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Posts posted by OmarAcero
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Error HPMDatacheck! Plugin @afk and @autoattack , i am used this guide: http://herc.ws/wiki/Building_HPM_Plugin_for_MSVC
[AtCommand] autoatk and [AtCommand] afk
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hmmm I have the 90 % of folder NPC translated to language Spanish , but are based in rathena might be useful for this?Note: Guys, should make a guide With screenshots for the users with Have problems , but still try, to see where it is the fail..PleaseSorry my english... -
Not change the lenguaje in renewall?
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Is not so complicated, I've tried, but the only thing I can not add more than 2 custom skillsYou can improve my work? -
COOL GOOD WORD!
ty!
Now you have a guide on how to add custom skill of homunculus <--- Please *w*
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Hey guy!.. your data folder contains updates of the data.grf client RO 2015?
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Hello friends, someone could explain me, how to use the system "Localization Design"? ... Or be so kind elaborate a guide with screenshot so to better know your configuration and usage? Please!
http://herc.ws/board/topic/8687-hercules-ultimate-localization-design/
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Friends, some can show me an example of: how to duplicate a magic skill?....
A example of the editing of SRC please.....
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// In the mmo.h//Base Homun skill.#define HM_SKILLBASE 8000#define MAX_HOMUNSKILL 99
But still I can not get that my homunculus use the skillhomun_skill_tree.txt
6061,8000,5,5,0,0,0,0,0,0,0,0,0,0,0 //MH_LIGHTNINGBOLT#Lightning#
skill_db.txt:
8000,9,8,1,4,0,0,10,1:2:3:4:5,yes,0,0,0,magic,0,0x0, MH_LIGHTNINGBOLT,Lightningskill_require_db.txt8000,0,22:24:26:28:30,0,0,0,99,0,0,none,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 //MH_LIGHTNINGBOLTskill_cast_db.txt//-- MH_LIGHTNINGBOLT8000,5000:4500:4000:3500:3000,0,0,12000:14000:16000:18000:20000,0,0,1000I use this setting to make duplicate of the skill, I did well?//In the skill.h ++ MH_LIGHTNINGBOLT = 8000, HLIF_HEAL = 8001, HLIF_AVOID, HLIF_BRAIN,//In the skill.c case MH_ERASER_CUTTER: case RL_B_TRAP:++ case MH_LIGHTNINGBOLT: skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break;//In the battle.c case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM:++ case MH_LIGHTNINGBOLT: if(sc->data[SC_GUST_OPTION]) ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30; break;//and add: case MG_LIGHTNINGBOLT: ++ case MH_LIGHTNINGBOLT: if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) { skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech] ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax] ad.flag = BF_WEAPON|BF_SHORT; ad.type = DMG_NORMAL; } break;
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@mmo.h
change this value
#define HM_SKILLBASE 8001Friends, I have managed to duplicate the skill without affecting the skill the normal players, but I have one final problem, when I wish the attack with the skill new, the homunculus the skill not activated ...and at the End I get this error (Note)... I need help please...
Question? : Why he emulator only reads ID the skill less than 8044, for the case of homunculus?
