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Tio Akima

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Everything posted by Tio Akima

  1. I didn't understand your answer and I also didn't understand the giff.
  2. 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?
  3. 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.
  4. 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.)
  5. 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!
  6. Tio Akima

    GID Error

    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/
  7. Tio Akima

    GID Error

    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
  8. Tio Akima

    get npc name

    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.)
  9. Thanks for sharing, helped me and will help many other people. thanks. solved
  10. Guys Does anyone know if WeeThumbnail works on current windows10? I installed here and it is not working.
  11. wow! nice getunit ... worked perfectly meko ... Thanks! topic solved ❤️
  12. 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
  13. 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?
  14. 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?
  15. 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
  16. 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
  17. 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. )
  18. Tio Akima

    sc custom

    guys from which ID is recommended to create custom SC (status change) ? do you have a limit id?
  19. 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
  20. Tio Akima

    mob death

    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.
  21. 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)
  22. Nice, I will look at the "siegried token" to understand how it works. Thanks for the idea kirie.
  23. 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?
  24. thanks oh cool man, nice, i love RE for PS1... i love chrono trg and cross too! (for ps1) thanks for comment ❤️
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