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Tio Akima

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Posts posted by Tio Akima


  1. 1 hour ago, AnnieRuru said:

    no.1, my 1st impression is run status_calc_pc everytime player receive hits or healing, which will be server resources heavy
    OnPCStatCalcEvent already deem very resource heavy, and you want to make this heavier LOL

     

    no.2, even I want to write this for fun, also impossible
    when player login, sd->battle_status.max_hp is 0, and can cause server crash
    when I changed to sd->status.max_hp, that is the player's base hp, if the player have bMaxHP bonus then it will calculate wrongly

      Hide contents
    
    
    #include "common/hercules.h"
    #include "map/pc.h"
    #include "common/utils.h"
    #include "plugins/HPMHooking.h"
    #include "common/HPMDataCheck.h"
    
    HPExport struct hplugin_info pinfo = {
    	"bAtkBaseonHPRate",
    	SERVER_TYPE_MAP,
    	"0.1",
    	HPM_VERSION,
    };
    
    struct player_data {
    	int atk_baseon_hprate;
    };
    
    int ATK_BASEON_HP_RATE = 0;
    
    int pc_bonus_pre( struct map_session_data **sd, int *type, int *val ) {
    	if ( *sd == NULL )
    		return 0;
    	ShowDebug( "%d %d %d %d\n", (*sd)->base_status.lhw.atk, (*sd)->battle_status.hp, (*sd)->status.max_hp, (*sd)->battle_status.max_hp );
    	if ( *type == ATK_BASEON_HP_RATE ) {
    		if ( (*sd)->state.lr_flag != 2 ) {
    			int bonus = (*sd)->base_status.lhw.atk + ( (*sd)->battle_status.hp *100 / (*sd)->status.max_hp ) * *val;
    			(*sd)->base_status.lhw.atk = cap_value(bonus, 0, USHRT_MAX);
    		}
    		ShowDebug( "%d\n", (*sd)->base_status.lhw.atk );
    		hookStop();
    	}
    	return 0;
    }
    
    void pc_damage_post( struct map_session_data *sd, struct block_list *src, unsigned int hp, unsigned int sp ) {
    	if ( sd == NULL )
    		return;
    	status_calc_pc(sd, SCO_FORCE);
    	return;
    }
    
    void pc_heal_post( struct map_session_data *sd, unsigned int hp, unsigned int sp, int type ) {
    	if ( sd == NULL )
    		return;
    	status_calc_pc(sd, SCO_FORCE);
    	return;
    }
    
    HPExport void plugin_init (void) {
    	ATK_BASEON_HP_RATE = map->get_new_bonus_id();
    	script->set_constant( "bAtkBaseonHPRate", ATK_BASEON_HP_RATE, false, false );
    	addHookPre( pc, bonus, pc_bonus_pre );
    	addHookPost( pc, damage, pc_damage_post );
    	addHookPost( pc, heal, pc_heal_post );
    }

     

     

    no

    Oh I see.
    Thanks for the explanation Annie
    It's really sad. It would be a very interesting mechanic.

     

    26 minutes ago, Kiyoshi Visser said:

    The server I GM for uses empty autobonuses to refresh condition checks. 100% autobonus when attacking or being hit works rather well for red-health builds. However! There is a limit of 10 autobonuses one player can have at a time, so unless you can increase it and recompile, I suggest to use it sparingly and on slots where card granted autobonuses already happen. Also, I am not really sure how server resource heavy these are. ;o

     

    autobonus "{  }",1000,1000,BF_WEAPON|BF_MAGIC|BF_MISC|BF_NORMAL|BF_SKILL,"{  }";
    autobonus2 "{  }",1000,1000,BF_WEAPON|BF_MAGIC|BF_MISC|BF_NORMAL|BF_SKILL,"{  }";
    if(Hp < MaxHp/4) {
        bonus bAtkRate,3;
        bonus bMatkRate,3;
    }

    interesting o/

     

