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Naruto

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Everything posted by Naruto

  1. sometimes i had to play with the color table when you switch between rgb and index hit custom but i cant see your sprite i usually just paste onto another sprite though that always works
  2. Version 1.0.0

    448 downloads

    Not my software im just re uploading it because someone asked me This program is Ragnarok Online STReam file editor. Revisions ROSTRviewer: 32 MyComp2: 16 ArcDataPO: 3 Related component and library zlibh: From JEDI project openglcontext: From Mattias Gaertner zlib, iconv, intl: From GNU (FSF)
  3. View File rostrviewer Effects sample tutorial Ouchh i just realized my effect is pretty violent and intended for viewers over 19 years of age. So when i first opened rostr vierwer i went through it all and it seemed usable but couldnt get my custom textures to work anyways after playing around with it i figured out how everything worked , animations and transparency it seemed like the iro strs were coded weirdly or whatever and just copying them would leave black textures and stuff but you should be able to figure it out with this zip Submitter Naruto Submitted 07/09/19 Category Other Graphics  
  4. Version 1.0.0

    311 downloads

    Ouchh i just realized my effect is pretty violent and intended for viewers over 19 years of age. So when i first opened rostr vierwer i went through it all and it seemed usable but couldnt get my custom textures to work anyways after playing around with it i figured out how everything worked , animations and transparency it seemed like the iro strs were coded weirdly or whatever and just copying them would leave black textures and stuff but you should be able to figure it out with this zip
  5. Hi working on getting auras to work simply..... So for this I use sg_warm_sun since its a damaging aura, but its going to be practically the same process for everything else first up make a new status in status.h and .c status->set_sc( WT_DRAGON , SC_DRAGON , SI_BLANK , SCB_NONE ); Dont need to do anything else here unless you want to next lets go to map.c add this if (sc->data[SC_DRAGON]) skill->unit_move_unit_group(skill->id2group(sc->data[SC_DRAGON]->val4), bl->m, x1-x0, y1-y0); if (sc->data[SC_WARM]) skill->unit_move_unit_group(skill->id2group(sc->data[SC_WARM]->val4), bl->m, x1-x0, y1-y0); back to skill.c to work on the new skill i made case WT_DRAGON: skill->clear_unitgroup(src); if ((sg = skill->unitsetting(src,skill_id,skill_lv,src->x,src->y,0))) sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); break; case SG_SUN_WARM: case SG_MOON_WARM: case SG_STAR_WARM: case UNT_DUMMYSKILL: switch (sg->skill_id) { case WT_DRAGON: skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); clif->specialeffect(bl,92,1); break; case SG_SUN_WARM: case SG_MOON_WARM: case SG_STAR_WARM: so a note on UNT_DUMMSKILL, it represents unt id 0x86, which is the cookie cutter unt used in things that arent placable... are their own unts like sanctuary and stuff i make it bf_magic cause its easy to edit in battle.c wait till last step and ofc specialeffect 92 is id, check areas... but i think it might be ok on 1, or 0 or just AREA next skill_db { Id: 1609 Name: "WT_DRAGON" Description: "Exploding Dragon" MaxLevel: 3 Range: 1 Hit: "BDT_SKILL" SkillType: { Self: true } AttackType: "Magic" Element: "Ele_Weapon" DamageType: { SplashArea: true } SplashRange: 1 InterruptCast: true KnockBackTiles: 2 AfterCastActDelay: 1000 SkillData1: { Lv1: 10000 Lv2: 20000 Lv3: 60000 Lv4: 60000 Lv5: 60000 Lv6: 60000 Lv7: 60000 Lv8: 60000 Lv9: 60000 Lv10: 60000 } CoolDown: 0 Requirements: { SPCost: 20 } Unit: { Id: 0x86 Range: 1 Interval: 100 Target: "Enemy" } }, skilldata1 is the time it survives , how do you know its skilldata 1 ? here : sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill->get_time(skill_id,skill_lv)); get_time get_time2 would be data2 in skill db and so on 3 to 4 since aura is linked to Status, its only for us... now open battle.c break; case WZ_STORMGUST: skillratio += 40 * skill_lv; break; case WT_DRAGON: skillratio += 100 * skill_lv; break; right so this post will only cover how to activate it with a timer its up to you to figure out how to do the rest but easy to disable / reanable with button by following pa_gospel and adding effects too.. Pa_gospel has it all really Something else you can do now is just change this number in the skill_db Unit: { Id: 0x86 Range: 1 Interval: 100 Target: "Enemy" } now we linked status to aura we can change the unit id here to be any unt in the game like violent gale and deluge auras, they copy their respective UNT_DELUGE entries anyways i did this for example : Unit: { Id: 0x9c Range: 1 Interval: 100 Target: "Enemy" } my examples only lasted 3 seconds (3000 skilldata1) just so i can test time in my post Ahhh pretty sure this is everything, let me know if you encounter an issue Its weird, i remember a couple years back when i started playing with clif_specialeffect it didnt cast when you killed them with a skill directly... but it kills them and shows effect when you use them in unt's, i had a skill that was an aura back then that just slowed everyone around you it also had special effects attached but never bothered trying it on a dps aura.... interesting ... its a bit more work and a different way to write skills but at least youd have access to every effect in the client... pretty sure skilleffectinfo has a couple flaws
