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Everything posted by Naruto
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Thats a nice addition to the mob db gonna have to look at it though 😷
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How does AEGIS read map cell data? (gat/rsw)
Naruto replied to Kenpachi's question in Other Support & Releases
so what about the eight path algorythm that is so different from rathena and herc? -
Version 1.0.0
323 downloads
Hi i have been working on many ragnarok stuff lately and am going to release what ive completed, its theme is north american horror, although the mapping is 100% complete for 7/8 maps the warps, and gat are not Tons of models that wont break your game but feel free to ask if you have an issue with gravity errors Also included a bunch of monsters I made and edited Some textures here are real life images , so please dont zoom in on weird things and do weird stuff , not much of it is in here but dont be annoying thanks -
View File File pack #4 Hi i have been working on many ragnarok stuff lately and am going to release what ive completed, its theme is north american horror, although the mapping is 100% complete for 7/8 maps the warps, and gat are not Tons of models that wont break your game but feel free to ask if you have an issue with gravity errors Also included a bunch of monsters I made and edited Some textures here are real life images , so please dont zoom in on weird things and do weird stuff , not much of it is in here but dont be annoying thanks Submitter Naruto Submitted 12/24/19 Category Maps & Textures
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Doing it with a rune knight 🤣
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skilleffectinfo.lub in your grf actor position or whatever
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Yeah but forgive me for not being familiar with pre re and renewal differences case WZ_STORMGUST: /** * Storm Gust counter was dropped in renewal **/ #ifdef RENEWAL sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill->get_time2(skill_id,skill_lv)); #else //On third hit, there is a 150% to freeze the target if(tsc->sg_counter >= 3 && sc_start(src,bl,SC_FREEZE,150,skill_lv,skill->get_time2(skill_id,skill_lv))) tsc->sg_counter = 0; /** * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value **/ else if( tsc->sg_counter > 250 ) tsc->sg_counter = 0; #endif break; looks like pre re servers have that feature and you just need to delete everything above that #else including the #else
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Where do you have that file?
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like i said you want something of a function that does this OnPCLogin: > Checks for house ownership >if yes then ignore them >if no then change their save
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Ohhh i see yeah you might be able to fit something in there lol
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you mean like max flee is 95% and you want max p dodge 95?
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Ive seen pretty much every feature there in writing so it must be supported... Pretty sure theres a toggle for it in your conf files mass murder similar to manner system? Actually never heard of that one
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I still dont understand your issue, but i use a "parking" script for vehicles that gives you a debuff when you relog... //OnPCLoginEvent: //sc_start(SC_CAR, 1800000, 0, 10000); //end; case MR_CAR: clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,100,skill_lv,INVALID_TIMER)); if(tsc && tsc->data[SC_CAR]){ clif->changelook(src, LOOK_BASE, sd->vd.class); clif->changelook(&sd->bl, LOOK_HEAD_BOTTOM, sd->status.look.head_bottom); clif->changelook(&sd->bl, LOOK_HEAD_TOP, sd->status.look.head_top); clif->changelook(&sd->bl, LOOK_HEAD_MID, sd->status.look.head_mid); clif->changelook(&sd->bl, LOOK_ROBE, sd->status.look.robe); } break; case UNT_FLASHER: status_change_end(bl, SC_CAR, INVALID_TIMER); clif->changelook(bl, LOOK_BASE, 3); clif->changelook(bl, LOOK_HEAD_BOTTOM, 0); clif->changelook(bl, LOOK_HEAD_TOP, 0); clif->changelook(bl, LOOK_HEAD_MID, 1900); clif->changelook(bl, LOOK_ROBE, 0); sg->unit_id = UNT_USED_TRAPS; clif->changetraplook(&src->bl, UNT_USED_TRAPS); sg->limit = DIFF_TICK32(tick, sg->tick) + 5000; break; Maybe your just doing it wrong idk otherwise id offer more help
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I dont really have issues with that stuff and didnt have to change any max SC_DRAGON = 655, SC_HINDER = 656, SC_TARGDET = 657, SC_CAR = 658, SC_CARAREA = 659, SC_CAR2 = 659, SC_GEAR1 = 660, SC_GEAR2 = 661, SC_GEAR3 = 662, #ifndef SC_MAX SC_MAX, //Automatically updated max, used in for's to check we are within bounds. the first time I tried adding a status to the status_config.txt within the DB i was having issues with it... I got it to work but dont really remember what the problem was
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static void clif_parse_AutoRevive(int fd, struct map_session_data *sd) __attribute__((nonnull (2))); /// Request to resurrect oneself using Token of Siegfried (CZ_STANDING_RESURRECTION). /// 0292 static void clif_parse_AutoRevive(int fd, struct map_session_data *sd) { int item_position = pc->search_inventory(sd, ITEMID_TOKEN_OF_SIEGFRIED); int hpsp = 100; if (item_position == INDEX_NOT_FOUND) { if (sd->sc.data[SC_LIGHT_OF_REGENE]) hpsp = 20 * sd->sc.data[SC_LIGHT_OF_REGENE]->val1; else return; } if (sd->sc.data[SC_HELLPOWER]) //Cannot res while under the effect of SC_HELLPOWER. return; if (!status->revive(&sd->bl, hpsp, hpsp)) return; if (item_position == INDEX_NOT_FOUND) status_change_end(&sd->bl,SC_LIGHT_OF_REGENE,INVALID_TIMER); else pc->delitem(sd, item_position, 1, 0, DELITEM_SKILLUSE, LOG_TYPE_CONSUME); clif->skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,4,1); } pretty straight forward to me, seems it does it without any inventory stuff, just a check for the inventory item not really sure what your question is though, couldnt you use Kaizel from soul linker tree ? e: Oh you mean that button, Yeah I have no idea where it is but you can modify it if thats the case
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yes if you understand I just need the complicated lingo stuff please im just a potato
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Im gonna need a few things first: I need a few things to copy / paste involving amount of players in map 1) I need EVERY map to be checks for current number of players in map EXCEPT doram (is not included in the player count ),ON THIS MAP PAY_FILD0101 So if PAY_FILD010101 has 100 players on it, all new connections will connect them to PAY_FILD0102 instead, and a little message in your chatbox saying you were moved to the next channel 2) Now I need an npc that does this : mes hello switch select choice ( warp , exit) case 1: warp select ( prontera , payon ) case prontra: so now it checks for amount of players in each channel and says how many followed by a color channel 1 100/100 players in red channel 2 70-99/100 players in orange channel 3 20-69/100 players in blue channel 4 0-19/100 players in green
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The problem is your probably looking up MC_LOUD exclusivly all skills that have statuses attached to them have new entries in this case Look in status.c find MC_LOUD and the associated status status->set_sc( MC_LOUD , SC_SHOUT , SI_SHOUT , SCB_STR ); look for sc_shout if(sc->data[SC_SHOUT]) str += 4;
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I guess its not something I should be concerned about Im gonna have to check into this VPN nonsense for login nodes maybe... Thanks
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Whats the difference between vpn and vps? Im assuming thats what i need to host a stable server But is it just the IP im renting... or do i shift all my files and stuff onto the server im renting... and have to host from there... Couldnt I just have my own internet connection i pay for... 40$/month and run it off of that? Guess ill have to look >_< Sounds like I need a VPN and I use that IP to host my server ? Im assuming the issue in lag is where the host is from and that would be my reason to not host on my own private internet connection? Any elaboration would be awesome
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adding ele stones to the converters >_<
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Im available, let me know what your offering through PM