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Everything posted by Tio Akima
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I never understand your answers hahahahaha 😐
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Get rid of these icon (magnifier and kafra box)
Tio Akima replied to heroji's question in Database Support
file singboardlist.lub stay at data / luafiles514 / open the file, look for the map icons you want and remove them -
Hi guys I'm looking for information about the relationship between the weapon subtype (that the player has equipped) and the attack animation of the sprite. We all know the SPRITE of a class has 3 types of attack: attack animation 1 attack animation 2 (no weapon) attack animation 3 (weapon) depending on the weapon (weapon subtype) the player has equipped, the sprite shows an attack. A murderer for example, if he is using a Katar, the animation will be the attack2, if he is using a knife, then the animation will be the attack1 ... Maybe this is coded on the client side ... But, maybe there is a way to manipulate this from the source, through the subtype of the weapon Does anyone have information about this? hahahaha it would be nice to be able to choose weapon subtype : enum weapon_type { W_FIST, ///< Bare hands W_DAGGER, //1 W_1HSWORD, //2 W_2HSWORD, //3 W_1HSPEAR, //4 W_2HSPEAR, //5 W_1HAXE, //6 W_2HAXE, //7 W_MACE, //8 W_2HMACE, //9 (unused) W_STAFF, //10 W_BOW, //11 W_KNUCKLE, //12 W_MUSICAL, //13 W_WHIP, //14 W_BOOK, //15 W_KATAR, //16 W_REVOLVER, //17 W_RIFLE, //18 W_GATLING, //19 W_SHOTGUN, //20 W_GRENADE, //21 W_HUUMA, //22 W_2HSTAFF, //23 #ifndef MAX_SINGLE_WEAPON_TYPE MAX_SINGLE_WEAPON_TYPE, #endif // dual-wield constants W_DOUBLE_DD, ///< 2 daggers W_DOUBLE_SS, ///< 2 swords W_DOUBLE_AA, ///< 2 axes W_DOUBLE_DS, ///< dagger + sword W_DOUBLE_DA, ///< dagger + axe W_DOUBLE_SA, ///< sword + axe #ifndef MAX_WEAPON_TYPE MAX_WEAPON_TYPE, #endif };
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hahahaha very nice ken! I laughed at the free syntax errors .. hahaha delivery Thankssss haha ❤️
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guys, can someone help me programming this callfunc I'm trying to make a callfunc to use on an item this item should heal the player and whoever is in the group (only if they are within a 10x10 area I am still building, but I have a series of doubts and I am not able to get the id of the party members function script F_HealGroup { //members id getpartymember(getcharid(CHAR_ID_PARTY), 1); .@range= 10; .@porcent = 50; //map coordinate getmapxy(.@m$,.@x,.@y,0); //get user in area 10x10 .@count = getunits((BL_MOB | BL_PC), .@units, -1, .@m$, max(0, .@x - .@range), max(0, .@y - .@range), .@x + .@range, .@y + .@range); // for the party member for (.@i = 0; .@i < .@count; .@i++) { dispbottom .@units[.@i]; //debug - print the user id percentheal( .@porcent, .@porcent); specialeffect(310, AREA, .@units[.@i] ); } return; } I tried to get the idea with getpartymember (getcharid (CHAR_ID_PARTY), 1); But I couldn't apply it in the code ... I also tried to use the areapercentheal ("map", x, y, x2, y2, hp, sp); but I couldn't apply it either ... Maybe it's even easier than the shape I'm trying to make. I'm not very good with scripts.
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my dispbottom stopped working on the whole server ... i put a printf in the clif_disp_message (to debug) ... he prints the message on the console normally, but does not show in game ... very strange that. my client is 2019 ragxeRE I switched to a 2018 client ... and the device still doesn't work ... Does anyone have any idea what could be happening? what may be causing this error. I didn't edit clif_disp_message or dispbottom (in script.c) the functions are original @EDIT kenpachi and dastgir solved! topic closed!
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guys, I'm trying to make an item that heals the player and the members that are in the group, do you have any script commands to do this? How can I do it?
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guys, i'm having that bug where the monster doesn't disappear when dying. I researched and found a topic (from 2015) talking about the subject, but I couldn't find the solution. Does anyone have information about this error? (I will recently change #define MAX_EVENTQUEUE 2 to higher values ... maybe it has something to do with the bug) (topic on the subject here) bug print:
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thanks Cretino. it's perfect! thanks for your help.