  6. probably cause you werent using it like WL_CHAINLIGHTNING_ATK since thats where its animation is but if your talking about a new skill using the throw shuriken animation just as its own you need to call BF_WEAPON and throw shuriken together in the skill.c ... that is, if you cant make it with skilleffectinfo in the data.grf something like this skill->attack(BF_WEAPON,src,src,bl,NJ_SYURIKEN,skill_lv,tick,flag); then just make a bunch of different options in syuriken and you could link them to other skills possibly easily.... id have to find the proper call or whatever though... but ill post about it if you dont figure it out because the animation itself is linked to the skill id
  7. ahh didnt try that but everything should be clean when you use it yourself !
  8. so basically just went over every thing in chainlightning 1 day and i can modify it without screwing up the game So for the gif above you need to remove everything about NJ_SYURIKEN then lets continue back into the skill.c case WL_CHAINLIGHTNING: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,NJ_SYURIKEN,skill_lv,0,flag); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,NJ_SYURIKEN,skill_lv,0,flag); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,NJ_SYURIKEN,skill_lv,0,flag); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,NJ_SYURIKEN,skill_lv,0,flag); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,NJ_SYURIKEN,skill_lv,0,flag); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,NJ_SYURIKEN,skill_lv,0,flag); break; by repeating the addtimerskill line, we can multiply the amount of times we send off a chain reaction, so im throwing 6 sets of shurikens, originally it was this : case WL_CHAINLIGHTNING: clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag); break; I changed WL_CHAINLIGHTNING_ATK to NJ_SYURIKEN like we will for every entry for this source post also you should have removed any previous syurikens so it was empty except in skill.h and battle c ( might need to remove it from battle.c) case NJ_SYURIKEN: 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); struct map_session_data *sd = BL_UCAST(BL_PC, src); int cr = (pc->checkskill(sd, WL_CHAINLIGHTNING) / 2); //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)?3:4, //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, NJ_SYURIKEN, skl->skill_lv, skl->type + 1, skl->flag); } break; so i added a easy variable to change as you want if you wanna balance it, int cr = skill level * 25, if you can do this you can probably whip something else up ... i changed the formula so it negated itself because it was cause problems otherwise tick + time, i dont touch tick and keep the digit over 50 area is just modified to be bigger then the original... i just leave it as it is since it doesnt really bother me, but if you set it to 1:1 then it wont move so much but obviously shorter range you can keep playing with it but this is all you need switch(skl->skill_id){ case NJ_SYURIKEN: case WL_CHAINLIGHTNING_ATK: case WL_TETRAVORTEX_FIRE: case WL_TETRAVORTEX_WATER: case WL_TETRAVORTEX_WIND: case WL_TETRAVORTEX_GROUND: // SR_FLASHCOMBO case SR_DRAGONCOMBO: case SR_FALLENEMPIRE: case SR_TIGERCANNON: case SR_SKYNETBLOW: copy everything editor note : the copy_skill thing is actually what a rogue with plagirize would copy, sooo if you get hit by the bolt of the skill where the damage i dealt, youll be copying the WL_CHAINLIGHTINING as an icon case NJ_SYURIKEN: case WL_CHAINLIGHTNING_ATK: copy_skill = WL_CHAINLIGHTNING; break; case NJ_SYURIKEN: case WL_CHAINLIGHTNING_ATK: dmg.dmotion = clif->skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,NJ_SYURIKEN,-2,BDT_SKILL); break; you gonna need to change everything in the battle.c too but if you delete it it will just be 100% magic damage I added like 40 of those chains and this is what it looks like i just realized i was using chain lightning for the gifs, but the idea was to use it with the throw shuriken skill ... thats why we changed everything ... and we turned shuriken into the _ATK part of chain attack so we have the animation attached.... so you need to make a new skill and copy chainlightning completly.... so just make a new skill call it NJ_SHURIKENPRE and copy chain lightning then make NJ_SYURKEN copy CHAINLIGHTNING_ATK
  9. Well if you know WHAT TO TEST FOR its not so annoying.... but you can easily sneak in a few numbers that you wouldnt know were fake or real and he could exploit it in game.... or just break it all together making you reinstall your emulator and having to refill all the data you had previously again . . . You can pm me for most of that stuff and ill just do it in quick assistance for you + explanation... but a full time dev, idk i wont speak for anyone since im lazy and only write for like an hour a day when i do open my src
  10. with money lol also dont make them admins in game and stricly dev in discord chat / quick assistance what are you looking for in your server though cause you might kill some body you know how easy it is to ruin someones src without them knowing ?
  11. View File my grf for editting I went and decompiled some current 2019 grf stuff and doesnt seem like anything important is missing I removed duplicates that I had and it should all be working fine in case anyone needs this or wants to look theres over, I do have my own entries but you can remove them Submitter Naruto Submitted 07/06/19 Category Client Resources  
  12. Version 1.0.0

