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Vach

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Everything posted by Vach

  1. Essentially, I want to be able to set different max skill levels for each job. I have already adjusted them server side via skill_tree.txt, but this doesn't seem to be accepted by the client without editing the lua files. Is this possible? If so, I know it has something to do with the following code in skillinfolist.lua: [sKID.SM_SWORD] = { "SM_SWORD"; SkillName = "Sword Mastery", MaxLv = 10, SpAmount = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, bSeperateLv = false, AttackRange = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, }, I can edit the MaxLv here and it affects everyone that has that skill, regardless of settings in skilltreeview.lua, or serverside. Anyone know a way around this? EDIT: As an additional note, I get huge amounts of errors if I the MaxLv here does not match the MaxLv in skill_tree.txt. The solution of course, is to have every job in sync but I'm trying to avoid that.
  2. You need to update your mmo.h to packet 20120410 and recompile the source, and update your packet_db.txt to corrospond. Just sset the packet_ver to "default".
  3. Have you configured your source code to accept either of those in mmo.h?
  4. Are you hosting this on a wireless connection?
  5. There you go. I hope that helps! 2009-06-17aSakexe.rar
  6. I have 2009-06-17, would you like that? It's the latest in 2009 that I have.
  7. I'm not having that issue. I just have to type "/aura" and load into another map if I can't see it. That's probably similar to what refresh does. Your aura only gets loaded by the client if you load into a map of the appropriate level, so if you are using commands to level yourself the aura won't just pop up you'll have to change maps. Is this what you are experiencing?
  8. My apologies for not having replied, I haven't had a chance to take a look at the source in a few days. I'm still at a loss for the Safety Wall thing. I know this is going to sound like a cop out, but I'm going to need to see some coded examples. Can you make new unit id's? In regards to pneuma. I'm pretty sure I can see what's going on with it in battle.c; Where is "SC_PNEUMA->val1 = skilllv" located in the code?
  9. I thought I had replied to this, my apologies. Everything looks to be in the right folder. What version of the client are you using? I would suggest raising the item_db number above the 30000's and try that. I thought that number was used by something.
  10. I see, I figured it was part of the source. Is the AGI/Blessing code located in that same file (skill.c)?
  11. Everything to be said is here: I feel really dumb! I don't understand this... so we hex this into the client ourselves?
  12. Yea, I tried it too just to be sure I wasn't going insane. Just wait for an updated plugin. Keep an eye on this thread: http://rathena.org/board/topic/53421-weediffgen/ Ai4rei and GreenBox are pretty awesome.
  13. The skill tables are more dynamic with lua scripting but they can be a pain to update if you plan to do a lot to skills, so I can understand. Anything before 2010 I would try, but no guarantees.
  14. The current plugins for WeeDiffGen do not support /showname, it is being worked on. I'd keep on eye on the patcher thread ('watch' it).
  15. Edit the skill_cast_db.txt in your re/pre-re folder (depending on if you're using renewal or not) to alter delays and durations. Read the file header and the wiki and check it out before asking more questions. Damage requires editing the source. You can get by this by giving some skills multiple hits dealing more damage (like double stafe), but that's more like a hack and not recommended.
  16. Every client version that uses lua no longer uses the skilldesc text file. It's actually not possible because the new skill tree requires minor scripting to function properly. Your only solution is to use an older client.
  17. 0x3 had no effect, it just makes it target only you. Although that is part of the inf being changed to 4 to match how Angelus is placed. The 0x0400 had no effect unless being used with 16 targeting in which case you can't use it on enemies anymore ("negative bless" versus Undead). It looks to me that the way Angelus functions is by targeting yourself, and "splashing" the entire visible screen (the -1 splash), but it is granted to those far off screen, which leads me to believe it is hard coded to work that way. I looked around but I'm still not familiar enough with the source code to know where the casting of Angelus takes place. >_<
  18. Hello everyone, I have been interested in making AGI Up and Blessing target the same way Angelus does (by applying instantly to everyone in your party) and I have been unsuccessful. I figured it was something to do with the skill_db.txt settings, but I may not be configuring them properly. I I surmised it might be done by tweaking the inf and nk, but I wasn't successful in my tests. Anyone know if this kind of thing is source code related?
  19. I don't think anyone has those buttons translated yet. I'm actually working on it myself but I haven't even located them or gotten around to it. They aren't super major, but if someone manages to do it I'd like the translated buttons too just to get everything uniform.
  20. itemInfo.lub goes in the RO/System folder once it is compiled. If you're talking about where you put the item_db.txt and the text files with the descriptions, those go in the data folder (the item text files have always been located there).
  21. You changed both files and you still can't get the Max Level adjustment to work? Base or job level? As darristan said, to change how it is calculated you'll have to edit the source a bit. That, however, is out of my expertise so hopefully one of the devs will stop by.
  22. I agree with Rytech, this would be extremely useful to me due to how my server is setup.
  23. In the same file, client.conf.
  24. I asked the same thing, but look here. Vianna kindly solved it. Change your etcinfo.txt loadingscreen# 4# 4 is the amount of loading screens you have.
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