    24 minutes ago, lllaaazzz said:

    atk.jpg

     

    can be done easily enough

    just by switching 

    in status.c 

    ctrl + f , find SC_AUTOBESERK

    look for these 

    
    st->max_hp>>2

    change them to this

    
    st->max_hp*0.75

    now autobeserk applies at 75% hp

     

    ok to remove the toggle, im not sure off the top of my head but i dont see why not

     

    so using this you need to:

    make a new SC_CARDEFFECT

    just copy impositio manus for straight ATK

    or keep is like provoke but without the defense reduction

     

    now you just gotta figure out how to make it a passive instead of toggled 

    um very interesting I will follow your tips and try to make a letter with this passive effect
    LOL


  2. Hello guys, I'm trying to make a card that adds ATK when the player is low on life (low hp)
    Is there any such letter with this theme for me to follow as an example?
     

    Do you think this is possible?


  3. hi guys
    How can I prevent the player from using two (or more) equal cards in the same item?

    I've tried isequippedcnt, but it does not work.

    Maybe it is better (easier) to put this condition in source.
    Has anyone tried something like this, and can you point the way?


  4. Guys
    I'm trying to use the skills without restriction
    WE_FEMALE
    WE_MALE

    I removed the marriage restrictions
    And I changed the skill to use with friends.

    I edited on skill_db

    I removed

    SkillInfo: {
    Wedding: true
    }

    and changed to:

    SkillType: {
    Friend: true
    }

    but it still does not work
    Are there any other restrictions?


  5. Hi guys
    I'm creating a system to store points for each Char.
    (These points I will use in the future in the damage equation)

    I'm having trouble making this variable store the points by char.
    I believe my logic is wrong
    Or I must be forgetting some detail.

    I added with sd member

     int training_point; 


    in pc.c (in pc_reg_received):
     

    sd->training_point = pc_readglobalreg(sd,script->add_variable("TRAINING_POINT")); 

    E também

    else if( !strcmp(regname,"TRAINING_POINT") && sd->training_point != val ) { 
                    val = cap_value(val, 0, battle_config->training_point); 
                    sd->training_point = val;
                }

    following the example of die_count
    I also added a config in player.conf

    // Number of training points that the player can accumulate
    // Default: 200 | Max: 500
    training_point: 200

    and add in battle.c (h)

        { "training_point",                     &battle_config.training_point,                  200,      0,      255,           },


    Then I created a command called @Training
    to be able to add points per command

    Spoiler

     

    
     ACMD(training)
     {
        int pontos = 0;
        int resultado = 0;
        
        pontos = sscanf(message, "%12d", &pontos);
    
        if (*message == '\0') { // No message, just show the list
    
            clif->message(fd, "please add a value"); 
            return false;
            
        } 
        
    
        if (pontos > 0) {
            if (pontos >= battle_config.training_point ) { 
                clif->message(fd, "The number of points can not be so high"); 
                return false;
            } // End Addition
            
            sd->training_point += pontos;
            clif->message(fd, "points acquired"); 
            
        } else {
            if (pontos == 0) {
                clif->message(fd, "POnts can not be zero"); 
                return false;
            }
            
            pontos*=-1;    
                    
            sd->training_point -= pontos;
            clif->message(fd, "points removed"); 
            
        }
        
        resultado = sd->training_point;
        clif->message( fd, resultado + "/200"); // message - show points
    
    
        return true;
    }

     

     

    And in the end, when I add the points, it shows how many points you have
    Then, when doing a quest, I would use the command to add pro player points.
    But apparently the logic is all wrong.
    the structure is apparently not right.


    Each player must have their points, and using the command I should add or subtract points.
    What am I doing wrong?

     


  6. I have a question about modeling
    Custom model.
    Can an object of a custom model have more than one mapped texture?

    I mean, can I apply Multi/Sub-Object to an object?
    When I convert from 3ds to rsm, the Brow does not accept the Multi/Sub-Object, so there are several bugs in the texture.