    159 downloads

    I went and decompiled some current 2019 grf stuff and doesnt seem like anything important is missing I removed duplicates that I had and it should all be working fine in case anyone needs this or wants to look theres over, I do have my own entries but you can remove them
  13. Version 1.1

    57 downloads

    Taken from ai busters from dot hack series Kicked the resolution up and uncrossed her arms... Will probably give her more emotes in the future And a sprite
  14. View File Fantasy Cut in Taken from ai busters from dot hack series Kicked the resolution up and uncrossed her arms... Will probably give her more emotes in the future And a sprite Submitter Naruto Submitted 07/04/19 Category Other Graphics  
  15. Naruto

    EDP LV 1 Reduce %

    Id help but dont understand sozzry
  16. status.c case SC_CASH_BOSS_ALARM: if( sd != NULL ) { struct mob_data *boss_md = map->getmob_boss(bl->m); if( boss_md == NULL || boss_md->bl.prev == NULL ) { return 0; } val1 = boss_md->bl.id; if( (val4 = tick/1000) < 1 ) val4 = 1; tick_time = 1000; } break; if( sd && --(sce->val4) >= 0 ) { struct mob_data *boss_md = map->id2boss(sce->val1); if( boss_md && sd->bl.m == boss_md->bl.m ) { clif->bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap if (boss_md->bl.prev != NULL) { sc_timer_next(1000 + tick, status->change_timer, bl->id, data); } else; sc_timer_next(1000 + tick, status->change_timer, bl->id, data); } } break; clif.c static void clif_bossmapinfo(int fd, struct mob_data *md, short flag) { WFIFOHEAD(fd,70); memset(WFIFOP(fd,0),0,70); WFIFOW(fd,0) = 0x293; WFIFOB(fd,2) = 1; WFIFOL(fd,3) = md->bl.x; WFIFOL(fd,7) = md->bl.y; WFIFOSET(fd,70); } pretty sure its working fine just let me know changes are : no timer, no delay, and changes inbetween mvps after killing one if there is more then one on the map
  17. Naruto

    Mac Anu

    Version 1.1.0

    123 downloads

    I made this map, all the models and restored all the textures, based off the city of Mac Anu from the .dot//hack infection series. I did edit gravity textures. No real thanks to give out maybe besides browedit and its development team and gravity for textures. I use alot of client features, I didnt include the water I used cause you guys probably wont use it. So the main difference here is your gonna have to add a file to your effect tool lub you can pm me how or post This is a PLAYABLE BETA GRF is unlocked and no weird stuff. Your free to do as you please. Adding more effects to effecttool is just a matter of adding a new emmiter and a new number, you can test it by spawning a bunch and seeing how many are blank.
  18. Naruto

    Mac Anu

    View File Mac Anu I made this map, all the models and restored all the textures, based off the city of Mac Anu from the .dot//hack infection series. I did edit gravity textures. No real thanks to give out maybe besides browedit and its development team and gravity for textures. I use alot of client features, I didnt include the water I used cause you guys probably wont use it. So the main difference here is your gonna have to add a file to your effect tool lub you can pm me how or post This is a PLAYABLE BETA GRF is unlocked and no weird stuff. Your free to do as you please. Adding more effects to effecttool is just a matter of adding a new emmiter and a new number, you can test it by spawning a bunch and seeing how many are blank. Submitter Naruto Submitted 06/21/19 Category Maps & Textures  
  19. Version 1.0.0

    79 downloads

    Offtopic screenshot
  20. Resources for missing errors View File Offtopic screenshot Submitter Naruto Submitted 06/17/19 Category Pre-Compiled Server  
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