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Naruto

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Posts posted by Naruto


  1. 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

     

     


     


  2. 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 


  3. 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


  4. 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 


  5. 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 


  6. 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


  7. 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;

     


  8.  

    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 >_<

     

    Quote

    A VPS runs its own copy of an operating system (OS), and customers may have superuser-level access to that operating system instance, so they can install almost any software that runs on that OS.

    Quote

    A virtual private network (VPN) extends a private network across a public network, and enables users to send and receive data across shared or public networks as if their computing

     

    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? 

    Quote

     it is used to decrease hardware costs by condensing a failover cluster to a single machine. Thus decreasing costs dramatically while providing the same services.

    Any elaboration would be awesome 


  9. I went over it again, trying to get it working on separate ids but had issues with it and just tossed it to the side but fixed it 

     

    The issue was the re declaration of SD and my CR integer

     

    Basically just copy pasting the old chain lightning with my modifications

     

    the only difference is here

     

    case MR_AUTOAIM_ATK:
    					skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (9-skl->type));
    					skill->toggle_magicpower(src, skl->skill_id); 
    						struct map_session_data *sd = BL_UCAST(BL_PC, src);
    						int cr2 = 25;
    								//cr is amount of bounces
    					if (skl->type < (cr2 + skl->skill_lv - skl->skill_lv) && skl->x < 3) {
    
    						struct block_list *nbl = battle->get_enemy_area(src, target->x, target->y, (skl->type>2)?1:2, //area
    								BL_CHAR|BL_SKILL, target->id); 
    						if (nbl == NULL)
    							skl->x++;
    						else
    							skl->x = 0;
    														//tick is time just modify digit over 50 for visible results
    						skill->addtimerskill(src, tick + 100, (nbl?nbl:target)->id, skl->x, 0, MR_AUTOAIM_ATK, skl->skill_lv, skl->type + 1, skl->flag);
    					}
    					break;
    				case WL_CHAINLIGHTNING_ATK:
    					skill->attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, (9-skl->type));
    					skill->toggle_magicpower(src, skl->skill_id); 
    						int cr = 25;
    								//cr is amount of bounces
    					if (skl->type < (cr + skl->skill_lv - skl->skill_lv) && skl->x < 3) {
    
    						struct block_list *nbl = battle->get_enemy_area(src, target->x, target->y, (skl->type>2)?1:2, //area
    								BL_CHAR|BL_SKILL, target->id); 
    						if (nbl == NULL)
    							skl->x++;
    						else
    							skl->x = 0;
    														//tick is time just modify digit over 50 for visible results
    						skill->addtimerskill(src, tick + 100, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
    					}
    					break;

    the top one is written as

    						struct map_session_data *sd = BL_UCAST(BL_PC, src);
    						int cr2 = 25;

    i changed the integer we use for bounces and i DONT declare the SD in the ACTUAL chain lightning ( doesnt matter, whichever is on top) 

     

    Doubt theirs any issues with it, works fine in game

     

    One thing though using this YOU HAVE TO make changes to your skillinfolist.lub within your GRF

    It reads the range, just look it up with my stuff

    id 1626, 1627

    MR_AUTOAIM

    giphy.gif

    A few things that it could use is effects... and actor animation change, easily done following other guides 

    skillid.lub skillinfolist.lub skill.c skill.h


  10. 2 hours ago, Promeister said:

    Weird, so i've logged in normally on the offline server and some of the commands seems to make the server freeze. is it just me? i can use some commands like (@speed,@go,) but whenever i use (@monster,@item) it suddenly stops and freezes the whole server and i can't use any commands. Addition to that, when i relog it prevents me from logging in so i have to redo the "run-server.bat" to enable everything again. map-server.bat doesn't show any error logs at all.

     

    Anyone having the same issue as mine? or is it just me?

    any errors ? 

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