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banhelba2019

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Posts posted by banhelba2019


  1. 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


  2.  

    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


  3. 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 


  4. 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)


  5. 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;
    }

     


  6. 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)


  7. 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 


  8. 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! 

     


  9. 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


  10. 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: 

    Quote

    if( 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


  11. 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

    Quote

    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.

     

     

    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


  12. 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. 


  13. niceass.png

    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..


  14. 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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