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iraciz

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Posts posted by iraciz

  1. Hello, could you help me please? I need to now, how to check and filter jobs? without branches? The problem is that using the
    if (BaseJob == Job_Novice) gathers both novice and super novice, I need a filter focus in the job and no the classes.

    Example:   
    - if High Novice goto greet;
    - if Novice goto deny;


    greet:
    mes "Hello";

    deny:
    mes "Not allowed";

    Same for other classes, I want filter only high novice to a chek without involving the other rebirth jobs as high thief and etc. 

     

  2. Good day, browsing the data.grf I found 2 sound effects that belongs to ankle snare,  yes they exist and can be played. One of that sound is when the trap is deployed, and the other sound is when a monster step in (sounds like a stab).

    SKILL_EFFECT_INFO_LIST = {

        [SKID.HT_ANKLESNARE] = {
        beginMotionType = ACTOR_STATE.ST_PICKUP,
        waveFileName = "effect\\hun_anklesnare.wav",
        },

    I only managed to add the trap deployment sound in the skilleffectinfolist.lub with success,  but I need help with the second one, the sound when the monster step in, I tried many times but nothing happen. If someone could share me the raw file of the skilleffectinfolist.lub  with the whole thing (all job skills), I can do something. Any ideas?
     

    Attached video, here you can see how the sound works properly when deployed the trap, but not when the monsters step in.

     

    tolasa.png

  3. Dear Optimus, this is monstertalk table you brought, 
    the mob_chat is the issue reported, when you fight Nydhogg, Wounded, or Lost Dragon the will display the script located in db, mob_chat_db.txt

    is not displaying, how to enable it? any conf?

     

  4. About the mob_chat_db in trunk,
    is not working, I already tested with wounded morroc in battle , and not message is shown.

    Mobskill.db
    //5% HP - Dragon Fear
    1917,Wounded Morroc@NPC_DRAGONFEAR,chase,659,10,10000,0,600000,no,self,myhpltmaxrate,5,,,,,,,17
    1917,Wounded Morroc@NPC_DRAGONFEAR,attack,659,10,10000,0,600000,no,self,myhpltmaxrate,5,,,,,,,17
    //10% HP - Talk
    1917,Wounded Morroc@NPC_TALK,chase,682,10,10000,0,600000,no,self,myhpltmaxrate,10,,,,,,,16
    1917,Wounded Morroc@NPC_TALK,attack,682,10,10000,0,600000,no,self,myhpltmaxrate,10,,,,,,,16

    mob_chat_db
    16#0xFF0000#Oh, you're stronger than I thought!
    17#0xFF0000#No, this can't be happening! I'm Satan Morroc, Demon King of Destruction!

    How to display this?

  5. \rAthena\npc\jobs\1-1e\taekwon.txt

    Hello, could you please, fix script..

    I got the taekwon setquest at line 104:    setquest 6001;

    As possible scenario, the user could change his mind about this, and decide to apply for other class after getting the setquest.

    If this happen, there's no possible way in life to get rid of this quest window,  Just putting myself in the shoes of a curious player.

     

    보름달.png

  6. Hello,  Taekwon damage output is reduced when holding a dagger or whatever...

    Example: equipping a dagger with atk+100, even if the stats show a higher attack the damage from weapon attack is not applied, and  is higher with bare feet. 

    Where to fix or edit this? Already checked the weapon damage table and applied drake card script to a custom weapon in order to check, but result is the same.. please help.

     

  7. I want the Snatcher (Gank) skill from rogue to also autospell steal coin

    here is the line in the skill.c:

                        // Gank
                        if(dstmd && sd->status.weapon != W_BOW &&
                            (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 && (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) 
                            {
                            if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
                                clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
                            else
                                clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
                        }

     

  8. I'm trying to make hunter traps to not block moving into the same cell.

    Right now you have to move through the trap to get trapped and moving on the trap is not possible. This makes moving through multiple traps (ankle snares in woe) annoying as it is hard to find a cell you can try to move to when there are traps blocking all possible cells you could move to.

     

    Also most likely related to this somehow, in gvg flagged maps cursor turns to attack(sword) when targeting hunter traps. How to remove this too?

     

    I'd like hunter traps to work pretty much like firepillar in terms of targeting and moving.

    It would help a lot if I was told where stuff like this is set. (being able to move on firepillar unit, but trap unit blocks the cell like a player/npc would)

    All help appreciated.

