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Everything posted by bWolfie
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We have bonus damage versus all sorts of things - class, race, element - but how about item? The way it would work is if the enemy has x item equipped, damage will be increased by n%. Unless this already exists, then ignore this thread. Example: bonus bEquipItem,x,n; +n% damage against monsters with item x equipped bonus bEquipItem,2301,20; In this example, if enemy has Cotton Shirt [2301] equipped, damage will be increased by 20%.
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You put it in your existing itemInfo.lub in client folder: System\itemInfo.lub
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aaa
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I don't know the revision #, but it works on my local server setup which I installed around January.
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Sorry? I don't follow. Might wanna explain a little more
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To be clear you want: NPC that will refine your equipped item at the price of X (example, 7227-TCG Card) and it will refine +1 at a 100% rate?
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That's pretty wack. Looks nice. Could be a way to breathe new life into RO. VR RO would be as close to waifus as people like would be able to get. nek minute hentaiRO
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Disable every item costume in WoE and Yggdrasil seed problemHi
bWolfie replied to Random756's topic in General Discussion
Honestly having a stab in the dark here. If you can make something that A. Checks if they are on the restricted map, B. Checks if they have costume equipped and C. Stops them from equipping any costumes, you should be good. I don't know how to do the third part. I think if you want to disable from equipping costumes on certain maps, you have to do it for each one on item_db.conf in its On_EquipScript. That's the only way I can think of doing it. You could put OnEquipScript: <" if (strcharinfo(3) == "prtg_cas01") unequip EQI_COSTUME_HEAD_LOW; "> http://pastebin.com/fDBuSX9C - script Costume Remover FAKE_NPC,{ OnPCLoadMapEvent: if ((agitcheck() && agitcheck2()) && ( strcharinfo(3) == .@nocostume)) { // Check if woe is on and if you entered a castle if (getequipisequiped(EQI_COSTUME_HEAD_LOW)) unequip EQI_COSTUME_HEAD_LOW; if (getequipisequiped(EQI_COSTUME_HEAD_MID)) unequip EQI_COSTUME_HEAD_MID; if (getequipisequiped(EQI_COSTUME_HEAD_TOP)) unequip EQI_COSTUME_HEAD_TOP; if (getequipisequiped(EQI_COSTUME_GARMENT)) unequip EQI_COSTUME_GARMENT; } OnInit: set .@nocostume,"prtg_cas01"; -
[Headgears/Garments] Haziel's Graphics
bWolfie replied to Haziel's topic in Spriting & Palette Showcase
So good. Keep it up. -
So I was messing around earlier and I noticed something strange. Normally when I change direction (on old eAthena emulator), I can immediately high jump in that direction (assuming instant cast). But upon changing direction, there is a little delay I have to wait before I can jump in the new direction. If I use the skill before this little delay, the server still thinks I'm facing my old direction. It will jump in my old direction, despite me facing a new direction. Example (try picture in your head): My character is facing North. I click Northwest and quickly use instant-cast high jump. Character high jumps North (instead of Northwest), despite the fact character is facing NW. Jump completes, character still facing NW, if High Jump is used again it will jump North, despite still facing NW. Anybody else experienced this? I don't remember it being like this on old eathena. I'll try to upload a video later.
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1265 - Data truncated for column 'equip_jobs' at row 1
bWolfie replied to Grimmjow's question in General Server Support
Sounds bad if it's dud on the first entry -
I have no idea about SQL, still a beginner at scripting. I think it's beyond me. Decided just to create artificial zeroes at the end of the tally by - Dividing total donation by 100. - Limiting the donation amounts to over 100z and multiples of 100. - Adding zeroes using text... Seems to do the job in a limited fashion. I'll figure out sql one day.
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What's the keyword for it if I may ask? I# E# M# Careful though there are a couple of them.
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orly that's pretty cool. I dunno, good thing my bad advice didn't offset you.
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Thanks for the reply. So to sum it up, I need to use $ and if I'm using straight up zeny as a variable it can only go to 2.147.. billion?
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You have to make a new sprite with the flying effect.
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Disable every item costume in WoE and Yggdrasil seed problemHi
bWolfie replied to Random756's topic in General Discussion
Silly question, have you tried restarting your server? Maybe there is a duplicate Id: 608 in your item_db even. -
Hi, I'm trying to make an NPC which players can donate zeny to, and the zeny count is for every player - as in when one player donates, it updates a tally for everyone else (stored in NPC). If I use .server_donate (as shown in example below), will it disappear when I restart my server? Thank you in advance. prontera,150,150,3 script Server Donation NPC 4_F_TELEPORTER,{ mes "Players have donated " + .server_donate + " zeny."; mes "How much zeny do you want to donate?"; next; input .@donate; if (Zeny < .@donate) { mes "You need more zeny"; close; } else { Zeny -= .@donate; .server_donate += .@donate; mes "You donated " + .@donate + " z."; close; } }
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Ha, you haven't installed the translation https://github.com/ROClientSide/Translation
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That made me laugh xD Righto it may not be true, but at least I can get the thing to work..
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http://pastebin.com/AWGLp2Rd I didn't incorporate the menu popping up for required items, but this may help you. Best of luck.
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Make sure you tick "Ignore Missing Palette Errors/Resorces" in your client diff. Using your grf editor, rename the sprites you want to use. In this case, we will use 'donald_trump'. You need to edit the drop (¾ÆÀÌÅÛ) - it has .spr and .act files. If a headgear, edit (¾Ç¼¼»ç¸®) and do it in both folders. In texture folder, make sure it is the same in /collection /item. Basically, make sure whatever the file name in your grf is has to be the same as your resource name. Go to your itemInfo.lub and edit it like such. [8064] = { unidentifiedDisplayName = "Donald Trump Doll", unidentifiedResourceName = "donald_trump", unidentifiedDescriptionName = { "An unpopular action figure.", "^ffffff_^000000", "Weight : ^7777771^000000", }, identifiedDisplayName = "Donald Trump Doll", identifiedResourceName = "donald_trump", identifiedDescriptionName = { "An unpopular action figure.", "^ffffff_^000000", "Weight: ^7777771^000000", }, slotCount = 0, ClassNum = 0 },
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In itemInfo.lub you put the resourcename as the displayname. To fix the sprite error, find the sprite you want and make sure it has the same name as your (un)identifiedResourceName.
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Maybe you can elaborate for those not familiar with said npc...
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Quickest way I know of is to use the replace function on Notepad++.