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Tio Akima

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Everything posted by Tio Akima

  1. I'm having trouble with my custom model and my texture. I'm having trouble with my custom model I put the correct paths, but the model is showing white and my texture is not showing. Anyone know where I am making the mistake? I believe it is lack of knowledge and even'm missing at some point. I added the model and texture in my GRF custom .. then put the path to the BROWEDIT read my GRF ... Another doubt: How to make my model read its corresponding texture? [print ] textura MODEL:
  2. Someone can tell me if browedit 2.0 is working? I downloaded the revisions 234 and 279 that Olrox released but ... I can not set up to run. it is on the black screen saying: "unable to find configuration file, please type the configuration filename" I would like to use 2.0
  3. NICE!!! thanks thanks thanks thanks <3
  4. Does anyone know why I'm having problems with accentuation? When using accentuation appears koreanas letters
  5. I certainly do not know adapt, hahaha always I appreciate the help ^^
  6. understand, so I'll leave skill->area temp[0] commented. I put skill->area_temp [1] = SRC->id; to see what would happen and when using the skill I take damage along with the enemy. hahaha how not to use the bl->id, I will leave this commented part // About FirePillar nice Thanks, I will test the code, but I'm with a doubt. it goes in skill_castend_pos2 ?? Or goes in skill_unit_group ???
  7. I understand. I was going for the more complicated way then. Now it's working. But still a little clumsy. and do not need the BL, what put the "skill->area_temp [1] = BL> id;" ????? for now this way in castend_pos2: ps: in skill->castend_damage_id, I removed the code that was it. flag|=1; skill->unitsetting(src, skill_id, skill_lv, x, y, flag); // skill->area_temp[1] = bl->id; map->foreachinpath(skill->attack_area,src->m,src->x,src->y,x,y, skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), skill->splash_target(src), skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); And talking about the effect, he is not showing up, not with the enemy, and not without them. hahaha about firepillar sorry, I thought what using FirePillar, would be more easy. already the loop just repeat the skill to reach the target. But you are much more experienced than me. I follow your way. I must calculate the range with get_unit_range? skill->get_unit_range(skill_id, skill_lv);thinking that the damage starts from the cell that was shot (in this case me) so, previous_cellx(i) and previous_celly(i) here it will be changed to the cell that start?. next_cellx(i) and next_cellxy(i) here it will be changed to the cell that start + i ? and about the struct skill_unit_group, you are talking about map->getcell()?? case WZ_FIREPILLAR: if (map->getcell(src->m, src, x, y, CELL_CHKLANDPROTECTOR)) return NULL; if((flag&1)!=0) limit=1000; val1=skill_lv+2; break; sorry, I understand the logic, but I have difficulty in applying.
  8. go to: HERCULES\conf\map\battle\client.conf // Visible area size (how many squares away from a player can they see) area_size: 20 //Maximum walk path (how many cells a player can walk going to cursor) // default: 17(official) max_walk_path: 17 change here ... changes the two .. ^^
  9. hello Nardoth Thanks for answering, that our conversation is clarifying me some things. good, I was all day today studying and testing things. sorry, it's hard to speak English to me. Come on. To use the function map-> foreachinpath () in castend_pos2, as you said, it needs to be configured. This is the part the code map->foreachinpath () map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), skill->splash_target(src), skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); The part that needs to be set is part of setting the selected area: bl->x bl->y You can not really use "bl-> x" and "bl-> y" you need to define somehow I tried to do is create a function in map.c and Map.h this function: int map_getbl( struct block_list *bl, int16 dx, int16 dy) { int16 dx, dy; dx = bl->x; dy =bl->y; return dx, dy; } So I could replace the map->foreachinpath (): map->foreachinpath(skill->attack_area,src->m,src->x,src->y,map->getbl,bl->y... etc But I'm still confused how to do this. If you can auxilar me, I'm grateful. ------------------------------------------------------------------------------------------------------ Now, let the other doubts I want do a ''For()'' in the skill FirePillar - WZ_FIREPILLAR The idea is to launch the skill, and go repeating along the way until you reach the selected area. Like this: I have not done this for () to test, but I'm including in the conversation. It is also the function skill_castend_pos2 I will also need to get the coordinates of the selected area and go running skill to get it
  10. hi Nardoth I looked at the Skill "Kamaitachi" I believe she also served even my purpose. In fact, I'm trying to do the following, let me explain: When selecting an area, the skill takes my position (x, y character) and the selected position (x, y of the selected area) and launches the damage, starting from my position until selected position. you see? I will demonstrate the logic in this drawing: I'm trying to edit these skills that I cited, to be able to do this. yet without success. =/
  11. Hello people, I want to edit the skill Fire Pillar - (WZ_FIREPILLAR). The problem with this skill is that it does not work when you have a monster on the chosen area You have to use it in an area with no monster. As removing this condition ????? (bad condition) I've tried several things, reading skill.c, but have not figured out yet, anyone have any idea? thanks
  12. I tested the Skill to see how it works, but it did not work in my emuador. Weird
  13. Hello guys. I'm trying to make a skill shot, that is ... a skill it is possible to enemy dodge. And I see that the Ragnarok most skills are Point click, It makes things a little without thanks. So if anyone knows and want to share information about. I want to make skill where the player can launch the area. And also a check of collision, for the ability to stop at first that she hit. Enemy or monster. ANOTHER DOUBT: be possible a skill hit something the map? Launch the skill and she hit a wall, a mountain, or some object ??? Well that's it .. Complicated not? thanks ^^
  14. thanks, now lack the name of other
  15. Hello people I need a help. The skill Gunslinger GROUND DRIFT leaves a bomb on the ground. But this bomb disappears after a few seconds. How to increase this duration?????? Second doubt. When using the skill again ... It puts a second bomb. How to make it, to use the skill AND take the pump back. Instead of using another bomb, he take the bomb that used the ground. thanks
  16. Hello guys I'm trying to figure out the name of skills that using the following effects. If anyone knows, please help me. Thank you. I'm searching for the skill name that has this effect, or own name effect. thanks 1- 2 - 3 - 4 - 5 - 6 -
  17. Hello people updated my hercules, with Tortoise SVN so I went recompiling emulator with visual2012 but it is giving the following errros: Does anyone know how to solve?
  18. I left like this: //max_lv: 99 and not working .. aura keeps popping up.
  19. how to turn off the hour that appears to reach maximum level? thanks
  20. "sorry, no packetver config found" Anyone know what kind of error is this? It happens after selecting the server. And does not go to the login screen
  21. Nice! I put everything in the same bank? or need to create a for main.sql and one for Logs.sql? and on the tables of items and mobs? I put all in the same bank, right? Alias, not previously used the table of items in SQL, right?
  22. Hello do you have a guide to SQL tables? which table to import, etc ... I looked at Wiki but the Wiki is bad. thanks.
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