     

     

    Ragnarok-Mobile-War-of-Heroes-icon.png

    • Upvote 1
  9. Dear Sadder1992
     

    Quote

    it look for me in the video your script all about chances , so i am not sure what you are asking about


    Yes, you are right, chances In the last video were a sort of 6 array cases to win any stat food, shown as:

    switch( rand(6) ) {
    case 1: getitem 12202,1; break;
    case 2: getitem 12203,1; break;
    case 3: getitem 12204,1; break;
    case 4: getitem 12205,1; break;
    case 5: getitem 12206,1; break;
    case 6: getitem 12207,1; break;
    }

    But same were not defined by rates, Its all kinda random. I was asking about chances, 25% win versus 75% loose for a separate case between two choices. 

    Update:
    Script worked well as intended, I the video I won the 25% chance. I tested many times and after many tries I caught the prize. 

    Many thanks for the support.

  10. Good Night, I'm asking help for my script, 

    Between only two choices, I need to call one case at 75%  and the other at 25%

    Example:

    //-----------This is lose case 75% percent of the times

    case 1:
    specialeffect 540; specialeffect 500; sleep2 150; cutin "StartP0",2; sleep2 250; 
    specialeffect 18; cutin "StartOCA1",2; sleep2 250; cutin "StartOCA2",2; sleep2 350;
    soundeffectall "rafflesia_attack.wav",0; cutin "StartOCAL",2; specialeffect2 191; sleep2 300; 
    cutin "",255; makeitem 7539,1,"prontera",140,172; npctalk "Perdiste"; 
    specialeffect 584; sleep2 250; specialeffect2 1; specialeffect2 426; sleep2 250; heal -7000,0; break;

    //-------------- Win case 25% of the times

    case 2: 
    specialeffect 540; specialeffect 500; sleep2 150; cutin "StartP0",2; sleep2 200; 
    specialeffect 18; cutin "StartOCA1",2; sleep2 150; cutin "StartOCA2",2; sleep2 150; specialeffect 40; cutin "StartOCA3",2; sleep2 200; 
    specialeffect 18; cutin "Pwin",2; sleep2 150; cutin "Pwin1",2; sleep2 150; cutin "Pwin2",2; sleep2 150; 
    cutin "Pwin3",2; sleep2 150; specialeffect2 100; specialeffect 18;  cutin "StartOCA3",2; 
    npctalk "Ganaste un Old Card Album"; sleep2 200; getitem 616,1; cutin "",255; specialeffect 500; 
    break; }
    end;

     

  11. Malangdo Crab Custom Sprite


    A custom sprite for a bow I decided to work with. Inside the file you will find for Archer, Thief, Rogue, Sniper.  The Bard & Dancer not implemented yet.

    Support Information

    Is just the spr and act for the malangdo crab, add a custom idview in weapontable and modify malangdo crab in iteminfo.lua


    • Submitter
    • Submitted
      02/08/2019
    • Category
    • Video
    • Content Author
      Iraciz for sprite. Gravity for the Item.

     

  12. I've lost all my users because this bug forced me to close my server.

    When placing items to cart and reloging for vending the item turns into an apple, this is not the worst!

    1.png.322a04c06c3008153db31e351d3861f9.png

     

    2.png.c6f1dd5148fe1723cce0d85a3d4512a5.png

     

    3.png.972b446d78282f4174f4340ce4a1dc15.png

    Sometimes it takes same property of any item enchanted I have, for example if I have a hat +1 str in my inventory, all items in my cart, could be  armor or weapon after the relog will take the +1 str.

    5.thumb.png.525a4b87247142b0bcc11a8153ed1a7a.png

    Why is happening this?

    4.thumb.png.b2c5f6910dadd7049e9671b1577f2bd7.png

  13. In source battle.c theres a function that increase soul strike skill vs undead.

    case MG_SOULSTRIKE:
    if (battle_check_undead(tstatus->race,tstatus->def_ele))
    skillratio += 5 * skill_lv;
    break;        

     

    I tried to do the same for NPC_DARKSTRIKE but I've got error, any one could help me here?
    increase the damage for holy property 5% every skill level based on NPC_DARKSTRIKE, I implemented that skill in mage skill tree, modifyed luas and added, I just need the source for de damage increase vs holy monsters.

     

     

    15178292_10154016727114249_6332145934354682296_n.jpg

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