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Aleos

Development Manager
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Everything posted by Aleos

  1. It's because Vitata 500 is not fully implemented. The status change is empty, it doesn't do anything. I'm going through all the 3rd classes now and am applying the post-balance stuff as best I can. I'm going class by class so when I get to Genetic it will be resolved. Plus what you are trying to do won't work correctly because it's a usable item, not an equipment item.
  2. @Emistry bookitemnametable.txt For example: 11000# 11001# 11002# 11003# 11004# 11005# 11006# 11007# 11008# 11009# 11010# 11011# 11017# 11018# 11019# 11022# 11023# 11024# 7127# 7128# 7129# 7130# 7131# 7132# 7133# 7144# 7434# 7472# 7473# 7474# 7475# 7476# 7477# 7478# 7479# 7480# 7481# 7755# 11057# 11058# 11059# 11060#
  3. OnInit: set .delay,500; setarray .msg1$,"H","H E","H E A","H E A L","H E A L E R", "H E A L E R","E A L E R H","A L E R H E","L E R H E A","E R H E A L","R H E A L E","H E A L E R", "H E A L E R"," ","H E A L E R"," ","H E A L E R"," "; while(1) { for(set .i,0; .i < getarraysize(.msg$); set .i,.i + 1) { waitingroom .msg$[.i],0; sleep .delay; delwaitingroom; } } end;
  4. @ragnazorg: The error you are getting is from Harmony (htic: Harmony Thread I? C?; Maybe, wild guess on what is stands for). But that error is directly related to Harmony. You need to make sure the two files on the client side are the ones that came with the client you requested.
  5. Aleos

    Idle command

    I'll check this out.
  6. Aleos

    VIP System

    Maybe a mod would be better? I guess we will need more of a voice in since this is an iRO feature. I'm not sure on the kRO VIP features.
  7. I have this working successfully. Although I don't have the nice GUI that Trojal has (it would be dependent on the server to write it). If something like this were implemented it would need to have an enable/disable flag as well.
  8. For some reason all I could think of with this was playing Musical Chairs. Are there NPCs that make player sit/stand?
  9. +1 I like the idea of a unified command.
  10. Ah! So I knew I wasn't going crazy. I could have sworn something was implemented for it, so should one be added for exp too then since drop is there? Edit: It was added in r16337. But looking at the revision diff and the current atcommand.c, it seems it was completely removed from mobinfo at some point!
  11. Aleos

