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Posts posted by banhelba2019
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mob_skill_db
1388,Arc Angeling@NPC_SUMMONSLAVE,attack,196,7,10000,700,60000,no,self,slavele,3,1443,1246,1742,1743,1744,18, 1388,Arc Angeling@NPC_SUMMONSLAVE,idle,196,7,10000,700,60000,no,self,slavele,3,1443,1246,1742,1743,1744,18,
Id: 1443 is a G-Cruiser... everything after slavele,3, are the mob ids that they summon, then recall slaves simply just teles them all ontop of the mvp
sorry i dont understand your question
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Ive never seen an NPC in RO that had currency besides cash point / zeny
but i may just not be understanding you
So i dunno dude
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this happens to me when i get one of my characters stuck in a map i deleted or something
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i know alot of the ninja/rebellion skills are within our GRF but they arent in texture>effect folder, they are sub folders of the Effect folder and if you open the up and check the skills.....for example go to your data>texture>effect>RL_QUICK_DRAW folder and click on our associated STR and you check the extract resources tab, and look how no bmps are linked to it ( if you put them all in the EFFECT folder rather then their own, they get linked and check marked like everything else....
I tried making one of the rebellion skill effects appear but it didnt work just by throwing it in and reusing the skill... no i think we need specific skill.c settings for it... i dont know , dont care too much lol
edit: Yeah they arent supported totally, a few things are there but if you know how to code you can just copy rathena rebellion/ninja and move it over lmao
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install xampp control panel and when you instal it click for apache and SQL (then run both ofc)
go open admin for SQL
go add new database for your game (been so long but) then add your Logs to it
go to privileges > add your new one with all the same info you used in the conf files in herc emu
should be fine after that, just like what daddy said but different program (sorry)
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thank you runserver.bat for telling me what i do wrong <3
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no rebellion or ninja second though
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Using what you said you can probably do it
Its a bit troublesome to write for you but if you cant just let me know....
but i have an AI where they only target a certain type of mob AI who doesnt aggro back, but then theres the regular monsters just roaming about too...I heard people were having trouble getting the monsters to keep walking AFTER they fought each other at the towers in MOBA style RO mod...
Unless you gave all the minions their own ID (3 seperate soldiers 3 seperate archers) would have to get creative but i can see it xD
Ive also made it so that i have the mining veins around the in game dungeons where once you get near it monsters start coming at you in waves, still working on it but its pretty neat....
//TEST pay_dun02,203,104,0 script mining 4_CRACK,3,3,{ npctalk "Nearby monsters look pissed"; donpcevent "Mining#paydun2::OnEnable"; end; }
pay_dun02,1,1,0 script Mining#paydun2 FAKE_NPC,{ OnInit: disablenpc "Mining#paydun2"; end; OnEnable: mapannounce "pay_dun02","Monsters start howling",bc_map; enablenpc "Mining#paydun2"; initnpctimer; end; OnDisable: mapannounce "pay_dun02","The howling stops",bc_map; disablenpc "Mining#paydun2"; end; OnTimer1000: mapannounce "pay_dun02","you win!",bc_map; set .@gid1,monster ("pay_dun02",194,89,"Soldier Skeleton",1028,1); set .@gid2,monster ("pay_dun02",194,89,"Soldier Skeleton",1028,1); unitwalk .@gid1,193,103; unitwalk .@gid2,193,103; sleep2(2000); unitwalk .@gid1,204,109; unitwalk .@gid2,204,109; end; OnTimer5000: mapannounce "pay_dun02","you win!",bc_map; set .@gid1,monster ("pay_dun02",194,89,"Soldier Skeleton",1028,1); unitwalk .@gid1,193,103; sleep2(2000); unitwalk .@gid1,204,109; end; }
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what? are you asking for a true damage that always hits 999 or something what?
