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Tio Akima

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Tio Akima last won the day on January 13 2021

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About Tio Akima

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  • Birthday 08/02/1989

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  1. Na pasta \conf\map\battle\feature.conf procure por: // Enable Attendance System for clients >= 2018-03-07bRagexeRE or 2018-04-04bRagexe or 2018-04-11aRagexe_zero // true: enable (Default) // false: disable enable_attendance_system: true // Attendance End time in the format YearMonthDay feature_attendance_endtime: 20220802 É preciso ativar e definir a data de termino do attendance.
  2. Hi I wanted help to fix this instance info window. This window (with the destroy button) appears when you are out of the instance saying that it is available/accessible, etc... You can even use the button to destroy and terminate the instance. However, this window bug completely if the time spent in the instance expires. When the dwell time expires, should the player be sent to out and the instance destroyed? With the instance destroyed, it should no longer show the window with the button and saying "available"... right? but the window bugs, and never disappears again (hahaha), and the destroy button stops working. Something is wrong with the function called when the dwell time in the instance expires. the time out func: *instance_set_timeout(<alive timeout>, <idle timeout>{, <instance id>}) Parameter <alive timeout> specifies the total amount of time the instance will exist. Parameter <idle timeout> specifies how long players have, when they are outside of the instance, until it is destroyed. <idle timeout> works perfectly. when it expires, the instance is destroyed correctly, the window disappears. the problem is when the <alive timeout> expires. The window bugs, the button bugs... maybe it could be the func in instance.c or the clif call
  3. hi, i made a skill to send the clone generated by the player to attack a target. (order to attack a target). I did a custom function, where I return the clone ID on the map. And so, give him an order. But, I do not know if it is correct to go this way, or if there is any other necessary procedure case CLONE_ATTACK: { int c = 0; int clone_id = 0; int maxcount = 1; map->foreachinmap(skill->check_condition_clone, sd->bl.m, BL_MOB, sd->bl.id, &c , &clone_id ); // clone search on the map //ShowWarning("clone_id: %d\n", clone_id); //debug if( c < maxcount ) { //if no clones are found clif->skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0, 0); map->freeblock_unlock(); return 0; } struct block_list* mbl = map->id2bl(clone_id); //takes the clone id and converts it to a bl struct unit_data *ud = unit->bl2ud(mbl); //take the bl and convert it to a unit //nullpo_ret(mbl); //nullpo_ret(ud); if(ud){ unit->set_target(ud, bl->id); //set a target unit->attack(mbl, bl->id, ud->state.attack_continue); // Execute normal attack } } suggestions? @EDIT: Solved
  4. View File Darkmoon - Sprite NPC DarkMoon Hi... I did this NPC some time ago Now I'm posting to the community FREE TioAkima Submitter Tio Akima Submitted 03/07/21 Category Sprites & Palettes  
  5. Version 1.0.0


    DarkMoon Hi... I did this NPC some time ago Now I'm posting to the community FREE TioAkima
  6. Hi You may face some mistakes by switching a class's sprite to a monster's sprite. In a class sprite there are positions that a monster does not have, sitting position for example, 2 or 3 types of attacks, etc ... So, maybe you face some mistakes in that sense. A monster has 4 layouts if I'm not mistaken, a class already has between 8 or 9 ... I don't remember for sure. So it is necessary to pay attention to that Someone correct me if I'm wrong, but I'm thinking about all the functions that a class sprite has oh, there is the option for you to use the disguise command, isn't it interesting for you? you can turn the player into the monster you want perhaps it is a good option for your goal.
  7. the heart of cards hahahahahaha it reminds me of my whole childhood i love Pikachu haha :3 ty ridley ❤️
  8. Pokemon League Map Hi, I'm doing some duel maps. pokemon league map, can be used as a duel map or map for any event, depending on your creativity. Did you see the dueling map of the yugi-oh? Haven't seen it yet? can also be used for dueling, or for any event that is map print: Yugi-oh duel map
  9. Has anyone changed edited the daily compensations to get the awards for accounts and not for char? it would be nice if you had that alternative in the settings. Has anyone thought of this alternative? I think it is safer and more correct that the daily rewards are for accounts and not char. Thus, it avoids the player creating different characters to get the rewards.
  10. View File Medieval Tavern - [FREE MAP] Hi. I am Tio Akima. This is one of my works in creating maps / graphs. Available to the community. (free) Medieval Tavern Map Map made in Browedit (Thanks Borf) 3d models made in 3D Max Any error / bug let me know so I can fix it. Submitter Tio Akima Submitted 05/18/20 Category Maps & Textures  
  11. Version 1.0.0


    Hi. I am Tio Akima. This is one of my works in creating maps / graphs. Available to the community. (free) Medieval Tavern Map Map made in Browedit (Thanks Borf) 3d models made in 3D Max Any error / bug let me know so I can fix it.
  12. guys, i'm using the barter shop, and even putting -1 (to sell unlimited items) he is acting like it's 1 ... and he doesn't let the player buy the item. Does anyone know why he is behaving this way? the value being -1 was for him to exchange unlimited items and not block the player from exchanging (says he doesn't have enough items to exchange)
  13. hy guys I'm creating an instance, and I have some doubts I created the instance setup: // instance create ================================================================= if ( FYC_deny + .deny > gettimetick(2) ) { mes "["+ strnpcinfo(1) +"]"; mes "Você não pode tentar imediatamente... Precisa de uma pausa antes de enfrenta-lo novamente."; mes "Tem que esperar "+ callfunc( "timeleft__", FYC_deny + .deny - gettimetick(2) ) +"."; close2; cutin "", 255; end; } .@instance_name$ = "Piccolo Training"; //nome da instancia .@map_name$ = "1@area"; // nome do mapa if ( has_instance2("1@area") >= 0 ) instance_destroy has_instance2("1@area"); .@instance = instance_create( .@instance_name$, getcharid( 3 ), IOT_CHAR); if( .@instance < 0 ) { dispbottom "Ixe! A Instancia Falhou!"; end; } dispbottom "^0000ff" + .@instance_name$ + "^000000- Criando Instancia..."; if( instance_attachmap(.@map_name$,.@instance) == "" ) { instance_destroy( .@instance ); dispbottom "Houve uma falha ao criar a Instancia..."; close2; cutin "", 255; end; } instance_set_timeout 600, 1, .@instance; // 10 minutos para matar, 1 segundos para destruir instance_init .@instance; percentheal 100,100; FYC_deny = gettimetick(2); //warp has_instance("1@area"), 104,84; warp instance_mapname("1@area",.@instance),104,84; Now, I don’t know how I can check to see if the player died, or if quit ... Because if that happens, you have to get the player out of there, and destroy the instance, right? how to do this? ps* oh .. and also need to check for when time is up?
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