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Rotciv

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Posts posted by Rotciv


  1. On 04/03/2019 at 2:53 AM, lllaaazzz said:

    I had some time today to look over the rathena src

    Are you guys like fighting or something ?

     

    I mean i could probably write the same tutorial using the rathena stuff but what was the point of re writing it at all?

    What do you mean by "fighting"?
    Sorry, My native language isn't english so I didn't understand very well.
    But yes I have read all of your code more than one time and I could understand it even if I didn't had time to test it. The function to put the ground skill is unitsetting(), right? What I didn't exactly get is where exactly did you manage to call the function so the visual effects stay the way it is in the pic. Like, 3x3 around the character.
    Also I was wondering if there is a way to call this function using a new effect, using a new skill as parameter or maybe just changing one existing skill sprite


  2. Hey!
    So I'm having problems with creating a ground skill (like Safety Wall or Fire Pillar). I wanted to create a skill that "puts" an object on the ground (like a BL_SKILL) and use some other object sprite or even a new one. But I don't know where to start since I can't figure out where is specified which sprite the ground skills are using and how should the BL_SKILLs behave, so I need some clues to start... Can anybody help?

     

    Thank you for the support


  3. 9 hours ago, meko said:

    in the second skill, lookup for nearby BL_SKILL units (with map->foreachinarea) and then you will get a struct block_list so cast it to a struct skill_unit (with BL_UCAST) and check that su->group->skill_id matches the id of the first skill and then you can get the location with su->bl.x and su->bl.y

    oh! I dunno very well how BL_SKILL units works but I can look into it. 
    thank you very much!


  4. Hey Everyone!

    Is there some way that I can creat, through a skill, an object on the ground (such as a trap or safetywall) and keep its X and Y values?

    Let's say I used a skill that puts a Safety Wall at bl->x, bl->y. Now I want to use ANOTHER skill that upgrades the Safety Wall that I placed, without targeting. That's possible if I keep the previous coordinates of the first skill, but how?


    Thank you for the support :)


  5. Hey everyone. I'm back just to post here the resolution of the problem mentioned in the beginning of the thread, just in case someone else has the same problem.
    So yeah character animations and stuff~ There's a lua file at data\luafiles514\lua files\skilleffectinfo\skilleffectinfolist.lua. There you can create a block related to the skill you want to edit. At the block, there are two nice functions you can use: beginMotionType and beginEffectID. beginMotionType is used to select what type of animation the character will make the moment the skill is being used. beginEffectID replaces the actual beginning special effect of the skill to the one you specify.
    There's a list of Actor State and Special Effects somewhere so you can choose. It's easy to find. So that's it :)

    I'm now trying to change the special effect of the target the moment it gets hit by the skill. If someone has any clues, please share <3 


  6. Hey! So I'm trying to make a custom Duet Skill (a skill that need two players), but I kinda need help because there's no skill like that in RO:
    Actually it's two skills (Let's call it A and B). When a player uses A, another player in party can use B as a combo. Basically Player1 uses A on a monster, then Player2 uses B e he targets automatically the monster previously targetted by Player1.

    So what I need is a way to know when Player1 used skill A, so I can enable player2's B. I also need a way to return Player1's target... Is there some way to do this?
    Thank you very much for the support <3


  7. OK one final question... I know you guys helped me a lot, I just don't wanna create anoother thread just to ask this... :
    Screenshot_1.png.752a63e51dd6e2565a303d318de0841f.png

    So this is my skill at skill_db.conf and it's working all fine, but I skill manage to use it with other weapons rather than Daggers or 1Handed Swords (like 1handed axe). I tried removing the "NoWeapon" line, tried putting "1HAxes: false", but it didn't work. I still can use the skill using axes~~ What did I do wrong?

    This is my last question in this thread I promise lol


  8. 8 hours ago, lllaaazzz said:

    You should read the second half of my post and not just the edit, seriously i said that command was horrendous LMAO 

    I didn't understand at the first (and second) time I read what you said, i'm so sorry. I read it all over again now and everything made sense. So I went to skill.c and wrote:

    Quote

    case NV_NEW_SKILL:
        skill->attack(BF_WEAPON,src,src,bl,SM_BASH,skill_lv,tick,flag);

    So now the new skill actually makes the character swing his sword, so that's awesome! Thank you so much. But now the skill is dealing double damage (the new skill's + Bash's) lmao
    I'll try to figure this out


  9. 27 minutes ago, Dastgir said:

    Most of the Sprite animations are handled by client and is hardcoded in client itself.

    How? I searched for "sm_bash" in every single file from client, and I didn't find anything relevant that may affect the character animation


  10. okay I got it! turns out the syntax should be 

    Quote

    clif->specialeffect(params);

    So it worked fine. BUT it was the special effect, and not the character animation :/ 
    I'll try to explain better: On the bash animation, the character swings his sword (assuming he's using a sword) on the target. The character also shows a glowing effect (and sound). This glowing effect and sound is the special effect, I assume. What I want is the character animation, which is swing its sword towards the target. My new skill doesn't do that. It does make a Bash Special Effect (the glowing thing), but not the animation (swing the sword). It doesn't even show the sword.


  11. Quote

    clif_specialeffect(src,149,AREA);

    This code is generating error while I try to compile :( I'm reading about clif function right now to see if I can solve this. But thank you so much for the tip! I was lost and now I kinda know where to look.
    Oh and I don't want to use the skill on my server hahahah I created it just to test things. Like I said, i'm still learning. So I created a custom skill for the first time and was like "okay so i KINDA know how to make custom skills now, but the character animation sucks. how can I change that...?"


  12. Hi! I'm extremely new to server configurations and stuff, so I started studying and testing things. I made a custom skill that does same thing as Bash (SM_BASH), with less SP cost and less damage.
    But when I use it ingame, the character animation is different from the original Bash: It doesn't make an attack animation like Bash. Instead, the character plays a "First Aid" animation (I assumed it is the default animation).
    So the question is: how (or where) can I change it? The wiki doesn't specify it so i'm kinda lost :(

    Thanks for the support


  13. Hi. I'm new at making Ragnarok Servers and I'm trying to open one. An "Old Times" one. So after looking up a lot of things, looks like the best way I have is: Using an up-to-date hercules and then editing the db/npc files. So, i'm still trying to understand every single file, and my question is: Where can I set the morroc City to its older version (before Satan Morroc episode)? If I must take the file from an older version emu, which file is it?

    Thank you so much for your support.

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