because im not here everyday i will provide you with what i can make sense of what you say
go to skil.c
find TF_THROWSTONE
it will be above this
skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
add your skill over this
make sure in skill DB in your pre/re folder your skill is set to MISC type damage not magic or physical or w/e
then go to battle.c
find
case TF_THROWSTONE: md.damage=50; break;
add your skill with its new damage,
if you are editing old skill go back in battle.c and delete all other traces of it unless its something super specific and not damage related (probably wont)
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Yeah hercules is pretty friendly with adding these things... only wish i knew how to get custom skill effects working better lol
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go to your skill.c
switch (skill_id) { case BS_DAGGER: case BS_SWORD: case BS_TWOHANDSWORD: case BS_AXE: case BS_MACE: case BS_KNUCKLE: case BS_SPEAR: case BS_PLUS: flag = battle_config.produce_item_name_input&0x1; break; case AM_PHARMACY: case AM_TWILIGHT1: case AM_TWILIGHT2: case AM_TWILIGHT3: flag = battle_config.produce_item_name_input&0x2; break; case AL_HOLYWATER: /** * Arch Bishop **/ case AB_ANCILLA: flag = battle_config.produce_item_name_input&0x8; break; case ASC_CDP: flag = battle_config.produce_item_name_input&0x10; break; default: flag = battle_config.produce_item_name_input&0x80; break; }
find this and probably somewhere here, i havnt test out adding it to my own items but i did remove names off of one of my creation lists so i know its this
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you need english translation?
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You mean how long the song effect stays after you leave the bards range?
go to your DB Pre or re
Skill_db :
Find bragi
{ Id: 321 Name: "BA_POEMBRAGI" Description: "Magic Strings" MaxLevel: 10 Hit: "BDT_SKILL" SkillType: { Self: true } SkillInfo: { Song: true } AttackType: "Misc" DamageType: { NoDamage: true } SkillData1: 180000 SkillData2: 20000 CoolDown: 0 Requirements: { SPCost: { Lv1: 40 Lv2: 45 Lv3: 50 Lv4: 55 Lv5: 60 Lv6: 65 Lv7: 70 Lv8: 75 Lv9: 80 Lv10: 85 } WeaponTypes: { Instruments: true Whips: true } } Unit: { Id: 0xa9 Layout: 3 Interval: 3000 Target: "All" Flag: { UF_NOMOB: true UF_SONG: true UF_DUALMODE: true } } },
soo bragi effect is 20 seconds?
Change SkillData2: 20000 > 50000
save and reload server, dont need to compile for this
.......
I dont remeember the last time i used bragi though so it could be something else for duration outside the clown's range!
so if its in src you looking for sorry!
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im using 2014-02-05b on the Hercules server version or whatever from about 6 months ago
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i had this problem when i was trying to pick which client to use and how to diff edit it with nemo or whatever.
Im using client 2014-02-05b and it works good... i went through many clients and many didnt work at all
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how about you reverse the steps you took to get there and do it properly LOL . . . sorry hahah
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just going over my skills and i had to change grandcross a bit cause it kept repeating and did like 20 hits on a fresh install of server, i look at thunderbolt and it does hits every 1000 internal or whatever..... pretty sure this wasnt vanilla or maybe i made some changes somewhere but i dont think i would have made 2 mistakes in a row?
anyone else have their skill that use unit 0x86 like this? or did i just do something
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go to your skill.c
look for
case TK_HIGHJUMP: { int x,y, dir = unit->getdir(src); //Fails on noteleport maps, except for GvG and BG maps [Skotlex] if( map->list[src->m].flag.noteleport && !(map->list[src->m].flag.battleground || map_flag_gvg2(src->m)) ) { x = src->x; y = src->y; } else { x = src->x + dirx[dir]*skill_lv*2; y = src->y + diry[dir]*skill_lv*2; } clif->skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1); if (!map->count_oncell(src->m, x, y, BL_PC | BL_NPC | BL_MOB, 0) && map->getcell(src->m, src, x, y, CELL_CHKREACH)) { clif->slide(src,x,y); unit->movepos(src, x, y, 1, 0); } } break;
You can probably erase this entire section:
Quoteif( map->list[src->m].flag.noteleport
&& !(map->list[src->m].flag.battleground || map_flag_gvg2(src->m))
) {
x = src->x;
y = src->y;
}or maybe just erase the flag.battleground
then recompile
Not sure exactly and not gonna test it myself but its one of these
