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Everything posted by Tio Akima
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I didn't understand your answer and I also didn't understand the giff.
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What is the limit of polygons in a model? Is there a limit of polygons per map? I have 3 models with 60k polygons each ... And the client is not working (client 2019) it crashes when trying to display the models. I used the proOptmize modifier, but it still didn't work. Are there any other customer restrictions regarding 3D models other than polygons?
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No, I don't want to use job sprites ... I want to know if can make items like costume (the sprite of a custom item replaces the body sprite) ... but.... nothing related to the classes.
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guys, I created a custom item and set it as a COSTUME item. Is possible this custome item to replace the body sprite? Or does it just overlap the player sprite? (I thought a custome item could be used to create new clothes and costumes, and by equipping it it would replace the player's body sprite.)
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when i use pc-> jobchange () it finishes some SC_ (sc originals) and my sc_ custom it doesn't finish ... The idea is that he will stop finishing all SCs the two original sc_ he is finalizing ... I can not understand why he finalizes these two, and my custom not I looked at the whole pc->jobchange() function And I found this condition that from status_change_end, I left commented // // if ((job & MAPID_UPPERMASK) != (sd->job & MAPID_UPPERMASK)) { //Things to remove when changing class tree. // const int class_idx = pc->class2idx(sd->status.class); // short id; // for (i = 0; i < MAX_SKILL_TREE && (id = pc->skill_tree[class_idx][i].id) > 0; i++) { //Remove status specific to your current tree skills. // enum sc_type sc = status->skill2sc(id); // if (sc > SC_COMMON_MAX && sd->sc.data[sc]){ // status_change_end(&sd->bl, sc, INVALID_TIMER); // } // } // } but it did not work the strange thing is that it finish (sc_end) only the original sc in sc_config they are set the same with these flags Flags: { NoDeathReset: true NoDispelReset: true NoClearanceReset: true NoMadoReset: true } @EDIT SOLVED!
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oh ok... nice... thanks o/ @EDIT: @Cretino if I'm not mistaken there is no return from the basic attack on the list (batak) UDT_ATKMIN and UDT_ATKMAX are for weapons e UDT_MATKMIN and UDT_MATKMAX for magic attack LOL @EDIT2: I looked at source and added the basic attack manually .. thanks! Solved script_pushint(st, sd->battle_status.batk); o/
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I'm trying to return the player matak using getunitdata, but it's giving error .. where am I going wrong? .@mymagicatak = getunitdata(getcharid(CHAR_ID_ACCOUNT), UDT_MATKMAX); but I have an error [Error]: buildin_getunitdata: Unknown object! I tried to get gid with CHAR_ID_CHAR but it didn't work either
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gys, what is the function that returns the name of npc through its id I looked in sript_comands and did not find it. (I am creating a duplicate of npc and removing it in another file, but to remove (duplicateremove) I need the name of npc.)
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Thanks for sharing, helped me and will help many other people. thanks. solved
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Guys Does anyone know if WeeThumbnail works on current windows10? I installed here and it is not working.
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wow! nice getunit ... worked perfectly meko ... Thanks! topic solved ❤️
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guys, I got the coordinate (xy) and ID of a target in my script I used getunits () to get the ID of this target and put it inside an array. .@count = getunits((BL_MOB | BL_PC), .@units, 1, .@m$,.@x ,.@y ,.@x ,.@y ); Now I'm trying to get the ID of the surrounding mobs that are 3 or 4 cells away. Does anyone know an automated way to do this? Is there a script function that makes this check circle around the target? I know that in source it is possible to do this using foreach in script I don't know maybe a special for () to check the cells as in the image: the idea is to place the found targets in the array image: https://imgur.com/JAm43aV
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yes, I have the updated GRF (ragexe and ragexeRE) ... and yet the crash client what version of client are you using? and how is your mapinfo name in the system folder?
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hey man, did you get to use it? Which client are you using? I am trying to use with a 2019 ++ client but upon entering a map he crash ... which client could you use? Do you have any special settings you need to do?
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Oh yes ... I know this list. But she doesn't help me much. It's like I said, if I use specialeffect, I can't remove the effect anytime I want. ~sad @EDIT - I got it using removespecialeffect() ! ty
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Hi, does anyone know if there is any SI_ (or sc) that changes the size of the sprite? Already tested several SI_ (look status.h) to try to use the effect 423, which makes sprite from player "big". I don't want to use the direct effect (clif-> specialeffect (bl, 423, AREA)) Using this, the effect disappears when there is some refresh on the screen .... I would like to use through an SI / SC .... because you have the freedom to turn the effect on / off whenever you want. For this I am looking for the effect 423 (state.size = SZ_BIG) associated with some SI_ there are many associated effects on SI_ IDs so maybe it has the sprite effect "big" thanks
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Hi guys, I realized that when reloging the char, the client reloads the skills, including the status_change_end function ... Does anyone know which function is responsible for this? (for reloading the skills tree when reloading the char) note: ( I created a passive skill ( SC_ANGEL from INFINITE_DURATION )... And i turn this SC_ANGEL off when it is in Condown and I turn on SC_ANGEL_CD .... When the cooldown time is over (cowndown) I enable SC_ANGEL again in status_change_end .... But if I unplug the char during SC_ANGEL_CD (cowndown), when i relog, automatically enable SC_ANGEL because some function reloads the skill tree including the status_change_end function. I tried to check if the SC_ANGEL_CD is on (using if )... but there is a lack of sync, and SC_ is not recognized on or found .. it's like it's off. )
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guys from which ID is recommended to create custom SC (status change) ? do you have a limit id?
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hy guis Does anyone know if the Token of Siegfried rebirth function is coded on the client side only? I mean the setting (code) to trigger the autorevive button
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hi guys Where can I find in src, a function that checks if the mob dies with basic attacks ... In skill.c has the skill_counter_additional_effect with an IF () that checks if the mob died with a skill ... what I'm looking for is just the opposite ... death by basic attack. I searched battle.c and didn't find I searched for all status->damage() calls and didn't find it either.
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Using SC_POISON and poisoning time hi guys, i made an skill to poison the enemy after short / long range attacks It's a passive skill. When you attack an enemy, you have the possibility of poisoning it I use SC_POISON to poison. (I put the check into battle.c) but.... It poisons the enemy correctly (witch the correct duration), but if I try to poison the same enemy again, then the duration becomes bugged and disappears within 1 second. Does anyone have any idea why this error? my check in battle.c : (with a 10% chance of poisoning) if(sd){ // Checks whether the player has the skill or not if(skill_lv = pc->checkskill(sd,ALL_POISON_PUNCH)>0){ printf("have the skill"); if( rnd()%100 < ( 1000 * skill_lv / 100 ) ) { printf("came in "); sc_start(src,target,SC_POISON,100,skill_lv,100000); } } } Does anyone know why I can't poison the same enemy again? (the poisoning time is bugged in the second poisoning)
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Nice, I will look at the "siegried token" to understand how it works. Thanks for the idea kirie.
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Hi guys, I am trying to do a passive skill, similar to the passive of armor "Guardian Angel" (from league of legends) Btw I don't know if it's possible The idea is: (when the player dies) the ALL_RESURRECTION skill on the player would be used (the skill would have a 5 minute of cowdown). If the player dies while the ability is in cowdown, the skill to revive is not used. But I don't know if it's possible - as for example, is it possible to cast the ability when the player is dead? - Is it possible to put cowndown (delay) on a passive skill? Does anyone have any idea how I can do this?