main menu texts for hours.

    But I do not find it, I even used the windows tool to search.

    Where are the menu texts?
    I want to edit them, but I can not find them.

    It's a lot of function calling function.
    I'm new to the web.

     

    php_web.jpg

  9. 2 minutes ago, Cyro said:

    try giving permissions to inside folders/files 

     

    which operating system are you using?

    use can use "chmod 777" if you can run commands

    my operating system is windows! (win10)

    Now everyone is allowed. but it did not work.

  10. 13 minutes ago, Cyro said:

    this probably caused when directories have permission issues 

    try giving permissions to folder www/cp/lib  

    Oh sorry for the problem
    I went to the folder, right clicked .. and gave full permission.
    (Or is there any other way to do this?)

    But .. the same error remains.

  11. 4 minutes ago, Cyro said:

    try adding 


    sql_mode=NO_ENGINE_SUBSTITUTION

    to your mysql.ini / my.ini

     

    this is my.ini 

    ...
    
    [mysqldump]
    quick
    max_allowed_packet = 16M
    
    [mysql]
    no-auto-rehash
    ; Remove the next comment character if you are not familiar with SQL
    ;safe-updates
    
    [isamchk]
    key_buffer_size = 20M
    sort_buffer_size = 20M
    read_buffer_size = 2M
    write_buffer_size = 2M
    
    [myisamchk]
    key_buffer_size = 20M
    sort_buffer_size_size = 20M
    read_buffer_size = 2M
    write_buffer_size = 2M
    
    [mysqlhotcopy]
    interactive-timeout
    
    [mysqld]
    port = 3306

    I add in the end?

  12. I am having problems with the installation of FluxCP .. anyone has any idea what can be?

    fluxcp.jpg

     

    When entering user and password, it only imports the first table, after the following error

    error_mysql.jpg

    Does anyone know how to solve this error in the FluxCP?
    I'm using Wampserver 3.0
    I already tried to reinstall the Wamp, but nothing worked.

  13. 3 hours ago, Daegaladh said:

    Here you have: http://browedit.excalibur-nw.com/release/

    The stable one is the 620 though, but use the 586 for quadtree generation (it's broken on 620).

    (About quadtree generation) Yes, I'm trying to do this but ... version 586 is breaking the same as version 620. And it's impossible to solve this.

    So I thought about using 558 to save map.

    I tried several versions but I do not solve this problem of quadtree broken in custom map.

  14. Hello, I saw someone with this question, and I'm having the same problem. Does anyone know how to solve it?

    "Added a custom map texture in browedit and applied it to a map. (Also added in grf with proper path)
    But when you load it in game it shows
    Resource File not found but the directory is correct.
    But when i add the data folder in the client folder its being read.
    anybody know how to add a quickfix for this."
     

    Custom texture is not found in GRF
    Just in the date folder.

     

     

  15. 6 minutes ago, Sage said:

    That's pretty rad. My only suggestion would be to replace the model with the mummy head/hands sticking out of the wall because it looks a bit out of place.

    It'd be a lot of work to change now, but I have another suggestion for the future: When making custom textures for a very dark, spooky sort of area, it's a good idea to use a very dark blue (or violet, or red, or whatever you prefer) color instead of pure greyscale colors. I won't go into a big, long, boring art school explanation of why you shopuld do this, but I'll give a visual example:

    b92bc280de3be9d1592f2bf94aba9ca5.png

    The top row is a dark blue palette, with some variation in color saturation. At its darkest, it's still not pure black. The bottom row is the same palette, but in grayscale. It lacks any variation in color saturation, and comes off looking more bland.

    Unless you're doing any graphic work that is purely, 100% black and white, you should retain some slight color to get the best looking results.


    Thanks for the message, but I like the colors I used. And I'll leave it like this.

  16. On 05/04/2017 at 9:37 PM, Adel said:

    Try editing the water height to -20. You will have to raise the ground, objects and gat after. And save with 586. See if this works.

    I did what you said .. But it did not work. The water keeps disappearing.
    Even the terrain also began to disappear (turn black) when rotating the camera.

    /sad

  17. On 20/03/2017 at 2:29 AM, Olrox said:

    Means you have empty texture on those squares or transparent texture.

    I can only relate it to textures in that area of those water boxes.

    What do you mean by empty or transparent textures?
    Below the water, it has textures on the floor, all right

    So what would be the correct way for the water to stop disappearing?
    Parts of the water disappears when I turn the camera.

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