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skill_info.lub or whatever in your grf/data/skillinfoz for client side levels , and as for third job skills those as far as i know always get throw into etc or third tab
ive posted alot regarding this subject that may help
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edit : I thought @summon type mobs would work like how you say but if not heres another thing :
i added a custom mob ai for having monsters that will be aggressive towards monsters and other players
battle.c
case BL_MOB: { const struct mob_data *md = BL_UCCAST(BL_MOB, s_bl); if( !((map->agit_flag || map->agit2_flag) && map->list[m].flag.gvg_castle) && md->guardian_data && (md->guardian_data->g || md->guardian_data->castle->guild_id) ) return 0; // Disable guardians/emperium owned by Guilds on non-woe times. if (md->special_state.ai == AI_PAHSSVIE) { //Normal mobs const struct mob_data *target_md = BL_CCAST(BL_MOB, target); if ((target_md != NULL && t_bl->type == BL_PC && target_md->special_state.ai != AI_ZANZOU && target_md->special_state.ai != AI_ATTACK) || (t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->special_state.ai == AI_NONE)) state |= BCT_NEUTRAL; //Normal mobs with no ai are friends. else state |= BCT_ENEMY; //However, all else are enemies. } else { if (t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->special_state.ai == AI_NONE) state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs. }
AI_PAHSSIVE
Quoteif (md->special_state.ai == AI_PAHSSVIE) {
//Normal mobs
const struct mob_data *target_md = BL_CCAST(BL_MOB, target);
if ((target_md != NULL && t_bl->type == BL_PC && target_md->special_state.ai != AI_ZANZOU && target_md->special_state.ai != AI_ATTACK)
|| (t_bl->type == BL_MOB && BL_UCCAST(BL_MOB, t_bl)->special_state.ai == AI_NONE))
state |= BCT_NEUTRAL; //Normal mobs with no ai are friends.
else
state |= BCT_ENEMY; //However, all else are enemies.using this you can easily achieve what you want, cant help with you with cleaning up the code or whatever but if you look you will see.
Im trying to make an AI that has monsters that are aggressive to monsters and are neutral to players that attack when attacked . . . probably just play around a lil more
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Right, but i couldnt figure out what was wrong, turns out it was my Sprite.
In act editor if you ever get dumb errors where your client crashes OR my example above;
GO TO ACT EDITOR
>FILE
>SAVE ADVANCED
Holy shit that is HANDY .
I just left everything in my ro/datafolder but im positive this is how its done, prolly the exact same thing for skills
Thanks for the reply.
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all my custom stuff has a vial toss for skills or their previous things, and my custom items dont show anything when dragging but i can still drop and interact... I followed some hat guide and my hat shows on the cursor but i cant just backtrack and do it for my other items or skills...
maybe ill get it if i take my time but maybe one of you can tell me where i find this crap.... thanks..
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You have it right idk whats wrong but heres all my Swordy stuff
jobtreeview.lub from GRF
[JOBID.JT_SWORDMAN] = { [1] = SKID.SM_SWORD, [3] = SKID.SM_BASH, [4] = SKID.SM_PROVOKE, [6] = SKID.SM_AUTOBERSERK, [8] = SKID.SM_TWOHAND, [10] = SKID.SM_MAGNUM, [11] = SKID.SM_ENDURE, [15] = SKID.KN_SPEARMASTERY, [17] = SKID.KN_CHARGEATK },
Ive added spearmastery and made chargeatk into a skill + removed a few things
Then this is my Skill_Tree.Conf from my prere DB
Swordsman: { inherit: ( "Novice" ); skills: { SM_SWORD: 30 SM_TWOHAND: 30 SM_BASH: 30 SM_PROVOKE: 30 SM_MAGNUM: { MaxLevel: 30 SM_BASH: 5 } SM_ENDURE: { MaxLevel: 30 SM_PROVOKE: 5 } KN_SPEARMASTERY: 30 SM_AUTOBERSERK: 1 KN_CHARGEATK: 30 } }
If you wanna remove the requirements you need to go into skillinfo in the same folder as jobtreeview.lub
If its still not working, make sure your grf order is right
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You should read the second half of my post and not just the edit, seriously i said that command was horrendous LMAO
why am i getting this error on fresh server
in General Server Support
Posted
Well i think this was my rogue problem, its fixed now only cause i destroyed the inheritance and just added all the skills to stalker (Y)
I dont think i did anything and i had soooooo many errors no one would reply to when i started up herc that it must have been bugs or something haha
litterly not a problem now, i am a god of my world