    I can only convert without bugs, when an object has a unique texture ..
    Unique texture per object.
    I believe there is a loss of configuration during the conversion of the 3DS to RSW model..  I do not know ..
    Or perhaps Brow himself does not accept this mapping,
    Some settings appear to be advanced for the Brow, such as the 3dmax particle system.
    I wish I could use Multi / Sub-Object to make more complex models.


  7. jungle-background-by-kikicianjur-d4smgan

    Bonjour!

    I finished another map of the Gaia Series, totally customized, and with that touch of fantasy.

    The Enchanted Village!

    The idea of this map is to be the main city of the Gaia project, an idealized instance created by TioAkima, where there will be PVP, dungeons, fiefdoms, items, NPCs, Mobs, VIP Room, etc ... All this theme.

    (Below are some prints and video of the Map)

    One more touch of fantasy of TioAkima ...

    images-gaia.png

    gaia-city-update-end.png

     

    gaia-city-update-6.png

     

    gaia-city-update-3.png

     

    gaia-city-update-4.png

     

    gaia-city-update-5.png

     

    VIDEO SHOWING THE MAP MORE DETAIL
    LOOK THE MOVIE!

    Leets'rooock

     

     

    For those who have not seen yet, the PVP with the same theme, Look the video!
    LOOK THE MOVIE! GO!

    Leets'plaaaaaaaay guys

    This is GAIA PVP
     

     

    End!
    Thanks :D

     


  8. tioakima-map-logo-bloopd.png

    Maps in Arena format
    "The Sacred Blood" (O sangue Sacro)

    Hii Guys,
    New maps in arena format, no obstacle in the arena, focused strictly on pvp (beating vs beating) ... This is the right map for you to decide who is the grandmaster in the best x1 style.


    Sacred or Blood

    "Choose your side, release your essence, and come to the fight!"

    galeria-blood-and-sacred.png

    blood07.png

    blood06.png

     

    blood05.png

    sacred06.png

    sacred05.png

    sacred04.png

    sacred03.png

    sacred02.png


  9. projeto-gaia.png

    Hii Guys! plus a map made with the GAIA theme! I've already done a pvp on this subject, and I'm thinking of making a GAIA map pack! With lots of green, lots of nature, lots of earth, lots of LIFE, lots of fantasy of course.


    Below are the images of VIP ROOM [GAIA]

    vip-imagens.png

     

    vip08.png

    vip07.png

    vip09.png

    vip10.png

    vip11.png

    vip12.png

    vip13.png

    vip14.png
    Print in game

    vip01.png

    vip02.png

    vip03.png

    vip04.png

    vip05.png

    vip06.png

    part of the project

    projeto-gaia.png


  10. pvpmap.png

     

    Hii Guys... I finished another map for RO, the idea is to be a pvp thematic map, but it can be used for many other things, it goes from the creativity of the person, it can be map for events, gvg, dungeon, quest room, vip room, adm room , gold room, etc ... etc ... etc ...

    The theme is gaia, mother earth. then the map is all green with plenty of foliage, trees, grass, dirt floor, water around, etc.

    usually pvp maps are dark, indoors. So the idea was a more open, clearer environment with more sunshine ...

    LET'S GIVE A FANTASY TOUCH IN THE SCENE OF THE BATTLES.

    att,

    Tio Akima

     

    gaia-pvp-02.png

    gaia-pvp-04.png

    VIDEO

     

     


  11. Arena 4fight - by Tio Akima


    dk-presences.png

    ARENA Four Fight! (4fight) - PVP MAP
    3 colors available (GREEN, BLUE AND RED)
     

    (It's been some time since I started to make this map, but I did not have time to finish it ... It's a basic room, I intend to complement it in other versions in the future!)

    ---------------------------------------------------------------------------------------

    -It is a custom room with 4 arena for PVP, but can have several functions, such as room for Quest's, Market (shop's), VIP room, meetings, events, etc ...

    Map created by TioAkima and distributed (without any cost) by the author himself.
    The trade in this map is permanently prohibited.
    - AUTHOR RIGHTS - Credits must be given.