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oh nice... I tested it with OnPCLogoutEvent: but... he warned that the player gave up, but did not trigger the label OnArenaEvntCheck; LOL he stopped for here:
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yeah, now it's great. LOL Thanks for your help. do you think the logic used to decremented the variable when a player dies, is good? Because I just thought about a future error ... if a player quits, the variable will not be decremented, and this can cause a failure. I thought about using "getmapusers" but, maybe he can make a mistake in counting, if he also counts the dead player on the map. o/
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hi Cretino, Thanks for the answer.. I did a test with two fighters ... And when one of them dies, the prize label is not triggered. the console error [Error]: script_rid2sd: fatal error ! player not attached! [Debug]: Function: strcharinfo (1 parameter): [Debug]: Data: number value=0
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guys, someone help me fix this script it is not working properly. sometimes he announces as a winner the player who is dead gives the prize to the wrong player ... etc https://pastebin.com/eFv2B5QX this is a combat arena where the last to survive is the winner.
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[Showcase] RPD - Raccoon City Police Department
Tio Akima replied to Tio Akima's topic in Map Showcase
thanks Caspian- 1 reply
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- residentevil
- survival
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(and 5 more)
Tagged with:
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Hi ... I've finished a series of maps recently, inspired by a horror story theme. The main map is a modern city, freely inspired by Raccon City (RE) with classic places such as the famous Mansion of RE1 and also the raccon city police station. A map made for RO, but the idea was to remove all the medieval elements, to maintain a modern aesthetic, to approach our present world. I've posted here the city and also the mansion ... I recently finished the police department RPD - Raccoon City Police Department B01 first floor with several rooms B02 second floor with several other rooms Now there are 3 huge maps The city, the mansion and the police department RPD MANSION CITY
- 1 reply
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- residentevil
- survival
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(and 5 more)
Tagged with:
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thanks Kenpachi! it's working perfectly. Thanks for your help ❤️ O/
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guys, can someone help me Does anyone have this function for hercules? Or can convert to use in herc. rA function I tried to convert but the server is crashing when using any skill ~bad 😢
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@4144 @Hyroshima Thank you for your help! it worked. ty [SOLVED]
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Hi I wanted to do a Barter shop however, in the same npc, put a menu for the player to choose which Barter shop he wants to enter .... How can I do this? exmp: switch(select("- Shop 1:- Shop 2:- Shop 3:- not..thanks..")) { case 1: callshop " Shop 1",1; end; case 2: callshop " Shop 2",1; end; case 3: callshop " Shop 3",1; end; case 4: end; } OnInit: { sellitem White_Herb, 100, Red_Potion, 2; sellitem Blue_Herb, 200, Red_Potion, 3; sellitem Green_Herb, 100, Red_Potion, 4; sellitem White_Herb, 100, Red_Potion, 1; end; } How to call Barter shop and separate items in shop ? it's possible?
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oh, thanks for answering kenpachi ... It is a pity, as this greatly limits the use of this resource. You can exchange only for the clothes of the classes. I wanted to understand how a Dreesroom works, as it exchanges a sprite of the class for another sprite of the same class ... Body Sprite A and Body B Sprite 2 different body for each renewal class it may be possible to add more options besides A and B And it may also be possible to do this using item I don't know ... I'm just thinking about logic
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Guys, can someone help me with an idea I made an NPC with some missions and that creates an instance In one of the missions the player needs to use a certain skill an amount "x" on a given map (in the instance) example: Use Stormgust 50 times So, I'm thinking about how to make this count Does anyone have any ideas? I've been thinking about on that NPC who tests the damage on Imperium, I don't know ...
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oh nice!!! thanks Meko Solved
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[ Create instance for just one player ] guys I created an npc with several quests and that creates an instance and teleports the player to the map ... Everything works normal if the player has a group, but if I attach the instance to the player it does not teleport. IM_NONE: Attached to no one. IM_CHAR: Attached to a single character. IM_PARTY: Attached to a party (default instance mode). IM_GUILD: Attached to a guild. IM_CLAN: Attached to a clan. It creates the instance, however when attaching the instance in the player (and not in the group) the script does not execute the instance_enter Is it possible to do that? attach only one player? (without being in a group)
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ok Ridley, thanks, i will divide them into smaller parts. I think this will be the only solution. Thanks. sorry, but you have no idea what was asked in the post. it doesn't make any sense to "merge" or "weld" my models of 60k polygon. hugs
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I didn't understand your answer