//In the mmo.h//Base Homun skill.--#define HM_SKILLBASE 8001++#define HM_SKILLBASE 3100--#define MAX_HOMUNSKILL 43++#define MAX_HOMUNSKILL 99--#define MAX_HOMUNCULUS_CLASS 52++#define MAX_HOMUNCULUS_CLASS 1001
homun_skill_tree.txt
6061,3100,5,5,0,0,0,0,0,0,0,0,0,0,0 //MH_LIGHTNINGBOLT#Lightning#
skill_db.txt:
3100,9,8,1,4,0,0,10,1:2:3:4:5,yes,0,0,0,magic,0,0x0, MH_LIGHTNINGBOLT,Lightning
Note: I use the same edition of the code but I placed another ID ... ( 3100 ) -
Friends, I was trying to add the skill, editing the src code and compiling without errors, i add the line in homunculus_db but not shown in the window of homunculus skill. help
I want to duplicate the skill of the magician: " MG_LIGHTNINGBOLT"
I using this guide = "https://rathena.org/wiki/Adding_new_skills"
- Homunculus Skills
- Slots available: 44 skills (mmo.h::MAX_HOMUNSKILL)
- From: 8001 (mmo.h::HM_SKILLBASE)
- To: 8044 (max. to 8200)
//In the mmo.h//Base Homun skill.#define HM_SKILLBASE 8001--#define MAX_HOMUNSKILL 43++#define MAX_HOMUNSKILL 99--#define MAX_HOMUNCULUS_CLASS 52++#define MAX_HOMUNCULUS_CLASS 1001//In the skill.h MH_LAVA_SLIDE, MH_PYROCLASTIC, MH_VOLCANIC_ASH,++ MH_LIGHTNINGBOLT, //In the skill.c case MH_ERASER_CUTTER: case RL_B_TRAP:++ case MH_LIGHTNINGBOLT: skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag); break;//In the battle.c case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM:++ case MH_LIGHTNINGBOLT: if(sc->data[SC_GUST_OPTION]) ad.damage += (6 + sstatus->int_ / 4) + max(sstatus->dex - 10, 0) / 30; break;//and add: case MG_LIGHTNINGBOLT: ++ case MH_LIGHTNINGBOLT: if ( sc && sc->data[SC_SPELLFIST] && mflag&BF_SHORT ) { skillratio += (sc->data[SC_SPELLFIST]->val4 * 100) + (sc->data[SC_SPELLFIST]->val1 * 50) - 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech] ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax] ad.flag = BF_WEAPON|BF_SHORT; ad.type = DMG_NORMAL; } break;
skill_db.txt:
8044,9,8,1,4,0,0,10,1:2:3:4:5,yes,0,0,0,magic,0,0x0, MH_LIGHTNINGBOLT,Lightninghomun_skill_tree.txt // add to homunculus pikachu id mob: 60616061,8044,5,0,0,0,0,0,0,0,0,0,0,0 //MH_LIGHTNINGBOLT#Lightning#skillid.lub:MH_LIGHTNINGBOLT = 8044,skilldescript.lub[sKID.MH_LIGHTNINGBOLT] = {"Lightning","MAX Lv : 5","Skill Form: ^777777Offensive^000000","Property: ^bbbb00Lightning^000000","Target: ^777777Enemy^000000","Description: ^777777Summon bolts of lightning to","strike at an enemy. Barring changes in damage","due to elemental properties, each bolt inflicts","an amount of damage equal to the caster's Matk.^000000","[Lv 1]:^77777712sp, 0.7sec cast, 1 Bolt^000000","[Lv 2]:^77777714sp, 1.4sec cast, 2 Bolts^000000","[Lv 3]:^77777716sp, 2.1sec cast, 3 Bolts^000000","[Lv 4]:^77777718sp, 2.8sec cast, 4 Bolts^000000","[Lv 5]:^77777720sp, 3.5sec cast, 5 Bolts^000000",},skillinfolist.lub[sKID.MH_LIGHTNINGBOLT] = {"MH_LIGHTNINGBOLT";SkillName = "Lightning",MaxLv = 5,SpAmount = { 12, 14, 16, 18, 20 },bSeperateLv = true,AttackRange = { 9, 9, 9, 9, 9}}, -
My mmo.h
//Base Homun skill.#define HM_SKILLBASE 8001 // <---- what number I owe put to this value ???#define MAX_HOMUNSKILL 99#define MAX_HOMUNCULUS_CLASS 1001 //[orn], Increased to 60 from 16 to allow new Homun-S.#define HM_CLASS_BASE 6001#define HM_CLASS_MAX (HM_CLASS_BASE+MAX_HOMUNCULUS_CLASS-1)I try to edit the MAX_HOMUNSKILL 99 but not change the skill. -
How I can change the skills of my custom homunculus, so they can use skills of players??