    --------------------------------------------------------------------------------
    att,
    Tio Akima

    Contato/contact
    Dicord - @TioAkima#0636 
    DeviantArt- http://tioakima.deviantart.com/


     


  12. 16 hours ago, 4144 said:

    in Asheraf's repository present only translations.

    If you using some client exe, you must put sprites and other files for this exact version. Older or newer files may not works.

     

    Hey @Dastgir and @4144
    I think I found the source and solution of this error
    can you try to reproduce the error there?

    You need to diff a hexed with the "-Enable Custom Player Skill [Experimental]

    Adding this option at the time of diff
    when attempting to use any skill in area, the error should happen.

    I configured the emulator several times from the beginning
    I did another Patch from the beginning too, and the error continued
    I diff several clients
    and finally I was almost formatting my pc ...

    haha ha
    but I think I discovered and solved
    And thanks for the help messages.


  13. 24 minutes ago, Dastgir said:

    If the client crashes as you mentioned, then it's no fault of server, and therefore not showing any errors, did you tried using unedited Hercules? I couldn't reproduce the error. Do you have updated data.grf(might be some new sprite file they might be using for targetting)

    yes, virgin emulator hahahaha
    So I dismissed the possibility of being the emulator.
    The date is updated following the date of the asheraf ...
    So I thought it could be the hexed or some dll ...
    Or even the sprite of the mouse cursor ..
    I'm trying all the alternatives until I find hahaha.


  14. 7 hours ago, Dastgir said:

    which skill did you try? I might test it myself and let you know what happens.

    So ... this is very strange ... I've tried with skills that you need to select a target (either a place or an enemy)
    (skills of the magician, archer, monkey, etc ...) All classes actually hahahaha

    I'm thinking it's some outdated dll ...
    I replace the emulator and the lua files ... and the error continues.
      so I thought about the dll
    but I do not know...
    A friend said it could be bug in socket.h

    but I do not know either
    The emulator has no errors in the console ..

    It is difficult to find the solution of a phantom error ..
    If the console printed an error, it would be easier to solve, knowing the origin of it ...
    but, by answering the question, are all skills (you need to select a target, be it a place or an enemy) from all classes.
    it's a very strange mistake hahahaha


  15. 21 minutes ago, Dastgir said:

    Some clients are exception in gravity, they might be really unstable like you mentioned.

    Most likely new clients have some new fields in Lua files, so be sure to not diff with "ignore xyz" patches, and try. If it errors, fix it, if it just close down, change the client.

    it's very strange, because I already made sure that there are no more errors in the moon files to be corrected ..
    But the client keeps closing when clicking on any skill of use in area.
    For a moment I thought it was some mouse cursor update ...
    But neither is it ...
    All 2018 clients are generating this error here ...
    I thought of debugging for VS (opening the map server in VS) but it does not debug because theoretically "there is no error" ...
    I have no more options to try to fix this error.
    but thank you for the message.


  16. Hi guys

    I noticed that by clicking on any area skill

    my client simply closes, without error.
    No error, no error in emulator or date.

    my client is 2018 06 21

    Replaces with a 2015 customer and the error disappears.

    I am not using diffando the new client with skp pack obfuscation.

    Does anyone know what may be closing the client this way?

    It happens every time I click on any skill area ...

    (he does not even expect me to select the area ... it closes as soon as I click to use it)

    self skill works normal.

    :pat:

    (I believe that it is problem with the client, since I am using current emulator and date without editing)


  17. Hi guys
    I'm really bad with scripts
    So I made the logic of an npc and I'm looking for help to finish.
    If anyone knows.

    It is a npc that checks if the player has some fruit.
    Then, through a Menu, shows the fruits that the player has.
    Then, the player selects the fruit he wants to change.

    There are 3 levels of food.

    (There are a lot of things wrong there, because like I said, it's just logic.)

