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Tio Akima

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Posts posted by Tio Akima


  1. 19 minutes ago, Naruto said:

    you can but replacing body/job sprites are restricted... they say you can make custom job on older client so that must mean that you can make custom bodies ...

     

    but  i thought they were all packets sent to game and we couldnt edit that simply 

     

    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. :)


  2. 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.)


  3. 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

     

    error-SC.png

     

    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! 


  4. 2 hours ago, Cretino said:

    The actual 'getunitdata' has no support for player units.

    This is why you receive this message error.

    If you want to get values from player units, you'll need to make a source modification.

    I made one, you can test if you want.

     

    getunitdata_pc_type.diff 4.08 kB · 1 download

    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/

     

     


  5. 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


  6. 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.)


  7. 1 hour ago, meko said:

    // get the unit ID of the target .@target_id = XXXXX; // get the location of the target (change TYPE to PC/MOB/...) getmapxy(.@map$, .@x, .@y, UNITTYPE_{{TYPE}}, .@target_id); // get all mobs within a 3 cell radius around the target .@count = getunits(BL_MOB, .@units[0], -1, .@map$, max(0, .@x - 3), max(0, .@y - 3), .@x + 3, .@y + 3); // iterate over the mob units for (.@i = 0; .@i < .@count; ++.@i) { .@unit = .@units[.@i]; // ... do something with your .@unit }

    
    // get the unit ID of the target
    .@target_id = XXXXX;
    
    // get the location of the target (change TYPE to PC/MOB/...)
    getmapxy(.@map$, .@x, .@y, UNITTYPE_{{TYPE}}, .@target_id);
    
    // get all mobs within a 3 cell radius around the target
    .@count = getunits(BL_MOB, .@units[0], -1, .@map$, max(0, .@x - 3), max(0, .@y - 3), .@x + 3, .@y + 3);
    
    // iterate over the mob units
    for (.@i = 0; .@i < .@count; ++.@i) {
        .@unit = .@units[.@i];
        // ... do something with your .@unit
    }

     

    wow! nice getunit ... worked perfectly meko ... Thanks!
    topic solved ❤️ 


  8. 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

     

     


  9. On 12/12/2019 at 12:33 PM, apuadofrancisco said:

    I merged Asheraf and ZackdreaverRE English Data folder.
     

    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?


  10. On 12/15/2019 at 3:30 AM, Kenpachi said:

    Hi.
     

    The are effect type to achieve this. From doc/effect_list.md:

    420 | EF_BABYBODY | Eswoo (Small) (Visual Effect) 421 | EF_BABYBODY2 | Eswoo (Alt. Small) (Visual Effect) 422 | EF_GIANTBODY | Eswoo (Normal) (Visual Effect) 423 | EF_GIANTBODY2 | Eswoo (Alt. Normal) (Visual Effect)

    
     420 | EF_BABYBODY                    | Eswoo (Small) (Visual Effect)
     421 | EF_BABYBODY2                   | Eswoo (Alt. Small) (Visual Effect)
     422 | EF_GIANTBODY                   | Eswoo (Normal) (Visual Effect)
     423 | EF_GIANTBODY2                  | Eswoo (Alt. Normal) (Visual Effect)

    Atcommand @size uses 420 and 422 for example.


    ~Kenpachi

     

    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


  11. 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


  12. 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. )


  13. 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.



  14.  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) 


  15. On 10/22/2019 at 9:20 PM, KirieZ said:

    I don't think you actually need skills for those cases, you could make a SC for the cooldown and set it to not be removed upon death.

    When the character dies:
    - does it have the SC?
         yes:
              -> do nothing (still in cooldown)
         no:
              -> set SC
              -> ressurect (maybe check how siegried token does it?)

    Nice, I will look at the "siegried token" to understand how it works.
    Thanks for the idea kirie.


  16. 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?


  17. On 6/11/2019 at 9:10 PM, Hyoru said:

    Awesome! 10/10

    thanks :D

     

    On 6/12/2019 at 10:06 AM, fiction said:

    Just Wow !

    :D

     

    20 hours ago, Dangerous said:

    That's amazing, I am a big fan of Resident Evil, the old ones!

    I used to play for several hours Resident Evil 1,2 and 3 for Playstation 1. 

    In my opinion was the best game ever made for the console, but now the game has changed and it is not like the survivor horror it used to be.

    Loved you work!

    oh cool man, nice, i love RE for PS1... i love chrono trg and cross too! (for ps1)
    thanks for comment ❤️ 


  18. 12983344170162.png

    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.

    survival-quads.jpg

    The second map is MANSION (freely inspired)
    This map has 4 floors (two extremely large 2 floors (150x150), 1 small floor and basement.
    The maps are well detailed and with the possibility to compose a series of quest's and events.

    mansion-hall.png


    There are many possibilities. It can be used as an instance, as main city, map for events
    (such as zombie invazion, undead, savior, vips events, hunter), quests, etc. just be creative.
    Tell me your opinion, maybe you can help me improve.
    Thank you.

    ps: The police department is not ready yet.*****

    (Some images to better illustrate)

     

    THE CITY

    Survival-city-01.png

    Survival-city-02.png

    survival09.png

    Survival-city-03.png

    Survival-city-04.png

    Survival-city-05.png

    survival01.png

    survival08.png

    Survival-city-06.png

    1330.jpg

    Now some images of the Mansion with 4 floors
    I like it when the maps are well filled, with no empty spaces, and with many details,
    something that suggests that there is life there, with dirt and trash on the floor, etc ...

    01F and 02F

    mansion-hall.png

    mansion-hall02.png

    mansion-04.png

    survival23.png

    survival24.png

    survival25.png

    survival26.png

    survival28.png

    survival20.png

    survival21.png

    mansion-03.png

    survival22.png

    03F and basement

    survival12.png

    survival13.png

    survival15.png

     

    survival18.png

    survival14.png

    survival10.png

    survival11.png

    12983344170162.png

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