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OmarAcero

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Posts posted by OmarAcero


  1. 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..Please
     
    Sorry my english...

  2.  

     

    screenr_Amod046.jpg

     

     

    // 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 skill :sob:
    homun_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,Lightning
    skill_require_db.txt
    8000,0,22:24:26:28:30,0,0,0,99,0,0,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_LIGHTNINGBOLT
    skill_cast_db.txt
    //-- MH_LIGHTNINGBOLT
    8000,5000:4500:4000:3500:3000,0,0,12000:14000:16000:18000:20000,0,0,1000
     
    :(  I 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;

     


  3.  

    @mmo.h

    change this value

    #define HM_SKILLBASE 8001

    :meow:

    Friends, 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 

     

     

     


    screenr_Amod039.jpg
    screenr_Amod042.jpg
    screenr_Amod045.jpg


    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 )
    Sin_t_tuloerror.jpg


  4. 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,Lightning
     
    homun_skill_tree.txt //  add to homunculus pikachu id mob:  6061
    6061,8044,5,0,0,0,0,0,0,0,0,0,0,0 //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}
    },

  5. 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.

  6. 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!

    screenr_Amod035.jpg

    screenr_Amod036.jpg

     

     

    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_SKIN
    6061,20,5,0,0,0,0,0,0,0,0,0,0,0 //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_MODUS
    6062,84,5,21,5,20,1,0,0,0,0,0,0 //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.txt
    6061,6062,pikachu,537,60000,1,1,2,0,700,320,10,20,17,35,11,24,12,60,300,10,20,20,40,10,50,24,48,5,15,12,36,2,10,1000,2000,10,200,1,10,1,10,1,10,1,10,1,10,1,10
    6062,6062,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

     

     


  7. 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.

     

     

     

    screenr_Amod026.jpg

     

    screenr_Amod027.jpg

     

     

     


  8. 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"

     

     

    Data-Sprites.rar


  9. 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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