     

    	
    	//Legenda:
    	//
    	// == fruits ID:
    	//
    	// apple:40010
    	// banana:40011
    	// abobora:40012
    	//
    	// == fruit candy ID:
    	//
    	// apple candy:40020
    	// banana candy:40021
    	// pumpkin candy:40022
    	//
    	// = fruit food ID
    	//
    	// apple food:40030
    	// banana food:40031
    	// pumpkin food:40032
    	
    	//I intend to add several fruits
    	
    	switch ( select ("Level 1","Level 2","Level 3","Cancelar.") )
    		{
    		
    			case 1:
    
    				setarray @fruits[0],40010,40011,40012;
    				
    				for(@i=0, @i < @fruits[0], @i++  ){	//to go through the array
    				
    				if(countitem(@fruits[@i])
    									
    						//add the fruit ID's that the player has in some variable?
    						//need to store the fruits found in a new array?
    				}		
    				callsub MakeFood;
    				break;
    			
    			case 2:
    
    				setarray @fruits[0],40020,40021,40022;
    				
    				for(@i=0, @i < @fruits[0], @i++  ){	//to go through the array
    				
    				if(countitem(@fruits[@i])
    									
    						//add the fruit ID's that the player has in some variable?
    						//need to store the fruits found in a new array?
    				}		
    				callsub MakeFood;
    				break;
    			
    			case 3:
    
    				setarray @fruits[0],40030,40031,40032;
    				
    				for(@i=0, @i < @fruits[0], @i++  ){	//to go through the array
    				
    				if(countitem(@fruits[@i])
    									
    						//add the fruit ID's that the player has in some variable?
    						//need to store the fruits found in a new array?
    				}		
    				callsub MakeFood;
    				break;
    	
    		}
    
    MakeFood:
    
    				if (fruits in inventary <= 1){		//found no fruit (or more than 1.)
    					mes .NpcName$;
    					mes "Oh... sorry...";
    					mes "When you have two or more fruits equals";
    					mes "come back here.";
    				close;
    				}
    
    				mes .NpcName$;
    				mes "These are your fruits.;
    				mes "Which would you like to do";
    								
    				menu("@item_name+ @quantity, @item_name+ @quantity, @item_name+ @quantitye"); //menu with the fruits found in the player
    				//will you need a FOR to make this menu?
    	
    				mes "You chose the " + @item_name + ", we can continue?";
    				
    					if(select("Yes, we can!:No...better not...") == 2){
    						mes .NpcName$;
    						mes "Ok, bye.";
    						close;        
    					}
    					if(checkweight is 90%){	 //check if the luggage is overweight
    						mes .NpcName$;
    						mes "You're carrying a lot of weight..";
    						mes "sorry.";
    						close;
    					}
    				
    				del item: @item_id_old,2; 	//delete two fruits old
    				set item: @item_id_new;		//new food delivery
    			
    return;	

     

     

     


  18. Summoner's Rift in Ragnarok Online

    (map created by Tio Akima)

    mini_mapa_moba2.png

     Hi Guys,

    I'm passing to expose my new map (recently completed) to RO!
    This is a map inspired by summoner's rift (map of the game of League of Legends).


    The design follows the same pattern, but with the poetic freedom (or poetic limitation ?!) available within RO!
    I will post some pictures here of the map and a video to be able to see better.

    It is!

    Att, 
    Tio Akima.


    ScreenShots:
    Moba_screen_final08.png

    more:
    Green Base:
    Moba_screen_final06.png

    Red Base:
    Moba_screen_final04.png

    Moba_screen_final07.png

    Video:

     


  19. Nice script ...
    I loved it!

    I have an idea to add in your NPC ...
    I think it's going to get better.
    You could add an option to the NPC to create scrolls with the stored build.

    Thus, the player can load this parchment and use wherever he wants, make exchanges, sell the parchment, etc ...

    The NPC creates a parchment (Item usable) with the stored build.


  20. Hi guys
    I do not know exactly the source of this error, whether it is SRC, or Hexed, or data files ...
    [client-side or server side]

    I have no idea why this mistake.
    After walking the map (and minimizing or maximizing the menu) it will be invisible.

    Is someone having this kind of bug?
    What could be causing this?
    I tested several hexeds and in all this happened.
    (current hexed 2018-04-18)

    unknown_erro_menu.png

     

     

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