    UseSkillToPC

    I like kadze's idea. It would give a wider range of support when wanting to vary the stats of the NPC rather than having to provide the same stat value for all types (STR, AGI, etc.).
  12. Whenever a server has RENEWAL_EXP or RENEWAL_DROPS active, the @mi command becomes somewhat skewed informatively to the player. Pre-renewal just had to read directly from the mob_db since there were no variations of player level versus monster level. Now that there is a variation, should @mi be modified to adjust for this or should a separate command be created?
  13. Token of Siegfried is processed in clif.c at clif_parse_AutoRevive().
  14. So there won't be any way for us to update from 2.5 to 2.6? Shame, guess I'll stick with 2.5 then.
  15. The SVN I use is 3CeAM based but has many features of rA that I merged myself. I went ahead and created a patch for the latest checkout of rA: mob_controller_rA_17035.patch The only changes I made were giving the mobspawn() script command support for NPC events and spawning in instances. Also, I tried your suggestion in the other topic and it didn't work the entire time. Sometimes the monsters would run through while other times the monster would go along and then stop. MobCreator: for (set .c,0; .c < 'wave_amount; set .c,.c + 1) { if ('wave_stop) end; sleep 300; set .gid,mobspawn(getmonsterinfo(.mobid['wave],0),.mobid['wave],"1@def01",50,74,instance_npcname("#Spawn Controller", instance_id())+"::OnWaveMobDead"); setmobdata .gid,8,100; // Set movement speed equal to all. setmobdata .gid,9,1; // Set mob mode to just MD_CANMOVE. setmobdata .gid,26,0; // Remove random walk. unitwalk .gid,50,62; sleep distance(50,74,50,62) * 100; unitwalk .gid,50,49; sleep distance(50,62,50,49) * 100; unitwalk .gid,50,37; sleep distance(50,49,50,37) * 100; unitwalk .gid,50,23; sleep distance(50,37,50,23) * 100; } return;
  16. Interesting, thanks for the info. Let me try it out. I wasn't sure if a for loop would produce the same results. And what part of the monster controller patch do you need? I really didn't modify anything important except adding the getunitid script command.
  17. Yes, but the RE server is the beta server, as was Sakray back in the day. The differences between the servers is that the the main server gets the beta patches usually a week or two after their release on beta. As for your initial question though, I'm not sure what the differences are between the two clients. I'm sure there aren't any differences though as per what I just explained in my previous sentence.
  18. Hm, I saw that topic but the issue is that the first monster has to reach the end of the line before the next one spawns and I don't want it to function like that. Ha, to tell you the truth I've never played DotA.
  19. Scratch what I said, I posted too early without even thinking. All you should have to do is modify the patcher config to have multiple sources. Although I don't know if Thor supports multiple sources. I know that KPatcher does though.
  20. What I'm trying to do is get a group of monsters to walk in a straight line. There are no obstacles in the way (walls, water, models, etc). The issue I'm having is that the distance is out of sight from the start point. I'm currently using the monster controller script command (mobspawn) which is in a for loop and spawns 20 monsters. Inside the for loop the monsters are given the directive to walk to a way point (Which later lead to other way points which vary in 10-12 cells apart). I have these NPC which are my way points: testmap,50,74,1 script #MobStart -1,1,1,{ end; OnTouchNPC: // Walk to next location. unitwalk getunitid(0),50,62; end; } testmap,50,62,1 script #MobQuarterWay -1,5,5,{ end; OnTouchNPC: // Walk to next location. unitwalk getunitid(0),50,49; end; } testmap,50,49,1 script #MobHalfWay -1,5,5,{ end; OnTouchNPC: // Walk to next location. unitwalk getunitid(0),50,37; end; } testmap,50,37,1 script #Mob3QuarterWay -1,5,5,{ end; OnTouchNPC: // Walk to next location. unitwalk getunitid(0),50,23; end; } getunitid(0) is just a script command I made which returns the game ID of the monster that is attached to the script (it triggered the OnTouchNPC label). So this works part of the time. The start off is fine, the monsters walk to the first way point. Once the monsters touch the first way point they seem to get confused and walk around for a bit and then figure out they are supposed to walk to the next way point (At this point my map server is spitting out the unitwalktimer mismatch errors). The monsters eventually reach the end of the line but I want the monsters to walk at a steady pace from the start (no wandering around). Would the walking around issue be part of the randomwalk that monsters are given? I guess I can play around with removing the randomwalk from the spawned monsters and see how that goes. If anyone has any input I would appreciate it!
  21. The only way now is to download all of the kRO patches and put them in your webserver which would be an unrealistic solution. It would take so much of your time it would not even be worth it. The easiest way would be taking the source of Thor and include the official patch servers in before connecting to your patch server. It would be like combining Ai4rei's RSU patcher with Thor. The downfall again is that Thor is closed source so pretty much all you need is the source for Thor (or any other patcher you want) and then you can easily add kRO's patch servers in.
  22. Aleos

    Monster Mode!

    Plant mode works just fine. Update your SVN to the latest version. There was a bug where plant monsters would not get damaged through MATKs.
  23. I would think this is the wrong section for support, especially on a private server. But for the sake of it just download the kRO installers from Ratemyserver: http://ratemyserver.net/index.php?page=download_kROLinks
  24. There are no main differences between the item_db's except for the fact that the ATK field allows a MATK value (atk:matk) with the separation of a colon. Same goes for the equip level field. But you can copy your items over and nothing will happen, the :matk part is optional. The mob_db has 1 less column. The EXPPER column was removed since it wasn't being used. You can find the conversion tool for this here.
  25. I was about to create a new topic as well since we couldn't reply in the one marked as implemented. I would vote for tabs back as well. By default many editors use tabs automatically for indentation, Netbeans being one of the widely used ones that uses spaces by default that I've ever really used. It also breaks all of the older diffs that were created long ago that use tabs instead of spaces.
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