I try to edit the file but has failed me, continue with the same skill I placed the top. Help!homun_skill_tree.txt
//-Pokemons-Omar-////Pikachu//6061,8005,5,0,0,0,0,0,0,0,0,0,0,0 //HAMI_CASTLE//6061,8006,5,8005,5,0,0,0,0,0,0,0,0,0 //HAMI_DEFENCE//6061,8007,5,8006,3,0,0,0,0,0,0,0,0,0 //HAMI_SKIN6061,20,5,0,0,0,0,0,0,0,0,0,0,0 //MG_LIGHTNINGBOLT#Lightning Bolt#6061,21,5,20,5,0,0,0,0,0,0,0,0,0 //MG_THUNDERSTORM#Thunderstorm#//Raichu//6062,8031,5,0,0,0,0,0,0,0,0,0,0,0 //MH_STAHL_HORN//6062,8032,5,0,0,0,0,0,0,0,0,0,0,0 //MH_GOLDENE_FERSE//6062,8033,5,0,0,0,0,0,0,0,0,0,0,0 //MH_STEINWAND//6062,8034,5,0,0,0,0,0,0,0,0,0,0,0 //MH_HEILIGE_STANGE//6062,8035,5,0,0,0,0,0,0,0,0,0,0,0 //MH_ANGRIFFS_MODUS6062,84,5,21,5,20,1,0,0,0,0,0,0 //WZ_JUPITEL#Jupiter Thunder#6062,20,10,0,0,0,0,0,0,0,0,0,0,0 //MG_LIGHTNINGBOLT#Lightning Bolt#6062,21,10,20,8,0,0,0,0,0,0,0,0,0 //MG_THUNDERSTORM#Thunderstorm#homunculus_db.txt6061,6062,pikachu,537,60000,1,1,2,0,700,320,10,20,17,35,11,24,12,60,300,10,20,20,40,10,50,24,48,5,15,12,36,2,10,1000,2000,10,200,1,10,1,10,1,10,1,10,1,10,1,106062,6062,raichu,537,60000,1,1,2,0,700,320,10,20,17,35,11,24,12,60,300,10,20,20,40,10,50,24,48,5,15,12,36,2,10,1000,2000,10,200,1,10,1,10,1,10,1,10,1,10,1,10 -
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Hi Guys a question,
How I can visualize my new navigator map in language English? ... The names of the cities show in language KOREAN ...Somebody help me pls... -
I Solved guys,
I will explain:The Client 2013 or more, work very well with all the archives LuaFiles in ".LUA" and also with all files LuaFiles in ".LUB", with both worked properly.To Add custom in client 2013 or more: The client read to default... first ".LUB" files and after ".Lua" files.To add custom monster in clients 2013, you should use all archives luafiles.. in ".LUB".Ty Gyus!... ,Close please.
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Here Screenshots:
I write @monster 3490
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This is my real problem, with the custom monsters:
datasprite¸ó½ºÅÍ:
datasprite¸ó½ºÅÍpikachu.act
datasprite¸ó½ºÅÍpikachu.spr
dataluafiles514lua filesdatainfojobname.lua
[jobtbl.JT_PIKACHU] = "pikachu",
dataluafiles514lua filesdatainfoNPCIdentity.lua
JT_PIKACHU = 3490,
Trunkdbremob_db.txt
3940,PIKACHU,pikachu,pikachu,96,8300,1,1503,1127,1,578,635,127,23,70,61,40,50,62,50,10,12,0,0,40,0x91,250,648,480,360,0,0,0,0,0,0,0,7321,3000,728,500,714,2,984,80,1011,800,715,100,969,2,0,0,0,0,0,0
@monster 3490 ----> "Error Gravity"
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I am use this DIFF: http://herc.ws/board/topic/630-2013-ragexe-and-diff-up-to-date-2013-08-07/?p=15527
Note: coment of Mhalicot
this xDiffPatcher : http://herc.ws/board/topic/852-xdiffpatcher-xdiffgen2-packet-parser-and-packet-extractor/
My cliente 2013-08 // I get this error
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you can tell me that client version 2013 you work without errors please and DIFF and application you used to difear your exe 2013 ... because I could not diffear el exe 2013 even tried using the application xDiffPatcher no results.For my sprit and acts are working fine on my client exe 2012 but in the exe 2014 is where I have problems -
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Friends a question,
I wonder if there are any 2014 or 2013 EXE client that has support for item custom, mob custom and homunculus custom... Differ my client seamlessly with partcher 2014 nemo, it works fine, but when I add custom monster, gives me error. ..Gravity ... I've tried adding custom monster with 2012 and it works perfecion, but i give error exe 2014.
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great thx gyus!
sorry my english!
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hhmmm I do not understand pls one example.
How I can make it work for the entire time of woe?
Error HPMDatacheck! Plugin AFK and AUTOATTACK
in Plugin Support
Posted
but, how I can compile only the plugin? ....